Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
This commit is contained in:
@@ -0,0 +1,871 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Factories;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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partial class WallSection
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{
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public Rectangle rect;
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public float damage;
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public Gap gap;
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public int GapID;
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//public float lastSentDamage;
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public WallSection(Rectangle rect)
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{
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System.Diagnostics.Debug.Assert(rect.Width > 0 && rect.Height > 0);
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this.rect = rect;
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damage = 0.0f;
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}
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public WallSection(Rectangle rect, float damage)
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{
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System.Diagnostics.Debug.Assert(rect.Width > 0 && rect.Height > 0);
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this.rect = rect;
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this.damage = 0.0f;
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}
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}
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partial class Structure : MapEntity, IDamageable, IServerSerializable
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{
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public static int wallSectionSize = 96;
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public static List<Structure> WallList = new List<Structure>();
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StructurePrefab prefab;
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//farseer physics bodies, separated by gaps
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List<Body> bodies;
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//sections of the wall that are supposed to be rendered
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public WallSection[] sections {
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get;
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private set;
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}
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bool isHorizontal;
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public SpriteEffects SpriteEffects = SpriteEffects.None;
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public bool resizeHorizontal
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{
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get { return prefab.resizeHorizontal; }
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}
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public bool resizeVertical
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{
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get { return prefab.resizeVertical; }
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}
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private bool flippedX;
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public override Sprite Sprite
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{
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get { return prefab.sprite; }
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}
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public bool IsPlatform
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{
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get { return prefab.IsPlatform; }
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}
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public Direction StairDirection
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{
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get;
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private set;
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}
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public override string Name
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{
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get { return prefab.Name; }
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}
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public bool HasBody
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{
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get { return prefab.HasBody; }
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}
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public bool CastShadow
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{
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get { return prefab.CastShadow; }
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}
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public bool IsHorizontal
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{
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get { return isHorizontal; }
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}
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public int SectionCount
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{
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get { return sections.Length; }
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}
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public float Health
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{
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get { return prefab.MaxHealth; }
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}
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public override bool DrawBelowWater
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{
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get
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{
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return base.DrawBelowWater || prefab.BackgroundSprite != null;
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}
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}
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public override bool DrawOverWater
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{
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get
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{
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return !DrawDamageEffect;
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}
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}
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public override bool DrawDamageEffect
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{
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get
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{
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return prefab.HasBody;
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}
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}
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public List<string> Tags
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{
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get { return prefab.tags; }
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}
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public override Rectangle Rect
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{
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get
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{
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return base.Rect;
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}
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set
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{
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Rectangle oldRect = Rect;
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base.Rect = value;
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if (prefab.HasBody) CreateSections();
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else
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{
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foreach (WallSection sec in sections)
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{
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Rectangle secRect = sec.rect;
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secRect.X -= oldRect.X; secRect.Y -= oldRect.Y;
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secRect.X *= value.Width; secRect.X /= oldRect.Width;
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secRect.Y *= value.Height; secRect.Y /= oldRect.Height;
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secRect.Width *= value.Width; secRect.Width /= oldRect.Width;
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secRect.Height *= value.Height; secRect.Height /= oldRect.Height;
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secRect.X += value.X; secRect.Y += value.Y;
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sec.rect = secRect;
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}
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}
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}
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}
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public override void Move(Vector2 amount)
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{
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base.Move(amount);
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for (int i = 0; i < sections.Length; i++)
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{
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Rectangle r = sections[i].rect;
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r.X += (int)amount.X;
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r.Y += (int)amount.Y;
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sections[i].rect = r;
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}
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if (bodies != null)
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{
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Vector2 simAmount = ConvertUnits.ToSimUnits(amount);
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foreach (Body b in bodies)
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{
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b.SetTransform(b.Position + simAmount, b.Rotation);
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}
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}
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#if CLIENT
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if (convexHulls!=null)
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{
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convexHulls.ForEach(x => x.Move(amount));
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}
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#endif
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}
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public Structure(Rectangle rectangle, StructurePrefab sp, Submarine submarine)
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: base(sp, submarine)
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{
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if (rectangle.Width == 0 || rectangle.Height == 0) return;
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System.Diagnostics.Debug.Assert(rectangle.Width > 0 && rectangle.Height > 0);
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rect = rectangle;
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prefab = sp;
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isHorizontal = (rect.Width>rect.Height);
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StairDirection = prefab.StairDirection;
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if (prefab.HasBody)
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{
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bodies = new List<Body>();
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//gaps = new List<Gap>();
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Body newBody = BodyFactory.CreateRectangle(GameMain.World,
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ConvertUnits.ToSimUnits(rect.Width),
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ConvertUnits.ToSimUnits(rect.Height),
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1.5f);
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newBody.BodyType = BodyType.Static;
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newBody.Position = ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2.0f, rect.Y - rect.Height / 2.0f));
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newBody.Friction = 0.5f;
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newBody.OnCollision += OnWallCollision;
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newBody.UserData = this;
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newBody.CollisionCategories = (prefab.IsPlatform) ? Physics.CollisionPlatform : Physics.CollisionWall;
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bodies.Add(newBody);
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WallList.Add(this);
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CreateSections();
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}
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else
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{
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sections = new WallSection[1];
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sections[0] = new WallSection(rect);
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if (StairDirection != Direction.None)
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{
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CreateStairBodies();
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}
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}
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#if CLIENT
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if (prefab.CastShadow)
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{
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GenerateConvexHull();
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}
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#endif
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InsertToList();
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}
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public override MapEntity Clone()
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{
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return new Structure(rect, prefab, Submarine);
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}
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private void CreateStairBodies()
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{
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bodies = new List<Body>();
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Body newBody = BodyFactory.CreateRectangle(GameMain.World,
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ConvertUnits.ToSimUnits(rect.Width * Math.Sqrt(2.0) + Submarine.GridSize.X * 3.0f),
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ConvertUnits.ToSimUnits(10),
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1.5f);
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newBody.BodyType = BodyType.Static;
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Vector2 stairPos = new Vector2(Position.X, rect.Y - rect.Height + rect.Width / 2.0f);
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stairPos += new Vector2(
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(StairDirection == Direction.Right) ? -Submarine.GridSize.X * 1.5f : Submarine.GridSize.X * 1.5f,
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-Submarine.GridSize.Y * 2.0f);
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newBody.Position = ConvertUnits.ToSimUnits(stairPos);
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newBody.Rotation = (StairDirection == Direction.Right) ? MathHelper.PiOver4 : -MathHelper.PiOver4;
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newBody.Friction = 0.8f;
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newBody.CollisionCategories = Physics.CollisionStairs;
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newBody.UserData = this;
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bodies.Add(newBody);
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}
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private void CreateSections()
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{
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int xsections = 1, ysections = 1;
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int width = rect.Width, height = rect.Height;
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if (!HasBody)
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{
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if (flippedX && isHorizontal)
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{
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xsections = (int)Math.Ceiling((float)rect.Width / prefab.sprite.SourceRect.Width);
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width = prefab.sprite.SourceRect.Width;
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}
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else
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{
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xsections = 1;
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ysections = 1;
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}
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sections = new WallSection[xsections];
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}
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else
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{
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if (isHorizontal)
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{
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xsections = (int)Math.Ceiling((float)rect.Width / wallSectionSize);
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sections = new WallSection[xsections];
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width = (int)wallSectionSize;
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}
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else
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{
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ysections = (int)Math.Ceiling((float)rect.Height / wallSectionSize);
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sections = new WallSection[ysections];
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height = (int)wallSectionSize;
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}
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}
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for (int x = 0; x < xsections; x++)
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{
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for (int y = 0; y < ysections; y++)
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{
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if (flippedX)
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{
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Rectangle sectionRect = new Rectangle(rect.Right - (x + 1) * width, rect.Y - y * height, width, height);
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int over = Math.Max(rect.X - sectionRect.X, 0);
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sectionRect.X += over;
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sectionRect.Width -= over;
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sectionRect.Height -= (int)Math.Max((rect.Y - rect.Height) - (sectionRect.Y - sectionRect.Height), 0.0f);
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sections[xsections - 1 - x + y] = new WallSection(sectionRect);
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}
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else
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{
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Rectangle sectionRect = new Rectangle(rect.X + x * width, rect.Y - y * height, width, height);
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sectionRect.Width -= (int)Math.Max(sectionRect.Right - rect.Right, 0.0f);
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sectionRect.Height -= (int)Math.Max((rect.Y - rect.Height) - (sectionRect.Y - sectionRect.Height), 0.0f);
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sections[x + y] = new WallSection(sectionRect);
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}
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}
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}
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}
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private Rectangle GenerateMergedRect(List<WallSection> mergedSections)
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{
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if (isHorizontal)
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return new Rectangle(mergedSections.Min(x => x.rect.Left), mergedSections.Max(x => x.rect.Top),
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mergedSections.Sum(x => x.rect.Width), mergedSections.First().rect.Height);
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else
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{
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return new Rectangle(mergedSections.Min(x => x.rect.Left), mergedSections.Max(x => x.rect.Top),
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mergedSections.First().rect.Width, mergedSections.Sum(x => x.rect.Height));
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}
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}
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private static Vector2[] CalculateExtremes(Rectangle sectionRect)
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{
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Vector2[] corners = new Vector2[4];
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corners[0] = new Vector2(sectionRect.X, sectionRect.Y - sectionRect.Height);
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corners[1] = new Vector2(sectionRect.X, sectionRect.Y);
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corners[2] = new Vector2(sectionRect.Right, sectionRect.Y);
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corners[3] = new Vector2(sectionRect.Right, sectionRect.Y - sectionRect.Height);
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return corners;
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}
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public override bool IsMouseOn(Vector2 position)
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{
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if (StairDirection == Direction.None)
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{
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return base.IsMouseOn(position);
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}
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else
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{
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if (!base.IsMouseOn(position)) return false;
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if (StairDirection == Direction.Left)
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{
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return MathUtils.LineToPointDistance(new Vector2(WorldRect.X, WorldRect.Y), new Vector2(WorldRect.Right, WorldRect.Y - WorldRect.Height), position) < 40.0f;
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}
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else
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{
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return MathUtils.LineToPointDistance(new Vector2(WorldRect.X, WorldRect.Y - rect.Height), new Vector2(WorldRect.Right, WorldRect.Y), position) < 40.0f;
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}
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}
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}
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public override void ShallowRemove()
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{
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base.ShallowRemove();
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if (WallList.Contains(this)) WallList.Remove(this);
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if (bodies != null)
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{
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foreach (Body b in bodies)
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GameMain.World.RemoveBody(b);
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}
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if (sections != null)
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{
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foreach (WallSection s in sections)
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{
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if (s.gap != null)
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{
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s.gap.Remove();
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s.gap = null;
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}
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}
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}
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#if CLIENT
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if (convexHulls != null) convexHulls.ForEach(x => x.Remove());
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#endif
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}
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public override void Remove()
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{
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base.Remove();
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if (WallList.Contains(this)) WallList.Remove(this);
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if (bodies != null)
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{
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foreach (Body b in bodies)
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GameMain.World.RemoveBody(b);
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}
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if (sections != null)
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{
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foreach (WallSection s in sections)
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{
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if (s.gap != null)
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{
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s.gap.Remove();
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s.gap = null;
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}
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}
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}
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#if CLIENT
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if (convexHulls != null) convexHulls.ForEach(x => x.Remove());
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#endif
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}
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public override bool IsVisible(Rectangle WorldView)
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{
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Rectangle worldRect = WorldRect;
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if (worldRect.X > WorldView.Right || worldRect.Right < WorldView.X) return false;
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if (worldRect.Y < WorldView.Y - WorldView.Height || worldRect.Y - worldRect.Height > WorldView.Y) return false;
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return true;
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}
|
||||
|
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private bool OnWallCollision(Fixture f1, Fixture f2, Contact contact)
|
||||
{
|
||||
if (prefab.IsPlatform)
|
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{
|
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Limb limb;
|
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if ((limb = f2.Body.UserData as Limb) != null)
|
||||
{
|
||||
if (limb.character.AnimController.IgnorePlatforms) return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (f2.Body.UserData is Limb)
|
||||
{
|
||||
var character = ((Limb)f2.Body.UserData).character;
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||||
if (character.DisableImpactDamageTimer > 0.0f || ((Limb)f2.Body.UserData).Mass < 100.0f) return true;
|
||||
}
|
||||
|
||||
if (!prefab.IsPlatform && prefab.StairDirection == Direction.None)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
|
||||
|
||||
int section = FindSectionIndex(pos);
|
||||
if (section > 0)
|
||||
{
|
||||
Vector2 normal = contact.Manifold.LocalNormal;
|
||||
|
||||
float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal)*f2.Body.Mass*0.1f;
|
||||
|
||||
if (impact < 10.0f) return true;
|
||||
|
||||
#if CLIENT
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact,
|
||||
new Vector2(
|
||||
sections[section].rect.X + sections[section].rect.Width / 2,
|
||||
sections[section].rect.Y - sections[section].rect.Height / 2));
|
||||
#endif
|
||||
|
||||
AddDamage(section, impact);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public WallSection GetSection(int sectionIndex)
|
||||
{
|
||||
if (sectionIndex < 0 || sectionIndex >= sections.Length) return null;
|
||||
|
||||
return sections[sectionIndex];
|
||||
|
||||
}
|
||||
|
||||
public bool SectionBodyDisabled(int sectionIndex)
|
||||
{
|
||||
if (sectionIndex < 0 || sectionIndex >= sections.Length) return false;
|
||||
|
||||
return (sections[sectionIndex].damage>=prefab.MaxHealth);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sections that are leaking have a gap placed on them
|
||||
/// </summary>
|
||||
public bool SectionIsLeaking(int sectionIndex)
|
||||
{
|
||||
if (sectionIndex < 0 || sectionIndex >= sections.Length) return false;
|
||||
|
||||
return (sections[sectionIndex].damage >= prefab.MaxHealth*0.5f);
|
||||
}
|
||||
|
||||
public int SectionLength(int sectionIndex)
|
||||
{
|
||||
if (sectionIndex < 0 || sectionIndex >= sections.Length) return 0;
|
||||
|
||||
return (isHorizontal ? sections[sectionIndex].rect.Width : sections[sectionIndex].rect.Height);
|
||||
}
|
||||
|
||||
public void AddDamage(int sectionIndex, float damage)
|
||||
{
|
||||
if (!prefab.HasBody || prefab.IsPlatform) return;
|
||||
|
||||
if (sectionIndex < 0 || sectionIndex > sections.Length - 1) return;
|
||||
|
||||
var section = sections[sectionIndex];
|
||||
|
||||
#if CLIENT
|
||||
float particleAmount = Math.Min(Health - section.damage, damage) * Rand.Range(0.01f, 1.0f);
|
||||
|
||||
particleAmount = Math.Min(particleAmount + Rand.Range(-5,1), 100);
|
||||
for (int i = 0; i < particleAmount; i++)
|
||||
{
|
||||
Vector2 particlePos = new Vector2(
|
||||
Rand.Range(section.rect.X, section.rect.Right),
|
||||
Rand.Range(section.rect.Y - section.rect.Height, section.rect.Y));
|
||||
|
||||
if (Submarine != null) particlePos += Submarine.DrawPosition;
|
||||
|
||||
var particle = GameMain.ParticleManager.CreateParticle("shrapnel", particlePos, Rand.Vector(Rand.Range(1.0f, 50.0f)));
|
||||
if (particle == null) break;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (GameMain.Client == null) SetDamage(sectionIndex, section.damage + damage);
|
||||
}
|
||||
|
||||
public int FindSectionIndex(Vector2 displayPos)
|
||||
{
|
||||
if (!sections.Any()) return -1;
|
||||
|
||||
//if the sub has been flipped horizontally, the first section may be smaller than wallSectionSize
|
||||
//and we need to adjust the position accordingly
|
||||
if (sections[0].rect.Width < wallSectionSize)
|
||||
{
|
||||
displayPos.X += wallSectionSize - sections[0].rect.Width;
|
||||
}
|
||||
|
||||
int index = (isHorizontal) ?
|
||||
(int)Math.Floor((displayPos.X - rect.X) / wallSectionSize) :
|
||||
(int)Math.Floor((rect.Y - displayPos.Y) / wallSectionSize);
|
||||
|
||||
if (index < 0 || index > sections.Length - 1) return -1;
|
||||
return index;
|
||||
}
|
||||
|
||||
public float SectionDamage(int sectionIndex)
|
||||
{
|
||||
if (sectionIndex < 0 || sectionIndex >= sections.Length) return 0.0f;
|
||||
|
||||
return sections[sectionIndex].damage;
|
||||
}
|
||||
|
||||
public Vector2 SectionPosition(int sectionIndex, bool world = false)
|
||||
{
|
||||
if (sectionIndex < 0 || sectionIndex >= sections.Length) return Vector2.Zero;
|
||||
|
||||
Vector2 sectionPos = new Vector2(
|
||||
sections[sectionIndex].rect.X + sections[sectionIndex].rect.Width / 2.0f,
|
||||
sections[sectionIndex].rect.Y - sections[sectionIndex].rect.Height / 2.0f);
|
||||
|
||||
if (world && Submarine != null) sectionPos += Submarine.Position;
|
||||
|
||||
return sectionPos;
|
||||
}
|
||||
|
||||
public AttackResult AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
|
||||
{
|
||||
if (Submarine != null && Submarine.GodMode) return new AttackResult(0.0f, 0.0f);
|
||||
if (!prefab.HasBody || prefab.IsPlatform) return new AttackResult(0.0f, 0.0f);
|
||||
|
||||
Vector2 transformedPos = worldPosition;
|
||||
if (Submarine != null) transformedPos -= Submarine.Position;
|
||||
|
||||
int i = FindSectionIndex(transformedPos);
|
||||
if (i == -1) return new AttackResult(0.0f, 0.0f);
|
||||
|
||||
float damageAmount = attack.GetStructureDamage(deltaTime);
|
||||
|
||||
AddDamage(i, damageAmount);
|
||||
|
||||
#if CLIENT
|
||||
GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);
|
||||
|
||||
if (playSound && !SectionBodyDisabled(i))
|
||||
{
|
||||
DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
|
||||
SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition);
|
||||
}
|
||||
#endif
|
||||
|
||||
return new AttackResult(damageAmount, 0.0f);
|
||||
}
|
||||
|
||||
private void SetDamage(int sectionIndex, float damage)
|
||||
{
|
||||
if (Submarine != null && Submarine.GodMode) return;
|
||||
if (!prefab.HasBody) return;
|
||||
|
||||
if (!MathUtils.IsValid(damage)) return;
|
||||
|
||||
if (GameMain.Server != null && damage != sections[sectionIndex].damage)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
}
|
||||
|
||||
if (damage < prefab.MaxHealth*0.5f)
|
||||
{
|
||||
if (sections[sectionIndex].gap != null)
|
||||
{
|
||||
//remove existing gap if damage is below 50%
|
||||
sections[sectionIndex].gap.Remove();
|
||||
sections[sectionIndex].gap = null;
|
||||
#if CLIENT
|
||||
if(CastShadow) GenerateConvexHull();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (sections[sectionIndex].gap == null)
|
||||
{
|
||||
Rectangle gapRect = sections[sectionIndex].rect;
|
||||
gapRect.X -= 10;
|
||||
gapRect.Y += 10;
|
||||
gapRect.Width += 20;
|
||||
gapRect.Height += 20;
|
||||
sections[sectionIndex].gap = new Gap(gapRect, !isHorizontal, Submarine);
|
||||
sections[sectionIndex].gap.ConnectedWall = this;
|
||||
#if CLIENT
|
||||
if(CastShadow) GenerateConvexHull();
|
||||
#endif
|
||||
}
|
||||
|
||||
sections[sectionIndex].gap.Open = (damage / prefab.MaxHealth - 0.5f) * 2.0f;
|
||||
}
|
||||
|
||||
bool hadHole = SectionBodyDisabled(sectionIndex);
|
||||
sections[sectionIndex].damage = MathHelper.Clamp(damage, 0.0f, prefab.MaxHealth);
|
||||
|
||||
bool hasHole = SectionBodyDisabled(sectionIndex);
|
||||
|
||||
if (hadHole == hasHole) return;
|
||||
//if (hasHole) Explosion.ApplyExplosionForces(sections[sectionIndex].gap.WorldPosition, 500.0f, 5.0f, 0.0f, 0.0f);
|
||||
UpdateSections();
|
||||
}
|
||||
|
||||
public void SetCollisionCategory(Category collisionCategory)
|
||||
{
|
||||
if (bodies == null) return;
|
||||
foreach (Body body in bodies)
|
||||
{
|
||||
body.CollisionCategories = collisionCategory;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSections()
|
||||
{
|
||||
foreach (Body b in bodies)
|
||||
{
|
||||
GameMain.World.RemoveBody(b);
|
||||
}
|
||||
bodies.Clear();
|
||||
|
||||
bool hasHoles = false;
|
||||
var mergedSections = new List<WallSection>();
|
||||
for (int i = 0; i < sections.Length; i++ )
|
||||
{
|
||||
// if there is a gap and we have sections to merge, do it.
|
||||
if (SectionBodyDisabled(i))
|
||||
{
|
||||
hasHoles = true;
|
||||
|
||||
if (!mergedSections.Any()) continue;
|
||||
var mergedRect = GenerateMergedRect(mergedSections);
|
||||
mergedSections.Clear();
|
||||
CreateRectBody(mergedRect);
|
||||
}
|
||||
else
|
||||
{
|
||||
mergedSections.Add(sections[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// take care of any leftover pieces
|
||||
if (mergedSections.Count > 0)
|
||||
{
|
||||
var mergedRect = GenerateMergedRect(mergedSections);
|
||||
CreateRectBody(mergedRect);
|
||||
}
|
||||
|
||||
//if the section has holes (or is just one big hole with no bodies),
|
||||
//we need a sensor for repairtools to be able to target the structure
|
||||
if (hasHoles || !bodies.Any()) CreateRectBody(rect).IsSensor = true;
|
||||
}
|
||||
|
||||
private Body CreateRectBody(Rectangle rect)
|
||||
{
|
||||
Body newBody = BodyFactory.CreateRectangle(GameMain.World,
|
||||
ConvertUnits.ToSimUnits(rect.Width),
|
||||
ConvertUnits.ToSimUnits(rect.Height),
|
||||
1.5f);
|
||||
newBody.BodyType = BodyType.Static;
|
||||
newBody.Position = ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2.0f, rect.Y - rect.Height / 2.0f));
|
||||
newBody.Friction = 0.5f;
|
||||
|
||||
newBody.OnCollision += OnWallCollision;
|
||||
|
||||
newBody.CollisionCategories = Physics.CollisionWall;
|
||||
|
||||
newBody.UserData = this;
|
||||
|
||||
bodies.Add(newBody);
|
||||
|
||||
return newBody;
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
for (int i = 0; i < sections.Length; i++)
|
||||
{
|
||||
msg.WriteRangedSingle(sections[i].damage / Health, 0.0f, 1.0f, 8);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
for (int i = 0; i < sections.Length; i++)
|
||||
{
|
||||
float damage = msg.ReadRangedSingle(0.0f, 1.0f, 8) * Health;
|
||||
|
||||
SetDamage(i, damage);
|
||||
}
|
||||
}
|
||||
public override void FlipX()
|
||||
{
|
||||
base.FlipX();
|
||||
|
||||
flippedX = !flippedX;
|
||||
|
||||
if (prefab.CanSpriteFlipX)
|
||||
{
|
||||
SpriteEffects ^= SpriteEffects.FlipHorizontally;
|
||||
}
|
||||
|
||||
if (StairDirection != Direction.None)
|
||||
{
|
||||
StairDirection = StairDirection == Direction.Left ? Direction.Right : Direction.Left;
|
||||
bodies.ForEach(b => GameMain.World.RemoveBody(b));
|
||||
|
||||
CreateStairBodies();
|
||||
}
|
||||
|
||||
CreateSections();
|
||||
}
|
||||
|
||||
public static void Load(XElement element, Submarine submarine)
|
||||
{
|
||||
string rectString = ToolBox.GetAttributeString(element, "rect", "0,0,0,0");
|
||||
string[] rectValues = rectString.Split(',');
|
||||
|
||||
Rectangle rect = new Rectangle(
|
||||
int.Parse(rectValues[0]),
|
||||
int.Parse(rectValues[1]),
|
||||
int.Parse(rectValues[2]),
|
||||
int.Parse(rectValues[3]));
|
||||
|
||||
string name = element.Attribute("name").Value;
|
||||
|
||||
Structure s = null;
|
||||
|
||||
foreach (MapEntityPrefab ep in MapEntityPrefab.list)
|
||||
{
|
||||
if (ep.Name == name)
|
||||
{
|
||||
s = new Structure(rect, (StructurePrefab)ep, submarine);
|
||||
s.Submarine = submarine;
|
||||
s.ID = (ushort)int.Parse(element.Attribute("ID").Value);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (s == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Structure prefab " + name + " not found.");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString())
|
||||
{
|
||||
case "section":
|
||||
int index = ToolBox.GetAttributeInt(subElement, "i", -1);
|
||||
if (index == -1) continue;
|
||||
|
||||
s.sections[index].damage =
|
||||
ToolBox.GetAttributeFloat(subElement, "damage", 0.0f);
|
||||
|
||||
s.sections[index].GapID = ToolBox.GetAttributeInt(subElement, "gap", -1);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
foreach (WallSection s in sections)
|
||||
{
|
||||
if (s.GapID == -1) continue;
|
||||
|
||||
s.gap = FindEntityByID((ushort)s.GapID) as Gap;
|
||||
if (s.gap != null) s.gap.ConnectedWall = this;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user