Unstable 1.8.4.0

This commit is contained in:
Markus Isberg
2025-03-12 12:56:27 +00:00
parent a4c3e868e4
commit a4a3427e4e
627 changed files with 29860 additions and 10018 deletions
@@ -1,5 +1,6 @@
using Barotrauma.Extensions;
using FarseerPhysics;
using FarseerPhysics.Common;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
@@ -10,7 +11,7 @@ namespace Barotrauma.Particles
class Particle
{
private ParticlePrefab prefab;
private string debugName = "Particle (uninitialized)";
public delegate void OnChangeHullHandler(Vector2 position, Hull currentHull);
@@ -72,7 +73,7 @@ namespace Barotrauma.Particles
public float VelocityChangeMultiplier;
public bool DrawOnTop { get; private set; }
public ParticleDrawOrder DrawOrder { get; private set; }
public ParticlePrefab.DrawTargetType DrawTarget
{
@@ -110,9 +111,12 @@ namespace Barotrauma.Particles
{
return debugName;
}
public void Init(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation, Hull hullGuess = null, bool drawOnTop = false, float collisionIgnoreTimer = 0f, float lifeTimeMultiplier = 1f, Tuple<Vector2, Vector2> tracerPoints = null)
public void Init(ParticlePrefab prefab, Vector2 spawnPosition, Vector2 speed, float spawnRotation, Hull hullGuess = null, ParticleDrawOrder drawOrder = ParticleDrawOrder.Default, float collisionIgnoreTimer = 0f, float lifeTimeMultiplier = 1f, Tuple<Vector2, Vector2> tracerPoints = null)
{
this.prefab = prefab;
System.Diagnostics.Debug.Assert(position.IsValid(), "Attempted to spawn a particle at an invalid position.");
#if DEBUG
debugName = $"Particle ({prefab.Name})";
#else
@@ -124,14 +128,14 @@ namespace Barotrauma.Particles
animState = 0;
animFrame = 0;
currentHull = prefab.CanEnterSubs ? Hull.FindHull(position, hullGuess) : null;
currentHull = prefab.CanEnterSubs ? Hull.FindHull(spawnPosition, hullGuess) : null;
size = prefab.StartSizeMin + (prefab.StartSizeMax - prefab.StartSizeMin) * Rand.Range(0.0f, 1.0f);
if (tracerPoints != null)
{
size = new Vector2(Vector2.Distance(tracerPoints.Item1, tracerPoints.Item2), size.Y);
position = (tracerPoints.Item1 + tracerPoints.Item2) / 2;
spawnPosition = (tracerPoints.Item1 + tracerPoints.Item2) / 2;
}
RefreshColliderSize();
@@ -139,23 +143,19 @@ namespace Barotrauma.Particles
sizeChange = prefab.SizeChangeMin + (prefab.SizeChangeMax - prefab.SizeChangeMin) * Rand.Range(0.0f, 1.0f);
changesSize = !sizeChange.NearlyEquals(Vector2.Zero);
this.position = position;
prevPosition = position;
drawPosition = position;
velocity = MathUtils.IsValid(speed) ? speed : Vector2.Zero;
if (currentHull?.Submarine != null)
{
velocity += ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
//convert to the sub's coordinate space
spawnPosition -= currentHull.Submarine.Position;
}
position = prevPosition = drawPosition = spawnPosition;
velocity = MathUtils.IsValid(speed) ? speed : Vector2.Zero;
this.rotation = rotation + Rand.Range(prefab.StartRotationMinRad, prefab.StartRotationMaxRad);
prevRotation = rotation;
rotation = spawnRotation + Rand.Range(prefab.StartRotationMinRad, prefab.StartRotationMaxRad);
prevRotation = spawnRotation;
angularVelocity = Rand.Range(prefab.AngularVelocityMinRad, prefab.AngularVelocityMaxRad);
if (prefab.LifeTimeMin <= 0.0f)
{
@@ -202,10 +202,10 @@ namespace Barotrauma.Particles
{
this.rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
prevRotation = rotation;
prevRotation = spawnRotation;
}
DrawOnTop = drawOnTop;
DrawOrder = drawOrder;
this.collisionIgnoreTimer = collisionIgnoreTimer;
}
@@ -248,7 +248,7 @@ namespace Barotrauma.Particles
rotation += angularVelocity * deltaTime;
}
bool inWater = (currentHull == null || (currentHull.Submarine != null && position.Y - currentHull.Submarine.DrawPosition.Y < currentHull.Surface));
bool inWater = (currentHull == null || (currentHull.Submarine != null && position.Y < currentHull.Surface));
if (inWater)
{
velocity.X += velocityChangeWater.X * VelocityChangeMultiplier * deltaTime;
@@ -323,7 +323,7 @@ namespace Barotrauma.Particles
if (collisionIgnoreTimer > 0f)
{
collisionIgnoreTimer -= deltaTime;
if (collisionIgnoreTimer <= 0f) { currentHull ??= Hull.FindHull(position); }
if (collisionIgnoreTimer <= 0f) { currentHull ??= Hull.FindHull(position, guess: currentHull, useWorldCoordinates: false); }
return UpdateResult.Normal;
}
if (!prefab.UseCollision) { return UpdateResult.Normal; }
@@ -350,7 +350,7 @@ namespace Barotrauma.Particles
{
if (currentHull == null)
{
Hull collidedHull = Hull.FindHull(position);
Hull collidedHull = Hull.FindHull(position, useWorldCoordinates: true);
if (collidedHull != null)
{
if (prefab.DeleteOnCollision) { return UpdateResult.Delete; }
@@ -359,7 +359,7 @@ namespace Barotrauma.Particles
}
else
{
Rectangle hullRect = currentHull.WorldRect;
Rectangle hullRect = currentHull.Rect;
Vector2 collisionNormal = Vector2.Zero;
if (velocity.Y < 0.0f && position.Y - colliderRadius.Y < hullRect.Y - hullRect.Height)
{
@@ -377,9 +377,9 @@ namespace Barotrauma.Particles
{
if (gap.Open <= 0.9f || gap.IsHorizontal) { continue; }
if (gap.WorldRect.X > position.X || gap.WorldRect.Right < position.X) { continue; }
float hullCenterY = currentHull.WorldRect.Y - currentHull.WorldRect.Height / 2;
int gapDir = Math.Sign(gap.WorldRect.Y - hullCenterY);
if (gap.Rect.X > position.X || gap.Rect.Right < position.X) { continue; }
float hullCenterY = currentHull.Rect.Y - currentHull.Rect.Height / 2;
int gapDir = Math.Sign(gap.Rect.Y - hullCenterY);
if (Math.Sign(velocity.Y) != gapDir || Math.Sign(position.Y - hullCenterY) != gapDir) { continue; }
gapFound = true;
@@ -411,9 +411,9 @@ namespace Barotrauma.Particles
{
if (gap.Open <= 0.9f || !gap.IsHorizontal) { continue; }
if (gap.WorldRect.Y < position.Y || gap.WorldRect.Y - gap.WorldRect.Height > position.Y) { continue; }
int gapDir = Math.Sign(gap.WorldRect.Center.X - currentHull.WorldRect.Center.X);
if (Math.Sign(velocity.X) != gapDir || Math.Sign(position.X - currentHull.WorldRect.Center.X) != gapDir) { continue; }
if (gap.Rect.Y < position.Y || gap.WorldRect.Y - gap.Rect.Height > position.Y) { continue; }
int gapDir = Math.Sign(gap.Rect.Center.X - currentHull.Rect.Center.X);
if (Math.Sign(velocity.X) != gapDir || Math.Sign(position.X - currentHull.Rect.Center.X) != gapDir) { continue; }
gapFound = true;
break;
@@ -434,7 +434,7 @@ namespace Barotrauma.Particles
}
else
{
Hull newHull = Hull.FindHull(position, currentHull);
Hull newHull = Hull.FindHull(position, currentHull, useWorldCoordinates: false);
if (newHull != currentHull)
{
currentHull = newHull;
@@ -457,32 +457,25 @@ namespace Barotrauma.Particles
private void ApplyDrag(float dragCoefficient, float deltaTime)
{
Vector2 relativeVel = velocity;
if (currentHull?.Submarine != null)
{
relativeVel = velocity - ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
}
Vector2 newVel = velocity;
float speed = velocity.Length();
float speed = relativeVel.Length();
relativeVel /= speed;
if (speed < 0.01f) { return; }
newVel /= speed;
float drag = speed * speed * dragCoefficient * 0.01f * deltaTime;
if (drag > speed)
{
relativeVel = Vector2.Zero;
newVel = Vector2.Zero;
}
else
{
speed -= drag;
relativeVel *= speed;
newVel *= speed;
}
velocity = relativeVel;
if (currentHull?.Submarine != null)
{
velocity += ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
}
velocity = newVel;
}
@@ -490,10 +483,7 @@ namespace Barotrauma.Particles
{
if (prevHull == null) { return; }
Rectangle prevHullRect = prevHull.WorldRect;
Vector2 subVel = prevHull?.Submarine != null ? ConvertUnits.ToDisplayUnits(prevHull.Submarine.Velocity) : Vector2.Zero;
velocity -= subVel;
Rectangle prevHullRect = prevHull.Rect;
if (Math.Abs(collisionNormal.X) > Math.Abs(collisionNormal.Y))
{
@@ -524,14 +514,12 @@ namespace Barotrauma.Particles
}
OnCollision?.Invoke(position, currentHull);
velocity += subVel;
}
private void OnWallCollisionOutside(Hull collisionHull)
{
Rectangle hullRect = collisionHull.WorldRect;
Rectangle hullRect = collisionHull.Rect;
Vector2 center = new Vector2(hullRect.X + hullRect.Width / 2, hullRect.Y - hullRect.Height / 2);
@@ -584,7 +572,13 @@ namespace Barotrauma.Particles
Color currColor = new Color(color.ToVector4() * ColorMultiplier);
Vector2 drawPos = new Vector2(drawPosition.X, -drawPosition.Y);
Vector2 drawPos = drawPosition;
if (currentHull?.Submarine is Submarine sub)
{
drawPos += sub.DrawPosition;
}
drawPos = new Vector2(drawPos.X, -drawPos.Y);
if (prefab.Sprites[spriteIndex] is SpriteSheet sheet)
{
sheet.Draw(
@@ -8,6 +8,7 @@ namespace Barotrauma.Particles
{
class ParticleEmitterProperties : ISerializableEntity
{
private const float MinValue = int.MinValue,
MaxValue = int.MaxValue;
@@ -98,8 +99,11 @@ namespace Barotrauma.Particles
[Editable, Serialize(1f, IsPropertySaveable.Yes)]
public float LifeTimeMultiplier { get; set; }
[Editable, Serialize(false, IsPropertySaveable.Yes)]
public bool DrawOnTop { get; set; }
[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Should the particle be drawn as a tracer (a line from a weapon to the point it hit)? Only supported on hitscan projectiles and repair tools. Defaults to true on hitscan projectiles.")]
public bool UseTracerPoints { get; set; }
[Editable, Serialize(ParticleDrawOrder.Default, IsPropertySaveable.Yes)]
public ParticleDrawOrder DrawOrder { get; set; }
[Serialize(0f, IsPropertySaveable.Yes)]
public float Angle
@@ -127,6 +131,12 @@ namespace Barotrauma.Particles
public ParticleEmitterProperties(XElement element)
{
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
//backwards compatibility
if (element.GetAttributeBool("drawontop", false))
{
DrawOrder = ParticleDrawOrder.Foreground;
}
}
}
@@ -215,7 +225,9 @@ namespace Barotrauma.Particles
position += dir * Rand.Range(Prefab.Properties.DistanceMin, Prefab.Properties.DistanceMax);
}
var particle = GameMain.ParticleManager.CreateParticle(particlePrefab, position, velocity, particleRotation, hullGuess, particlePrefab.DrawOnTop || Prefab.DrawOnTop, lifeTimeMultiplier: Prefab.Properties.LifeTimeMultiplier, tracerPoints: tracerPoints);
var particle = GameMain.ParticleManager.CreateParticle(particlePrefab, position, velocity, particleRotation, hullGuess,
particlePrefab.DrawOrder != ParticleDrawOrder.Default ? particlePrefab.DrawOrder : Prefab.DrawOrder,
lifeTimeMultiplier: Prefab.Properties.LifeTimeMultiplier, tracerPoints: Prefab.Properties.UseTracerPoints ? tracerPoints : null);
if (particle != null)
{
@@ -286,7 +298,9 @@ namespace Barotrauma.Particles
public readonly ContentPackage? ContentPackage;
public bool DrawOnTop => Properties.DrawOnTop || ParticlePrefab is { DrawOnTop: true };
public ParticleDrawOrder DrawOrder => Properties.DrawOrder != ParticleDrawOrder.Default ?
Properties.DrawOrder :
(ParticlePrefab?.DrawOrder ?? ParticleDrawOrder.Default);
public ParticleEmitterPrefab(ContentXElement element)
{
@@ -11,6 +11,13 @@ namespace Barotrauma.Particles
AlphaBlend, Additive//, Distortion
}
enum ParticleDrawOrder
{
Default,
Foreground,
Background
}
class ParticleManager
{
private const int MaxOutOfViewDist = 500;
@@ -91,11 +98,14 @@ namespace Barotrauma.Particles
return CreateParticle(prefab, position, velocity, rotation, hullGuess, collisionIgnoreTimer: collisionIgnoreTimer, tracerPoints:tracerPoints);
}
public Particle CreateParticle(ParticlePrefab prefab, Vector2 position, Vector2 velocity, float rotation = 0.0f, Hull hullGuess = null, bool drawOnTop = false, float collisionIgnoreTimer = 0f, float lifeTimeMultiplier = 1f, Tuple<Vector2, Vector2> tracerPoints = null)
public Particle CreateParticle(ParticlePrefab prefab, Vector2 position, Vector2 velocity, float rotation = 0.0f, Hull hullGuess = null, ParticleDrawOrder drawOrder = ParticleDrawOrder.Default, float collisionIgnoreTimer = 0f, float lifeTimeMultiplier = 1f, Tuple<Vector2, Vector2> tracerPoints = null)
{
if (prefab == null || prefab.Sprites.Count == 0) { return null; }
if (particleCount >= MaxParticles)
{
//maximum number of particles reached, and this is not a high-prio particle or something that should always draw
// -> the particle won't be created, we can return early
if (particleCount >= MaxParticles && prefab.Priority == 0 && !prefab.DrawAlways) { return null; }
for (int i = 0; i < particleCount; i++)
{
if (particles[i].Prefab.Priority < prefab.Priority ||
@@ -134,7 +144,7 @@ namespace Barotrauma.Particles
if (particles[particleCount] == null) { particles[particleCount] = new Particle(); }
Particle particle = particles[particleCount];
particle.Init(prefab, position, velocity, rotation, hullGuess, drawOnTop, collisionIgnoreTimer, lifeTimeMultiplier, tracerPoints: tracerPoints);
particle.Init(prefab, position, velocity, rotation, hullGuess, drawOrder, collisionIgnoreTimer, lifeTimeMultiplier, tracerPoints: tracerPoints);
particleCount++;
particlesInCreationOrder.AddFirst(particle);
@@ -213,7 +223,7 @@ namespace Barotrauma.Particles
return activeParticles;
}
public void Draw(SpriteBatch spriteBatch, bool inWater, bool? inSub, ParticleBlendState blendState)
public void Draw(SpriteBatch spriteBatch, bool inWater, bool? inSub, ParticleBlendState blendState, bool? background = false)
{
ParticlePrefab.DrawTargetType drawTarget = inWater ? ParticlePrefab.DrawTargetType.Water : ParticlePrefab.DrawTargetType.Air;
@@ -225,12 +235,16 @@ namespace Barotrauma.Particles
if (inSub.HasValue)
{
bool isOutside = particle.CurrentHull == null;
if (!particle.DrawOnTop && isOutside == inSub.Value)
if (particle.DrawOrder != ParticleDrawOrder.Foreground && isOutside == inSub.Value)
{
continue;
}
}
if (background.HasValue)
{
bool isBackgroundParticle = particle.DrawOrder == ParticleDrawOrder.Background;
if (background.Value != isBackgroundParticle) { continue; }
}
particle.Draw(spriteBatch);
}
}
@@ -10,6 +10,7 @@ namespace Barotrauma.Particles
{
public static readonly PrefabCollection<ParticlePrefab> Prefabs = new PrefabCollection<ParticlePrefab>();
[Flags]
public enum DrawTargetType { Air = 1, Water = 2, Both = 3 }
public readonly List<Sprite> Sprites;
@@ -151,7 +152,7 @@ namespace Barotrauma.Particles
public float Friction { get; private set; }
[Editable(0.0f, 1.0f)]
[Serialize(0.5f, IsPropertySaveable.No, description: "How much of the particle's velocity is conserved when it collides with something, i.e. the \"bounciness\" of the particle. (1.0 = the particle stops completely).")]
[Serialize(0.5f, IsPropertySaveable.No, description: "How much of the particle's velocity is conserved when it collides with something, i.e. the \"bounciness\" of the particle. (0.0 = the particle stops completely).")]
public float Restitution { get; private set; }
//size -----------------------------------------
@@ -188,8 +189,8 @@ namespace Barotrauma.Particles
[Editable, Serialize(DrawTargetType.Air, IsPropertySaveable.No, description: "Should the particle be rendered in air, water or both.")]
public DrawTargetType DrawTarget { get; private set; }
[Editable, Serialize(false, IsPropertySaveable.No, description: "Should the particle be always rendered on top of entities?")]
public bool DrawOnTop { get; private set; }
[Editable, Serialize(ParticleDrawOrder.Default, IsPropertySaveable.No, description: "Should the particle be always forced to render on top of entities or behind everything?")]
public ParticleDrawOrder DrawOrder { get; private set; }
[Editable, Serialize(false, IsPropertySaveable.No, description: "Draw the particle even when it's calculated to be outside of view (the formula doesn't take scales into account). ")]
public bool DrawAlways { get; private set; }
@@ -226,6 +227,16 @@ namespace Barotrauma.Particles
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
//backwards compatibility
if (element.GetAttributeBool("drawontop", false))
{
DrawOrder = ParticleDrawOrder.Foreground;
}
if (BlendState == ParticleBlendState.Additive && DrawOrder == ParticleDrawOrder.Background)
{
DebugConsole.AddWarning($"Error in particle prefab {Identifier}: additive particles cannot be rendered in the background.");
}
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())