38f1ddb...178a853: v0.8.9.1, removed content folder
This commit is contained in:
@@ -14,17 +14,14 @@ namespace Barotrauma.Items.Components
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{
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partial class DockingPort : ItemComponent, IDrawableComponent, IServerSerializable
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{
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public static List<DockingPort> list = new List<DockingPort>();
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private static List<DockingPort> list = new List<DockingPort>();
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public static IEnumerable<DockingPort> List
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{
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get { return list; }
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}
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private Sprite overlaySprite;
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private Vector2 distanceTolerance;
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private DockingPort dockingTarget;
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private float dockingState;
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private int dockingDir;
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private Joint joint;
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private readonly Hull[] hulls = new Hull[2];
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@@ -37,18 +34,15 @@ namespace Barotrauma.Items.Components
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private bool docked;
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public int DockingDir
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{
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get { return dockingDir; }
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set { dockingDir = value; }
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}
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private float forceLockTimer;
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//if the submarine isn't in the correct position to lock within this time after docking has been activated,
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//force the sub to the correct position
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const float ForceLockDelay = 1.0f;
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public int DockingDir { get; private set; }
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[Serialize("32.0,32.0", false)]
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public Vector2 DistanceTolerance
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{
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get { return distanceTolerance; }
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set { distanceTolerance = value; }
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}
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public Vector2 DistanceTolerance { get; set; }
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[Serialize(32.0f, false)]
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public float DockedDistance
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@@ -64,11 +58,7 @@ namespace Barotrauma.Items.Components
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set;
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}
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public DockingPort DockingTarget
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{
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get { return dockingTarget; }
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set { dockingTarget = value; }
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}
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public DockingPort DockingTarget { get; private set; }
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public bool Docked
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{
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@@ -80,8 +70,8 @@ namespace Barotrauma.Items.Components
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{
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if (!docked && value)
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{
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if (dockingTarget == null) AttemptDock();
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if (dockingTarget == null) return;
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if (DockingTarget == null) AttemptDock();
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if (DockingTarget == null) return;
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docked = true;
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}
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@@ -89,11 +79,9 @@ namespace Barotrauma.Items.Components
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{
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Undock();
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}
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//base.IsActive = value;
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}
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}
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public DockingPort(Item item, XElement element)
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: base(item, element)
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{
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@@ -114,37 +102,40 @@ namespace Barotrauma.Items.Components
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list.Add(this);
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}
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public override void FlipX()
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public override void FlipX(bool relativeToSub)
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{
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base.FlipX();
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if (dockingTarget != null)
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if (DockingTarget != null)
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{
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if (joint != null)
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{
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CreateJoint(joint is WeldJoint);
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LinkHullsToGaps();
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}
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else if (dockingTarget.joint != null)
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else if (DockingTarget.joint != null)
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{
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if (!GameMain.World.BodyList.Contains(dockingTarget.joint.BodyA) ||
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!GameMain.World.BodyList.Contains(dockingTarget.joint.BodyB))
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if (!GameMain.World.BodyList.Contains(DockingTarget.joint.BodyA) ||
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!GameMain.World.BodyList.Contains(DockingTarget.joint.BodyB))
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{
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dockingTarget.CreateJoint(dockingTarget.joint is WeldJoint);
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DockingTarget.CreateJoint(DockingTarget.joint is WeldJoint);
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}
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dockingTarget.LinkHullsToGaps();
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DockingTarget.LinkHullsToGaps();
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}
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}
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}
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public override void FlipY(bool relativeToSub)
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{
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FlipX(relativeToSub);
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}
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private DockingPort FindAdjacentPort()
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{
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foreach (DockingPort port in list)
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{
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if (port == this || port.item.Submarine == item.Submarine) continue;
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if (Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X) > distanceTolerance.X) continue;
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if (Math.Abs(port.item.WorldPosition.Y - item.WorldPosition.Y) > distanceTolerance.Y) continue;
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if (Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X) > DistanceTolerance.X) continue;
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if (Math.Abs(port.item.WorldPosition.Y - item.WorldPosition.Y) > DistanceTolerance.Y) continue;
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return port;
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}
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@@ -162,8 +153,10 @@ namespace Barotrauma.Items.Components
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public void Dock(DockingPort target)
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{
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if (item.Submarine.DockedTo.Contains(target.item.Submarine)) return;
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if (dockingTarget != null)
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forceLockTimer = 0.0f;
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if (DockingTarget != null)
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{
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Undock();
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}
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@@ -171,7 +164,7 @@ namespace Barotrauma.Items.Components
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if (target.item.Submarine == item.Submarine)
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{
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DebugConsole.ThrowError("Error - tried to dock a submarine to itself");
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dockingTarget = null;
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DockingTarget = null;
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return;
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}
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@@ -185,27 +178,27 @@ namespace Barotrauma.Items.Components
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if (!target.item.Submarine.DockedTo.Contains(item.Submarine)) target.item.Submarine.DockedTo.Add(item.Submarine);
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if (!item.Submarine.DockedTo.Contains(target.item.Submarine)) item.Submarine.DockedTo.Add(target.item.Submarine);
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dockingTarget = target;
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dockingTarget.dockingTarget = this;
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DockingTarget = target;
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DockingTarget.DockingTarget = this;
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docked = true;
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dockingTarget.Docked = true;
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DockingTarget.Docked = true;
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if (Character.Controlled != null &&
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(Character.Controlled.Submarine == dockingTarget.item.Submarine || Character.Controlled.Submarine == item.Submarine))
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(Character.Controlled.Submarine == DockingTarget.item.Submarine || Character.Controlled.Submarine == item.Submarine))
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{
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GameMain.GameScreen.Cam.Shake = Vector2.Distance(dockingTarget.item.Submarine.Velocity, item.Submarine.Velocity);
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GameMain.GameScreen.Cam.Shake = Vector2.Distance(DockingTarget.item.Submarine.Velocity, item.Submarine.Velocity);
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}
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dockingDir = IsHorizontal ?
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Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
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Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
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dockingTarget.dockingDir = -dockingDir;
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DockingDir = IsHorizontal ?
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Math.Sign(DockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
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Math.Sign(DockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
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DockingTarget.DockingDir = -DockingDir;
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if (door != null && dockingTarget.door != null)
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if (door != null && DockingTarget.door != null)
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{
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WayPoint myWayPoint = WayPoint.WayPointList.Find(wp => door.LinkedGap == wp.ConnectedGap);
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WayPoint targetWayPoint = WayPoint.WayPointList.Find(wp => dockingTarget.door.LinkedGap == wp.ConnectedGap);
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WayPoint targetWayPoint = WayPoint.WayPointList.Find(wp => DockingTarget.door.LinkedGap == wp.ConnectedGap);
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if (myWayPoint != null && targetWayPoint != null)
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{
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@@ -222,11 +215,11 @@ namespace Barotrauma.Items.Components
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}
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}
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public void Lock(bool isNetworkMessage)
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public void Lock(bool isNetworkMessage, bool forcePosition = false)
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{
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if (GameMain.Client != null && !isNetworkMessage) return;
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if (dockingTarget == null)
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if (DockingTarget == null)
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{
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DebugConsole.ThrowError("Error - attempted to lock a docking port that's not connected to anything");
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return;
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@@ -234,15 +227,24 @@ namespace Barotrauma.Items.Components
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if (!(joint is WeldJoint))
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{
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dockingDir = IsHorizontal ?
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Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
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Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
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dockingTarget.dockingDir = -dockingDir;
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DockingDir = IsHorizontal ?
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Math.Sign(DockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
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Math.Sign(DockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
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DockingTarget.DockingDir = -DockingDir;
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#if CLIENT
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PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
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#endif
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Vector2 jointDiff = joint.WorldAnchorB - joint.WorldAnchorA;
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if (item.Submarine.PhysicsBody.Mass < DockingTarget.item.Submarine.PhysicsBody.Mass ||
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DockingTarget.item.Submarine.IsOutpost)
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{
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item.Submarine.SubBody.SetPosition(item.Submarine.SubBody.Position + ConvertUnits.ToDisplayUnits(jointDiff));
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}
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else if (DockingTarget.item.Submarine.PhysicsBody.Mass < item.Submarine.PhysicsBody.Mass ||
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item.Submarine.IsOutpost)
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{
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DockingTarget.item.Submarine.SubBody.SetPosition(item.Submarine.SubBody.Position - ConvertUnits.ToDisplayUnits(jointDiff));
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}
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ConnectWireBetweenPorts();
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CreateJoint(true);
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@@ -257,7 +259,7 @@ namespace Barotrauma.Items.Components
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List<MapEntity> removedEntities = item.linkedTo.Where(e => e.Removed).ToList();
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foreach (MapEntity removed in removedEntities) item.linkedTo.Remove(removed);
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if (!item.linkedTo.Any(e => e is Hull) && !dockingTarget.item.linkedTo.Any(e => e is Hull))
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if (!item.linkedTo.Any(e => e is Hull) && !DockingTarget.item.linkedTo.Any(e => e is Hull))
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{
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CreateHulls();
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}
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@@ -273,18 +275,18 @@ namespace Barotrauma.Items.Components
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}
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Vector2 offset = (IsHorizontal ?
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Vector2.UnitX * dockingDir :
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Vector2.UnitY * dockingDir);
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Vector2.UnitX * DockingDir :
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Vector2.UnitY * DockingDir);
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offset *= DockedDistance * 0.5f;
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Vector2 pos1 = item.WorldPosition + offset;
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Vector2 pos2 = dockingTarget.item.WorldPosition - offset;
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Vector2 pos2 = DockingTarget.item.WorldPosition - offset;
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if (useWeldJoint)
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{
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joint = JointFactory.CreateWeldJoint(GameMain.World,
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item.Submarine.PhysicsBody.FarseerBody, dockingTarget.item.Submarine.PhysicsBody.FarseerBody,
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item.Submarine.PhysicsBody.FarseerBody, DockingTarget.item.Submarine.PhysicsBody.FarseerBody,
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ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
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((WeldJoint)joint).FrequencyHz = 1.0f;
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@@ -292,7 +294,7 @@ namespace Barotrauma.Items.Components
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else
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{
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var distanceJoint = JointFactory.CreateDistanceJoint(GameMain.World,
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item.Submarine.PhysicsBody.FarseerBody, dockingTarget.item.Submarine.PhysicsBody.FarseerBody,
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item.Submarine.PhysicsBody.FarseerBody, DockingTarget.item.Submarine.PhysicsBody.FarseerBody,
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ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
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distanceJoint.Length = 0.01f;
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@@ -302,7 +304,6 @@ namespace Barotrauma.Items.Components
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joint = distanceJoint;
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}
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joint.CollideConnected = true;
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}
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@@ -319,12 +320,12 @@ namespace Barotrauma.Items.Components
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var powerConnection = Item.Connections.Find(c => c.IsPower);
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if (powerConnection == null) return;
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if (dockingTarget == null || dockingTarget.item.Connections == null) return;
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var recipient = dockingTarget.item.Connections.Find(c => c.IsPower);
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if (DockingTarget == null || DockingTarget.item.Connections == null) return;
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var recipient = DockingTarget.item.Connections.Find(c => c.IsPower);
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if (recipient == null) return;
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wire.RemoveConnection(item);
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wire.RemoveConnection(dockingTarget.item);
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wire.RemoveConnection(DockingTarget.item);
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powerConnection.TryAddLink(wire);
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@@ -341,7 +342,7 @@ namespace Barotrauma.Items.Components
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doorBody = null;
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}
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Vector2 position = ConvertUnits.ToSimUnits(item.Position + (dockingTarget.door.Item.WorldPosition - item.WorldPosition));
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Vector2 position = ConvertUnits.ToSimUnits(item.Position + (DockingTarget.door.Item.WorldPosition - item.WorldPosition));
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if (!MathUtils.IsValid(position))
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{
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string errorMsg =
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@@ -360,11 +361,11 @@ namespace Barotrauma.Items.Components
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System.Diagnostics.Debug.Assert(doorBody == null);
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doorBody = BodyFactory.CreateRectangle(GameMain.World,
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dockingTarget.door.Body.width,
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dockingTarget.door.Body.height,
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DockingTarget.door.Body.width,
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DockingTarget.door.Body.height,
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1.0f,
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position,
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dockingTarget.door);
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DockingTarget.door);
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doorBody.CollisionCategories = Physics.CollisionWall;
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doorBody.BodyType = BodyType.Static;
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@@ -372,33 +373,32 @@ namespace Barotrauma.Items.Components
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private void CreateHulls()
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{
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var hullRects = new Rectangle[] { item.WorldRect, dockingTarget.item.WorldRect };
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var subs = new Submarine[] { item.Submarine, dockingTarget.item.Submarine };
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var hullRects = new Rectangle[] { item.WorldRect, DockingTarget.item.WorldRect };
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var subs = new Submarine[] { item.Submarine, DockingTarget.item.Submarine };
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bodies = new Body[4];
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if (dockingTarget.door != null)
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if (DockingTarget.door != null)
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{
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CreateDoorBody();
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}
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if (door != null)
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{
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dockingTarget.CreateDoorBody();
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DockingTarget.CreateDoorBody();
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}
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if (IsHorizontal)
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{
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if (hullRects[0].Center.X > hullRects[1].Center.X)
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{
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hullRects = new Rectangle[] { dockingTarget.item.WorldRect, item.WorldRect };
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subs = new Submarine[] { dockingTarget.item.Submarine,item.Submarine };
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hullRects = new Rectangle[] { DockingTarget.item.WorldRect, item.WorldRect };
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subs = new Submarine[] { DockingTarget.item.Submarine,item.Submarine };
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}
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hullRects[0] = new Rectangle(hullRects[0].Center.X, hullRects[0].Y, ((int)DockedDistance / 2), hullRects[0].Height);
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hullRects[1] = new Rectangle(hullRects[1].Center.X - ((int)DockedDistance / 2), hullRects[1].Y, ((int)DockedDistance / 2), hullRects[1].Height);
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//expand hulls if needed, so there's no empty space between the sub's hulls and docking port hulls
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int leftSubRightSide = int.MinValue, rightSubLeftSide = int.MaxValue;
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foreach (Hull hull in Hull.hullList)
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@@ -420,11 +420,10 @@ namespace Barotrauma.Items.Components
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}
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}
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//expand left hull to the rightmost hull of the sub at the left side
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//(unless the difference is more than 100 units - if the distance is very large
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//there's something wrong with the positioning of the docking ports or submarine hulls)
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int leftHullDiff = hullRects[0].X - leftSubRightSide;
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int leftHullDiff = (hullRects[0].X - leftSubRightSide) + 5;
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if (leftHullDiff > 0)
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{
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if (leftHullDiff > 100)
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@@ -438,7 +437,7 @@ namespace Barotrauma.Items.Components
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}
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}
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int rightHullDiff = rightSubLeftSide - hullRects[1].Right;
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int rightHullDiff = (rightSubLeftSide - hullRects[1].Right) + 5;
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if (rightHullDiff > 0)
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{
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if (rightHullDiff > 100)
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@@ -455,7 +454,7 @@ namespace Barotrauma.Items.Components
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for (int i = 0; i < 2; i++)
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{
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hullRects[i].Location -= MathUtils.ToPoint((subs[i].WorldPosition - subs[i].HiddenSubPosition));
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hulls[i] = new Hull(MapEntityPrefab.Find("Hull"), hullRects[i], subs[i]);
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hulls[i] = new Hull(MapEntityPrefab.Find(null, "Hull"), hullRects[i], subs[i]);
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hulls[i].AddToGrid(subs[i]);
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hulls[i].FreeID();
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@@ -473,8 +472,8 @@ namespace Barotrauma.Items.Components
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{
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if (hullRects[0].Center.Y > hullRects[1].Center.Y)
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{
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hullRects = new Rectangle[] { dockingTarget.item.WorldRect, item.WorldRect };
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subs = new Submarine[] { dockingTarget.item.Submarine, item.Submarine };
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hullRects = new Rectangle[] { DockingTarget.item.WorldRect, item.WorldRect };
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subs = new Submarine[] { DockingTarget.item.Submarine, item.Submarine };
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}
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hullRects[0] = new Rectangle(hullRects[0].X, hullRects[0].Y + (int)(-hullRects[0].Height + DockedDistance) / 2, hullRects[0].Width, ((int)DockedDistance / 2));
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@@ -504,7 +503,7 @@ namespace Barotrauma.Items.Components
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//expand lower hull to the topmost hull of the lower sub
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//(unless the difference is more than 100 units - if the distance is very large
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//there's something wrong with the positioning of the docking ports or submarine hulls)
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int lowerHullDiff = (hullRects[0].Y - hullRects[0].Height) - lowerSubTop;
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int lowerHullDiff = ((hullRects[0].Y - hullRects[0].Height) - lowerSubTop) + 5;
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if (lowerHullDiff > 0)
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{
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if (lowerHullDiff > 100)
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@@ -517,7 +516,7 @@ namespace Barotrauma.Items.Components
|
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}
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||||
}
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|
||||
int upperHullDiff = upperSubBottom - hullRects[1].Y;
|
||||
int upperHullDiff = (upperSubBottom - hullRects[1].Y) + 5;
|
||||
if (upperHullDiff > 0)
|
||||
{
|
||||
if (upperHullDiff > 100)
|
||||
@@ -531,10 +530,24 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
//difference between the edges of the hulls (to avoid a gap between the hulls)
|
||||
//0 is lower
|
||||
int midHullDiff = ((hullRects[1].Y - hullRects[1].Height) - hullRects[0].Y) + 2;
|
||||
if (midHullDiff > 100)
|
||||
{
|
||||
DebugConsole.ThrowError("Creating hulls between docking ports failed. The upper hull seems to be very far from the lower hull.");
|
||||
}
|
||||
else if (midHullDiff > 0)
|
||||
{
|
||||
hullRects[0].Height += midHullDiff / 2 + 1;
|
||||
hullRects[1].Y -= midHullDiff / 2 + 1;
|
||||
hullRects[1].Height += midHullDiff / 2 + 1;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
hullRects[i].Location -= MathUtils.ToPoint((subs[i].WorldPosition - subs[i].HiddenSubPosition));
|
||||
hulls[i] = new Hull(MapEntityPrefab.Find("Hull"), hullRects[i], subs[i]);
|
||||
hulls[i] = new Hull(MapEntityPrefab.Find(null, "hull"), hullRects[i], subs[i]);
|
||||
hulls[i].AddToGrid(subs[i]);
|
||||
hulls[i].FreeID();
|
||||
}
|
||||
@@ -605,14 +618,14 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Gap doorGap = i == 0 ? door?.LinkedGap : dockingTarget?.door?.LinkedGap;
|
||||
Gap doorGap = i == 0 ? door?.LinkedGap : DockingTarget?.door?.LinkedGap;
|
||||
if (doorGap == null) continue;
|
||||
doorGap.DisableHullRechecks = true;
|
||||
if (doorGap.linkedTo.Count >= 2) continue;
|
||||
|
||||
if (IsHorizontal)
|
||||
{
|
||||
if (item.WorldPosition.X < dockingTarget.item.WorldPosition.X)
|
||||
if (item.WorldPosition.X < DockingTarget.item.WorldPosition.X)
|
||||
{
|
||||
if (!doorGap.linkedTo.Contains(hulls[0])) doorGap.linkedTo.Add(hulls[0]);
|
||||
}
|
||||
@@ -620,10 +633,17 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (!doorGap.linkedTo.Contains(hulls[1])) doorGap.linkedTo.Add(hulls[1]);
|
||||
}
|
||||
//make sure the left hull is linked to the gap first (gap logic assumes that the first hull is the one to the left)
|
||||
if (doorGap.linkedTo[0].Rect.X > doorGap.linkedTo[1].Rect.X)
|
||||
{
|
||||
var temp = doorGap.linkedTo[0];
|
||||
doorGap.linkedTo[0] = doorGap.linkedTo[1];
|
||||
doorGap.linkedTo[1] = temp;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (item.WorldPosition.Y < dockingTarget.item.WorldPosition.Y)
|
||||
if (item.WorldPosition.Y < DockingTarget.item.WorldPosition.Y)
|
||||
{
|
||||
if (!doorGap.linkedTo.Contains(hulls[0])) doorGap.linkedTo.Add(hulls[0]);
|
||||
}
|
||||
@@ -631,25 +651,34 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (!doorGap.linkedTo.Contains(hulls[1])) doorGap.linkedTo.Add(hulls[1]);
|
||||
}
|
||||
//make sure the upper hull is linked to the gap first (gap logic assumes that the first hull is above the second one)
|
||||
if (doorGap.linkedTo[0].Rect.Y < doorGap.linkedTo[1].Rect.Y)
|
||||
{
|
||||
var temp = doorGap.linkedTo[0];
|
||||
doorGap.linkedTo[0] = doorGap.linkedTo[1];
|
||||
doorGap.linkedTo[1] = temp;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Undock()
|
||||
{
|
||||
if (dockingTarget == null || !docked) return;
|
||||
if (DockingTarget == null || !docked) return;
|
||||
|
||||
forceLockTimer = 0.0f;
|
||||
|
||||
#if CLIENT
|
||||
PlaySound(ActionType.OnUse, item.WorldPosition);
|
||||
#endif
|
||||
|
||||
dockingTarget.item.Submarine.DockedTo.Remove(item.Submarine);
|
||||
item.Submarine.DockedTo.Remove(dockingTarget.item.Submarine);
|
||||
DockingTarget.item.Submarine.DockedTo.Remove(item.Submarine);
|
||||
item.Submarine.DockedTo.Remove(DockingTarget.item.Submarine);
|
||||
|
||||
if (door != null && dockingTarget.door != null)
|
||||
if (door != null && DockingTarget.door != null)
|
||||
{
|
||||
WayPoint myWayPoint = WayPoint.WayPointList.Find(wp => door.LinkedGap == wp.ConnectedGap);
|
||||
WayPoint targetWayPoint = WayPoint.WayPointList.Find(wp => dockingTarget.door.LinkedGap == wp.ConnectedGap);
|
||||
WayPoint targetWayPoint = WayPoint.WayPointList.Find(wp => DockingTarget.door.LinkedGap == wp.ConnectedGap);
|
||||
|
||||
if (myWayPoint != null && targetWayPoint != null)
|
||||
{
|
||||
@@ -662,8 +691,8 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
docked = false;
|
||||
|
||||
dockingTarget.Undock();
|
||||
dockingTarget = null;
|
||||
DockingTarget.Undock();
|
||||
DockingTarget = null;
|
||||
|
||||
if (doorBody != null)
|
||||
{
|
||||
@@ -710,7 +739,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (dockingTarget == null)
|
||||
if (DockingTarget == null)
|
||||
{
|
||||
dockingState = MathHelper.Lerp(dockingState, 0.0f, deltaTime * 10.0f);
|
||||
if (dockingState < 0.01f) docked = false;
|
||||
@@ -723,8 +752,8 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (!docked)
|
||||
{
|
||||
Dock(dockingTarget);
|
||||
if (dockingTarget == null) return;
|
||||
Dock(DockingTarget);
|
||||
if (DockingTarget == null) { return; }
|
||||
}
|
||||
|
||||
if (joint is DistanceJoint)
|
||||
@@ -732,16 +761,48 @@ namespace Barotrauma.Items.Components
|
||||
item.SendSignal(0, "0", "state_out", null);
|
||||
dockingState = MathHelper.Lerp(dockingState, 0.5f, deltaTime * 10.0f);
|
||||
|
||||
if (Vector2.Distance(joint.WorldAnchorA, joint.WorldAnchorB) < 0.05f)
|
||||
forceLockTimer += deltaTime;
|
||||
|
||||
Vector2 jointDiff = joint.WorldAnchorB - joint.WorldAnchorA;
|
||||
|
||||
if (jointDiff.LengthSquared() > 0.04f * 0.04f && forceLockTimer < ForceLockDelay)
|
||||
{
|
||||
Lock(false);
|
||||
float totalMass = item.Submarine.PhysicsBody.Mass + DockingTarget.item.Submarine.PhysicsBody.Mass;
|
||||
float massRatio1 = 1.0f;
|
||||
float massRatio2 = 1.0f;
|
||||
|
||||
if (item.Submarine.PhysicsBody.BodyType != BodyType.Dynamic)
|
||||
{
|
||||
massRatio1 = 0.0f;
|
||||
massRatio2 = 1.0f;
|
||||
}
|
||||
else if (DockingTarget.item.Submarine.PhysicsBody.BodyType != BodyType.Dynamic)
|
||||
{
|
||||
massRatio1 = 1.0f;
|
||||
massRatio2 = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
massRatio1 = DockingTarget.item.Submarine.PhysicsBody.Mass / totalMass;
|
||||
massRatio2 = item.Submarine.PhysicsBody.Mass / totalMass;
|
||||
}
|
||||
|
||||
Vector2 relativeVelocity = DockingTarget.item.Submarine.Velocity - item.Submarine.Velocity;
|
||||
Vector2 desiredRelativeVelocity = Vector2.Normalize(jointDiff);
|
||||
|
||||
item.Submarine.Velocity += (relativeVelocity + desiredRelativeVelocity) * massRatio1;
|
||||
DockingTarget.item.Submarine.Velocity += (-relativeVelocity - desiredRelativeVelocity) * massRatio2;
|
||||
}
|
||||
else
|
||||
{
|
||||
Lock(isNetworkMessage: false, forcePosition: true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (dockingTarget.door != null && doorBody != null)
|
||||
if (DockingTarget.door != null && doorBody != null)
|
||||
{
|
||||
doorBody.Enabled = dockingTarget.door.Body.Enabled;
|
||||
doorBody.Enabled = DockingTarget.door.Body.Enabled;
|
||||
}
|
||||
|
||||
item.SendSignal(0, "1", "state_out", null);
|
||||
@@ -780,16 +841,14 @@ namespace Barotrauma.Items.Components
|
||||
List<MapEntity> linked = new List<MapEntity>(item.linkedTo);
|
||||
foreach (MapEntity entity in linked)
|
||||
{
|
||||
var hull = entity as Hull;
|
||||
if (hull != null)
|
||||
if (entity is Hull hull)
|
||||
{
|
||||
hull.Remove();
|
||||
item.linkedTo.Remove(hull);
|
||||
continue;
|
||||
}
|
||||
|
||||
var gap = entity as Gap;
|
||||
if (gap != null)
|
||||
if (entity is Gap gap)
|
||||
{
|
||||
gap.Remove();
|
||||
continue;
|
||||
@@ -806,12 +865,12 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f)
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
|
||||
{
|
||||
if (GameMain.Client != null) return;
|
||||
|
||||
bool wasDocked = docked;
|
||||
DockingPort prevDockingTarget = dockingTarget;
|
||||
DockingPort prevDockingTarget = DockingTarget;
|
||||
|
||||
switch (connection.Name)
|
||||
{
|
||||
@@ -828,8 +887,8 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (docked)
|
||||
{
|
||||
if (item.Submarine != null && dockingTarget?.item?.Submarine != null)
|
||||
GameServer.Log(sender.LogName + " docked " + item.Submarine.Name + " to " + dockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
|
||||
if (item.Submarine != null && DockingTarget?.item?.Submarine != null)
|
||||
GameServer.Log(sender.LogName + " docked " + item.Submarine.Name + " to " + DockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -845,7 +904,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (docked)
|
||||
{
|
||||
msg.Write(dockingTarget.item.ID);
|
||||
msg.Write(DockingTarget.item.ID);
|
||||
msg.Write(hulls != null && hulls[0] != null && hulls[1] != null && gap != null);
|
||||
}
|
||||
}
|
||||
@@ -882,18 +941,18 @@ namespace Barotrauma.Items.Components
|
||||
return;
|
||||
}
|
||||
|
||||
dockingTarget = (targetEntity as Item).GetComponent<DockingPort>();
|
||||
if (dockingTarget == null)
|
||||
DockingTarget = (targetEntity as Item).GetComponent<DockingPort>();
|
||||
if (DockingTarget == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid docking port network event (" + targetEntity + " doesn't have a docking port component)");
|
||||
return;
|
||||
}
|
||||
|
||||
Dock(dockingTarget);
|
||||
Dock(DockingTarget);
|
||||
|
||||
if (isLocked)
|
||||
{
|
||||
Lock(true);
|
||||
Lock(isNetworkMessage: true, forcePosition: true);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user