Transforming received in-sub mouse coordinates to outside coordinates if the character is outside and vice versa, HiddenSubPosition fix (can't use Level.Loaded to find the top of the level because the level isn't loaded yet)

This commit is contained in:
Regalis
2017-01-05 19:07:18 +02:00
parent 518eea746e
commit beac45458e
7 changed files with 86 additions and 49 deletions

View File

@@ -188,7 +188,7 @@ namespace Barotrauma
if (Screen.Selected == GameMain.GameScreen)
{
var closestSub = Submarine.GetClosest(WorldViewCenter);
var closestSub = Submarine.FindClosest(WorldViewCenter);
if (closestSub != null)
{
moveCam += FarseerPhysics.ConvertUnits.ToDisplayUnits(closestSub.Velocity * deltaTime);

View File

@@ -1101,6 +1101,27 @@ namespace Barotrauma
return closestCharacter;
}
private void TransformCursorPos()
{
if (Submarine == null)
{
//character is outside but cursor position inside
if (cursorPosition.Y > Level.Loaded.Size.Y)
{
var sub = Submarine.FindContaining(cursorPosition);
if (sub != null) cursorPosition += sub.Position;
}
}
else
{
//character is inside but cursor position is outside
if (cursorPosition.Y < Level.Loaded.Size.Y)
{
cursorPosition -= Submarine.Position;
}
}
}
private void SelectCharacter(Character character)
{
if (character == null) return;
@@ -1315,41 +1336,46 @@ namespace Barotrauma
{
if (GameMain.Server != null && !(this is AICharacter) && AllowMovement)
{
if (memInput.Count > 0)
if (memInput.Count == 0)
{
AnimController.Frozen = false;
prevDequeuedInput = dequeuedInput;
dequeuedInput = memInput[memInput.Count - 1];
cursorPosition = memMousePos[memMousePos.Count - 1];
memInput.RemoveAt(memInput.Count - 1);
memMousePos.RemoveAt(memMousePos.Count - 1);
if (dequeuedInput == InputNetFlags.None)
if (AllowMovement) AnimController.Frozen = true;
return;
}
AnimController.Frozen = false;
prevDequeuedInput = dequeuedInput;
dequeuedInput = memInput[memInput.Count - 1];
memInput.RemoveAt(memInput.Count - 1);
cursorPosition = memMousePos[memMousePos.Count - 1];
memMousePos.RemoveAt(memMousePos.Count - 1);
TransformCursorPos();
if (dequeuedInput == InputNetFlags.None)
{
if (isStillCountdown <= 0)
{
if (isStillCountdown<=0)
while (memInput.Count > 5 && memInput[memInput.Count - 1] == 0)
{
while (memInput.Count>5 && memInput[memInput.Count-1]==0)
{
//remove inputs where the player is not moving at all
//helps the server catch up, shouldn't affect final position
memInput.RemoveAt(memInput.Count - 1);
memMousePos.RemoveAt(memMousePos.Count - 1);
}
isStillCountdown = 15;
//remove inputs where the player is not moving at all
//helps the server catch up, shouldn't affect final position
memInput.RemoveAt(memInput.Count - 1);
memMousePos.RemoveAt(memMousePos.Count - 1);
}
else
{
isStillCountdown--;
}
} else
{
isStillCountdown = 15;
}
else
{
isStillCountdown--;
}
}
else
{
if (AllowMovement) AnimController.Frozen = true;
return;
}
isStillCountdown = 15;
}
}
}
else if (GameMain.Client != null)
@@ -2077,6 +2103,8 @@ namespace Barotrauma
if (aiming)
{
//TODO: write this with less accuracy?
msg.Write(cursorPosition.X);
msg.Write(cursorPosition.Y);
}
@@ -2141,6 +2169,8 @@ namespace Barotrauma
cursorPosition = new Vector2(
msg.ReadFloat(),
msg.ReadFloat());
TransformCursorPos();
}
facingRight = msg.ReadBoolean();
}

View File

@@ -163,7 +163,7 @@ namespace Barotrauma
return null;
}
Submarine closestSub = Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter);
Submarine closestSub = Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter);
if (closestSub != null && (closestSub.AtEndPosition || closestSub.AtStartPosition))
{
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;

View File

@@ -811,7 +811,7 @@ namespace Barotrauma
//Level.Loaded.Move(-amount);
}
public static Submarine GetClosest(Vector2 worldPosition)
public static Submarine FindClosest(Vector2 worldPosition)
{
Submarine closest = null;
float closestDist = 0.0f;
@@ -828,6 +828,24 @@ namespace Barotrauma
return closest;
}
/// <summary>
/// Finds the sub whose borders contain the position
/// </summary>
public static Submarine FindContaining(Vector2 position)
{
foreach (Submarine sub in Submarine.Loaded)
{
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Microsoft.Xna.Framework.Point(0, sub.Borders.Height);
subBorders.Inflate(500.0f, 500.0f);
if (subBorders.Contains(position)) return sub;
}
return null;
}
//saving/loading ----------------------------------------------------
public bool Save()
@@ -1056,7 +1074,10 @@ namespace Barotrauma
//place the sub above the top of the level
HiddenSubPosition = HiddenSubStartPosition;
if (Level.Loaded != null) HiddenSubPosition += Vector2.UnitY * Level.Loaded.Size.Y;
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
{
HiddenSubPosition += Vector2.UnitY * GameMain.GameSession.Level.Size.Y;
}
foreach (Submarine sub in Submarine.loaded)
{

View File

@@ -207,7 +207,7 @@ namespace Barotrauma
Submarine closestSub = null;
if (Character.Controlled == null)
{
closestSub = Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter);
closestSub = Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter);
}
else
{

View File

@@ -50,25 +50,11 @@ namespace Barotrauma
public static PosInfo TransformInToOutside(PosInfo posInfo)
{
Submarine closestSub = null;
foreach (Submarine sub in Submarine.Loaded)
{
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
subBorders.Inflate(500.0f, 500.0f);
if (subBorders.Contains(ConvertUnits.ToDisplayUnits(posInfo.Position)))
{
closestSub = sub;
break;
}
}
if (closestSub == null) return posInfo;
var sub = Submarine.FindContaining(ConvertUnits.ToDisplayUnits(posInfo.Position));
if (sub == null) return posInfo;
return new PosInfo(
posInfo.Position + ConvertUnits.ToSimUnits(closestSub.Position),
posInfo.Position + ConvertUnits.ToSimUnits(sub.Position),
posInfo.Direction,
posInfo.ID,
posInfo.Timestamp);

View File

@@ -118,7 +118,7 @@ namespace Barotrauma
if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null &&
!DebugConsole.IsOpen)
{
var closestSub = Submarine.GetClosest(cam.WorldViewCenter);
var closestSub = Submarine.FindClosest(cam.WorldViewCenter);
if (closestSub == null) closestSub = GameMain.GameSession.Submarine;
Vector2 targetMovement = Vector2.Zero;