Unstable 0.1400.0.0

This commit is contained in:
Markus Isberg
2021-05-11 15:47:47 +03:00
parent 3f324b14e8
commit 92f0264af2
247 changed files with 8238 additions and 1911 deletions
@@ -21,6 +21,12 @@ namespace Barotrauma
private List<LevelObject> updateableObjects;
private List<LevelObject>[,] objectGrid;
public float GlobalForceDecreaseTimer
{
get;
private set;
}
public LevelObjectManager() : base(null, Entity.NullEntityID)
{
}
@@ -133,10 +139,24 @@ namespace Barotrauma
suitableSpawnPositions.Add(prefab,
availableSpawnPositions.Where(sp =>
sp.SpawnPosTypes.Any(type => prefab.SpawnPos.HasFlag(type)) &&
sp.Length >= prefab.MinSurfaceWidth &&
sp.Length >= prefab.MinSurfaceWidth &&
(prefab.AllowAtStart || !closeToStart(sp.GraphEdge.Center)) &&
(prefab.AllowAtEnd || !closeToEnd(sp.GraphEdge.Center)) &&
(sp.Alignment == Alignment.Any || prefab.Alignment.HasFlag(sp.Alignment))).ToList());
spawnPositionWeights.Add(prefab,
suitableSpawnPositions[prefab].Select(sp => sp.GetSpawnProbability(prefab)).ToList());
bool closeToStart(Vector2 position)
{
float minDist = level.Size.X * 0.2f;
return MathUtils.LineSegmentToPointDistanceSquared(level.StartPosition.ToPoint(), level.StartExitPosition.ToPoint(), position.ToPoint()) < minDist * minDist;
}
bool closeToEnd(Vector2 position)
{
float minDist = level.Size.X * 0.2f;
return MathUtils.LineSegmentToPointDistanceSquared(level.EndPosition.ToPoint(), level.EndExitPosition.ToPoint(), position.ToPoint()) < minDist * minDist;
}
}
SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.Server);
@@ -484,6 +504,12 @@ namespace Barotrauma
public void Update(float deltaTime)
{
GlobalForceDecreaseTimer += deltaTime;
if (GlobalForceDecreaseTimer > 1000000.0f)
{
GlobalForceDecreaseTimer = 0.0f;
}
foreach (LevelObject obj in updateableObjects)
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
@@ -176,6 +176,20 @@ namespace Barotrauma
private set;
}
[Editable, Serialize(true, true, description: "Can the object be placed near the start of the level.")]
public bool AllowAtStart
{
get;
private set;
}
[Editable, Serialize(true, true, description: "Can the object be placed near the end of the level.")]
public bool AllowAtEnd
{
get;
private set;
}
[Serialize(0.0f, true, description: "Minimum length of a graph edge the object can spawn on."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
/// <summary>
/// Minimum length of a graph edge the object can spawn on.
@@ -140,6 +140,11 @@ namespace Barotrauma
get;
private set;
}
public float GlobalForceDecreaseInterval
{
get;
private set;
}
private readonly TriggerForceMode forceMode;
public TriggerForceMode ForceMode
@@ -234,6 +239,7 @@ namespace Barotrauma
ForceFluctuationInterval = element.GetAttributeFloat("forcefluctuationinterval", 0.01f);
ForceFluctuationStrength = Math.Max(element.GetAttributeFloat("forcefluctuationstrength", 0.0f), 0.0f);
ForceFalloff = element.GetAttributeBool("forcefalloff", true);
GlobalForceDecreaseInterval = element.GetAttributeFloat("globalforcedecreaseinterval", 0.0f);
ForceVelocityLimit = ConvertUnits.ToSimUnits(element.GetAttributeFloat("forcevelocitylimit", float.MaxValue));
string forceModeStr = element.GetAttributeString("forcemode", "Force");
@@ -434,6 +440,8 @@ namespace Barotrauma
}
}
private readonly List<ISerializableEntity> targets = new List<ISerializableEntity>();
public void Update(float deltaTime)
{
if (ParentTrigger != null && !ParentTrigger.IsTriggered) { return; }
@@ -457,7 +465,13 @@ namespace Barotrauma
if (!UseNetworkSyncing || isNotClient)
{
if (ForceFluctuationStrength > 0.0f)
if (GlobalForceDecreaseInterval > 0.0f && Level.Loaded?.LevelObjectManager != null &&
Level.Loaded.LevelObjectManager.GlobalForceDecreaseTimer % (GlobalForceDecreaseInterval * 2) < GlobalForceDecreaseInterval)
{
NeedsNetworkSyncing |= currentForceFluctuation > 0.0f;
currentForceFluctuation = 0.0f;
}
else if (ForceFluctuationStrength > 0.0f)
{
//no need for force fluctuation (or network updates) if the trigger limits velocity and there are no triggerers
if (forceMode != TriggerForceMode.LimitVelocity || triggerers.Any())
@@ -533,8 +547,8 @@ namespace Barotrauma
if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
{
var targets = new List<ISerializableEntity>();
effect.GetNearbyTargets(worldPosition, targets);
targets.Clear();
targets.AddRange(effect.GetNearbyTargets(worldPosition, targets));
effect.Apply(effect.type, deltaTime, triggerer, targets);
}
}