(5a377a8ee) Unstable v0.9.1000.0

This commit is contained in:
Juan Pablo Arce
2020-05-13 12:55:42 -03:00
parent b143329701
commit a1ca41aa5d
426 changed files with 14384 additions and 5708 deletions
@@ -131,7 +131,7 @@ namespace Barotrauma
farseerBody.UserData = this;
foreach (Structure wall in Structure.WallList)
{
if (wall.Submarine != submarine) continue;
if (wall.Submarine != submarine || wall.IsPlatform) { continue; }
Rectangle rect = wall.Rect;
@@ -150,7 +150,7 @@ namespace Barotrauma
foreach (Hull hull in Hull.hullList)
{
if (hull.Submarine != submarine) continue;
if (hull.Submarine != submarine) { continue; }
Rectangle rect = hull.Rect;
farseerBody.CreateRectangle(
@@ -167,7 +167,7 @@ namespace Barotrauma
foreach (Item item in Item.ItemList)
{
if (item.StaticBodyConfig == null || item.Submarine != submarine) continue;
if (item.StaticBodyConfig == null || item.Submarine != submarine) { continue; }
float radius = item.StaticBodyConfig.GetAttributeFloat("radius", 0.0f) * item.Scale;
float width = item.StaticBodyConfig.GetAttributeFloat("width", 0.0f) * item.Scale;
@@ -180,7 +180,7 @@ namespace Barotrauma
if (width > 0.0f && height > 0.0f)
{
farseerBody.CreateRectangle(simWidth, simHeight, 5.0f, simPos).UserData = item;
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);
@@ -189,9 +189,9 @@ namespace Barotrauma
}
else if (radius > 0.0f && width > 0.0f)
{
farseerBody.CreateRectangle(simWidth, simRadius * 2, 5.0f, simPos).UserData = item;
farseerBody.CreateCircle(simRadius, 5.0f, simPos - Vector2.UnitX * simWidth / 2).UserData = item;
farseerBody.CreateCircle(simRadius, 5.0f, simPos + Vector2.UnitX * simWidth / 2).UserData = item;
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);
@@ -199,9 +199,9 @@ namespace Barotrauma
}
else if (radius > 0.0f && height > 0.0f)
{
farseerBody.CreateRectangle(simRadius * 2, height, 5.0f, simPos).UserData = item;
farseerBody.CreateCircle(simRadius, 5.0f, simPos - Vector2.UnitY * simHeight / 2).UserData = item;
farseerBody.CreateCircle(simRadius, 5.0f, simPos + Vector2.UnitX * simHeight / 2).UserData = item;
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);
@@ -209,12 +209,13 @@ namespace Barotrauma
}
else if (radius > 0.0f)
{
farseerBody.CreateCircle(simRadius, 5.0f, simPos).UserData = item;
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);
}
item.StaticFixtures.ForEach(f => f.UserData = item);
}
Borders = new Rectangle((int)minExtents.X, (int)maxExtents.Y, (int)(maxExtents.X - minExtents.X), (int)(maxExtents.Y - minExtents.Y));
@@ -301,7 +302,7 @@ namespace Barotrauma
//-------------------------
//if outside left or right edge of the level
if (Position.X < 0 || Position.X > Level.Loaded.Size.X)
if (Level.Loaded != null && (Position.X < 0 || Position.X > Level.Loaded.Size.X))
{
Rectangle worldBorders = Borders;
worldBorders.Location += MathUtils.ToPoint(Position);
@@ -385,12 +386,13 @@ namespace Barotrauma
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull != null && c.AnimController.CanEnterSubmarine) continue;
if (c.AnimController.CurrentHull != null && c.AnimController.CanEnterSubmarine) { continue; }
foreach (Limb limb in c.AnimController.Limbs)
{
if (limb.IsSevered) { continue; }
//if the character isn't inside the bounding box, continue
if (!Submarine.RectContains(worldBorders, limb.WorldPosition)) continue;
if (!Submarine.RectContains(worldBorders, limb.WorldPosition)) { continue; }
//cast a line from the position of the character to the same direction as the translation of the sub
//and see where it intersects with the bounding box
@@ -454,11 +456,11 @@ namespace Barotrauma
depthDamageTimer -= deltaTime;
if (depthDamageTimer > 0.0f) return;
if (depthDamageTimer > 0.0f) { return; }
foreach (Structure wall in Structure.WallList)
{
if (wall.Submarine != submarine) continue;
if (wall.Submarine != submarine) { continue; }
if (wall.Health < depth * 0.01f)
{
@@ -498,10 +500,14 @@ namespace Barotrauma
}
return collision;
}
if (f2.Body.UserData is Character character)
else if (f2.Body.UserData is Character character)
{
return CheckCharacterCollision(contact, character);
}
else if (f2.UserData is Items.Components.DockingPort)
{
return false;
}
lock (impactQueue)
{
@@ -692,8 +698,8 @@ namespace Barotrauma
//find all contacts between this sub and level walls
List<Contact> levelContacts = new List<Contact>();
ContactEdge contactEdge = Body.FarseerBody.ContactList;
while (contactEdge.Next != null)
ContactEdge contactEdge = Body?.FarseerBody?.ContactList;
while (contactEdge?.Next != null)
{
if (contactEdge.Contact.Enabled &&
contactEdge.Other.UserData is VoronoiCell &&
@@ -705,7 +711,7 @@ namespace Barotrauma
contactEdge = contactEdge.Next;
}
if (levelContacts.Count == 0) return;
if (levelContacts.Count == 0) { return; }
//if this sub is in contact with the level, apply artifical impacts
//to both subs to prevent the other sub from bouncing on top of this one
@@ -794,6 +800,7 @@ namespace Barotrauma
foreach (Limb limb in c.AnimController.Limbs)
{
if (limb.IsSevered) { continue; }
limb.body.ApplyLinearImpulse(limb.Mass * impulse, 10.0f);
}
c.AnimController.Collider.ApplyLinearImpulse(c.AnimController.Collider.Mass * impulse, 10.0f);