- teleporting from sub to another works now

- repairtool fix
- submarines collide with each other
- every submarine is updated (so MainSub isn't the only one that can move)
- submarinebody vertex generation fix
This commit is contained in:
Regalis
2016-06-11 17:55:47 +03:00
parent ee2d817e6b
commit 495a0f4124
5 changed files with 30 additions and 10 deletions
@@ -76,10 +76,13 @@ namespace Barotrauma
currentTarget = target;
Vector2 pos = host.SimPosition;
if (character!=null && character.Submarine==null)
if (character != null && character.Submarine == null)
{
//todo: take multiple subs into account
pos -= Submarine.MainSub.SimPosition;
var targetHull = Hull.FindHull(FarseerPhysics.ConvertUnits.ToDisplayUnits(target), null, false);
if (targetHull!=null && targetHull.Submarine != null)
{
pos -= targetHull.SimPosition;
}
}
currentPath = pathFinder.FindPath(pos, target);
@@ -572,6 +572,7 @@ namespace Barotrauma
if (setSubmarine)
{
//in -> out
if (newHull == null && currentHull.Submarine != null)
{
for (int i = -1; i < 2; i += 2)
@@ -584,12 +585,18 @@ namespace Barotrauma
if (Gap.FindAdjacent(currentHull.ConnectedGaps, findPos, 150.0f) != null) return;
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity, true);
}
//out -> in
else if (currentHull == null && newHull.Submarine != null)
{
Teleport(-ConvertUnits.ToSimUnits(newHull.Submarine.Position), -newHull.Submarine.Velocity, false);
}
//from one sub to another
else if (newHull != null && currentHull != null && newHull.Submarine != currentHull.Submarine)
{
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position - newHull.Submarine.Position),
Vector2.Zero, false);
}
}
CurrentHull = newHull;