Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)

This commit is contained in:
Regalis
2015-11-10 22:22:26 +02:00
parent cd48d12be6
commit 4d949e3be1
89 changed files with 977 additions and 622 deletions
+186
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@@ -0,0 +1,186 @@
using Barotrauma.Lights;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class FireSource
{
const float OxygenConsumption = 10.0f;
const float GrowSpeed = 5.0f;
Hull hull;
LightSource lightSource;
Vector2 position;
Vector2 size;
public Vector2 Size
{
get { return size; }
}
public FireSource(Vector2 position)
{
hull = Hull.FindHull(position);
if (hull == null) return;
lightSource = new LightSource(position, 50.0f, new Color(1.0f, 0.9f, 0.6f));
hull.AddFireSource(this);
this.position = position - new Vector2(-5.0f, 5.0f);
this.position.Y = hull.Rect.Y - hull.Rect.Height;
size = new Vector2(10.0f, 10.0f);
}
private void LimitSize()
{
position.X = Math.Max(hull.Rect.X, position.X);
position.Y = Math.Min(hull.Rect.Y, position.Y);
size.X = Math.Min(hull.Rect.Width - (position.X - hull.Rect.X), size.X);
size.Y = Math.Min(hull.Rect.Height - (hull.Rect.Y - position.Y), size.Y);
}
public static void UpdateAll(List<FireSource> fireSources, float deltaTime)
{
for (int i = fireSources.Count - 1; i >= 0; i--)
{
fireSources[i].Update(deltaTime);
}
//combine overlapping fires
for (int i = fireSources.Count - 1; i >= 0; i--)
{
for (int j = i-1; j>=0 ; j--)
{
if (!fireSources[i].CheckOverLap(fireSources[j])) continue;
fireSources[j].position.X = Math.Min(fireSources[i].position.X, fireSources[j].position.X);
fireSources[j].size.X =
Math.Max(fireSources[i].position.X + fireSources[i].size.X, fireSources[j].position.X + fireSources[j].size.X)
- fireSources[j].position.X;
fireSources[i].Remove();
}
}
}
private bool CheckOverLap(FireSource fireSource)
{
return !(position.X > fireSource.position.X + fireSource.size.X &&
position.X + size.X < fireSource.position.X);
}
public void Update(float deltaTime)
{
float count = Rand.Range(0.0f, (float)Math.Sqrt(size.X)/2.0f);
for (int i = 0; i < count; i++ )
{
float normalizedPos = 0.5f-(i / count);
Vector2 spawnPos = new Vector2(position.X + Rand.Range(0.0f, size.X), Rand.Range(position.Y - size.Y, position.Y)+10.0f);
Vector2 speed = new Vector2((spawnPos.X - (position.X + size.X/2.0f)), (float)Math.Sqrt(size.X)*Rand.Range(10.0f,15.0f));
var particle = GameMain.ParticleManager.CreateParticle("flame",
spawnPos, speed, 0.0f, hull);
if (particle == null) continue;
if (Rand.Int(20) == 1) particle.OnChangeHull = OnChangeHull;
particle.Size *= MathHelper.Clamp(size.X/100.0f * (hull.Oxygen/hull.FullVolume), 0.5f, 4.0f);
}
DamageCharacters(deltaTime);
if (hull.Volume > 0.0f) Extinquish(deltaTime);
lightSource.Range = Math.Max(size.X, size.Y)*Rand.Range(8.0f, 10.0f)/2.0f;
lightSource.Color = new Color(1.0f, 0.9f, 0.6f) * Rand.Range(0.8f, 1.0f);
hull.Oxygen -= size.X*deltaTime*OxygenConsumption;
float growModifier = hull.OxygenPercentage < 20.0f ? hull.OxygenPercentage/20.0f : 1.0f;
position.X -= GrowSpeed * growModifier * 0.5f * deltaTime;
//position.Y += GrowSpeed*0.5f * deltaTime;
size.X += GrowSpeed * growModifier * deltaTime;
//size.Y += GrowSpeed * deltaTime;
LimitSize();
}
private void OnChangeHull(Vector2 pos, Hull particleHull)
{
if (particleHull == hull || particleHull==null) return;
if (particleHull.FireSources.Find(fs => pos.X > fs.position.X && pos.X < fs.position.X+fs.size.X)!=null) return;
new FireSource(new Vector2(pos.X, particleHull.Rect.Y-particleHull.Rect.Height + 5.0f));
}
private void DamageCharacters(float deltaTime)
{
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull == null) continue;
float range = (float)Math.Sqrt(size.X) * 10.0f;
if (c.Position.X < position.X - range || c.Position.X > position.X + size.X + range) continue;
if (c.Position.Y < position.Y - size.Y || c.Position.Y > hull.Rect.Y) continue;
c.Health -= (float)Math.Sqrt(size.X) * deltaTime;
}
}
private void Extinquish(float deltaTime)
{
float extinquishAmount = Math.Min(hull.Volume / 100.0f, size.X);
float steamCount = Rand.Range(-5.0f, (float)Math.Sqrt(extinquishAmount));
for (int i = 0; i < steamCount; i++)
{
Vector2 spawnPos = new Vector2(position.X + size.X * (i / steamCount) + Rand.Range(-5.0f, 5.0f), Rand.Range(position.Y - size.Y, position.Y) + 10.0f);
Vector2 speed = new Vector2((spawnPos.X - (position.X + size.X / 2.0f)), (float)Math.Sqrt(size.X) * Rand.Range(20.0f, 25.0f));
var particle = GameMain.ParticleManager.CreateParticle("steam",
spawnPos, speed, 0.0f, hull);
if (particle == null) continue;
particle.Size *= MathHelper.Clamp(size.X / 10.0f, 0.5f, 3.0f);
}
position.X += extinquishAmount * 0.1f / 2.0f;
size.X -= extinquishAmount * 0.1f;
hull.Volume -= extinquishAmount;
if (size.X < 1.0f) Remove();
}
public void Remove()
{
lightSource.Remove();
hull.RemoveFire(this);
}
}
}
+1 -1
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@@ -609,7 +609,7 @@ namespace Barotrauma
Gap g = new Gap(rect);
g.ID = (ushort)int.Parse(element.Attribute("ID").Value);
g.linkedToID = new List<int>();
g.linkedToID = new List<ushort>();
//int i = 0;
//while (element.Attribute("linkedto" + i) != null)
//{
+53 -2
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@@ -15,9 +15,11 @@ namespace Barotrauma
{
public static List<Hull> hullList = new List<Hull>();
public static bool EditWater;
public static bool EditWater, EditFire;
public static WaterRenderer renderer;
private List<FireSource> fireSources;
public const float OxygenDistributionSpeed = 500.0f;
public const float OxygenDetoriationSpeed = 0.3f;
@@ -126,12 +128,19 @@ namespace Barotrauma
get { return waveVel; }
}
public List<FireSource> FireSources
{
get { return fireSources; }
}
public Hull(Rectangle rectangle)
{
rect = rectangle;
OxygenPercentage = Rand.Range(90.0f, 100.0f, false);
fireSources = new List<FireSource>();
properties = TypeDescriptor.GetProperties(GetType())
.Cast<PropertyDescriptor>()
.ToDictionary(pr => pr.Name);
@@ -197,6 +206,11 @@ namespace Barotrauma
hullList.Remove(this);
}
public void AddFireSource(FireSource fireSource)
{
fireSources.Add(fireSource);
}
public override void Update(Camera cam, float deltaTime)
{
Oxygen -= OxygenDetoriationSpeed * deltaTime;
@@ -217,7 +231,20 @@ namespace Barotrauma
}
}
}
else if (EditFire)
{
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
if (Submarine.RectContains(rect, position))
{
if (PlayerInput.LeftButtonClicked())
{
new FireSource(position);
}
}
}
FireSource.UpdateAll(fireSources, deltaTime);
//update client hulls if the amount of water has changed by >10%
if (Math.Abs(lastSentVolume - volume) > FullVolume * 0.1f)
{
@@ -292,8 +319,11 @@ namespace Barotrauma
LethalPressure += ( Submarine.Loaded!=null && Submarine.Loaded.AtDamageDepth) ? 100.0f*deltaTime : 10.0f * deltaTime;
}
}
public void RemoveFire(FireSource fire)
{
fireSources.Remove(fire);
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
@@ -441,6 +471,27 @@ namespace Barotrauma
return null;
}
public List<Gap> FindGaps()
{
List<Gap> gaps = new List<Gap>();
foreach (Gap gap in Gap.GapList)
{
if (gap.Open < 0.01f) continue;
if (gap.linkedTo.Count == 0) continue;
var gapHull = gap.linkedTo[0] as Hull;
if (gapHull == this) gaps.Add(gap);
if (gap.linkedTo.Count < 2) continue;
gapHull = gap.linkedTo[1] as Hull;
if (gapHull == this) gaps.Add(gap);
}
return gaps;
}
public override XElement Save(XDocument doc)
{
XElement element = new XElement("Hull");
-3
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@@ -731,10 +731,8 @@ namespace Barotrauma
// cell.body.SetTransform(cell.body.Position + simAmount, cell.body.Rotation);
//}
int i = 0;
foreach (Body body in bodies)
{
i++;
body.SetTransform(body.Position + simAmount, body.Rotation);
}
@@ -759,7 +757,6 @@ namespace Barotrauma
Vector2 prevVelocity;
public void Move(Vector2 amount)
{
Vector2 velocity = amount;
Vector2 simVelocity = ConvertUnits.ToSimUnits(amount / (float)Physics.step);
foreach (Body body in bodies)
@@ -62,10 +62,6 @@ namespace Voronoi2
{
public double x, y;
public Point ()
{
}
public void setPoint ( double x, double y )
{
this.x = x;
+1 -1
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@@ -54,7 +54,7 @@ namespace Barotrauma
nameFormats = new List<string>();
foreach (XAttribute nameFormat in element.Element("nameformats").Attributes())
{
nameFormats.Add(nameFormat.Value.ToString());
nameFormats.Add(nameFormat.Value);
}
string spritePath = ToolBox.GetAttributeString(element, "symbol", "Content/Map/beaconSymbol.png");
+1 -1
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@@ -24,7 +24,7 @@ namespace Barotrauma
protected static Vector2 startMovingPos = Vector2.Zero;
protected List<int> linkedToID;
protected List<ushort> linkedToID;
//observable collection because some entities may need to be notified when the collection is modified
public ObservableCollection<MapEntity> linkedTo;
+1 -1
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@@ -35,7 +35,7 @@ namespace Barotrauma
waterEffect.Parameters["xWaveWidth"].SetValue(0.05f);
waterEffect.Parameters["xWaveHeight"].SetValue(0.05f);
#if WINDOWS
waterEffect.Parameters["xTexture"].SetValue(waterTexture);
//waterEffect.Parameters["xTexture"].SetValue(waterTexture);
#endif
#if LINUX
waterEffect.Parameters["xWaterBumpMap"].SetValue(waterTexture);
+2 -2
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@@ -327,11 +327,11 @@ namespace Barotrauma
w.assignedJob = JobPrefab.List.Find(jp => jp.Name.ToLower() == jobName);
}
w.linkedToID = new List<int>();
w.linkedToID = new List<ushort>();
int i = 0;
while (element.Attribute("linkedto" + i) != null)
{
w.linkedToID.Add(int.Parse(element.Attribute("linkedto" + i).Value));
w.linkedToID.Add((ushort)int.Parse(element.Attribute("linkedto" + i).Value));
i += 1;
}
}