Unstable v0.15.17.0 (Hex is out of town edition)

This commit is contained in:
Juan Pablo Arce
2021-12-03 13:31:10 -03:00
parent cd5c8f3e13
commit 617d9ede88
245 changed files with 8088 additions and 5842 deletions
@@ -68,12 +68,24 @@ namespace Barotrauma
}
}
/// <summary>
/// Extents of the solid items/structures (ones with a physics body) and hulls
/// </summary>
public Rectangle Borders
{
get;
private set;
}
/// <summary>
/// Extents of all the visible items/structures/hulls (including ones without a physics body)
/// </summary>
public Rectangle VisibleBorders
{
get;
private set;
}
public Vector2 Velocity
{
get { return Body.LinearVelocity; }
@@ -122,14 +134,21 @@ namespace Barotrauma
HullVertices = convexHull;
Vector2 minExtents = Vector2.Zero, maxExtents = Vector2.Zero;
Vector2 visibleMinExtents = Vector2.Zero, visibleMaxExtents = Vector2.Zero;
farseerBody = GameMain.World.CreateBody();
farseerBody.UserData = this;
foreach (Structure wall in Structure.WallList)
foreach (var mapEntity in MapEntity.mapEntityList)
{
if (wall.Submarine != submarine || wall.IsPlatform) { continue; }
if (mapEntity.Submarine != submarine || !(mapEntity is Structure wall)) { continue; }
Rectangle rect = wall.Rect;
visibleMinExtents.X = Math.Min(rect.X, visibleMinExtents.X);
visibleMinExtents.Y = Math.Min(rect.Y - rect.Height, visibleMinExtents.Y);
visibleMaxExtents.X = Math.Max(rect.Right, visibleMaxExtents.X);
visibleMaxExtents.Y = Math.Max(rect.Y, visibleMaxExtents.Y);
if (!wall.HasBody || wall.IsPlatform || wall.StairDirection != Direction.None) { continue; }
farseerBody.CreateRectangle(
ConvertUnits.ToSimUnits(wall.BodyWidth),
@@ -138,10 +157,10 @@ namespace Barotrauma
-wall.BodyRotation,
ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2) + wall.BodyOffset)).UserData = wall;
minExtents.X = Math.Min(rect.X, minExtents.X);
minExtents.Y = Math.Min(rect.Y - rect.Height, minExtents.Y);
maxExtents.X = Math.Max(rect.Right, maxExtents.X);
maxExtents.Y = Math.Max(rect.Y, maxExtents.Y);
minExtents.X = Math.Min(visibleMinExtents.X, minExtents.X);
minExtents.Y = Math.Min(visibleMinExtents.Y, minExtents.Y);
maxExtents.X = Math.Max(visibleMaxExtents.X, maxExtents.X);
maxExtents.Y = Math.Max(visibleMaxExtents.Y, maxExtents.Y);
}
foreach (Hull hull in Hull.hullList)
@@ -155,14 +174,20 @@ namespace Barotrauma
100.0f,
ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2))).UserData = hull;
minExtents.X = Math.Min(rect.X, minExtents.X);
minExtents.Y = Math.Min(rect.Y - rect.Height, minExtents.Y);
maxExtents.X = Math.Max(rect.Right, maxExtents.X);
maxExtents.Y = Math.Max(rect.Y, maxExtents.Y);
visibleMinExtents.X = Math.Min(rect.X, visibleMinExtents.X);
visibleMinExtents.Y = Math.Min(rect.Y - rect.Height, visibleMinExtents.Y);
visibleMaxExtents.X = Math.Max(rect.Right, visibleMaxExtents.X);
visibleMaxExtents.Y = Math.Max(rect.Y, visibleMaxExtents.Y);
minExtents.X = Math.Min(visibleMinExtents.X, minExtents.X);
minExtents.Y = Math.Min(visibleMinExtents.Y, minExtents.Y);
maxExtents.X = Math.Max(visibleMaxExtents.X, maxExtents.X);
maxExtents.Y = Math.Max(visibleMaxExtents.Y, maxExtents.Y);
}
foreach (Item item in Item.ItemList)
{
if (item.Submarine != submarine) { continue; }
if (item.StaticBodyConfig == null || item.Submarine != submarine) { continue; }
float radius = item.StaticBodyConfig.GetAttributeFloat("radius", 0.0f) * item.Scale;
@@ -183,43 +208,48 @@ namespace Barotrauma
{
item.StaticFixtures.Add(farseerBody.CreateRectangle(simWidth, simHeight, 5.0f, simPos));
minExtents.X = Math.Min(item.Position.X - width / 2, minExtents.X);
minExtents.Y = Math.Min(item.Position.Y - height / 2, minExtents.Y);
maxExtents.X = Math.Max(item.Position.X + width / 2, maxExtents.X);
maxExtents.Y = Math.Max(item.Position.Y + height / 2, maxExtents.Y);
visibleMinExtents.X = Math.Min(item.Position.X - width / 2, visibleMinExtents.X);
visibleMinExtents.Y = Math.Min(item.Position.Y - height / 2, visibleMinExtents.Y);
visibleMaxExtents.X = Math.Max(item.Position.X + width / 2, visibleMaxExtents.X);
visibleMaxExtents.Y = Math.Max(item.Position.Y + height / 2, visibleMaxExtents.Y);
}
else if (radius > 0.0f && width > 0.0f)
{
item.StaticFixtures.Add(farseerBody.CreateRectangle(simWidth, simRadius * 2, 5.0f, simPos));
item.StaticFixtures.Add(farseerBody.CreateCircle(simRadius, 5.0f, simPos - Vector2.UnitX * simWidth / 2));
item.StaticFixtures.Add(farseerBody.CreateCircle(simRadius, 5.0f, simPos + Vector2.UnitX * simWidth / 2));
minExtents.X = Math.Min(item.Position.X - width / 2 - radius, minExtents.X);
minExtents.Y = Math.Min(item.Position.Y - radius, minExtents.Y);
maxExtents.X = Math.Max(item.Position.X + width / 2 + radius, maxExtents.X);
maxExtents.Y = Math.Max(item.Position.Y + radius, maxExtents.Y);
visibleMinExtents.X = Math.Min(item.Position.X - width / 2 - radius, visibleMinExtents.X);
visibleMinExtents.Y = Math.Min(item.Position.Y - radius, visibleMinExtents.Y);
visibleMaxExtents.X = Math.Max(item.Position.X + width / 2 + radius, visibleMaxExtents.X);
visibleMaxExtents.Y = Math.Max(item.Position.Y + radius, visibleMaxExtents.Y);
}
else if (radius > 0.0f && height > 0.0f)
{
item.StaticFixtures.Add(farseerBody.CreateRectangle(simRadius * 2, height, 5.0f, simPos));
item.StaticFixtures.Add(farseerBody.CreateCircle(simRadius, 5.0f, simPos - Vector2.UnitY * simHeight / 2));
item.StaticFixtures.Add(farseerBody.CreateCircle(simRadius, 5.0f, simPos + Vector2.UnitX * simHeight / 2));
minExtents.X = Math.Min(item.Position.X - radius, minExtents.X);
minExtents.Y = Math.Min(item.Position.Y - height / 2 - radius, minExtents.Y);
maxExtents.X = Math.Max(item.Position.X + radius, maxExtents.X);
maxExtents.Y = Math.Max(item.Position.Y + height / 2 + radius, maxExtents.Y);
visibleMinExtents.X = Math.Min(item.Position.X - radius, visibleMinExtents.X);
visibleMinExtents.Y = Math.Min(item.Position.Y - height / 2 - radius, visibleMinExtents.Y);
visibleMaxExtents.X = Math.Max(item.Position.X + radius, visibleMaxExtents.X);
visibleMaxExtents.Y = Math.Max(item.Position.Y + height / 2 + radius, visibleMaxExtents.Y);
}
else if (radius > 0.0f)
{
item.StaticFixtures.Add(farseerBody.CreateCircle(simRadius, 5.0f, simPos));
minExtents.X = Math.Min(item.Position.X - radius, minExtents.X);
minExtents.Y = Math.Min(item.Position.Y - radius, minExtents.Y);
maxExtents.X = Math.Max(item.Position.X + radius, maxExtents.X);
maxExtents.Y = Math.Max(item.Position.Y + radius, maxExtents.Y);
visibleMinExtents.X = Math.Min(item.Position.X - radius, visibleMinExtents.X);
visibleMinExtents.Y = Math.Min(item.Position.Y - radius, visibleMinExtents.Y);
visibleMaxExtents.X = Math.Max(item.Position.X + radius, visibleMaxExtents.X);
visibleMaxExtents.Y = Math.Max(item.Position.Y + radius, visibleMaxExtents.Y);
}
item.StaticFixtures.ForEach(f => f.UserData = item);
minExtents.X = Math.Min(visibleMinExtents.X, minExtents.X);
minExtents.Y = Math.Min(visibleMinExtents.Y, minExtents.Y);
maxExtents.X = Math.Max(visibleMaxExtents.X, maxExtents.X);
maxExtents.Y = Math.Max(visibleMaxExtents.Y, maxExtents.Y);
}
Borders = new Rectangle((int)minExtents.X, (int)maxExtents.Y, (int)(maxExtents.X - minExtents.X), (int)(maxExtents.Y - minExtents.Y));
VisibleBorders = new Rectangle((int)visibleMinExtents.X, (int)visibleMaxExtents.Y, (int)(visibleMaxExtents.X - visibleMinExtents.X), (int)(visibleMaxExtents.Y - visibleMinExtents.Y));
}
farseerBody.BodyType = BodyType.Dynamic;
@@ -660,7 +690,7 @@ namespace Barotrauma
{
GameAnalyticsManager.AddErrorEventOnce(
"SubmarineBody.HandleLimbCollision:" + submarine.ID,
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
GameAnalyticsManager.ErrorSeverity.Error,
"Invalid velocity change in SubmarineBody.HandleLimbCollision (submarine velocity: " + Body.LinearVelocity
+ ", avgContactNormal: " + avgContactNormal
+ ", contactDot: " + contactDot
@@ -835,7 +865,7 @@ namespace Barotrauma
if (GameSettings.VerboseLogging) DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce(
"SubmarineBody.ApplyImpact:InvalidImpulse",
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
GameAnalyticsManager.ErrorSeverity.Error,
errorMsg);
return;
}