Merge branch 'master' into new-netcode

Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Items/Components/Signal/Wire.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Items/ItemInventory.cs
	Subsurface/Source/Networking/GameServer.cs
This commit is contained in:
Regalis
2016-11-09 17:58:56 +02:00
25 changed files with 486 additions and 262 deletions
@@ -15,7 +15,7 @@
<!-- lower yaw -->
<limb id = "1" radius="70" height="100">
<sprite texture="Content/Characters/Charybdis/charybdis.png" sourcerect="416,0,192,256" depth="0.025" origin="0.65,0.5"/>
<attack range="300" duration="0.5" damage="5.00" bleedingdamage="50" structuredamage="500" damagetype="slash" torque="200" targetforce="-50"/>
<attack range="500" duration="0.5" damage="5.00" bleedingdamage="50" structuredamage="500" damagetype="slash" torque="200" targetforce="-50"/>
</limb>
<!-- front fins -->
@@ -7,7 +7,7 @@
<ragdoll waveamplitude="50.0" wavelength="2500" swimspeed="5.0" walkspeed="3.5" canentersubmarine="false">
<collider radius ="50"/>
<collider radius="50" height="250"/>
<!-- head -->
<limb id = "0" radius="50" height="270" type="Head" steerforce="1.0">
@@ -9,8 +9,11 @@
movementlerp="0.4"
legtorque="15.0"
thightorque="-5.0"
walkspeed="2.0"
swimspeed="2.0">
walkspeed="1.5"
swimspeed="2.5"
impacttolerance="7.5">
<collider height="100" radius="15"/>
<!-- head -->
<limb id = "0" radius="13" mass = "6" type="Head" attackpriority="2">
@@ -39,7 +39,7 @@
<Character file="Content/Characters/Mantis/mantis.xml" />
<Character file="Content/Characters/Moloch/moloch.xml" />
<Character file="Content/Characters/Scorpion/scorpion.xml" />
<Character file="Content/Characters/TigerThresher/tigerthresher.xml" />
<Character file="Content/Characters/Tigerthresher/tigerthresher.xml" />
<Character file="Content/Characters/Watcher/watcher.xml" />
<Structure file="Content/Map/StructurePrefabs.xml" />
<BackgroundCreaturePrefabs file="Content/BackgroundSprites/BackgroundCreaturePrefabs.xml"/>
@@ -51,10 +51,20 @@ namespace Barotrauma
if (character.IsDead || character.IsUnconscious || stunTimer > 0.0f)
{
collider.PhysEnabled = false;
collider.SetTransform(MainLimb.SimPosition, 0.0f);
collider.FarseerBody.FixedRotation = false;
if (stunTimer > 0.0f)
if (character.IsRemotePlayer)
{
MainLimb.pullJoint.WorldAnchorB = collider.SimPosition;
MainLimb.pullJoint.Enabled = true;
}
else
{
collider.LinearVelocity = (MainLimb.SimPosition - collider.SimPosition) * 60.0f;
collider.SmoothRotate(MainLimb.Rotation);
}
if (stunTimer > 0)
{
stunTimer -= deltaTime;
}
@@ -57,8 +57,18 @@ namespace Barotrauma
if (character.IsDead || character.IsUnconscious || stunTimer > 0.0f)
{
collider.PhysEnabled = false;
collider.SetTransform(GetLimb(LimbType.Torso).SimPosition, 0.0f);
collider.FarseerBody.FixedRotation = false;
if (character.IsRemotePlayer)
{
MainLimb.pullJoint.WorldAnchorB = collider.SimPosition;
MainLimb.pullJoint.Enabled = true;
}
else
{
collider.LinearVelocity = (GetLimb(LimbType.Waist).SimPosition - collider.SimPosition) * 20.0f;
collider.SmoothRotate(GetLimb(LimbType.Torso).Rotation);
}
if (stunTimer > 0)
{
@@ -87,21 +97,21 @@ namespace Barotrauma
collider.SetTransform(new Vector2(
collider.SimPosition.X,
Math.Max(lowestLimb.SimPosition.Y + (collider.radius + collider.height / 2), collider.SimPosition.Y)),
0.0f);
collider.Rotation);
collider.FarseerBody.Enabled = true;
}
if (swimming)
{
collider.FarseerBody.FixedRotation = false;
collider.FarseerBody.FixedRotation = false;
}
else if (!collider.FarseerBody.FixedRotation)
{
if (Math.Abs(MathUtils.GetShortestAngle(collider.Rotation, 0.0f)) > 0.001f)
{
//rotate collider back upright
collider.AngularVelocity = MathUtils.GetShortestAngle(collider.Rotation, 0.0f) * 60.0f;
collider.AngularVelocity = MathUtils.GetShortestAngle(collider.Rotation, 0.0f) * 10.0f;
collider.FarseerBody.FixedRotation = false;
}
else
@@ -297,8 +307,11 @@ namespace Barotrauma
if (onGround && (!character.IsRemotePlayer || GameMain.Server != null))
{
//move slower if collider isn't upright
float rotationFactor = (float)Math.Abs(Math.Cos(collider.Rotation));
collider.LinearVelocity = new Vector2(
movement.X,
movement.X * rotationFactor,
collider.LinearVelocity.Y > 0.0f ? collider.LinearVelocity.Y * 0.5f : collider.LinearVelocity.Y);
}
@@ -502,7 +515,8 @@ namespace Barotrauma
float colliderBottomY = GetColliderBottom().Y;
//the contact point should be higher than the bottom of the collider
if (((Vector2)handle).Y < colliderBottomY + 0.01f) return;
if (((Vector2)handle).Y < colliderBottomY + 0.01f ||
((Vector2)handle).Y > collider.SimPosition.Y) return;
//find the height of the floor below the torso
//(if moving towards towards an obstacle that's low enough to climb over, the torso should be above it)
@@ -511,7 +525,7 @@ namespace Barotrauma
if (obstacleY > colliderBottomY)
{
//higher vertical velocity for taller obstacles
collider.LinearVelocity += Vector2.UnitY * (((Vector2)handle).Y - colliderBottomY + 0.01f) * 10;
collider.LinearVelocity += Vector2.UnitY * (((Vector2)handle).Y - colliderBottomY + 0.01f) * 50;
onGround = true;
}
}
@@ -888,13 +902,22 @@ namespace Barotrauma
targetLimb.pullJoint.Enabled = true;
targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
targetLimb.pullJoint.MaxForce = 10000.0f;
target.AnimController.movement -= diff;
}
}
float dist = Vector2.Distance(target.SimPosition, collider.SimPosition);
//limit movement if moving away from the target
if (Vector2.Dot(target.SimPosition - collider.SimPosition, targetMovement)<0)
{
targetMovement *= MathHelper.Clamp(2.0f - dist, 0.0f, 1.0f);
}
target.AnimController.IgnorePlatforms = IgnorePlatforms;
if (target.Stun > 0.0f || target.IsDead)
if (target.Stun > 0.0f || target.IsUnconscious || target.IsDead)
{
target.AnimController.TargetMovement = TargetMovement;
}
@@ -1140,7 +1140,10 @@ namespace Barotrauma
public Vector2 GetColliderBottom()
{
return collider.SimPosition - Vector2.UnitY * (collider.height / 2 + collider.radius);
float halfHeight = collider.height / 2 + collider.radius;
return collider.SimPosition +
new Vector2((float)Math.Sin(collider.Rotation), -(float)Math.Cos(collider.Rotation)) * halfHeight;
}
public Limb FindLowestLimb()
+8 -7
View File
@@ -1123,17 +1123,18 @@ namespace Barotrauma
}
}
if (moveCam)
if (moveCam && needsAir)
{
float pressureEffect = 0.0f;
if (pressureProtection < 80.0f && AnimController.CurrentHull != null && AnimController.CurrentHull.LethalPressure > 50.0f)
if (pressureProtection < 80.0f &&
(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure > 50.0f))
{
float pressure = AnimController.CurrentHull == null ? 100.0f : AnimController.CurrentHull.LethalPressure;
cam.Zoom = MathHelper.Lerp(cam.Zoom,
(AnimController.CurrentHull.LethalPressure / 50.0f) * Rand.Range(1.0f, 1.05f),
(AnimController.CurrentHull.LethalPressure - 50.0f) / 50.0f);
(pressure / 50.0f) * Rand.Range(1.0f, 1.05f),
(pressure - 50.0f) / 50.0f);
}
cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, (Submarine == null ? 400.0f : 250.0f)+pressureEffect, 0.05f);
cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, 250.0f, 0.05f);
}
cursorPosition = cam.ScreenToWorld(PlayerInput.MousePosition);
+10 -10
View File
@@ -16,7 +16,7 @@ namespace Barotrauma
}
private TargetType targetTypes;
private string[] targetNames;
private HashSet<string> targetNames;
private List<RelatedItem> requiredItems;
@@ -26,8 +26,8 @@ namespace Barotrauma
private bool setValue;
private bool disableDeltaTime;
private string[] onContainingNames;
private HashSet<string> onContainingNames;
private readonly float duration;
@@ -48,12 +48,12 @@ namespace Barotrauma
get { return targetTypes; }
}
public string[] TargetNames
public HashSet<string> TargetNames
{
get { return targetNames; }
}
public string[] OnContainingNames
public HashSet<string> OnContainingNames
{
get { return onContainingNames; }
}
@@ -92,10 +92,10 @@ namespace Barotrauma
type = (ActionType)Enum.Parse(typeof(ActionType), split[0], true);
string[] containingNames = split[1].Split(',');
onContainingNames = new string[containingNames.Length];
for (int i =0; i < containingNames.Length; i++)
onContainingNames = new HashSet<string>();
for (int i = 0; i < containingNames.Length; i++)
{
onContainingNames[i] = containingNames[i].Trim();
onContainingNames.Add(containingNames[i].Trim());
}
}
@@ -116,10 +116,10 @@ namespace Barotrauma
break;
case "targetnames":
string[] names = attribute.Value.Split(',');
targetNames = new string[names.Length];
targetNames = new HashSet<string>();
for (int i=0; i < names.Length; i++ )
{
targetNames[i] = names[i].Trim();
targetNames.Add(names[i].Trim());
}
break;
case "sound":
+6 -1
View File
@@ -27,7 +27,7 @@ namespace Barotrauma
static class DebugConsole
{
const int MaxMessages = 100;
const int MaxMessages = 200;
public static List<ColoredText> Messages = new List<ColoredText>();
@@ -757,6 +757,11 @@ namespace Barotrauma
//listbox not created yet, don't attempt to add
if (listBox == null) return;
if (listBox.children.Count > MaxMessages)
{
listBox.children.RemoveRange(0, listBox.children.Count - MaxMessages);
}
try
{
var textBlock = new GUITextBlock(new Rectangle(0, 0, listBox.Rect.Width, 0), msg, GUI.Style, Alignment.TopLeft, Alignment.Left, null, true, GUI.SmallFont);
@@ -17,7 +17,12 @@ namespace Barotrauma
private string[] descriptions;
private static string[] teamNames;
private static string[] teamNames = { "Team A", "Team B" };
public override bool AllowRespawn
{
get { return false; }
}
public override string Description
{
@@ -126,11 +131,6 @@ namespace Barotrauma
public override void Start(Level level)
{
if (GameMain.Server != null)
{
GameMain.Server.AllowRespawn = false;
}
if (GameMain.NetworkMember == null)
{
DebugConsole.ThrowError("Combat missions cannot be played in the single player mode.");
@@ -154,11 +154,6 @@ namespace Barotrauma
{
if (crews[0].Count == 0 && crews[1].Count == 0)
{
if (GameMain.Server != null)
{
GameMain.Server.AllowRespawn = false;
}
foreach (Character character in Character.CharacterList)
{
if (character.TeamID == 1)
@@ -48,6 +48,11 @@ namespace Barotrauma
set { completed = value; }
}
public virtual bool AllowRespawn
{
get { return true; }
}
public virtual string RadarLabel
{
get { return radarLabel; }
@@ -380,7 +380,7 @@ namespace Barotrauma.Items.Components
return;
}
List<ItemSound> matchingSounds = null;
List<ItemSound> matchingSounds;
if (!sounds.TryGetValue(type, out matchingSounds)) return;
ItemSound itemSound = null;
@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using Microsoft.Xna.Framework;
@@ -14,7 +15,7 @@ namespace Barotrauma.Items.Components
List<RelatedItem> containableItems;
public ItemInventory Inventory;
private bool hasStatusEffects;
private List<Pair<Item, StatusEffect>> itemsWithStatusEffects;
//how many items can be contained
[HasDefaultValue(5, false)]
@@ -110,24 +111,39 @@ namespace Barotrauma.Items.Components
case "containable":
RelatedItem containable = RelatedItem.Load(subElement);
if (containable == null) continue;
foreach (StatusEffect effect in containable.statusEffects)
{
if (effect.type == ActionType.OnContaining) hasStatusEffects = true;
}
containableItems.Add(containable);
break;
}
}
IsActive = true;
itemsWithStatusEffects = new List<Pair<Item, StatusEffect>>();
}
public void RemoveContained(Item item)
public void OnItemContained(Item item)
{
Inventory.RemoveItem(item);
item.SetContainedItemPositions();
RelatedItem ri = containableItems.Find(x => x.MatchesItem(item));
if (ri != null)
{
foreach (StatusEffect effect in ri.statusEffects)
{
itemsWithStatusEffects.Add(Pair<Item, StatusEffect>.Create(item, effect));
}
}
//no need to Update() if this item has no statuseffects and no physics body
IsActive = itemsWithStatusEffects.Count > 0 || item.body != null;
}
public void OnItemRemoved(Item item)
{
itemsWithStatusEffects.RemoveAll(i => i.First == item);
//deactivate if the inventory is empty
IsActive = itemsWithStatusEffects.Count > 0 || item.body != null;
}
public bool CanBeContained(Item item)
@@ -138,31 +154,24 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
if (item.body != null && item.body.FarseerBody.Awake)
if (item.body != null &&
item.body.Enabled &&
item.body.FarseerBody.Awake)
{
foreach (Item contained in Inventory.Items)
{
if (contained == null) continue;
contained.SetTransform(item.SimPosition, 0.0f);
}
item.SetContainedItemPositions();
}
if (!hasStatusEffects) return;
foreach (Item contained in Inventory.Items)
foreach (Pair<Item, StatusEffect> itemAndEffect in itemsWithStatusEffects)
{
if (contained == null || contained.Condition <= 0.0f) continue;
Item contained = itemAndEffect.First;
if (contained.Condition < 0.0f) continue;
RelatedItem ri = containableItems.Find(x => x.MatchesItem(contained));
if (ri == null) continue;
StatusEffect effect = itemAndEffect.Second;
foreach (StatusEffect effect in ri.statusEffects)
{
if (effect.Targets.HasFlag(StatusEffect.TargetType.This)) effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
if (effect.Targets.HasFlag(StatusEffect.TargetType.Contained)) effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
}
//contained.ApplyStatusEffects(ActionType.OnContained, deltaTime);
if (effect.Targets.HasFlag(StatusEffect.TargetType.This))
effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
if (effect.Targets.HasFlag(StatusEffect.TargetType.Contained))
effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
}
}
@@ -232,15 +241,13 @@ namespace Barotrauma.Items.Components
public override bool Combine(Item item)
{
if (containableItems.Find(x => x.MatchesItem(item)) == null) return false;
if (!containableItems.Any(x => x.MatchesItem(item))) return false;
if (Inventory.TryPutItem(item))
{
IsActive = true;
if (hideItems || (item.body!=null && !item.body.Enabled)) item.body.Enabled = false;
//item.Container = this.item;
if (hideItems && item.body != null) item.body.Enabled = false;
return true;
}
@@ -22,7 +22,9 @@ namespace Barotrauma.Items.Components
//affects how fast changes in power/load are carried over the grid
static float inertia = 5.0f;
static List<Powered> connectedList = new List<Powered>();
static HashSet<Powered> connectedList = new HashSet<Powered>();
private List<Connection> powerConnections;
private float powerLoad;
@@ -35,24 +37,27 @@ namespace Barotrauma.Items.Components
: base(item, element)
{
IsActive = true;
powerConnections = new List<Connection>();
}
public override void Update(float deltaTime, Camera cam)
{
//reset and recalculate the power generated/consumed
//by the constructions connected to the grid
fullPower = 0.0f;
fullLoad = 0.0f;
connectedList.Clear();
if (updateTimer > 0)
{
//this junction box has already been updated this frame
updateTimer--;
return;
}
//reset and recalculate the power generated/consumed
//by the constructions connected to the grid
fullPower = 0.0f;
fullLoad = 0.0f;
updateTimer = 0;
connectedList.Clear();
CheckJunctions(deltaTime);
updateTimer = 0;
foreach (Powered p in connectedList)
{
@@ -68,8 +73,7 @@ namespace Barotrauma.Items.Components
//(except if running as a client)
if (GameMain.Client != null) continue;
if (-pt.currPowerConsumption < Math.Max(pt.powerLoad * Rand.Range(1.9f,2.1f), 200.0f)) continue;
float prevCondition = pt.item.Condition;
pt.item.Condition -= deltaTime * 10.0f;
@@ -109,37 +113,31 @@ namespace Barotrauma.Items.Components
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
List<Connection> connections = item.Connections;
if (connections == null) return;
foreach (Connection c in connections)
foreach (Connection c in powerConnections)
{
if (!c.IsPower) continue;
var recipients = c.Recipients;
foreach (Connection recipient in recipients)
{
if (recipient == null || !c.IsPower) continue;
if (recipient == null) continue;
Item it = recipient.Item;
if (it == null) continue;
//if (it.Updated) continue;
Powered powered = it.GetComponent<Powered>();
if (powered == null || !powered.IsActive) continue;
if (connectedList.Contains(powered)) continue;
PowerTransfer powerTransfer = powered as PowerTransfer;
PowerContainer powerContainer = powered as PowerContainer;
if (powerTransfer != null)
{
//if (powerTransfer.updateTimer>0) continue;
powerTransfer.CheckJunctions(deltaTime);
continue;
}
else if (powerContainer != null)
PowerContainer powerContainer = powered as PowerContainer;
if (powerContainer != null)
{
if (recipient.Name == "power_in")
{
@@ -187,6 +185,19 @@ namespace Barotrauma.Items.Components
GuiFrame.Update(1.0f / 60.0f);
}
public override void OnMapLoaded()
{
var connections = item.Connections;
if (connections == null)
{
IsActive = false;
return;
}
powerConnections = connections.FindAll(c => c.IsPower);
if (powerConnections.Count == 0) IsActive = false;
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power)
{
base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
@@ -10,6 +10,47 @@ namespace Barotrauma.Items.Components
{
class Wire : ItemComponent, IDrawableComponent
{
class WireSection
{
private Vector2 start;
private float angle;
private float length;
public WireSection(Vector2 start, Vector2 end)
{
this.start = start;
angle = MathUtils.VectorToAngle(end - start);
length = Vector2.Distance(start, end);
}
public void Draw(SpriteBatch spriteBatch, Color color, Vector2 offset, float depth, float width = 0.3f)
{
spriteBatch.Draw(wireSprite.Texture,
new Vector2(start.X+offset.X, -(start.Y+offset.Y)), null, color,
-angle,
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
new Vector2(length / wireSprite.Texture.Width, width),
SpriteEffects.None,
depth);
}
public static void Draw(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float depth, float width = 0.3f)
{
start.Y = -start.Y;
end.Y = -end.Y;
spriteBatch.Draw(wireSprite.Texture,
start, null, color,
MathUtils.VectorToAngle(end - start),
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, width),
SpriteEffects.None,
depth);
}
}
const float nodeDistance = 32.0f;
const float heightFromFloor = 128.0f;
@@ -17,6 +58,8 @@ namespace Barotrauma.Items.Components
public List<Vector2> Nodes;
private List<WireSection> sections;
Connection[] connections;
private Vector2 newNodePos;
@@ -39,22 +82,15 @@ namespace Barotrauma.Items.Components
wireSprite = new Sprite("Content/Items/wireHorizontal.png", new Vector2(0.5f, 0.5f));
wireSprite.Depth = 0.85f;
}
Nodes = new List<Vector2>();
sections = new List<WireSection>();
connections = new Connection[2];
IsActive = false;
}
public override void Move(Vector2 amount)
{
//for (int i = 0; i < Nodes.Count; i++)
//{
// Nodes[i] += amount;
//}
}
public Connection OtherConnection(Connection connection)
{
if (connection == null) return null;
@@ -125,25 +161,23 @@ namespace Barotrauma.Items.Components
if (Nodes.Count > 0 && Nodes[0] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
if (i == 0)
{
Nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
Nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
}
else
{
Nodes.Add(newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
}
break;
}
if (connections[0] != null && connections[1] != null)
{
//List<Vector2> prevNodes = new List<Vector2>(Nodes);
foreach (ItemComponent ic in item.components)
{
if (ic == this) continue;
@@ -155,12 +189,12 @@ namespace Barotrauma.Items.Components
IsActive = false;
//Nodes = prevNodes;
CleanNodes();
}
Drawable = Nodes.Any();
UpdateSections();
return true;
}
@@ -190,28 +224,11 @@ namespace Barotrauma.Items.Components
{
if (Nodes.Count == 0) return;
//item.FindHull();
//Vector2 position = item.Position;
//position.X = MathUtils.Round(item.Position.X, nodeDistance);
//if (item.CurrentHull == null)
//{
// position.Y = MathUtils.Round(item.Position.Y, nodeDistance);
//}
//else
//{
// position.Y -= item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
// position.Y = Math.Max(MathUtils.Round(position.Y, nodeDistance), heightFromFloor);
// position.Y += item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
//}
Submarine sub = null;
if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
if (item.Submarine != sub)
if (item.Submarine != sub && Screen.Selected != GameMain.EditMapScreen)
{
ClearConnections();
Nodes.Clear();
@@ -219,20 +236,6 @@ namespace Barotrauma.Items.Components
}
newNodePos = RoundNode(item.Position, item.CurrentHull) - sub.HiddenSubPosition;
//if (Vector2.Distance(position, nodes[nodes.Count - 1]) > nodeDistance*10)
//{
// nodes.Add(position);
// item.NewComponentEvent(this, true);
//}
//else if (Math.Abs(position.Y - nodes[nodes.Count - 1].Y) > nodeDistance)
//{
// nodes.Add(new Vector2(nodes[nodes.Count - 1].X,
// position.Y));
// item.NewComponentEvent(this, true);
//}
}
public override bool Use(float deltaTime, Character character = null)
@@ -242,6 +245,8 @@ namespace Barotrauma.Items.Components
if (newNodePos!= Vector2.Zero && Nodes.Count>0 && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
{
Nodes.Add(newNodePos);
UpdateSections();
Drawable = true;
newNodePos = Vector2.Zero;
@@ -254,6 +259,7 @@ namespace Barotrauma.Items.Components
if (Nodes.Count > 1)
{
Nodes.RemoveAt(Nodes.Count - 1);
UpdateSections();
}
Drawable = Nodes.Any();
@@ -266,9 +272,20 @@ namespace Barotrauma.Items.Components
return true;
}
public void UpdateSections()
{
sections.Clear();
for (int i = 0; i < Nodes.Count-1; i++)
{
sections.Add(new WireSection(Nodes[i], Nodes[i + 1]));
}
}
private void ClearConnections()
{
Nodes.Clear();
sections.Clear();
for (int i = 0; i < 2; i++)
{
@@ -288,8 +305,6 @@ namespace Barotrauma.Items.Components
{
if (Screen.Selected == GameMain.EditMapScreen)
{
//position = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - Submarine.Loaded.Position;// Nodes[(int)selectedNodeIndex];
position.X = MathUtils.Round(position.X, Submarine.GridSize.X / 2.0f);
position.Y = MathUtils.Round(position.Y, Submarine.GridSize.Y / 2.0f);
}
@@ -345,35 +360,42 @@ namespace Barotrauma.Items.Components
public void Draw(SpriteBatch spriteBatch, bool editing)
{
//for (int i = 0; i < nodes.Count; i++)
//{
// GUI.DrawRectangle(spriteBatch, new Rectangle((int)nodes[i].X, (int)-nodes[i].Y, 5, 5), Color.DarkGray, true, wireSprite.Depth - 0.01f);
//}
if (!Nodes.Any())
{
Drawable = false;
return;
}
Vector2 drawOffset = Vector2.Zero;
if (item.Submarine != null)
{
drawOffset = item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
}
float depth = wireSprite.Depth + ((item.ID % 100) * 0.00001f);
if (item.IsHighlighted)
{
for (int i = 1; i < Nodes.Count; i++)
foreach (WireSection section in sections)
{
DrawSection(spriteBatch, Nodes[i], Nodes[i - 1], Color.Gold, 0.5f);
section.Draw(spriteBatch, Color.Gold, drawOffset, depth, 0.5f);
}
}
for (int i = 1; i < Nodes.Count; i++)
foreach (WireSection section in sections)
{
DrawSection(spriteBatch, Nodes[i], Nodes[i - 1], item.Color);
section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f);
}
if (IsActive && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
{
DrawSection(spriteBatch, Nodes[Nodes.Count - 1], newNodePos, item.Color * 0.5f);
//nodes.Add(newNodePos);
WireSection.Draw(
spriteBatch,
new Vector2(Nodes[Nodes.Count - 1].X, Nodes[Nodes.Count - 1].Y) + drawOffset,
new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
item.Color * 0.5f,
depth,
0.3f);
}
if (!editing || !PlayerInput.MouseInsideWindow || !GameMain.EditMapScreen.WiringMode) return;
@@ -395,7 +417,6 @@ namespace Barotrauma.Items.Components
continue;
}
GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
if (selectedNodeIndex == null && draggingWire == null)// && !MapEntity.SelectedAny)
@@ -447,26 +468,6 @@ namespace Barotrauma.Items.Components
}
}
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float width = 0.3f)
{
if (item.Submarine != null)
{
start += item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
end += item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
}
start.Y = -start.Y;
end.Y = -end.Y;
spriteBatch.Draw(wireSprite.Texture,
start, null, color,
MathUtils.VectorToAngle(end - start),
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, width),
SpriteEffects.None,
wireSprite.Depth + ((item.ID % 100) * 0.00001f));
}
public override void FlipX()
{
for (int i = 0; i < Nodes.Count; i++)
@@ -168,9 +168,8 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
item.SetTransform(picker.SimPosition, 0.0f);
item.SetContainedItemPositions();
ApplyStatusEffects(ActionType.OnWearing, deltaTime, picker);
+83 -43
View File
@@ -32,8 +32,8 @@ namespace Barotrauma
private ItemPrefab prefab;
public static bool ShowLinks = true;
private List<string> tags;
private HashSet<string> tags;
public Hull CurrentHull;
@@ -52,6 +52,9 @@ namespace Barotrauma
private bool inWater;
private Inventory parentInventory;
private Inventory ownInventory;
private Dictionary<string, Connection> connections;
//a dictionary containing lists of the status effects in all the components of the item
private Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
@@ -276,8 +279,7 @@ namespace Barotrauma
{
get
{
ItemContainer c = GetComponent<ItemContainer>();
return (c == null) ? null : Array.FindAll(c.Inventory.Items, i=>i!=null);
return (ownInventory == null) ? null : Array.FindAll(ownInventory.Items, i => i != null);
}
}
@@ -327,7 +329,7 @@ namespace Barotrauma
components = new List<ItemComponent>();
drawableComponents = new List<IDrawableComponent>();
FixRequirements = new List<FixRequirement>();
tags = new List<string>();
tags = new HashSet<string>();
rect = newRect;
@@ -402,6 +404,12 @@ namespace Barotrauma
if (body != null) body.FarseerBody.OnCollision += OnCollision;
}
var itemContainer = GetComponent<ItemContainer>();
if (itemContainer!=null)
{
ownInventory = itemContainer.Inventory;
}
InsertToList();
ItemList.Add(this);
}
@@ -429,15 +437,16 @@ namespace Barotrauma
public void RemoveContained(Item contained)
{
ItemContainer c = GetComponent<ItemContainer>();
if (c == null) return;
c.RemoveContained(contained);
if (ownInventory != null)
{
ownInventory.RemoveItem(contained);
}
contained.Container = null;
}
public void SetTransform(Vector2 simPosition, float rotation)
public void SetTransform(Vector2 simPosition, float rotation, bool findNewHull = true)
{
if (body != null)
{
@@ -458,7 +467,7 @@ namespace Barotrauma
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
FindHull();
if (findNewHull) FindHull();
}
public override void Move(Vector2 amount)
@@ -545,6 +554,33 @@ namespace Barotrauma
return rootContainer;
}
public void SetContainedItemPositions()
{
if (ownInventory == null) return;
Vector2 simPos = SimPosition;
Vector2 displayPos = Position;
foreach (Item contained in ownInventory.Items)
{
if (contained == null) continue;
if (contained.body != null)
{
contained.body.FarseerBody.SetTransformIgnoreContacts(ref simPos, 0.0f);
}
contained.Rect =
new Rectangle(
(int)(displayPos.X - contained.Rect.Width / 2.0f),
(int)(displayPos.Y + contained.Rect.Height / 2.0f),
contained.Rect.Width, contained.Rect.Height);
contained.Submarine = Submarine;
contained.CurrentHull = CurrentHull;
}
}
public void AddTag(string tag)
{
@@ -572,7 +608,7 @@ namespace Barotrauma
ApplyStatusEffect(effect, type, deltaTime, character);
}
}
public void ApplyStatusEffect(StatusEffect effect, ActionType type, float deltaTime, Character character = null)
{
if (condition == 0.0f && effect.type != ActionType.OnBroken) return;
@@ -581,16 +617,15 @@ namespace Barotrauma
bool hasTargets = (effect.TargetNames == null);
Item[] containedItems = ContainedItems;
if (effect.OnContainingNames!=null)
if (effect.OnContainingNames != null)
{
foreach (string s in effect.OnContainingNames)
{
if (containedItems.FirstOrDefault(x => x!=null && x.Name==s && x.Condition>0.0f) == null) return;
if (!containedItems.Any(x => x!=null && x.Name==s && x.Condition > 0.0f)) return;
}
}
List<IPropertyObject> targets = new List<IPropertyObject>();
if (containedItems != null)
{
if (effect.Targets.HasFlag(StatusEffect.TargetType.Contained))
@@ -692,8 +727,7 @@ namespace Barotrauma
{
ic.Update(deltaTime, cam);
if (ic.IsActive) ic.PlaySound(ActionType.OnActive, WorldPosition);
//ic.ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
if (ic.IsActive) ic.PlaySound(ActionType.OnActive, WorldPosition);
}
else
{
@@ -704,8 +738,8 @@ namespace Barotrauma
inWater = IsInWater();
if (inWater) ApplyStatusEffects(ActionType.InWater, deltaTime);
isHighlighted = false;
isHighlighted = false;
if (body == null || !body.Enabled) return;
if (Math.Abs(body.LinearVelocity.X) > 0.01f || Math.Abs(body.LinearVelocity.Y) > 0.01f)
@@ -723,11 +757,11 @@ namespace Barotrauma
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
}
Vector2 moveAmount = body.SimPosition - body.LastSentPosition;
if (parentInventory == null && moveAmount != Vector2.Zero && moveAmount.Length() > NetConfig.ItemPosUpdateDistance)
{
}
//Vector2 moveAmount = body.SimPosition - body.LastSentPosition;
//if (parentInventory == null && moveAmount != Vector2.Zero && moveAmount.Length() > NetConfig.ItemPosUpdateDistance)
//{
// new NetworkEvent(NetworkEventType.PhysicsBodyPosition, ID, false);
//}
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
@@ -1152,25 +1186,23 @@ namespace Barotrauma
public void SendSignal(int stepsTaken, string signal, string connectionName, float power = 0.0f)
{
if (connections == null) return;
stepsTaken++;
ConnectionPanel panel = GetComponent<ConnectionPanel>();
if (panel == null) return;
foreach (Connection c in panel.Connections)
Connection c = null;
if (!connections.TryGetValue(connectionName, out c)) return;
if (stepsTaken > 10)
{
if (c.Name != connectionName) continue;
if (stepsTaken > 10)
{
//use a coroutine to prevent infinite loops by creating a one
//frame delay if the "signal chain" gets too long
CoroutineManager.StartCoroutine(SendSignal(signal, c, power));
}
else
{
c.SendSignal(stepsTaken, signal, this, power);
}
//use a coroutine to prevent infinite loops by creating a one
//frame delay if the "signal chain" gets too long
CoroutineManager.StartCoroutine(SendSignal(signal, c, power));
}
else
{
c.SendSignal(stepsTaken, signal, this, power);
}
}
private IEnumerable<object> SendSignal(string signal, Connection connection, float power = 0.0f)
@@ -1178,9 +1210,6 @@ namespace Barotrauma
//wait one frame
yield return CoroutineStatus.Running;
ConnectionPanel panel = GetComponent<ConnectionPanel>();
if (panel == null) yield return CoroutineStatus.Success;
connection.SendSignal(0, signal, this, power);
yield return CoroutineStatus.Success;
@@ -1760,7 +1789,18 @@ namespace Barotrauma
foreach (ItemComponent ic in components)
{
ic.OnMapLoaded();
}
}
//cache connections into a dictionary for faster lookups
var connectionPanel = GetComponent<ConnectionPanel>();
connections = new Dictionary<string, Connection>();
if (connectionPanel == null) return;
foreach (Connection c in connectionPanel.Connections)
{
if (!connections.ContainsKey(c.Name))
connections.Add(c.Name, c);
}
}
+30 -1
View File
@@ -44,6 +44,28 @@ namespace Barotrauma
return (item!=null && Items[i]==null && container.CanBeContained(item));
}
public override bool TryPutItem(Item item, System.Collections.Generic.List<InvSlotType> allowedSlots = null)
{
bool wasPut = base.TryPutItem(item, allowedSlots);
if (wasPut)
{
foreach (Character c in Character.CharacterList)
{
if (!c.HasSelectedItem(item)) continue;
item.Unequip(c);
break;
}
container.IsActive = true;
container.OnItemContained(item);
}
return wasPut;
}
public override bool TryPutItem(Item item, int i, bool allowSwapping)
{
bool wasPut = base.TryPutItem(item, i, allowSwapping);
@@ -57,11 +79,18 @@ namespace Barotrauma
item.Unequip(c);
break;
}
//item.Container = container.Item;
container.IsActive = true;
container.OnItemContained(item);
}
return wasPut;
}
public override void RemoveItem(Item item)
{
base.RemoveItem(item);
container.OnItemRemoved(item);
}
}
}
+67 -15
View File
@@ -60,6 +60,8 @@ namespace Barotrauma
}
private static List<Submarine> loaded = new List<Submarine>();
private static List<MapEntity> visibleEntities;
private SubmarineBody subBody;
public readonly List<Submarine> DockedTo;
@@ -297,34 +299,71 @@ namespace Barotrauma
}
//drawing ----------------------------------------------------
public static void CullEntities(Camera cam)
{
List<Submarine> visibleSubs = new List<Submarine>();
foreach (Submarine sub in Submarine.Loaded)
{
Rectangle worldBorders = new Rectangle(
sub.Borders.X + (int)sub.WorldPosition.X - 500,
sub.Borders.Y + (int)sub.WorldPosition.Y + 500,
sub.Borders.Width + 1000,
sub.Borders.Height + 1000);
if (Submarine.RectsOverlap(worldBorders, cam.WorldView))
{
visibleSubs.Add(sub);
}
}
visibleEntities = new List<MapEntity>();
foreach (MapEntity me in MapEntity.mapEntityList)
{
if (me.Submarine == null || visibleSubs.Contains(me.Submarine))
{
visibleEntities.Add(me);
}
}
}
public static void Draw(SpriteBatch spriteBatch, bool editing = false)
{
for (int i = 0; i < MapEntity.mapEntityList.Count; i++ )
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
foreach (MapEntity e in entitiesToRender)
{
MapEntity.mapEntityList[i].Draw(spriteBatch, editing);
e.Draw(spriteBatch, editing);
}
}
public static void DrawFront(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
{
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
foreach (MapEntity e in entitiesToRender)
{
if (!MapEntity.mapEntityList[i].DrawOverWater) continue;
if (!e.DrawOverWater) continue;
if (predicate != null)
{
if (!predicate(MapEntity.mapEntityList[i])) continue;
if (!predicate(e)) continue;
}
MapEntity.mapEntityList[i].Draw(spriteBatch, editing, false);
e.Draw(spriteBatch, editing, false);
}
if (GameMain.DebugDraw)
{
foreach (Submarine sub in Submarine.Loaded)
{
Rectangle worldBorders = sub.Borders;
worldBorders.Location += sub.WorldPosition.ToPoint();
worldBorders.Y = -worldBorders.Y;
GUI.DrawRectangle(spriteBatch, worldBorders, Color.White, 5);
if (sub.subBody.MemPos.Count < 2) continue;
Vector2 prevPos = ConvertUnits.ToDisplayUnits(sub.subBody.MemPos[0].Position);
@@ -346,10 +385,12 @@ namespace Barotrauma
public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false)
{
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
foreach (MapEntity e in entitiesToRender)
{
if (MapEntity.mapEntityList[i].DrawDamageEffect)
MapEntity.mapEntityList[i].DrawDamage(spriteBatch, damageEffect);
if (e.DrawDamageEffect)
e.DrawDamage(spriteBatch, damageEffect);
}
if (damageEffect != null)
{
@@ -361,16 +402,18 @@ namespace Barotrauma
public static void DrawBack(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
{
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
foreach (MapEntity e in entitiesToRender)
{
if (!MapEntity.mapEntityList[i].DrawBelowWater) continue;
if (!e.DrawBelowWater) continue;
if (predicate != null)
{
if (!predicate(MapEntity.mapEntityList[i])) continue;
if (!predicate(e)) continue;
}
MapEntity.mapEntityList[i].Draw(spriteBatch, editing, true);
e.Draw(spriteBatch, editing, true);
}
}
@@ -622,7 +665,11 @@ namespace Barotrauma
subBody.Update(deltaTime);
if (this != MainSub && MainSub.DockedTo.Contains(this)) return;
for (int i = 0; i < 2; i++ )
{
if (Submarine.MainSubs[i] == null) continue;
if (this != Submarine.MainSubs[i] && Submarine.MainSubs[i].DockedTo.Contains(this)) return;
}
//send updates more frequently if moving fast
networkUpdateTimer -= MathHelper.Clamp(Velocity.Length()*10.0f, 0.1f, 5.0f) * deltaTime;
@@ -994,6 +1041,7 @@ namespace Barotrauma
{
wire.Nodes[i] -= center;
}
wire.UpdateSections();
}
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
@@ -1086,6 +1134,8 @@ namespace Barotrauma
loaded.Clear();
visibleEntities = null;
if (GameMain.GameScreen.Cam != null) GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
Entity.RemoveAll();
@@ -1105,6 +1155,8 @@ namespace Barotrauma
subBody = null;
visibleEntities = null;
if (MainSub == this) MainSub = null;
if (MainSubs[1] == this) MainSubs[1] = null;
+10 -2
View File
@@ -871,7 +871,11 @@ namespace Barotrauma.Networking
GameServer.Log("Game mode: " + selectedMode.Name, Color.Cyan);
GameServer.Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, Color.Cyan);
if (AllowRespawn) respawnManager = new RespawnManager(this, selectedShuttle);
bool missionAllowRespawn =
!(GameMain.GameSession.gameMode is MissionMode) ||
((MissionMode)GameMain.GameSession.gameMode).Mission.AllowRespawn;
if (AllowRespawn && missionAllowRespawn) respawnManager = new RespawnManager(this, selectedShuttle);
AssignJobs(connectedClients, characterInfo != null);
@@ -971,7 +975,11 @@ namespace Barotrauma.Networking
msg.Write(selectedMode.Name);
msg.Write(AllowRespawn);
bool missionAllowRespawn =
!(GameMain.GameSession.gameMode is MissionMode) ||
((MissionMode)GameMain.GameSession.gameMode).Mission.AllowRespawn;
msg.Write(AllowRespawn && missionAllowRespawn);
msg.Write(Submarine.MainSubs[1] != null); //loadSecondSub
msg.Write(client.Character.ID);
+5
View File
@@ -333,6 +333,11 @@ namespace Barotrauma
public void SetTransform(Vector2 position, float rotation)
{
System.Diagnostics.Debug.Assert(MathUtils.IsValid(position));
System.Diagnostics.Debug.Assert(Math.Abs(position.X) < 1000000.0f);
System.Diagnostics.Debug.Assert(Math.Abs(position.Y) < 1000000.0f);
body.SetTransform(position, rotation);
SetPrevTransform(position, rotation);
}
+1 -3
View File
@@ -116,9 +116,7 @@ namespace Barotrauma
{
#if WINDOWS
MessageBox.Show(message, "Oops! Barotrauma just crashed.", MessageBoxButtons.OK, MessageBoxIcon.Error);
#endif
Sounds.SoundManager.Dispose();
#endif
}
static void CrashDump(GameMain game, string filePath, Exception exception)
+22 -6
View File
@@ -5,6 +5,7 @@ using Microsoft.Xna.Framework.Input;
using Barotrauma.Lights;
using System.Diagnostics;
using Microsoft.Xna.Framework.Content;
using System.Collections.Generic;
namespace Barotrauma
{
@@ -115,6 +116,7 @@ namespace Barotrauma
closestSub.ApplyForce(targetMovement * closestSub.SubBody.Body.Mass * 100.0f);
}
#endif
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
@@ -165,18 +167,17 @@ namespace Barotrauma
GameMain.World.Step((float)deltaTime);
if (!PlayerInput.LeftButtonHeld())
{
Inventory.draggingSlot = null;
Inventory.draggingItem = null;
}
}
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
{
cam.UpdateTransform(true);
Submarine.CullEntities(cam);
DrawMap(graphics, spriteBatch);
@@ -222,7 +223,22 @@ namespace Barotrauma
{
GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition);
}
List<Submarine> visibleSubs = new List<Submarine>();
foreach (Submarine sub in Submarine.Loaded)
{
Rectangle worldBorders = new Rectangle(
sub.Borders.X + (int)sub.WorldPosition.X - 500,
sub.Borders.Y + (int)sub.WorldPosition.Y + 500,
sub.Borders.Width + 1000,
sub.Borders.Height + 1000);
if (Submarine.RectsOverlap(worldBorders, cam.WorldView))
{
visibleSubs.Add(sub);
}
}
//----------------------------------------------------------------------------------------
//1. draw the background, characters and the parts of the submarine that are behind them
@@ -341,7 +357,7 @@ namespace Barotrauma
null, null, null,
cam.Transform);
Submarine.DrawDamageable(spriteBatch, null);
Submarine.DrawDamageable(spriteBatch, null, false);
Submarine.DrawFront(spriteBatch, false, s => s is Structure);
spriteBatch.End();
@@ -375,7 +391,7 @@ namespace Barotrauma
null, null, null,
cam.Transform);
Submarine.DrawFront(spriteBatch);
Submarine.DrawFront(spriteBatch, false, null);
spriteBatch.End();
@@ -385,7 +401,7 @@ namespace Barotrauma
damageEffect,
cam.Transform);
Submarine.DrawDamageable(spriteBatch, damageEffect);
Submarine.DrawDamageable(spriteBatch, damageEffect, false);
spriteBatch.End();
+13
View File
@@ -1,6 +1,19 @@
---------------------------------------------------------------------------------------------------------
v0.5.3.2
---------------------------------------------------------------------------------------------------------
- fixed character colliders occasionally getting stuck inside walls when switching from swimming to
walking or standing up after being unconscious
- wires can be dragged outside the sub in the editor without disconnecting them
- easier to climb over small obstacles
- combat missions don't reset the "allow respawn" setting
- submarines outside the camera view aren't rendered
- coelanth collider fix
---------------------------------------------------------------------------------------------------------
v0.5.3.1
---------------------------------------------------------------------------------------------------------
- fixed monster movement!
---------------------------------------------------------------------------------------------------------