38f1ddb...178a853: v0.8.9.1, removed content folder

This commit is contained in:
Joonas Rikkonen
2019-03-18 19:46:58 +02:00
parent 38f1ddb6fe
commit 6c0679c297
1054 changed files with 151673 additions and 144931 deletions
+331 -116
View File
@@ -1,4 +1,6 @@
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
@@ -13,30 +15,20 @@ namespace Barotrauma
const float NetworkUpdateInterval = 0.5f;
public static List<Hull> hullList = new List<Hull>();
private static List<EntityGrid> entityGrids = new List<EntityGrid>();
public static List<EntityGrid> EntityGrids
{
get
{
return entityGrids;
}
}
public static List<EntityGrid> EntityGrids { get; } = new List<EntityGrid>();
public static bool ShowHulls = true;
public static bool EditWater, EditFire;
private List<FireSource> fireSources;
public const float OxygenDistributionSpeed = 500.0f;
public const float OxygenDetoriationSpeed = 0.3f;
public const float OxygenConsumptionSpeed = 1000.0f;
public const int WaveWidth = 16;
const float WaveStiffness = 0.003f;
const float WaveSpread = 0.05f;
const float WaveDampening = 0.01f;
public const int WaveWidth = 32;
public static float WaveStiffness = 0.02f;
public static float WaveSpread = 0.05f;
public static float WaveDampening = 0.05f;
//how much excess water the room can contain (= more than the volume of the room)
public const float MaxCompress = 10000f;
@@ -48,7 +40,7 @@ namespace Barotrauma
private float lethalPressure;
private float surface;
private float surface, drawSurface;
private float waterVolume;
private float pressure;
@@ -76,6 +68,13 @@ namespace Barotrauma
return "Hull";
}
}
[Editable, Serialize("", true)]
public string RoomName
{
get;
set;
}
public override Rectangle Rect
{
@@ -93,19 +92,11 @@ namespace Barotrauma
Gap.UpdateHulls();
}
surface = rect.Y - rect.Height + WaterVolume / rect.Width;
surface = drawSurface = rect.Y - rect.Height + WaterVolume / rect.Width;
Pressure = surface;
}
}
public override bool SelectableInEditor
{
get
{
return ShowHulls;
}
}
public override bool Linkable
{
get { return true; }
@@ -122,11 +113,33 @@ namespace Barotrauma
get { return new Vector2(rect.Width, rect.Height); }
}
public float CeilingHeight
{
get;
private set;
}
public float Surface
{
get { return surface; }
}
public float DrawSurface
{
get { return drawSurface; }
set
{
if (Math.Abs(drawSurface - value) < 0.00001f) return;
drawSurface = MathHelper.Clamp(value, rect.Y - rect.Height, rect.Y);
update = true;
}
}
public float WorldSurface
{
get { return Submarine == null ? surface : surface + Submarine.Position.Y; }
}
public float WaterVolume
{
get { return waterVolume; }
@@ -139,7 +152,7 @@ namespace Barotrauma
}
}
[Serialize(90.0f, true)]
[Serialize(100000.0f, true)]
public float Oxygen
{
get { return oxygen; }
@@ -177,10 +190,7 @@ namespace Barotrauma
get { return waveVel; }
}
public List<FireSource> FireSources
{
get { return fireSources; }
}
public List<FireSource> FireSources { get; private set; }
public Hull(MapEntityPrefab prefab, Rectangle rectangle)
: this (prefab, rectangle, Submarine.MainSub)
@@ -195,11 +205,11 @@ namespace Barotrauma
OxygenPercentage = 100.0f;
fireSources = new List<FireSource>();
FireSources = new List<FireSource>();
properties = SerializableProperty.GetProperties(this);
int arraySize = (rectangle.Width / WaveWidth + 1);
int arraySize = (int)Math.Ceiling((float)rectangle.Width / WaveWidth + 1);
waveY = new float[arraySize];
waveVel = new float[arraySize];
@@ -255,15 +265,20 @@ namespace Barotrauma
public override MapEntity Clone()
{
return new Hull(MapEntityPrefab.Find("Hull"), rect, Submarine);
return new Hull(MapEntityPrefab.Find(null, "hull"), rect, Submarine);
}
public static EntityGrid GenerateEntityGrid(Rectangle worldRect)
{
var newGrid = new EntityGrid(worldRect, 200.0f);
EntityGrids.Add(newGrid);
return newGrid;
}
public static EntityGrid GenerateEntityGrid(Submarine submarine)
{
var newGrid = new EntityGrid(submarine, 200.0f);
entityGrids.Add(newGrid);
EntityGrids.Add(newGrid);
foreach (Hull hull in hullList)
{
if (hull.Submarine == submarine) newGrid.InsertEntity(hull);
@@ -271,9 +286,27 @@ namespace Barotrauma
return newGrid;
}
public override void OnMapLoaded()
{
CeilingHeight = Rect.Height;
Body lowerPickedBody = Submarine.PickBody(SimPosition, SimPosition - new Vector2(0.0f, ConvertUnits.ToSimUnits(rect.Height / 2.0f + 0.1f)), null, Physics.CollisionWall);
if (lowerPickedBody != null)
{
Vector2 lowerPickedPos = Submarine.LastPickedPosition;
if (Submarine.PickBody(SimPosition, SimPosition + new Vector2(0.0f, ConvertUnits.ToSimUnits(rect.Height / 2.0f + 0.1f)), null, Physics.CollisionWall) != null)
{
Vector2 upperPickedPos = Submarine.LastPickedPosition;
CeilingHeight = ConvertUnits.ToDisplayUnits(upperPickedPos.Y - lowerPickedPos.Y);
}
}
}
public void AddToGrid(Submarine submarine)
{
foreach (EntityGrid grid in entityGrids)
foreach (EntityGrid grid in EntityGrids)
{
if (grid.Submarine != submarine) continue;
@@ -303,13 +336,13 @@ namespace Barotrauma
rect.X += (int)amount.X;
rect.Y += (int)amount.Y;
if (Submarine==null || !Submarine.Loading)
if (Submarine == null || !Submarine.Loading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
surface = rect.Y - rect.Height + WaterVolume / rect.Width;
surface = drawSurface = rect.Y - rect.Height + WaterVolume / rect.Width;
Pressure = surface;
}
@@ -324,24 +357,16 @@ namespace Barotrauma
Gap.UpdateHulls();
}
List<FireSource> fireSourcesToRemove = new List<FireSource>(fireSources);
List<FireSource> fireSourcesToRemove = new List<FireSource>(FireSources);
foreach (FireSource fireSource in fireSourcesToRemove)
{
fireSource.Remove();
}
fireSources.Clear();
#if CLIENT
if (soundIndex > -1)
{
Sounds.SoundManager.Stop(soundIndex);
soundIndex = -1;
}
#endif
FireSources.Clear();
if (entityGrids != null)
if (EntityGrids != null)
{
foreach (EntityGrid entityGrid in entityGrids)
foreach (EntityGrid entityGrid in EntityGrids)
{
entityGrid.RemoveEntity(this);
}
@@ -353,30 +378,22 @@ namespace Barotrauma
base.Remove();
hullList.Remove(this);
if (Submarine == null || (!Submarine.Loading && !Submarine.Unloading))
if (Submarine != null && !Submarine.Loading && !Submarine.Unloading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
List<FireSource> fireSourcesToRemove = new List<FireSource>(fireSources);
List<FireSource> fireSourcesToRemove = new List<FireSource>(FireSources);
foreach (FireSource fireSource in fireSourcesToRemove)
{
fireSource.Remove();
}
fireSources.Clear();
#if CLIENT
if (soundIndex > -1)
{
Sounds.SoundManager.Stop(soundIndex);
soundIndex = -1;
}
#endif
FireSources.Clear();
if (entityGrids != null)
if (EntityGrids != null)
{
foreach (EntityGrid entityGrid in entityGrids)
foreach (EntityGrid entityGrid in EntityGrids)
{
entityGrid.RemoveEntity(this);
}
@@ -385,7 +402,7 @@ namespace Barotrauma
public void AddFireSource(FireSource fireSource)
{
fireSources.Add(fireSource);
FireSources.Add(fireSource);
if (GameMain.Server != null && !IdFreed) GameMain.Server.CreateEntityEvent(this);
}
@@ -396,7 +413,7 @@ namespace Barotrauma
Oxygen -= OxygenDetoriationSpeed * deltaTime;
FireSource.UpdateAll(fireSources, deltaTime);
FireSource.UpdateAll(FireSources, deltaTime);
aiTarget.SightRange = Submarine == null ? 0.0f : Math.Max(Submarine.Velocity.Length() * 500.0f, 500.0f);
aiTarget.SoundRange -= deltaTime * 1000.0f;
@@ -424,20 +441,34 @@ namespace Barotrauma
lethalPressure = 0.0f;
return;
}
surface = Math.Max(MathHelper.Lerp(
surface,
rect.Y - rect.Height + WaterVolume / rect.Width,
deltaTime * 10.0f), rect.Y - rect.Height);
//interpolate the position of the rendered surface towards the "target surface"
drawSurface = Math.Max(MathHelper.Lerp(
drawSurface,
rect.Y - rect.Height + WaterVolume / rect.Width,
deltaTime * 10.0f), rect.Y - rect.Height);
float surfaceY = rect.Y - rect.Height + WaterVolume / rect.Width;
for (int i = 0; i < waveY.Length; i++)
{
//apply velocity
waveY[i] = waveY[i] + waveVel[i];
if (surfaceY + waveY[i] > rect.Y)
//if the wave attempts to go "through" the top of the hull, make it bounce back
if (surface + waveY[i] > rect.Y)
{
waveY[i] -= (surfaceY + waveY[i]) - rect.Y;
float excess = (surface + waveY[i]) - rect.Y;
waveY[i] -= excess;
waveVel[i] = waveVel[i] * -0.5f;
}
else if (surfaceY + waveY[i] < rect.Y - rect.Height)
//if the wave attempts to go "through" the bottom of the hull, make it bounce back
else if (surface + waveY[i] < rect.Y - rect.Height)
{
waveY[i] -= (surfaceY + waveY[i]) - (rect.Y - rect.Height);
float excess = (surface + waveY[i]) - (rect.Y - rect.Height);
waveY[i] -= excess;
waveVel[i] = waveVel[i] * -0.5f;
}
@@ -446,34 +477,87 @@ namespace Barotrauma
waveVel[i] = waveVel[i] + a;
}
//apply spread (two iterations)
for (int j = 0; j < 2; j++)
{
for (int i = 1; i < waveY.Length - 1; i++)
{
leftDelta[i] = WaveSpread * (waveY[i] - waveY[i - 1]);
waveVel[i - 1] = waveVel[i - 1] + leftDelta[i];
waveVel[i - 1] += leftDelta[i];
rightDelta[i] = WaveSpread * (waveY[i] - waveY[i + 1]);
waveVel[i + 1] = waveVel[i + 1] + rightDelta[i];
waveVel[i + 1] += rightDelta[i];
}
for (int i = 1; i < waveY.Length - 1; i++)
{
waveY[i - 1] = waveY[i - 1] + leftDelta[i];
waveY[i + 1] = waveY[i + 1] + rightDelta[i];
waveY[i - 1] += leftDelta[i];
waveY[i + 1] += rightDelta[i];
}
}
//interpolate the position of the rendered surface towards the "target surface"
surface = Math.Max(MathHelper.Lerp(surface, surfaceY, deltaTime*10.0f), rect.Y - rect.Height);
//make waves propagate through horizontal gaps
foreach (Gap gap in ConnectedGaps)
{
if (!gap.IsRoomToRoom || !gap.IsHorizontal || gap.Open <= 0.0f) continue;
if (surface > gap.Rect.Y || surface < gap.Rect.Y - gap.Rect.Height) continue;
Hull hull2 = this == gap.linkedTo[0] as Hull ? (Hull)gap.linkedTo[1] : (Hull)gap.linkedTo[0];
float otherSurfaceY = hull2.surface;
if (otherSurfaceY > gap.Rect.Y || otherSurfaceY < gap.Rect.Y - gap.Rect.Height) continue;
float surfaceDiff = (surface - otherSurfaceY) * gap.Open;
if (this != gap.linkedTo[0] as Hull)
{
//the first hull linked to the gap handles the wave propagation,
//the second just updates the surfaces to the same level
if (surfaceDiff < 32.0f)
{
hull2.waveY[hull2.waveY.Length - 1] = surfaceDiff * 0.5f;
waveY[0] = -surfaceDiff * 0.5f;
}
continue;
}
for (int j = 0; j < 2; j++)
{
int i = waveY.Length - 1;
leftDelta[i] = WaveSpread * (waveY[i] - waveY[i - 1]);
waveVel[i - 1] += leftDelta[i];
rightDelta[i] = WaveSpread * (waveY[i] - hull2.waveY[0] + surfaceDiff);
hull2.waveVel[0] += rightDelta[i];
i = 0;
hull2.leftDelta[i] = WaveSpread * (hull2.waveY[i] - waveY[waveY.Length - 1] - surfaceDiff);
waveVel[waveVel.Length - 1] += hull2.leftDelta[i];
hull2.rightDelta[i] = WaveSpread * (hull2.waveY[i] - hull2.waveY[i + 1]);
hull2.waveVel[i + 1] += hull2.rightDelta[i];
}
if (surfaceDiff < 32.0f)
{
//update surfaces to the same level
hull2.waveY[0] = surfaceDiff * 0.5f;
waveY[waveY.Length - 1] = -surfaceDiff * 0.5f;
}
else
{
hull2.waveY[0] += rightDelta[waveY.Length - 1];
waveY[waveY.Length - 1] += hull2.leftDelta[0];
}
}
if (waterVolume < Volume)
{
LethalPressure -= 10.0f * deltaTime;
if (WaterVolume <= 0.0f)
{
//wait for the surface to be lerped back to bottom and the waves to settle until disabling update
if (surface > rect.Y - rect.Height + 1) return;
if (drawSurface > rect.Y - rect.Height + 1) return;
for (int i = 1; i < waveY.Length - 1; i++)
{
if (waveY[i] > 0.1f) return;
@@ -500,26 +584,25 @@ namespace Barotrauma
public void Extinguish(float deltaTime, float amount, Vector2 position)
{
for (int i = fireSources.Count - 1; i >= 0; i-- )
for (int i = FireSources.Count - 1; i >= 0; i-- )
{
fireSources[i].Extinguish(deltaTime, amount, position);
FireSources[i].Extinguish(deltaTime, amount, position);
}
}
public void RemoveFire(FireSource fire)
{
fireSources.Remove(fire);
FireSources.Remove(fire);
if (GameMain.Server != null) GameMain.Server.CreateEntityEvent(this);
}
public List<Hull> GetConnectedHulls(int? searchDepth)
public IEnumerable<Hull> GetConnectedHulls(int? searchDepth)
{
return GetAdjacentHulls(new List<Hull>(), 0, searchDepth);
return GetAdjacentHulls(new HashSet<Hull>(), 0, searchDepth);
}
private List<Hull> GetAdjacentHulls(List<Hull> connectedHulls, int steps, int? searchDepth)
private HashSet<Hull> GetAdjacentHulls(HashSet<Hull> connectedHulls, int steps, int? searchDepth)
{
connectedHulls.Add(this);
@@ -529,31 +612,103 @@ namespace Barotrauma
{
for (int i = 0; i < 2 && i < g.linkedTo.Count; i++)
{
Hull hull = g.linkedTo[i] as Hull;
if (hull != null && !connectedHulls.Contains(hull))
if (g.linkedTo[i] is Hull hull && !connectedHulls.Contains(hull))
{
hull.GetAdjacentHulls(connectedHulls, steps++, searchDepth);
}
}
}
}
return connectedHulls;
}
/// <summary>
/// Approximate distance from this hull to the target hull, moving through open gaps without passing through walls.
/// Uses a greedy algo and may not use the most optimal path. Returns float.MaxValue if no path is found.
/// </summary>
public float GetApproximateDistance(Hull target, float maxDistance)
{
return GetApproximateHullDistance(new HashSet<Hull>(), target, 0.0f, maxDistance);
}
private float GetApproximateHullDistance(HashSet<Hull> connectedHulls, Hull target, float distance, float maxDistance)
{
if (distance >= maxDistance) return float.MaxValue;
if (this == target) return distance;
connectedHulls.Add(this);
foreach (Gap g in ConnectedGaps)
{
if (g.ConnectedDoor != null)
{
//gap blocked if the door is not open or the predicted state is not open
if (!g.ConnectedDoor.IsOpen || (g.ConnectedDoor.PredictedState.HasValue && !g.ConnectedDoor.PredictedState.Value))
{
if (g.ConnectedDoor.OpenState < 0.1f) continue;
}
}
else if (g.Open <= 0.0f)
{
continue;
}
for (int i = 0; i < 2 && i < g.linkedTo.Count; i++)
{
if (g.linkedTo[i] is Hull hull && !connectedHulls.Contains(hull))
{
float dist = hull.GetApproximateHullDistance(connectedHulls, target, distance + Vector2.Distance(g.Position, this.Position), maxDistance);
if (dist < float.MaxValue) return dist;
}
}
}
return float.MaxValue;
}
//returns the water block which contains the point (or null if it isn't inside any)
public static Hull FindHull(Vector2 position, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
{
if (entityGrids == null) return null;
if (EntityGrids == null) return null;
if (guess != null)
{
if (Submarine.RectContains(useWorldCoordinates ? guess.WorldRect : guess.rect, position, inclusive)) return guess;
}
var entities = EntityGrid.GetEntities(entityGrids, position, useWorldCoordinates);
foreach (Hull hull in entities)
foreach (EntityGrid entityGrid in EntityGrids)
{
if (Submarine.RectContains(useWorldCoordinates ? hull.WorldRect : hull.rect, position, inclusive)) return hull;
if (entityGrid.Submarine != null && !entityGrid.Submarine.Loading)
{
System.Diagnostics.Debug.Assert(!entityGrid.Submarine.Removed);
Rectangle borders = entityGrid.Submarine.Borders;
if (useWorldCoordinates)
{
Vector2 worldPos = entityGrid.Submarine.WorldPosition;
borders.Location += new Point((int)worldPos.X, (int)worldPos.Y);
}
else
{
borders.Location += new Point((int)entityGrid.Submarine.HiddenSubPosition.X, (int)entityGrid.Submarine.HiddenSubPosition.Y);
}
const float padding = 128.0f;
if (position.X < borders.X - padding || position.X > borders.Right + padding ||
position.Y > borders.Y + padding || position.Y < borders.Y - borders.Height - padding)
{
continue;
}
}
Vector2 transformedPosition = position;
if (useWorldCoordinates && entityGrid.Submarine != null) transformedPosition -= entityGrid.Submarine.Position;
var entities = entityGrid.GetEntities(transformedPosition);
if (entities == null) continue;
foreach (Hull hull in entities)
{
if (Submarine.RectContains(hull.rect, transformedPosition, inclusive)) return hull;
}
}
return null;
@@ -615,13 +770,13 @@ namespace Barotrauma
{
if (other == this) return true;
if (other != null && other.Submarine==Submarine)
if (other != null && other.Submarine == Submarine)
{
bool retVal = false;
foreach (Gap g in ConnectedGaps)
{
if (g.ConnectedWall != null && g.ConnectedWall.CastShadow) continue;
List<Hull> otherHulls = Hull.hullList.FindAll(h => h.ConnectedGaps.Contains(g) && h!=this);
List<Hull> otherHulls = hullList.FindAll(h => h.ConnectedGaps.Contains(g) && h != this);
retVal = otherHulls.Any(h => h == other);
if (!retVal && allowIndirect) retVal = otherHulls.Any(h => h.CanSeeOther(other, false));
if (retVal) return true;
@@ -631,26 +786,73 @@ namespace Barotrauma
{
foreach (Gap g in ConnectedGaps)
{
if (g.ConnectedDoor != null && !hullList.Any(h => h.ConnectedGaps.Contains(g) && h!=this)) return true;
if (g.ConnectedDoor != null && !hullList.Any(h => h.ConnectedGaps.Contains(g) && h != this)) return true;
}
List<MapEntity> structures = MapEntity.mapEntityList.FindAll(me => me is Structure && me.Rect.Intersects(Rect));
List<MapEntity> structures = mapEntityList.FindAll(me => me is Structure && me.Rect.Intersects(Rect));
return structures.Any(st => !(st as Structure).CastShadow);
}
return false;
}
public string CreateRoomName()
{
List<string> roomItems = new List<string>();
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull != this) continue;
if (item.GetComponent<Items.Components.Reactor>() != null) roomItems.Add("reactor");
if (item.GetComponent<Items.Components.Engine>() != null) roomItems.Add("engine");
if (item.GetComponent<Items.Components.Steering>() != null) roomItems.Add("steering");
if (item.GetComponent<Items.Components.Sonar>() != null) roomItems.Add("sonar");
if (item.HasTag("ballast")) roomItems.Add("ballast");
}
if (roomItems.Contains("reactor"))
return TextManager.Get("ReactorRoom");
else if (roomItems.Contains("engine"))
return TextManager.Get("EngineRoom");
else if (roomItems.Contains("steering") && roomItems.Contains("sonar"))
return TextManager.Get("CommandRoom");
else if (roomItems.Contains("ballast"))
return TextManager.Get("Ballast");
if (ConnectedGaps.Any(g => !g.IsRoomToRoom && g.ConnectedDoor != null))
{
return TextManager.Get("Airlock");
}
Rectangle subRect = Submarine.CalculateDimensions();
Alignment roomPos;
if (rect.Y - rect.Height / 2 > subRect.Y + subRect.Height * 0.66f)
roomPos = Alignment.Top;
else if (rect.Y - rect.Height / 2 > subRect.Y + subRect.Height * 0.33f)
roomPos = Alignment.CenterY;
else
roomPos = Alignment.Bottom;
if (rect.Center.X < subRect.X + subRect.Width * 0.33f)
roomPos |= Alignment.Left;
else if (rect.Center.X < subRect.X + subRect.Width * 0.66f)
roomPos |= Alignment.CenterX;
else
roomPos |= Alignment.Right;
return TextManager.Get("Sub" + roomPos.ToString());
}
public void ServerWrite(NetBuffer message, Client c, object[] extraData = null)
{
message.WriteRangedSingle(MathHelper.Clamp(waterVolume / Volume, 0.0f, 1.5f), 0.0f, 1.5f, 8);
message.WriteRangedSingle(MathHelper.Clamp(OxygenPercentage, 0.0f, 100.0f), 0.0f, 100.0f, 8);
message.Write(fireSources.Count > 0);
if (fireSources.Count > 0)
message.Write(FireSources.Count > 0);
if (FireSources.Count > 0)
{
message.WriteRangedInteger(0, 16, Math.Min(fireSources.Count, 16));
for (int i = 0; i < Math.Min(fireSources.Count, 16); i++)
message.WriteRangedInteger(0, 16, Math.Min(FireSources.Count, 16));
for (int i = 0; i < Math.Min(FireSources.Count, 16); i++)
{
var fireSource = fireSources[i];
var fireSource = FireSources[i];
Vector2 normalizedPos = new Vector2(
(fireSource.Position.X - rect.X) / rect.Width,
(fireSource.Position.Y - (rect.Y - rect.Height)) / rect.Height);
@@ -686,12 +888,14 @@ namespace Barotrauma
rect.Y - rect.Height + (rect.Height * pos.Y));
size = size * rect.Width;
var newFire = i < fireSources.Count ? fireSources[i] : new FireSource(pos + Submarine.Position, null, true);
var newFire = i < FireSources.Count ?
FireSources[i] :
new FireSource(Submarine == null ? pos : pos + Submarine.Position, null, true);
newFire.Position = pos;
newFire.Size = new Vector2(size, newFire.Size.Y);
//ignore if the fire wasn't added to this room (invalid position)?
if (!fireSources.Contains(newFire))
if (!FireSources.Contains(newFire))
{
newFire.Remove();
continue;
@@ -699,13 +903,13 @@ namespace Barotrauma
}
}
while (fireSources.Count > fireSourceCount)
while (FireSources.Count > fireSourceCount)
{
fireSources[fireSources.Count - 1].Remove();
FireSources[FireSources.Count - 1].Remove();
}
}
public static void Load(XElement element, Submarine submarine)
public static Hull Load(XElement element, Submarine submarine)
{
Rectangle rect = Rectangle.Empty;
if (element.Attribute("rect") != null)
@@ -722,17 +926,29 @@ namespace Barotrauma
int.Parse(element.Attribute("height").Value));
}
Hull h = new Hull(MapEntityPrefab.Find("Hull"), rect, submarine);
var hull = new Hull(MapEntityPrefab.Find(null, "hull"), rect, submarine)
{
waterVolume = element.GetAttributeFloat("pressure", 0.0f),
ID = (ushort)int.Parse(element.Attribute("ID").Value)
};
SerializableProperty.DeserializeProperties(hull, element);
if (element.Attribute("oxygen") == null) { hull.Oxygen = hull.Volume; }
h.waterVolume = element.GetAttributeFloat("pressure", 0.0f);
h.ID = (ushort)int.Parse(element.Attribute("ID").Value);
return hull;
}
public override XElement Save(XElement parentElement)
{
XElement element = new XElement("Hull");
if (Submarine == null)
{
string errorMsg = "Error - tried to save a hull that's not a part of any submarine.\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Hull.Save:WorldHull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return null;
}
XElement element = new XElement("Hull");
element.Add
(
new XAttribute("ID", ID),
@@ -742,9 +958,8 @@ namespace Barotrauma
rect.Width + "," + rect.Height),
new XAttribute("water", waterVolume)
);
SerializableProperty.SerializeProperties(this, element);
parentElement.Add(element);
return element;
}