Merge branch 'multisub'

Conflicts:
	.gitignore
	Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
	Subsurface/Source/Items/Components/Holdable/RepairTool.cs
	Subsurface_Solution.v12.suo
This commit is contained in:
Regalis
2016-07-04 17:42:31 +03:00
87 changed files with 2496 additions and 750 deletions

1
.gitignore vendored
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@@ -11,6 +11,7 @@ bld/
[Oo]bj/
*.v12.suo
*.suo
#performance reports & sessions
*.vsp

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@@ -118,6 +118,7 @@
<Compile Include="Source\GUI\GUIDropDown.cs" />
<Compile Include="Source\GUI\GUIMessage.cs" />
<Compile Include="Source\GUI\LoadingScreen.cs" />
<Compile Include="Source\Items\Components\DockingPort.cs" />
<Compile Include="Source\Items\Components\Holdable\MeleeWeapon.cs" />
<Compile Include="Source\Items\Components\Holdable\Propulsion.cs" />
<Compile Include="Source\Items\Components\Machines\Deconstructor.cs" />
@@ -143,6 +144,7 @@
<Compile Include="Source\Map\Lights\LightSource.cs" />
<Compile Include="Source\Map\Map\LocationType.cs" />
<Compile Include="Source\Map\SubmarineBody.cs" />
<Compile Include="Source\Map\LinkedSubmarine.cs" />
<Compile Include="Source\Map\TransitionCinematic.cs" />
<Compile Include="Source\Networking\BanList.cs" />
<Compile Include="Source\Networking\ChatMessage.cs" />
@@ -152,6 +154,7 @@
<Compile Include="Source\Networking\NetConfig.cs" />
<Compile Include="Source\Networking\NetStats.cs" />
<Compile Include="Source\Networking\ReliableSender.cs" />
<Compile Include="Source\Networking\RespawnManager.cs" />
<Compile Include="Source\Networking\ServerLog.cs" />
<Compile Include="Source\Particles\ParticleEmitter.cs" />
<Compile Include="Source\Networking\GameServerSettings.cs" />
@@ -491,6 +494,12 @@
<Content Include="Content\Items\blank.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Items\Door\dockingport.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Items\Door\dockingport2.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Items\Jobgear\captainLegs.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@@ -1086,6 +1095,12 @@
<None Include="Content\Items\Diving\scooter.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Items\Door\dockingport1.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Items\Door\dockingport2.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Items\Door\door.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>

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@@ -82,4 +82,58 @@
<output name="state_out"/>
</ConnectionPanel>
</Item>
<Item
name="Docking Port"
linkable="true"
pickdistance="150.0">
<Sprite texture ="dockingport.png" sourcerect="0,0,112,208" depth="0.94" origin="0.5,0.5"/>
<DockingPort IsHorizontal="true" DistanceTolerance="128,64" DockedDistance="64">
<Sprite texture ="dockingport.png" sourcerect="127,0,112,144" depth="0.05" origin="0.5,0.5"/>
<sound file="dockingport1.ogg" type="OnUse" range="1000.0"/>
<sound file="dockingport2.ogg" type="OnSecondaryUse" range="1000.0"/>
</DockingPort>
<fixrequirement name="Mechanical repairs">
<skill name="Construction" level="60"/>
<item name="Welding Tool"/>
</fixrequirement>
<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
<requireditem name="Screwdriver" type="Equipped"/>
<input name="toggle"/>
<input name="set_state"/>
<output name="state_out"/>
<output name="proximity_sensor"/>
</ConnectionPanel>
</Item>
<Item
name="Docking Hatch"
linkable="true"
pickdistance="150.0">
<Sprite texture ="dockingport2.png" sourcerect="0,0,128,112" depth="0.94" origin="0.5,0.5"/>
<DockingPort IsHorizontal="false" DistanceTolerance="64,128" DockedDistance="64">
<Sprite texture ="dockingport.png" sourcerect="127,144,48,112" depth="0.05" origin="0.5,0.5"/>
<sound file="dockingport1.ogg" type="OnUse" range="1000.0"/>
<sound file="dockingport2.ogg" type="OnSecondaryUse" range="1000.0"/>
</DockingPort>
<fixrequirement name="Mechanical repairs">
<skill name="Construction" level="60"/>
<item name="Welding Tool"/>
</fixrequirement>
<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
<requireditem name="Screwdriver" type="Equipped"/>
<input name="toggle"/>
<input name="set_state"/>
<output name="state_out"/>
<output name="proximity_sensor"/>
</ConnectionPanel>
</Item>
</Items>

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@@ -8,7 +8,7 @@
pickthroughwalls="true"
pickdistance="150">
<Sprite texture ="engine.png" depth="0.8"/>
<Sprite texture ="engine.png" depth="0.8" sourcerect="0,0,373,113"/>
<fixrequirement name="Mechanical repairs">
<skill name="Construction" level="40"/>
@@ -29,6 +29,34 @@
</ConnectionPanel>
</Item>
<Item
name="Shuttle Engine"
linkable="true"
category="Machine"
pickthroughwalls="true"
pickdistance="150">
<Sprite texture ="engine.png" depth="0.8" sourcerect="0,115,224,73"/>
<fixrequirement name="Mechanical repairs">
<skill name="Construction" level="30"/>
<item name="Welding Tool"/>
<item name="Wrench"/>
</fixrequirement>
<Engine minvoltage="0.5" powerconsumption="500.0" maxforce="300" canbeselected = "true">
<StatusEffect type="InWater" target="This" condition="-2.0"/>
<GuiFrame rect="0,0,350,160" alignment="Center" color="0.0,0.0,0.0,0.6"/>
<sound file="engine.ogg" type="OnActive" range="3000.0" volume="CurrentVolume" loop="true"/>
</Engine>
<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
<requireditem name="Screwdriver" type="Equipped"/>
<input name="power_in"/>
<input name="set_force"/>
</ConnectionPanel>
</Item>
<Item
name="Navigation Terminal"
linkable="true"

View File

@@ -67,8 +67,7 @@
<Body radius="6" height="22" density="5"/>
<Holdable handle1="0,0"/>
<Pickable slots="RightHand,Any"/>
<Holdable handle1="0,0" slots="RightHand,Any"/>
</Item>
<Item
@@ -86,8 +85,7 @@
<Body radius="6" height="22" density="5"/>
<Holdable handle1="0,0"/>
<Pickable slots="RightHand,Any"/>
<Holdable handle1="0,0" slots="RightHand,Any"/>
</Item>
@@ -100,8 +98,7 @@
<Body radius="6" height="22" density="5"/>
<Holdable handle1="0,0"/>
<Pickable slots="Any"/>
<Holdable handle1="0,0" slots="Any"/>
</Item>
</Items>

View File

@@ -1,6 +1,7 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using System.Linq;
namespace Barotrauma
{
@@ -124,10 +125,10 @@ namespace Barotrauma
public void Translate(Vector2 amount)
{
position += amount;
//UpdateTransform();
}
public void UpdateTransform(bool interpolate = true)
public void UpdateTransform(bool interpolate = true, bool clampPos = false)
{
Vector2 interpolatedPosition = interpolate ? Physics.Interpolate(prevPosition, position) : position;
@@ -136,6 +137,13 @@ namespace Barotrauma
worldView.X = (int)(interpolatedPosition.X - worldView.Width / 2.0);
worldView.Y = (int)(interpolatedPosition.Y + worldView.Height / 2.0);
if (Level.Loaded != null && clampPos)
{
position.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f);
interpolatedPosition.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f);
}
transform = Matrix.CreateTranslation(
new Vector3(-interpolatedPosition.X, interpolatedPosition.Y, 0)) *
Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) *
@@ -178,9 +186,13 @@ namespace Barotrauma
if (GameMain.Config.KeyBind(InputType.Up).IsDown()) moveCam.Y += moveSpeed;
}
if (Submarine.Loaded!=null && Screen.Selected == GameMain.GameScreen)
if (Screen.Selected == GameMain.GameScreen)
{
moveCam += FarseerPhysics.ConvertUnits.ToDisplayUnits(Submarine.Loaded.Velocity*deltaTime);
var closestSub = Submarine.GetClosest(WorldViewCenter);
if (closestSub != null)
{
moveCam += FarseerPhysics.ConvertUnits.ToDisplayUnits(closestSub.Velocity * deltaTime);
}
}
moveCam = moveCam * deltaTime * 60.0f;
@@ -205,14 +217,14 @@ namespace Barotrauma
Vector2 diff = (targetPos + offset) - position;
moveCam = diff / MoveSmoothness;
moveCam = diff / MoveSmoothness;
}
shakeTargetPosition = Rand.Vector(Shake);
shakePosition = Vector2.Lerp(shakePosition, shakeTargetPosition, 0.5f);
Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime*2.0f);
Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime * 2.0f);
Translate(moveCam+shakePosition);
Translate(moveCam + shakePosition);
}
public Vector2 Position

View File

@@ -164,15 +164,15 @@ namespace Barotrauma
GUI.DrawLine(spriteBatch,
new Vector2(Character.WorldPosition.X, -Character.WorldPosition.Y),
new Vector2(pathSteering.CurrentPath.CurrentNode.Position.X+Submarine.Loaded.Position.X, -(pathSteering.CurrentPath.CurrentNode.Position.Y+Submarine.Loaded.Position.Y)),
new Vector2(pathSteering.CurrentPath.CurrentNode.WorldPosition.X, -pathSteering.CurrentPath.CurrentNode.WorldPosition.Y),
Color.LightGreen);
for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
{
GUI.DrawLine(spriteBatch,
new Vector2(pathSteering.CurrentPath.Nodes[i].Position.X + Submarine.Loaded.Position.X, -(pathSteering.CurrentPath.Nodes[i].Position.Y + Submarine.Loaded.Position.Y)),
new Vector2(pathSteering.CurrentPath.Nodes[i - 1].Position.X + Submarine.Loaded.Position.X, -(pathSteering.CurrentPath.Nodes[i-1].Position.Y + Submarine.Loaded.Position.Y)),
new Vector2(pathSteering.CurrentPath.Nodes[i].WorldPosition.X, -pathSteering.CurrentPath.Nodes[i].WorldPosition.Y),
new Vector2(pathSteering.CurrentPath.Nodes[i - 1].WorldPosition.Y, -pathSteering.CurrentPath.Nodes[i-1].WorldPosition.Y),
Color.LightGreen);
}
}

View File

@@ -76,9 +76,13 @@ namespace Barotrauma
currentTarget = target;
Vector2 pos = host.SimPosition;
if (character!=null && character.Submarine==null)
if (character != null && character.Submarine == null)
{
pos -= Submarine.Loaded.SimPosition;
var targetHull = Hull.FindHull(FarseerPhysics.ConvertUnits.ToDisplayUnits(target), null, false);
if (targetHull!=null && targetHull.Submarine != null)
{
pos -= targetHull.SimPosition;
}
}
currentPath = pathFinder.FindPath(pos, target);
@@ -99,15 +103,15 @@ namespace Barotrauma
private Vector2 DiffToCurrentNode()
{
if (currentPath == null) return Vector2.Zero;
if (currentPath == null || currentPath.Finished) return Vector2.Zero;
if (currentPath.CurrentIndex == currentPath.Nodes.Count)
if (currentPath.Finished)
{
Vector2 pos2 = host.SimPosition;
if (character != null && character.Submarine == null)
if (character != null && character.Submarine == null && CurrentPath.Nodes.Last().Submarine != null)
{
pos2 -= Submarine.Loaded.SimPosition;
//todo: take multiple subs into account
pos2 -= CurrentPath.Nodes.Last().Submarine.SimPosition;
}
return currentTarget-pos2;
}
@@ -118,9 +122,11 @@ namespace Barotrauma
if (currentPath.CurrentNode!=null && currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f) allowedDistance*=0.5f;
Vector2 pos = host.SimPosition;
if (character != null && character.Submarine == null)
if (character != null && character.Submarine == null &&
CurrentPath.CurrentNode != null && CurrentPath.CurrentNode.Submarine != null)
{
pos -= Submarine.Loaded.SimPosition;
//todo: take multiple subs into account
pos -= CurrentPath.CurrentNode.Submarine.SimPosition;
}
if (currentPath.CurrentNode!= null && currentPath.CurrentNode.Ladders!=null)

View File

@@ -89,7 +89,7 @@ namespace Barotrauma
}
else if (target.Submarine == null)
{
currTargetPos -= Submarine.Loaded.SimPosition;
currTargetPos -= character.Submarine.SimPosition;
}
}

View File

@@ -41,7 +41,7 @@ namespace Barotrauma
if (currentTarget != null)
{
Vector2 pos = character.SimPosition;
if (character != null && character.Submarine == null) pos -= Submarine.Loaded.SimPosition;
if (character != null && character.Submarine == null) pos -= Submarine.MainSub.SimPosition;
var path = pathSteering.PathFinder.FindPath(pos, currentTarget.SimPosition);
if (path.Cost > 200.0f && character.AnimController.CurrentHull!=null) return;

View File

@@ -70,6 +70,11 @@ namespace Barotrauma
}
}
public bool Finished
{
get { return currentIndex >= nodes.Count; }
}
public void SkipToNextNode()
{
currentIndex++;

View File

@@ -734,6 +734,10 @@ namespace Barotrauma
{
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition;
}
else if (currentHull.Submarine != null && currentHull.Submarine != character.SelectedConstruction.Submarine)
{
ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
}
MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, head.SimPosition.Y + 0.05f), 10.5f);
MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, torso.SimPosition.Y), 10.5f);
@@ -742,7 +746,9 @@ namespace Barotrauma
Vector2 handPos = new Vector2(
ladderSimPos.X,
head.SimPosition.Y + 0.0f + movement.Y * 0.1f - ladderSimPos.Y);
head.SimPosition.Y + movement.Y * 0.1f - ladderSimPos.Y);
handPos.Y = Math.Min(-0.5f, handPos.Y);
MoveLimb(leftHand,
new Vector2(handPos.X,

View File

@@ -572,6 +572,7 @@ namespace Barotrauma
if (setSubmarine)
{
//in -> out
if (newHull == null && currentHull.Submarine != null)
{
for (int i = -1; i < 2; i += 2)
@@ -584,17 +585,23 @@ namespace Barotrauma
if (Gap.FindAdjacent(currentHull.ConnectedGaps, findPos, 150.0f) != null) return;
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity, true);
}
//out -> in
else if (currentHull == null && newHull.Submarine != null)
{
Teleport(-ConvertUnits.ToSimUnits(newHull.Submarine.Position), -newHull.Submarine.Velocity, false);
}
//from one sub to another
else if (newHull != null && currentHull != null && newHull.Submarine != currentHull.Submarine)
{
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position - newHull.Submarine.Position),
Vector2.Zero, false);
}
}
CurrentHull = newHull;
character.Submarine = CurrentHull == null ? null : Submarine.Loaded;
character.Submarine = currentHull == null ? null : currentHull.Submarine;
UpdateCollisionCategories();
}
@@ -609,20 +616,7 @@ namespace Barotrauma
while (ce != null && ce.Contact != null)
{
ce.Contact.Enabled = false;
//if (ce.Contact.IsTouching && ce.Contact.Enabled &&
// ((inToOut && ce.Contact.FixtureA.Body.UserData is Structure) || (!inToOut && ce.Contact.FixtureA.Body.UserData is Submarine)))
//{
// Vector2 normal;
// FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
// ce.Contact.GetWorldManifold(out normal, out worldPoints);
// foreach (Limb limb2 in Limbs)
// {
// limb2.body.FarseerBody.ApplyLinearImpulse(limb2.Mass * normal);
// }
// return false;
//}
ce = ce.Next;
}
}
@@ -632,7 +626,7 @@ namespace Barotrauma
limb.body.LinearVelocity += velocityChange;
}
character.Stun = 0.1f;
//character.Stun = 0.1f;
character.DisableImpactDamageTimer = 0.25f;
SetPosition(refLimb.SimPosition + moveAmount);

View File

@@ -855,7 +855,10 @@ namespace Barotrauma
}
cursorPosition = cam.ScreenToWorld(PlayerInput.MousePosition);
if (AnimController.CurrentHull != null) cursorPosition -= Submarine.Loaded.Position;
if (AnimController.CurrentHull != null && AnimController.CurrentHull.Submarine != null)
{
cursorPosition -= AnimController.CurrentHull.Submarine.Position;
}
Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition);
@@ -1006,12 +1009,9 @@ namespace Barotrauma
if (needsAir)
{
bool protectedFromPressure = PressureProtection > 0.0f;
if (Submarine.Loaded != null && Level.Loaded != null)
{
protectedFromPressure = protectedFromPressure && WorldPosition.Y > SubmarineBody.DamageDepth;
}
protectedFromPressure = protectedFromPressure && WorldPosition.Y > SubmarineBody.DamageDepth;
if (!protectedFromPressure &&
(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f))
{

View File

@@ -428,7 +428,7 @@ namespace Barotrauma
{
if (LightSource != null)
{
LightSource.Submarine = body.Submarine;
LightSource.ParentSub = body.Submarine;
LightSource.Position = Position;
}

View File

@@ -86,21 +86,21 @@ namespace Barotrauma
}
}
try
{
//try
//{
Coroutines[i].Coroutine.MoveNext();
}
//}
catch (Exception e)
{
DebugConsole.ThrowError("Coroutine " + Coroutines[i].Name + " threw an exception: " + e.Message);
//catch (Exception e)
//{
// DebugConsole.ThrowError("Coroutine " + Coroutines[i].Name + " threw an exception: " + e.Message);
#if DEBUG
throw e;
#endif
//#if DEBUG
// throw e;
//#endif
Coroutines.RemoveAt(i);
}
// Coroutines.RemoveAt(i);
// }
}
}

View File

@@ -213,8 +213,6 @@ namespace Barotrauma
break;
case "near":
case "close":
if (Submarine.Loaded == null) break;
float closestDist = 0.0f;
foreach (WayPoint wp in WayPoint.WayPointList)
{
@@ -223,7 +221,7 @@ namespace Barotrauma
//don't spawn inside hulls
if (Hull.FindHull(wp.WorldPosition, null) != null) continue;
float dist = Vector2.Distance(wp.WorldPosition, Submarine.Loaded.WorldPosition);
float dist = Vector2.Distance(wp.WorldPosition, GameMain.GameScreen.Cam.WorldViewCenter);
if (spawnPoint == null || dist < closestDist)
{
@@ -298,12 +296,12 @@ namespace Barotrauma
case "edit":
if (commands.Length>1)
{
Submarine.Load(string.Join(" ", commands.Skip(1)));
Submarine.Load(string.Join(" ", commands.Skip(1)), true);
}
GameMain.EditMapScreen.Select();
break;
case "test":
Submarine.Load("aegir mark ii");
Submarine.Load("aegir mark ii", true);
GameMain.DebugDraw = true;
GameMain.LightManager.LosEnabled = false;
GameMain.EditMapScreen.Select();
@@ -319,7 +317,9 @@ namespace Barotrauma
Character.Controlled = Character.CharacterList.Find(c => !c.IsNetworkPlayer && c.Name.ToLowerInvariant() == commands[1]);
break;
case "godmode":
Submarine.Loaded.GodMode = !Submarine.Loaded.GodMode;
if (Submarine.MainSub == null) return;
Submarine.MainSub.GodMode = !Submarine.MainSub.GodMode;
break;
case "dumpids":
int count = commands.Length < 2 ? 10 : int.Parse(commands[1]);
@@ -438,8 +438,11 @@ namespace Barotrauma
return;
}
if (Submarine.SaveCurrent(System.IO.Path.Combine(Submarine.SavePath, fileName +".sub"))) NewMessage("map saved", Color.Green);
Submarine.Loaded.CheckForErrors();
if (Submarine.SaveCurrent(System.IO.Path.Combine(Submarine.SavePath, fileName + ".sub")))
{
NewMessage("Sub saved", Color.Green);
//Submarine.Loaded.First().CheckForErrors();
}
break;
case "loadmap":
@@ -447,10 +450,10 @@ namespace Barotrauma
case "load":
if (commands.Length < 2) break;
Submarine.Load(string.Join(" ", commands.Skip(1)));
Submarine.Load(string.Join(" ", commands.Skip(1)), true);
break;
case "cleansub":
for (int i = MapEntity.mapEntityList.Count-1; i>=0; i--)
for (int i = MapEntity.mapEntityList.Count - 1; i >= 0; i--)
{
MapEntity me = MapEntity.mapEntityList[i];

View File

@@ -55,7 +55,7 @@ namespace Barotrauma
state = 2;
break;
case 2:
if (!Submarine.Loaded.AtEndPosition && !Submarine.Loaded.AtStartPosition) return;
if (!Submarine.MainSub.AtEndPosition && !Submarine.MainSub.AtStartPosition) return;
Finished();
state = 3;

View File

@@ -96,7 +96,7 @@ namespace Barotrauma
public override void End()
{
if (Submarine.Loaded != null && Submarine.Loaded.AtEndPosition)
if (Submarine.MainSub != null && Submarine.MainSub.AtEndPosition)
{
int deliveredItemCount = items.Count(i => i.CurrentHull != null && i.Condition > 0.0f);

View File

@@ -44,7 +44,7 @@ namespace Barotrauma
radarPosition = monster.Position;
}
else if (GameMain.Client == null)
{ Vector2 diff = monster.WorldPosition-Submarine.Loaded.WorldPosition;
{ Vector2 diff = monster.WorldPosition - Submarine.MainSub.WorldPosition;
monster.Enabled = FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) < NetConfig.CharacterIgnoreDistance;
}

View File

@@ -69,7 +69,7 @@ namespace Barotrauma
state = 1;
break;
case 1:
if (!Submarine.Loaded.AtEndPosition && !Submarine.Loaded.AtStartPosition) return;
if (!Submarine.MainSub.AtEndPosition && !Submarine.MainSub.AtStartPosition) return;
ShowMessage(state);
state = 2;
break;

View File

@@ -83,7 +83,7 @@ namespace Barotrauma
{
if (monster.IsDead) continue;
if (!isStarted && Vector2.Distance(monster.WorldPosition, Submarine.Loaded.WorldPosition) < 5000.0f) isStarted = true;
if (!isStarted && Vector2.Distance(monster.WorldPosition, Submarine.MainSub.WorldPosition) < 5000.0f) isStarted = true;
monstersDead = false;
break;

View File

@@ -414,10 +414,10 @@ namespace Barotrauma
"Camera pos: " + GameMain.GameScreen.Cam.Position.ToPoint(),
new Vector2(10, 40), Color.White);
if (Submarine.Loaded != null)
if (Submarine.MainSub != null)
{
spriteBatch.DrawString(SmallFont,
"Sub pos: " + Submarine.Loaded.Position.ToPoint(),
"Sub pos: " + Submarine.MainSub.Position.ToPoint(),
new Vector2(10, 50), Color.White);
}
}

View File

@@ -34,7 +34,7 @@ namespace Barotrauma
if (parent != null) parent.AddChild(this);
button = new GUIButton(Rectangle.Empty, "", Color.White, Alignment.TopLeft, Alignment.TopLeft, null, this);
button = new GUIButton(Rectangle.Empty, text, Color.White, Alignment.TopLeft, Alignment.TopLeft, null, this);
button.TextColor = Color.White;
button.Color = Color.Black * 0.8f;

View File

@@ -83,12 +83,11 @@ namespace Barotrauma
if (state == ComponentState.Hover) currColor = hoverColor;
if (state == ComponentState.Selected) currColor = selectedColor;
if (sprite!=null)
if (sprite != null && sprite.Texture != null)
{
spriteBatch.Draw(sprite.Texture, new Vector2(rect.X, rect.Y), sourceRect, currColor * (currColor.A / 255.0f), 0.0f, Vector2.Zero,
Scale, SpriteEffects.None, 0.0f);
}
Scale, SpriteEffects.None, 0.0f);
}
DrawChildren(spriteBatch);
}

View File

@@ -277,7 +277,7 @@ namespace Barotrauma
listBox.ClearChildren();
characters.Clear();
WayPoint[] waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos);
WayPoint[] waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
for (int i = 0; i < waypoints.Length; i++)
{

View File

@@ -53,7 +53,7 @@ namespace Barotrauma
endShiftButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 220, 20, 200, 25), "End shift", Alignment.TopLeft, GUI.Style);
endShiftButton.Font = GUI.SmallFont;
endShiftButton.OnClicked = EndShift;
endShiftButton.OnClicked = TryEndShift;
for (int i = 0; i < 3; i++)
{
@@ -143,14 +143,14 @@ namespace Barotrauma
CrewManager.Draw(spriteBatch);
if (Submarine.Loaded == null) return;
if (Submarine.MainSub == null) return;
if (Submarine.Loaded.AtEndPosition)
if (Submarine.MainSub.AtEndPosition)
{
endShiftButton.Text = "Enter " + Map.SelectedLocation.Name;
endShiftButton.Draw(spriteBatch);
}
else if (Submarine.Loaded.AtStartPosition)
else if (Submarine.MainSub.AtStartPosition)
{
endShiftButton.Text = "Enter " + Map.CurrentLocation.Name;
endShiftButton.Draw(spriteBatch);
@@ -199,7 +199,7 @@ namespace Barotrauma
if (success)
{
if (Submarine.Loaded.AtEndPosition)
if (Submarine.MainSub.AtEndPosition)
{
Map.MoveToNextLocation();
}
@@ -236,11 +236,44 @@ namespace Barotrauma
Submarine.Unload();
}
private bool TryEndShift(GUIButton button, object obj)
{
int subsNotDocked = Submarine.Loaded.Count(s => s != Submarine.MainSub && !s.DockedTo.Contains(Submarine.MainSub));
if (subsNotDocked > 0)
{
string msg = "";
if (subsNotDocked == 1)
{
msg = "One of of your vessels hasn't been docked to " + Submarine.MainSub.Name
+ ". If you leave now, you will permanently lose it."
+ " Do you want to leave the vessel behind?";
}
else
{
msg = "Some of of your vessels hasn't been docked to " + Submarine.MainSub.Name
+ ". If you leave now, you will permanently lose them."
+ " Do you want to leave the vessels behind?";
}
var msgBox = new GUIMessageBox("Warning", msg, new string[] {"Yes", "No"});
msgBox.Buttons[0].OnClicked += EndShift;
msgBox.Buttons[0].OnClicked += msgBox.Close;
msgBox.Buttons[1].OnClicked += msgBox.Close;
}
else
{
EndShift(button, obj);
}
return true;
}
private bool EndShift(GUIButton button, object obj)
{
isRunning = false;
var cinematic = new TransitionCinematic(Submarine.Loaded, GameMain.GameScreen.Cam, 5.0f);
var cinematic = new TransitionCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, 5.0f);
SoundPlayer.OverrideMusicType = CrewManager.characters.Any(c => !c.IsDead) ? "endshift" : "crewdead";
@@ -253,12 +286,12 @@ namespace Barotrauma
{
while (cinematic.Running)
{
if (Submarine.Loaded == null) yield return CoroutineStatus.Success;
if (Submarine.MainSub == null) yield return CoroutineStatus.Success;
yield return CoroutineStatus.Running;
}
if (Submarine.Loaded == null) yield return CoroutineStatus.Success;
if (Submarine.MainSub == null) yield return CoroutineStatus.Success;
End("");

View File

@@ -95,7 +95,7 @@ namespace Barotrauma
endMessage = traitorCharacter.Name + " was a traitor! ";
endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
endMessage += " task was to assassinate " + targetCharacter.Name + ". ";
endMessage += (Submarine.Loaded.AtEndPosition) ?
endMessage += (Submarine.MainSub.AtEndPosition) ?
"The task was unsuccessful - the has submarine reached its destination." :
"The task was unsuccessful.";
}

View File

@@ -22,7 +22,7 @@ namespace Barotrauma.Tutorials
//spawn some fish next to the player
GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(2,
Submarine.Loaded.Position + Character.Controlled.Position);
Submarine.MainSub.Position + Character.Controlled.Position);
yield return new WaitForSeconds(4.0f);
@@ -276,7 +276,7 @@ namespace Barotrauma.Tutorials
infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern.");
while (Submarine.Loaded.WorldPosition.Y > 24600.0f)
while (Submarine.MainSub.WorldPosition.Y > 24600.0f)
{
yield return CoroutineStatus.Running;
}
@@ -300,7 +300,7 @@ namespace Barotrauma.Tutorials
bool broken = false;
do
{
Submarine.Loaded.Velocity = Vector2.Zero;
Submarine.MainSub.Velocity = Vector2.Zero;
moloch.AIController.SelectTarget(steering.Item.CurrentHull.AiTarget);
Vector2 steeringDir = windows[0].WorldPosition - moloch.WorldPosition;
@@ -349,7 +349,7 @@ namespace Barotrauma.Tutorials
}
}
Submarine.Loaded.GodMode = true;
Submarine.MainSub.GodMode = true;
var capacitor1 = Item.ItemList.Find(i => i.HasTag("capacitor1")).GetComponent<PowerContainer>();
var capacitor2 = Item.ItemList.Find(i => i.HasTag("capacitor1")).GetComponent<PowerContainer>();
@@ -462,7 +462,7 @@ namespace Barotrauma.Tutorials
yield return CoroutineStatus.Running;
}
Submarine.Loaded.GodMode = false;
Submarine.MainSub.GodMode = false;
infoBox = CreateInfoFrame("The creature has died. Now you should fix the damages in the control room: " +
"Grab a welding tool from the closet in the railgun room.");
@@ -588,7 +588,7 @@ namespace Barotrauma.Tutorials
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.LightManager.LosEnabled = false;
var cinematic = new TransitionCinematic(Submarine.Loaded, GameMain.GameScreen.Cam, 5.0f);
var cinematic = new TransitionCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, 5.0f);
while (cinematic.Running)
{

View File

@@ -9,7 +9,7 @@ namespace Barotrauma
public static void StartTutorial(TutorialType tutorialType)
{
Submarine.Load("Content/Map/TutorialSub.sub", "");
Submarine.Load("Content/Map/TutorialSub.sub", "", true);
tutorialType.Initialize();

View File

@@ -36,7 +36,7 @@ namespace Barotrauma.Tutorials
public virtual void Initialize()
{
GameMain.GameSession = new GameSession(Submarine.Loaded, "", GameModePreset.list.Find(gm => gm.Name.ToLowerInvariant() == "tutorial"));
GameMain.GameSession = new GameSession(Submarine.MainSub, "", GameModePreset.list.Find(gm => gm.Name.ToLowerInvariant() == "tutorial"));
(GameMain.GameSession.gameMode as TutorialMode).tutorialType = this;
GameMain.GameSession.StartShift("tuto1");

View File

@@ -68,6 +68,8 @@ namespace Barotrauma
public GameSession(Submarine submarine, string saveFile, GameModePreset gameModePreset = null, string missionType="")
{
Submarine.MainSub = submarine;
GameMain.GameSession = this;
CrewManager = new CrewManager();
@@ -88,6 +90,8 @@ namespace Barotrauma
public GameSession(Submarine selectedSub, string saveFile, XDocument doc)
: this(selectedSub, saveFile)
{
Submarine.MainSub = submarine;
GameMain.GameSession = this;
CrewManager = new CrewManager();
@@ -121,7 +125,10 @@ namespace Barotrauma
return;
}
if (reloadSub || Submarine.Loaded != submarine) submarine.Load();
if (reloadSub || Submarine.MainSub != submarine) submarine.Load(true);
//var secondSub = new Submarine(submarine.FilePath, submarine.MD5Hash.Hash);
//secondSub.Load(false);
if (level != null)
{
@@ -129,6 +136,8 @@ namespace Barotrauma
submarine.SetPosition(level.StartPosition - new Vector2(0.0f, 2000.0f));
//secondSub.SetPosition(level.EndPosition - new Vector2(0.0f, 2000.0f));
GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(80);
}

View File

@@ -51,7 +51,7 @@ namespace Barotrauma
string text = infoList[Rand.Int(infoList.Count)];
if (Submarine.Loaded!=null) text = text.Replace("[sub]", Submarine.Loaded.Name);
if (Submarine.MainSub != null) text = text.Replace("[sub]", Submarine.MainSub.Name);
if (GameMain.GameSession != null && GameMain.GameSession.Map != null)
{
if (GameMain.GameSession.Map.CurrentLocation!=null)

View File

@@ -32,7 +32,7 @@ namespace Barotrauma
bool singleplayer = GameMain.NetworkMember == null;
bool gameOver = gameSession.CrewManager.characters.All(c => c.IsDead);
bool progress = Submarine.Loaded.AtEndPosition;
bool progress = Submarine.MainSub.AtEndPosition;
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Black * 0.8f);

View File

@@ -0,0 +1,471 @@
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class DockingPort : ItemComponent, IDrawableComponent
{
public static List<DockingPort> list = new List<DockingPort>();
private Sprite overlaySprite;
private Vector2 distanceTolerance;
private DockingPort dockingTarget;
private float dockingState;
private int dockingDir;
private Joint joint;
private Hull[] hulls;
private Body[] bodies;
private Gap gap;
private bool docked;
[HasDefaultValue("32.0,32.0", false)]
public string DistanceTolerance
{
get { return ToolBox.Vector2ToString(distanceTolerance); }
set { distanceTolerance = ToolBox.ParseToVector2(value); }
}
[HasDefaultValue(32.0f, false)]
public float DockedDistance
{
get;
set;
}
[HasDefaultValue(true, false)]
public bool IsHorizontal
{
get;
set;
}
public bool Docked
{
get
{
return docked;
}
set
{
if (!docked && value)
{
if (dockingTarget == null) AttemptDock();
if (dockingTarget == null) return;
docked = true;
}
else if (docked && !value)
{
Undock();
}
//base.IsActive = value;
}
}
public DockingPort(Item item, XElement element)
: base(item, element)
{
// isOpen = false;
foreach (XElement subElement in element.Elements())
{
string texturePath = ToolBox.GetAttributeString(subElement, "texture", "");
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
overlaySprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
break;
}
}
IsActive = true;
list.Add(this);
}
private DockingPort FindAdjacentPort()
{
foreach (DockingPort port in list)
{
if (port == this || port.item.Submarine == item.Submarine) continue;
if (Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X) > distanceTolerance.X) continue;
if (Math.Abs(port.item.WorldPosition.Y - item.WorldPosition.Y) > distanceTolerance.Y) continue;
return port;
}
return null;
}
private void AttemptDock()
{
var adjacentPort = FindAdjacentPort();
if (adjacentPort != null) Dock(adjacentPort);
}
public void Dock(DockingPort target)
{
if (dockingTarget != null)
{
Undock();
}
PlaySound(ActionType.OnUse, item.WorldPosition);
item.linkedTo.Add(target.item);
if (!target.item.Submarine.DockedTo.Contains(item.Submarine)) target.item.Submarine.DockedTo.Add(item.Submarine);
if (!item.Submarine.DockedTo.Contains(target.item.Submarine)) item.Submarine.DockedTo.Add(target.item.Submarine);
dockingTarget = target;
dockingTarget.dockingTarget = this;
docked = true;
dockingTarget.Docked = true;
if (Character.Controlled != null &&
(Character.Controlled.Submarine == dockingTarget.item.Submarine || Character.Controlled.Submarine == item.Submarine))
{
GameMain.GameScreen.Cam.Shake = Vector2.Distance(dockingTarget.item.Submarine.Velocity, item.Submarine.Velocity);
}
dockingDir = IsHorizontal ?
Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
Math.Sign(item.WorldPosition.Y - dockingTarget.item.WorldPosition.Y);
dockingTarget.dockingDir = -dockingDir;
CreateJoint(false);
}
private void CreateJoint(bool useWeldJoint)
{
Vector2 offset = (IsHorizontal ?
Vector2.UnitX * Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
Vector2.UnitY * Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y));
offset *= DockedDistance * 0.5f;
Vector2 pos1 = item.WorldPosition + offset;
Vector2 pos2 = dockingTarget.item.WorldPosition - offset;
if (useWeldJoint)
{
joint = JointFactory.CreateWeldJoint(GameMain.World,
item.Submarine.SubBody.Body, dockingTarget.item.Submarine.SubBody.Body,
ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
((WeldJoint)joint).FrequencyHz = 1.0f;
}
else
{
var distanceJoint = JointFactory.CreateDistanceJoint(GameMain.World,
item.Submarine.SubBody.Body, dockingTarget.item.Submarine.SubBody.Body,
ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
distanceJoint.Length = 0.01f;
distanceJoint.Frequency = 1.0f;
distanceJoint.DampingRatio = 0.8f;
joint = distanceJoint;
}
joint.CollideConnected = true;
}
private void CreateHull()
{
var hullRects = new Rectangle[] { item.WorldRect, dockingTarget.item.WorldRect };
var subs = new Submarine[] { item.Submarine, dockingTarget.item.Submarine };
hulls = new Hull[2];
bodies = new Body[4];
if (IsHorizontal)
{
if (hullRects[0].Center.X > hullRects[1].Center.X)
{
hullRects = new Rectangle[] { dockingTarget.item.WorldRect, item.WorldRect };
subs = new Submarine[] { dockingTarget.item.Submarine,item.Submarine };
}
hullRects[0] = new Rectangle(hullRects[0].Center.X, hullRects[0].Y, ((int)DockedDistance / 2), hullRects[0].Height);
hullRects[1] = new Rectangle(hullRects[1].Center.X - ((int)DockedDistance / 2), hullRects[1].Y, ((int)DockedDistance / 2), hullRects[1].Height);
for (int i = 0; i < 2;i++ )
{
hullRects[i].Location -= (subs[i].WorldPosition - subs[i].HiddenSubPosition).ToPoint();
hulls[i] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRects[i], subs[i]);
hulls[i].AddToGrid(subs[i]);
for (int j = 0; j < 2; j++)
{
bodies[i + j * 2] = BodyFactory.CreateEdge(GameMain.World,
ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X, hullRects[i].Y - hullRects[i].Height * j)),
ConvertUnits.ToSimUnits(new Vector2(hullRects[i].Right, hullRects[i].Y - hullRects[i].Height * j)));
}
}
gap = new Gap(new Rectangle(hullRects[0].Right - 2, hullRects[0].Y, 4, hullRects[0].Height), true, subs[0]);
gap.linkedTo.Clear();
if (hulls[0].WorldRect.X < hulls[1].WorldRect.X)
{
gap.linkedTo.Add(hulls[0]);
gap.linkedTo.Add(hulls[1]);
}
else
{
gap.linkedTo.Add(hulls[1]);
gap.linkedTo.Add(hulls[0]);
}
}
else
{
if (hullRects[0].Center.Y > hullRects[1].Center.Y)
{
hullRects = new Rectangle[] { dockingTarget.item.WorldRect, item.WorldRect };
subs = new Submarine[] { dockingTarget.item.Submarine, item.Submarine };
}
hullRects[0] = new Rectangle(hullRects[0].X, hullRects[0].Y + (int)(-hullRects[0].Height+DockedDistance)/2, hullRects[0].Width, ((int)DockedDistance / 2));
hullRects[1] = new Rectangle(hullRects[1].X, hullRects[1].Y - hullRects[1].Height/2, hullRects[1].Width, ((int)DockedDistance / 2));
for (int i = 0; i < 2; i++)
{
hullRects[i].Location -= (subs[i].WorldPosition - subs[i].HiddenSubPosition).ToPoint();
hulls[i] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRects[i], subs[i]);
hulls[i].AddToGrid(subs[i]);
//for (int j = 0; j < 2; j++)
//{
// bodies[i + j * 2] = BodyFactory.CreateEdge(GameMain.World,
// ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X + hullRects[i].Width * j, hullRects[i].Y)),
// ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X + hullRects[i].Width * j, hullRects[i].Y-hullRects[i].Height)));
//}
}
gap = new Gap(new Rectangle(hullRects[0].X, hullRects[0].Y+2, hullRects[0].Width, 4), false, subs[0]);
gap.linkedTo.Clear();
if (hulls[0].WorldRect.Y > hulls[1].WorldRect.Y)
{
gap.linkedTo.Add(hulls[0]);
gap.linkedTo.Add(hulls[1]);
}
else
{
gap.linkedTo.Add(hulls[1]);
gap.linkedTo.Add(hulls[0]);
}
}
foreach (Body body in bodies)
{
if (body == null) continue;
body.BodyType = BodyType.Static;
body.Friction = 0.5f;
body.CollisionCategories = Physics.CollisionWall;
}
}
private void Undock()
{
if (dockingTarget == null || !docked) return;
PlaySound(ActionType.OnUse, item.WorldPosition);
dockingTarget.item.Submarine.DockedTo.Remove(item.Submarine);
item.Submarine.DockedTo.Remove(dockingTarget.item.Submarine);
item.linkedTo.Clear();
docked = false;
dockingTarget.Undock();
dockingTarget = null;
if (joint != null)
{
GameMain.World.RemoveJoint(joint);
joint = null;
}
if (hulls != null)
{
hulls[0].Remove();
hulls[1].Remove();
hulls = null;
}
if (gap != null)
{
gap.Remove();
gap = null;
}
if (bodies!=null)
{
foreach (Body body in bodies)
{
if (body == null) continue;
GameMain.World.RemoveBody(body);
}
bodies = null;
}
}
public override void Update(float deltaTime, Camera cam)
{
if (dockingTarget == null)
{
dockingState = MathHelper.Lerp(dockingState, 0.0f, deltaTime * 10.0f);
if (dockingState < 0.01f) docked = false;
item.SendSignal(0, "0", "state_out");
item.SendSignal(0, (FindAdjacentPort() != null) ? "1" : "0", "proximity_sensor");
}
else
{
if (joint is DistanceJoint)
{
item.SendSignal(0, "0", "state_out");
if (Vector2.Distance(joint.WorldAnchorA, joint.WorldAnchorB) < 0.05f)
{
GameMain.World.RemoveJoint(joint);
PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
CreateJoint(true);
CreateHull();
}
dockingState = MathHelper.Lerp(dockingState, 0.5f, deltaTime * 10.0f);
}
else
{
item.SendSignal(0, "1", "state_out");
dockingState = MathHelper.Lerp(dockingState, 1.0f, deltaTime * 10.0f);
}
}
}
public void Draw(SpriteBatch spriteBatch, bool editing)
{
if (dockingState == 0.0f) return;
Vector2 drawPos = item.DrawPosition;
drawPos.Y = -drawPos.Y;
var rect = overlaySprite.SourceRect;
if (IsHorizontal)
{
drawPos.Y -= rect.Height / 2;
if (dockingDir == 1)
{
spriteBatch.Draw(overlaySprite.Texture,
drawPos,
new Rectangle(
rect.Center.X + (int)(rect.Width / 2 * (1.0f - dockingState)), rect.Y,
(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
}
else
{
spriteBatch.Draw(overlaySprite.Texture,
drawPos - Vector2.UnitX * (rect.Width / 2 * dockingState),
new Rectangle(
rect.X, rect.Y,
(int)(rect.Width / 2 * dockingState), rect.Height), Color.Red);
}
}
else
{
drawPos.X -= rect.Width / 2;
if (dockingDir == 1)
{
spriteBatch.Draw(overlaySprite.Texture,
drawPos,
new Rectangle(
rect.X, rect.Y + rect.Height/2 + (int)(rect.Height / 2 * (1.0f - dockingState)),
rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
}
else
{
spriteBatch.Draw(overlaySprite.Texture,
drawPos - Vector2.UnitY * (rect.Height / 2 * dockingState),
new Rectangle(
rect.X, rect.Y,
rect.Width, (int)(rect.Height / 2 * dockingState)), Color.Red);
}
}
}
protected override void RemoveComponentSpecific()
{
list.Remove(this);
}
public override void OnMapLoaded()
{
if (!item.linkedTo.Any()) return;
Item linkedItem = item.linkedTo.First() as Item;
if (linkedItem == null) return;
DockingPort port = linkedItem.GetComponent<DockingPort>();
if (port != null) Dock(port);
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power = 0.0f)
{
switch (connection.Name)
{
case "toggle":
Docked = !docked;
break;
case "set_active":
case "set_state":
Docked = signal != "0";
break;
}
}
}
}

View File

@@ -444,28 +444,31 @@ namespace Barotrauma.Items.Components
if (connection.Name=="toggle")
{
SetState(!isOpen, false);
SetState(!isOpen, false, true);
}
else if (connection.Name == "set_state")
{
SetState(signal != "0", false);
SetState(signal != "0", false, true);
}
item.NewComponentEvent(this, false, true);
}
private void SetState(bool state, bool isNetWorkMessage)
public void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage = false)
{
if (GameMain.Client != null && !isNetWorkMessage) return;
if (GameMain.Client != null && !isNetworkMessage) return;
if (isStuck || isOpen == state) return;
if (isStuck || isOpen == open) return;
PlaySound(ActionType.OnUse, item.WorldPosition);
isOpen = state;
isOpen = open;
//opening a partially stuck door makes it less stuck
if (isOpen) stuck = MathHelper.Clamp(stuck - 30.0f, 0.0f, 100.0f);
if (sendNetworkMessage)
{
item.NewComponentEvent(this, false, true);
}
}
public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)

View File

@@ -101,7 +101,7 @@ namespace Barotrauma.Items.Components
Msg = "";
}
if (attachedByDefault || (Screen.Selected == GameMain.EditMapScreen && Submarine.Loaded != null)) Use(1.0f);
if (attachedByDefault || (Screen.Selected == GameMain.EditMapScreen)) Use(1.0f);
//holdAngle = ToolBox.GetAttributeFloat(element, "holdangle", 0.0f);

View File

@@ -132,83 +132,19 @@ namespace Barotrauma.Items.Components
IsActive = true;
activeTimer = 0.1f;
Vector2 rayStart = ConvertUnits.ToSimUnits(item.WorldPosition);
Vector2 rayEnd = ConvertUnits.ToSimUnits(targetPosition);
for (int n = 0; n < 2; n++)
if (character.Submarine == null)
{
Vector2 rayStart = ConvertUnits.ToSimUnits(item.WorldPosition);
Vector2 rayEnd = ConvertUnits.ToSimUnits(targetPosition);
if (n == 0)
foreach (Submarine sub in Submarine.Loaded)
{
//do a raycast in "submarine coordinates"
rayStart -= Submarine.Loaded.SimPosition;
rayEnd -= Submarine.Loaded.SimPosition;
Repair(rayStart - sub.SimPosition, rayEnd - sub.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
}
else
{
//do a raycast outside the sub if the character is outside
if (character.AnimController.CurrentHull != null) continue;
}
Body targetBody = Submarine.PickBody(rayStart, rayEnd, ignoredBodies);
pickedPosition = Submarine.LastPickedPosition;
if (ExtinquishAmount > 0.0f && item.CurrentHull != null)
{
Vector2 displayPos = ConvertUnits.ToDisplayUnits(rayStart + (rayEnd - rayStart) * Submarine.LastPickedFraction * 0.9f);
displayPos += item.CurrentHull.Submarine.Position;
Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
if (hull != null) hull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
}
if (targetBody == null || targetBody.UserData == null) continue;
Structure targetStructure;
Limb targetLimb;
Item targetItem;
if ((targetStructure = (targetBody.UserData as Structure)) != null)
{
if (!fixableEntities.Contains(targetStructure.Name)) continue;
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) continue;
targetStructure.HighLightSection(sectionIndex);
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess);
//if the next section is small enough, apply the effect to it as well
//(to make it easier to fix a small "left-over" section)
for (int i = -1; i < 2; i += 2)
{
int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
if ((sectionIndex == 1 && i == -1) ||
(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
{
targetStructure.HighLightSection(sectionIndex + i);
targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
}
}
}
else if ((targetLimb = (targetBody.UserData as Limb)) != null)
{
if (character.IsKeyDown(InputType.Aim))
{
targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, character);
}
}
else if ((targetItem = (targetBody.UserData as Item)) != null)
{
targetItem.IsHighlighted = true;
ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
}
}
else
{
Repair(rayStart - character.Submarine.SimPosition, rayEnd - character.Submarine.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
}
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition + TransformedBarrelPos,
@@ -217,6 +153,64 @@ namespace Barotrauma.Items.Components
return true;
}
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
{
if (ExtinquishAmount > 0.0f && item.CurrentHull != null)
{
Vector2 displayPos = ConvertUnits.ToDisplayUnits(rayStart + (rayEnd - rayStart) * Submarine.LastPickedFraction * 0.9f);
displayPos += item.CurrentHull.Submarine.Position;
Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
if (hull != null) hull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
}
Body targetBody = Submarine.PickBody(rayStart, rayEnd, ignoredBodies);
if (targetBody == null || targetBody.UserData == null) return;
Structure targetStructure;
Limb targetLimb;
Item targetItem;
if ((targetStructure = (targetBody.UserData as Structure)) != null)
{
if (!fixableEntities.Contains(targetStructure.Name)) return;
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) return;
targetStructure.HighLightSection(sectionIndex);
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess);
//if the next section is small enough, apply the effect to it as well
//(to make it easier to fix a small "left-over" section)
for (int i = -1; i < 2; i += 2)
{
int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
if ((sectionIndex == 1 && i == -1) ||
(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
{
targetStructure.HighLightSection(sectionIndex + i);
targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
}
}
}
else if ((targetLimb = (targetBody.UserData as Limb)) != null)
{
targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, user);
}
else if ((targetItem = (targetBody.UserData as Item)) != null)
{
targetItem.IsHighlighted = true;
ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
}
}
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{
Gap leak = objective.OperateTarget as Gap;

View File

@@ -86,7 +86,7 @@ namespace Barotrauma.Items.Components
{
Vector2 currForce = new Vector2((force / 100.0f) * maxForce * (voltage / minVoltage), 0.0f);
Submarine.Loaded.ApplyForce(currForce);
item.Submarine.ApplyForce(currForce);
if (item.CurrentHull != null)
{

View File

@@ -36,6 +36,8 @@ namespace Barotrauma.Items.Components
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
if (item.Submarine == null) return;
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
int x = GuiFrame.Rect.X;
int y = GuiFrame.Rect.Y;
@@ -48,12 +50,12 @@ namespace Barotrauma.Items.Components
Rectangle miniMap = new Rectangle(x + 20, y + 40, width - 40, height - 60);
float size = Math.Min((float)miniMap.Width / (float)Submarine.Borders.Width, (float)miniMap.Height / (float)Submarine.Borders.Height);
float size = Math.Min((float)miniMap.Width / (float)item.Submarine.Borders.Width, (float)miniMap.Height / (float)item.Submarine.Borders.Height);
foreach (Hull hull in Hull.hullList)
{
Rectangle hullRect = new Rectangle(
miniMap.X + (int)((hull.Rect.X - Submarine.HiddenSubPosition.X - Submarine.Borders.X) * size),
miniMap.Y - (int)((hull.Rect.Y - Submarine.HiddenSubPosition.Y - Submarine.Borders.Y) * size),
miniMap.X + (int)((hull.Rect.X - item.Submarine.HiddenSubPosition.X - item.Submarine.Borders.X) * size),
miniMap.Y - (int)((hull.Rect.Y - item.Submarine.HiddenSubPosition.Y - item.Submarine.Borders.Y) * size),
(int)(hull.Rect.Width * size),
(int)(hull.Rect.Height * size));

View File

@@ -124,38 +124,41 @@ namespace Barotrauma.Items.Components
float radius = rect.Width / 2.0f;
float displayScale = radius / range;
if (DetectSubmarineWalls)
foreach (Submarine submarine in Submarine.Loaded)
{
for (int i = 0; i < Submarine.Loaded.HullVertices.Count; i++)
{
Vector2 start = ConvertUnits.ToDisplayUnits(Submarine.Loaded.HullVertices[i]);
Vector2 end = ConvertUnits.ToDisplayUnits(Submarine.Loaded.HullVertices[(i + 1) % Submarine.Loaded.HullVertices.Count]);
if (item.Submarine == submarine && !DetectSubmarineWalls) continue;
if (item.CurrentHull!=null)
for (int i = 0; i < submarine.HullVertices.Count; i++)
{
Vector2 start = ConvertUnits.ToDisplayUnits(submarine.HullVertices[i]);
Vector2 end = ConvertUnits.ToDisplayUnits(submarine.HullVertices[(i + 1) % submarine.HullVertices.Count]);
if (item.Submarine == submarine)
{
start += Rand.Vector(500.0f);
end += Rand.Vector(500.0f);
}
CreateBlipsForLine(
start + Submarine.Loaded.WorldPosition,
end + Submarine.Loaded.WorldPosition,
start + submarine.WorldPosition,
end + submarine.WorldPosition,
radius, displayScale, 200.0f, 2.0f);
}
}
else
if (item.Submarine != null && !DetectSubmarineWalls)
{
float simScale = displayScale * Physics.DisplayToSimRation;
Vector2 offset = ConvertUnits.ToSimUnits(Submarine.Loaded.WorldPosition - item.WorldPosition);
Vector2 offset = ConvertUnits.ToSimUnits(item.Submarine.WorldPosition - item.WorldPosition);
for (int i = 0; i < Submarine.Loaded.HullVertices.Count; i++)
for (int i = 0; i < item.Submarine.HullVertices.Count; i++)
{
Vector2 start = (Submarine.Loaded.HullVertices[i] + offset) * simScale;
Vector2 start = (item.Submarine.HullVertices[i] + offset) * simScale;
start.Y = -start.Y;
Vector2 end = (Submarine.Loaded.HullVertices[(i + 1) % Submarine.Loaded.HullVertices.Count] + offset) * simScale;
Vector2 end = (item.Submarine.HullVertices[(i + 1) % item.Submarine.HullVertices.Count] + offset) * simScale;
end.Y = -end.Y;
GUI.DrawLine(spriteBatch, center + start, center + end, Color.Green);

View File

@@ -33,8 +33,10 @@ namespace Barotrauma.Items.Components
private float autopilotRayCastTimer;
private float neutralBallastLevel;
public Vector2? TargetPosition;
bool AutoPilot
public bool AutoPilot
{
get { return autoPilot; }
set
@@ -52,7 +54,7 @@ namespace Barotrauma.Items.Components
if (pathFinder==null) pathFinder = new PathFinder(WayPoint.WayPointList, false);
steeringPath = pathFinder.FindPath(
ConvertUnits.ToSimUnits(item.WorldPosition),
ConvertUnits.ToSimUnits(Level.Loaded.EndPosition));
TargetPosition == null ? ConvertUnits.ToSimUnits(Level.Loaded.EndPosition) : (Vector2)TargetPosition);
}
else
{
@@ -62,6 +64,12 @@ namespace Barotrauma.Items.Components
}
}
public bool MaintainPos
{
get { return maintainPosTickBox.Selected; }
set { maintainPosTickBox.Selected = value; }
}
[Editable, HasDefaultValue(0.5f, true)]
public float NeutralBallastLevel
@@ -128,7 +136,7 @@ namespace Barotrauma.Items.Components
}
}
if (voltage < minVoltage) return;
if (voltage < minVoltage && powerConsumption > 0.0f) return;
if (autoPilot)
{
@@ -158,15 +166,15 @@ namespace Barotrauma.Items.Components
GuiFrame.Update(1.0f / 60.0f);
GuiFrame.Draw(spriteBatch);
if (voltage < minVoltage) return;
if (voltage < minVoltage && powerConsumption > 0.0f) return;
Rectangle velRect = new Rectangle(x + 20, y + 20, width - 40, height - 40);
//GUI.DrawRectangle(spriteBatch, velRect, Color.White, false);
if (Submarine.Loaded != null && Level.Loaded != null)
if (item.Submarine != null && Level.Loaded != null)
{
Vector2 realWorldVelocity = ConvertUnits.ToDisplayUnits(Submarine.Loaded.Velocity * Physics.DisplayToRealWorldRatio) * 3.6f;
float realWorldDepth = Math.Abs(Submarine.Loaded.Position.Y - Level.Loaded.Size.Y) * Physics.DisplayToRealWorldRatio;
Vector2 realWorldVelocity = ConvertUnits.ToDisplayUnits(item.Submarine.Velocity * Physics.DisplayToRealWorldRatio) * 3.6f;
float realWorldDepth = Math.Abs(item.Submarine.Position.Y - Level.Loaded.Size.Y) * Physics.DisplayToRealWorldRatio;
GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 65),
"Velocity: " + (int)realWorldVelocity.X + " km/h", Color.LightGreen, null, 0, GUI.SmallFont);
GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 50),
@@ -220,7 +228,7 @@ namespace Barotrauma.Items.Components
if (autopilotRayCastTimer <= 0.0f && steeringPath.NextNode != null)
{
Vector2 diff = Vector2.Normalize(ConvertUnits.ToSimUnits(steeringPath.NextNode.Position - Submarine.Loaded.WorldPosition));
Vector2 diff = Vector2.Normalize(ConvertUnits.ToSimUnits(steeringPath.NextNode.Position - item.Submarine.WorldPosition));
bool nextVisible = true;
for (int x = -1; x < 2; x += 2)
@@ -228,9 +236,9 @@ namespace Barotrauma.Items.Components
for (int y = -1; y < 2; y += 2)
{
Vector2 cornerPos =
new Vector2(Submarine.Borders.Width * x, Submarine.Borders.Height * y) / 2.0f;
new Vector2(item.Submarine.Borders.Width * x, item.Submarine.Borders.Height * y) / 2.0f;
cornerPos = ConvertUnits.ToSimUnits(cornerPos * 1.2f + Submarine.Loaded.WorldPosition);
cornerPos = ConvertUnits.ToSimUnits(cornerPos * 1.2f + item.Submarine.WorldPosition);
float dist = Vector2.Distance(cornerPos, steeringPath.NextNode.SimPosition);

View File

@@ -113,7 +113,7 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
float chargeRate = (float)(Math.Sqrt(charge / capacity));
//float gridPower = 0.0f;
float gridPower = 0.0f;
float gridLoad = 0.0f;
//if (item.linkedTo.Count == 0) return;
@@ -126,7 +126,8 @@ namespace Barotrauma.Items.Components
PowerTransfer pt = c2.Item.GetComponent<PowerTransfer>();
if (pt == null || !pt.IsActive) continue;
gridLoad += pt.PowerLoad;
gridLoad += pt.PowerLoad;
gridPower -= pt.CurrPowerConsumption;
}
}
@@ -171,27 +172,21 @@ namespace Barotrauma.Items.Components
// -maxOutput * chargeRate,
// 0.1f);
if (outputVoltage < 1.0f)
if (gridPower < gridLoad)
{
// CurrPowerOutput = MathHelper.Lerp(
//CurrPowerOutput, Math.Min(maxOutput * chargeRate, gridLoad), 0.05f);
CurrPowerOutput = MathHelper.Lerp(
CurrPowerOutput, Math.Min(maxOutput * chargeRate, gridLoad), 0.05f);
CurrPowerOutput,
Math.Min(maxOutput * chargeRate, gridLoad - (gridLoad * outputVoltage)),
0.05f);
}
else
{
CurrPowerOutput = MathHelper.Lerp(CurrPowerOutput, 0.0f, 0.05f);
}
CurrPowerOutput = MathHelper.Lerp(
CurrPowerOutput,
Math.Min(maxOutput * chargeRate, gridLoad - (gridLoad * outputVoltage)),
0.05f);
//powerConsumption = MathHelper.Lerp(
// powerConsumption,
// -Math.Min(maxOutput * chargeRate, gridLoad - (power)),
// 0.1f);
//powerConsumption = Math.Min(powerConsumption, 0.0f);
Charge -= CurrPowerOutput / 3600.0f;

View File

@@ -62,6 +62,7 @@ namespace Barotrauma.Items.Components
pt.powerLoad += (fullLoad - pt.powerLoad) / inertia;
pt.currPowerConsumption += (-fullPower - pt.currPowerConsumption) / inertia;
pt.Item.SendSignal(0, "", "power", fullPower / Math.Max(fullLoad, 1.0f));
pt.Item.SendSignal(0, "", "power_out", fullPower / Math.Max(fullLoad, 1.0f));
//damage the item if voltage is too high
//(except if running as a client)
@@ -117,7 +118,6 @@ namespace Barotrauma.Items.Components
{
if (!c.IsPower) continue;
var recipients = c.Recipients;
foreach (Connection recipient in recipients)
@@ -138,7 +138,7 @@ namespace Barotrauma.Items.Components
PowerContainer powerContainer = powered as PowerContainer;
if (powerTransfer != null)
{
if (powerTransfer.updateTimer>0) continue;
//if (powerTransfer.updateTimer>0) continue;
powerTransfer.CheckJunctions(deltaTime);
}
else if (powerContainer != null)

View File

@@ -102,7 +102,7 @@ namespace Barotrauma.Items.Components
: base (item, element)
{
light = new LightSource(element);
light.Submarine = item.CurrentHull == null ? null : item.CurrentHull.Submarine;
light.ParentSub = item.CurrentHull == null ? null : item.CurrentHull.Submarine;
light.Position = item.Position;
light.CastShadows = castShadows;
@@ -121,7 +121,7 @@ namespace Barotrauma.Items.Components
{
base.Update(deltaTime, cam);
light.Submarine = item.Submarine;
light.ParentSub = item.Submarine;
ApplyStatusEffects(ActionType.OnActive, deltaTime);

View File

@@ -4,7 +4,7 @@ namespace Barotrauma.Items.Components
{
class SignalCheckComponent : ItemComponent
{
private string output;
private string output, falseOutput;
private string targetSignal;
@@ -14,6 +14,12 @@ namespace Barotrauma.Items.Components
get { return output; }
set { output = value; }
}
[InGameEditable, HasDefaultValue("0", true)]
public string FalseOutput
{
get { return falseOutput; }
set { falseOutput = value; }
}
[InGameEditable, HasDefaultValue("", true)]
public string TargetSignal
@@ -32,7 +38,10 @@ namespace Barotrauma.Items.Components
switch (connection.Name)
{
case "signal_in":
item.SendSignal(stepsTaken, (signal == targetSignal) ? output : "0", "signal_out");
string signalOut = (signal == targetSignal) ? output : falseOutput;
if (string.IsNullOrWhiteSpace(signalOut)) return;
item.SendSignal(stepsTaken, signalOut, "signal_out");
break;
case "set_output":

View File

@@ -109,6 +109,8 @@ namespace Barotrauma.Items.Components
}
}
item.Submarine = newConnection.Item.Submarine;
for (int i = 0; i < 2; i++)
{
if (connections[i] != null) continue;
@@ -117,16 +119,18 @@ namespace Barotrauma.Items.Components
if (!addNode) break;
if (Nodes.Count > 0 && Nodes[0] == newConnection.Item.Position - Submarine.HiddenSubPosition) break;
if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position - Submarine.HiddenSubPosition) break;
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 - Submarine.HiddenSubPosition);
Nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
}
else
{
Nodes.Add(newConnection.Item.Position - Submarine.HiddenSubPosition);
Nodes.Add(newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
}
@@ -184,7 +188,7 @@ namespace Barotrauma.Items.Components
{
if (Nodes.Count == 0) return;
item.FindHull();
//item.FindHull();
//Vector2 position = item.Position;
@@ -200,7 +204,11 @@ namespace Barotrauma.Items.Components
// position.Y += item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
//}
newNodePos = RoundNode(item.Position, item.CurrentHull)-Submarine.HiddenSubPosition;
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;
newNodePos = RoundNode(item.Position, item.CurrentHull) - sub.HiddenSubPosition;
//if (Vector2.Distance(position, nodes[nodes.Count - 1]) > nodeDistance*10)
//{
@@ -366,7 +374,7 @@ namespace Barotrauma.Items.Components
for (int i = 0; i < Nodes.Count; i++)
{
Vector2 worldPos = Nodes[i];
if (Submarine.Loaded != null) worldPos += Submarine.Loaded.Position + Submarine.HiddenSubPosition;
if (item.Submarine != null) worldPos += item.Submarine.Position + item.Submarine.HiddenSubPosition;
worldPos.Y = -worldPos.Y;
GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-3, -3), new Vector2(6, 6), item.Color, true, 0.0f);
@@ -407,7 +415,12 @@ namespace Barotrauma.Items.Components
MapEntity.DisableSelect = true;
//Nodes[(int)selectedNodeIndex] = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition)-Submarine.HiddenSubPosition+Submarine.Loaded.Position;
Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - Submarine.HiddenSubPosition - Submarine.Loaded.Position;// Nodes[(int)selectedNodeIndex];
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;
Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - sub.HiddenSubPosition - sub.Position;// Nodes[(int)selectedNodeIndex];
nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f);
nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f);
@@ -428,10 +441,10 @@ namespace Barotrauma.Items.Components
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float width = 0.3f)
{
if (Submarine.Loaded!=null)
if (item.Submarine != null)
{
start += Submarine.Loaded.DrawPosition + Submarine.HiddenSubPosition;
end += Submarine.Loaded.DrawPosition + Submarine.HiddenSubPosition;
start += item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
end += item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
}
start.Y = -start.Y;

View File

@@ -19,7 +19,7 @@ namespace Barotrauma
public enum ActionType
{
Always, OnPicked, OnUse,
Always, OnPicked, OnUse, OnSecondaryUse,
OnWearing, OnContaining, OnContained,
OnActive, OnFailure, OnBroken,
OnFire, InWater,
@@ -523,9 +523,9 @@ namespace Barotrauma
}
CurrentHull = Hull.FindHull(WorldPosition, CurrentHull);
if (body != null)
if (body != null && body.Enabled)
{
Submarine = CurrentHull == null ? null : Submarine.Loaded;
Submarine = CurrentHull == null ? null : CurrentHull.Submarine;
body.Submarine = Submarine;
}
@@ -1248,6 +1248,7 @@ namespace Barotrauma
{
picked = true;
ic.ApplyStatusEffects(ActionType.OnPicked, 1.0f, picker);
ic.PlaySound(ActionType.OnPicked, picker.WorldPosition);
if (picker==Character.Controlled) GUIComponent.MouseOn = null;
@@ -1432,12 +1433,14 @@ namespace Barotrauma
return true;
}
public override XElement Save(XDocument doc)
public override XElement Save(XElement parentElement)
{
XElement element = new XElement("Item");
element.Add(new XAttribute("name", prefab.Name),
new XAttribute("ID", ID));
System.Diagnostics.Debug.Assert(Submarine != null);
if (ResizeHorizontal || ResizeVertical)
{
@@ -1473,7 +1476,7 @@ namespace Barotrauma
ic.Save(element);
}
doc.Root.Add(element);
parentElement.Add(element);
return element;
}

View File

@@ -109,7 +109,7 @@ namespace Barotrauma
public override void UpdatePlacing(SpriteBatch spriteBatch, Camera cam)
{
Vector2 position = Submarine.MouseToWorldGrid(cam);
Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
if (PlayerInput.RightButtonClicked())
{
@@ -121,10 +121,10 @@ namespace Barotrauma
{
if (PlayerInput.LeftButtonClicked())
{
var item = new Item(new Rectangle((int)position.X, (int)position.Y, (int)sprite.size.X, (int)sprite.size.Y), this, Submarine.Loaded);
var item = new Item(new Rectangle((int)position.X, (int)position.Y, (int)sprite.size.X, (int)sprite.size.Y), this, Submarine.MainSub);
//constructor.Invoke(lobject);
item.Submarine = Submarine.Loaded;
item.SetTransform(ConvertUnits.ToSimUnits(Submarine.Loaded==null ? item.Position : item.Position - Submarine.Loaded.Position), 0.0f);
item.Submarine = Submarine.MainSub;
item.SetTransform(ConvertUnits.ToSimUnits(Submarine.MainSub==null ? item.Position : item.Position - Submarine.MainSub.Position), 0.0f);
item.FindHull();
placePosition = Vector2.Zero;
@@ -152,11 +152,11 @@ namespace Barotrauma
if (PlayerInput.LeftButtonReleased())
{
var item = new Item(new Rectangle((int)placePosition.X, (int)placePosition.Y, (int)placeSize.X, (int)placeSize.Y), this, Submarine.Loaded);
var item = new Item(new Rectangle((int)placePosition.X, (int)placePosition.Y, (int)placeSize.X, (int)placeSize.Y), this, Submarine.MainSub);
placePosition = Vector2.Zero;
item.Submarine = Submarine.Loaded;
item.SetTransform(ConvertUnits.ToSimUnits(Submarine.Loaded == null ? item.Position : item.Position - Submarine.Loaded.Position), 0.0f);
item.Submarine = Submarine.MainSub;
item.SetTransform(ConvertUnits.ToSimUnits(Submarine.MainSub == null ? item.Position : item.Position - Submarine.MainSub.Position), 0.0f);
item.FindHull();
//selected = null;

View File

@@ -13,20 +13,20 @@ namespace Barotrauma
spawnQueue = new Queue<Pair<ItemPrefab, object>>();
}
public void QueueItem(ItemPrefab itemPrefab, Vector2 position, bool isNetworkMessage = false)
{
if (!isNetworkMessage && GameMain.Client!=null)
{
//clients aren't allowed to spawn new items unless the server says so
return;
}
//public void QueueItem(ItemPrefab itemPrefab, Vector2 position, bool isNetworkMessage = false)
//{
// if (!isNetworkMessage && GameMain.Client!=null)
// {
// //clients aren't allowed to spawn new items unless the server says so
// return;
// }
var itemInfo = new Pair<ItemPrefab, object>();
itemInfo.First = itemPrefab;
itemInfo.Second = position;
// var itemInfo = new Pair<ItemPrefab, object>();
// itemInfo.First = itemPrefab;
// itemInfo.Second = position;
spawnQueue.Enqueue(itemInfo);
}
// spawnQueue.Enqueue(itemInfo);
//}
public void QueueItem(ItemPrefab itemPrefab, Inventory inventory, bool isNetworkMessage = false)
{
@@ -54,15 +54,17 @@ namespace Barotrauma
{
var itemInfo = spawnQueue.Dequeue();
if (itemInfo.Second is Vector2)
{
Vector2 position = (Vector2)itemInfo.Second - Submarine.HiddenSubPosition;
//if (itemInfo.Second is Vector2)
//{
// //todo: take multiple subs into account
// Vector2 position = (Vector2)itemInfo.Second - Submarine.MainSub.HiddenSubPosition;
items.Add(new Item(itemInfo.First, position, null));
inventories.Add(null);
// items.Add(new Item(itemInfo.First, position, null));
// inventories.Add(null);
}
else if (itemInfo.Second is Inventory)
//}
//else
if (itemInfo.Second is Inventory)
{
var item = new Item(itemInfo.First, Vector2.Zero, null);

View File

@@ -81,7 +81,7 @@ namespace Barotrauma
//give an unique ID
bool IDfound;
id = 1;//Rand.Int(int.MaxValue);
id = submarine == null ? (ushort)1 : submarine.IdOffset;
do
{
id += 1;

View File

@@ -12,9 +12,12 @@ namespace Barotrauma
private float cellSize;
public EntityGrid(Rectangle limits, float cellSize)
public readonly Submarine Submarine;
public EntityGrid(Submarine submarine, float cellSize)
{
this.limits = limits;
this.limits = submarine.Borders;
this.Submarine = submarine;
this.cellSize = cellSize;
entities = new List<MapEntity>[(int)Math.Ceiling(limits.Width / cellSize), (int)Math.Ceiling(limits.Height / cellSize)];
@@ -71,11 +74,28 @@ namespace Barotrauma
}
}
public static List<MapEntity> GetEntities(List<EntityGrid> entityGrids, Vector2 position, bool useWorldCoordinates = true)
{
List<MapEntity> entities = new List<MapEntity>();
foreach (EntityGrid entityGrid in entityGrids)
{
Vector2 transformedPosition = position;
if (useWorldCoordinates)
{
transformedPosition -= entityGrid.Submarine.Position;
}
entities.AddRange(entityGrid.GetEntities(transformedPosition));
}
return entities;
}
public List<MapEntity> GetEntities(Vector2 position)
{
if (!MathUtils.IsValid(position)) new List<MapEntity>();
if (Submarine.Loaded != null) position -= Submarine.HiddenSubPosition;
if (Submarine != null) position -= Submarine.HiddenSubPosition;
Point indices = GetIndices(position);

View File

@@ -83,7 +83,7 @@ namespace Barotrauma
}
public Gap(MapEntityPrefab prefab, Rectangle rectangle)
: this (rectangle, Submarine.Loaded)
: this (rectangle, Submarine.MainSub)
{ }
public Gap(Rectangle newRect, Submarine submarine)
@@ -173,8 +173,6 @@ namespace Barotrauma
{
Vector2 center = new Vector2(WorldRect.X + rect.Width / 2.0f, -(WorldRect.Y - rect.Height/ 2.0f));
GUI.DrawLine(sb, center, center + new Vector2(flowForce.X, -flowForce.Y)/10.0f, Color.Red);
GUI.DrawLine(sb, center + Vector2.One * 5.0f, center + new Vector2(lerpedFlowForce.X, -lerpedFlowForce.Y) / 10.0f + Vector2.One * 5.0f, Color.Orange);
@@ -253,7 +251,7 @@ namespace Barotrauma
var particle = GameMain.ParticleManager.CreateParticle(
"watersplash",
(Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position) - Vector2.UnitY * Rand.Range(0.0f, 10.0f),
(Submarine == null ? pos : pos + Submarine.Position) - Vector2.UnitY * Rand.Range(0.0f, 10.0f),
velocity);
if (particle != null)
@@ -269,7 +267,7 @@ namespace Barotrauma
GameMain.ParticleManager.CreateParticle(
"bubbles",
Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
Submarine == null ? pos : pos + Submarine.Position,
flowForce / 10.0f);
}
}
@@ -288,14 +286,14 @@ namespace Barotrauma
var splash = GameMain.ParticleManager.CreateParticle(
"watersplash",
Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
Submarine == null ? pos : pos + Submarine.Position,
-velocity, 0, FlowTargetHull);
if (splash != null) splash.Size = splash.Size * MathHelper.Clamp(rect.Width / 50.0f, 0.8f, 4.0f);
GameMain.ParticleManager.CreateParticle(
"bubbles",
Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
Submarine == null ? pos : pos + Submarine.Position,
flowForce / 2.0f, 0, FlowTargetHull);
}
}
@@ -329,6 +327,18 @@ namespace Barotrauma
if (linkedTo.Count < 2) return;
Hull hull1 = (Hull)linkedTo[0];
Hull hull2 = (Hull)linkedTo[1];
Vector2 subOffset = Vector2.Zero;
if (hull1.Submarine != Submarine)
{
subOffset =Submarine.Position - hull1.Submarine.Position;
}
else if (hull2.Submarine != Submarine)
{
subOffset = hull2.Submarine.Position - Submarine.Position;
}
if (hull1.Volume == 0.0 && hull2.Volume == 0.0) return;
@@ -341,13 +351,14 @@ namespace Barotrauma
//horizontal gap (such as a regular door)
if (isHorizontal)
{
higherSurface = Math.Max(hull1.Surface,hull2.Surface);
float delta=0.0f;
higherSurface = Math.Max(hull1.Surface, hull2.Surface + subOffset.Y);
float delta=0.0f;
//water level is above the lower boundary of the gap
if (Math.Max(hull1.Surface+hull1.WaveY[hull1.WaveY.Length - 1], hull2.Surface+hull2.WaveY[0]) > rect.Y - size)
if (Math.Max(hull1.Surface+hull1.WaveY[hull1.WaveY.Length - 1], hull2.Surface + subOffset.Y +hull2.WaveY[0]) > rect.Y - size)
{
int dir = (hull1.Pressure > hull2.Pressure) ? 1 : -1;
int dir = (hull1.Pressure > hull2.Pressure+subOffset.Y) ? 1 : -1;
//water flowing from the righthand room to the lefthand room
if (dir == -1)
@@ -360,38 +371,42 @@ namespace Barotrauma
flowTargetHull = hull1;
//make sure not to move more than what the room contains
delta = Math.Min((hull2.Pressure - hull1.Pressure) * 5.0f * sizeModifier, Math.Min(hull2.Volume, hull2.FullVolume));
delta = Math.Min(((hull2.Pressure + subOffset.Y) - hull1.Pressure) * 5.0f * sizeModifier, Math.Min(hull2.Volume, hull2.FullVolume));
//make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, hull1.FullVolume + Hull.MaxCompress - (hull1.Volume));
hull1.Volume += delta;
hull2.Volume -= delta;
if (hull1.Volume > hull1.FullVolume)
hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + hull2.Pressure) / 2);
{
hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + hull2.Pressure+subOffset.Y) / 2);
}
flowForce = new Vector2(-delta, 0.0f);
}
else if (dir == 1)
{
if (!(hull1.Volume > 0.0f)) return;
lowerSurface = hull2.Surface - hull2.WaveY[1];
//lowerSurface = hull2.Surface - hull2.WaveY[1];
flowTargetHull = hull2;
//make sure not to move more than what the room contains
delta = Math.Min((hull1.Pressure - hull2.Pressure) * 5.0f * sizeModifier, Math.Min(hull1.Volume, hull1.FullVolume));
delta = Math.Min((hull1.Pressure - (hull2.Pressure + subOffset.Y)) * 5.0f * sizeModifier, Math.Min(hull1.Volume, hull1.FullVolume));
//make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, hull2.FullVolume + Hull.MaxCompress - (hull2.Volume));
hull1.Volume -= delta;
hull2.Volume += delta;
if (hull2.Volume > hull2.FullVolume)
hull2.Pressure = Math.Max(hull2.Pressure, (hull1.Pressure + hull2.Pressure) / 2);
{
hull2.Pressure = Math.Max(hull2.Pressure, ((hull1.Pressure-subOffset.Y) + hull2.Pressure) / 2);
}
flowForce = new Vector2(delta, 0.0f);
}
if (delta>100.0f)
if (delta>100.0f && subOffset == Vector2.Zero)
{
float avg = (hull1.Surface + hull2.Surface) / 2.0f;
//float avgVel = (hull2.WaveVel[1] + hull1.WaveVel[hull1.WaveY.Length - 2]) / 2.0f;
@@ -419,11 +434,11 @@ namespace Barotrauma
else
{
//lower room is full of water
if (hull2.Pressure > hull1.Pressure)
if ((hull2.Pressure + subOffset.Y) > hull1.Pressure)
{
float delta = Math.Min(hull2.Volume - hull2.FullVolume + Hull.MaxCompress / 2.0f, deltaTime * 8000.0f * sizeModifier);
flowForce = new Vector2(0.0f, Math.Min(hull2.Pressure - hull1.Pressure, 500.0f));
flowForce = new Vector2(0.0f, Math.Min((hull2.Pressure + subOffset.Y) - hull1.Pressure, 500.0f));
delta = Math.Max(delta, 0.0f);
hull1.Volume += delta;
@@ -433,7 +448,7 @@ namespace Barotrauma
if (hull1.Volume > hull1.FullVolume)
{
hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + hull2.Pressure) / 2);
hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + (hull2.Pressure + subOffset.Y)) / 2);
}
}
@@ -446,16 +461,16 @@ namespace Barotrauma
float delta = Math.Min(hull1.Volume, deltaTime * 25000f * sizeModifier);
//make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, (hull2.FullVolume + Math.Max(hull1.Volume - hull1.FullVolume, 0.0f)) - hull2.Volume + Hull.MaxCompress / 4.0f);
hull1.Volume -= delta;
hull2.Volume += delta;
if (hull2.Volume > hull2.FullVolume)
{
hull2.Pressure = Math.Max(hull2.Pressure, (hull1.Pressure + hull2.Pressure) / 2);
hull2.Pressure = Math.Max(hull2.Pressure, ((hull1.Pressure - subOffset.Y) + hull2.Pressure) / 2);
}
flowForce = new Vector2(0.0f,-delta);
flowForce = new Vector2(0.0f, -delta);
flowForce.X = hull1.WaveY[hull1.GetWaveIndex(rect.X)] - hull1.WaveY[hull1.GetWaveIndex(rect.Right)] * 10.0f;
@@ -552,7 +567,7 @@ namespace Barotrauma
}
else
{
hull1.LethalPressure += (Submarine.Loaded != null && Submarine.Loaded.AtDamageDepth) ? 100.0f * deltaTime : 10.0f * deltaTime;
hull1.LethalPressure += (Submarine != null && Submarine.AtDamageDepth) ? 100.0f * deltaTime : 10.0f * deltaTime;
}
}
else
@@ -567,7 +582,7 @@ namespace Barotrauma
}
if (hull1.Volume >= hull1.FullVolume - Hull.MaxCompress)
{
hull1.LethalPressure += (Submarine.Loaded != null && Submarine.Loaded.AtDamageDepth) ? 100.0f * deltaTime : 10.0f * deltaTime;
hull1.LethalPressure += (Submarine != null && Submarine.AtDamageDepth) ? 100.0f * deltaTime : 10.0f * deltaTime;
}
}
@@ -625,10 +640,9 @@ namespace Barotrauma
GapList.Remove(this);
foreach (MapEntity entity in linkedTo)
foreach (Hull hull in Hull.hullList)
{
var hull = entity as Hull;
if (hull.ConnectedGaps.Contains(this)) hull.ConnectedGaps.Remove(this);
hull.ConnectedGaps.Remove(this);
}
}
@@ -639,7 +653,7 @@ namespace Barotrauma
FindHulls();
}
public override XElement Save(XDocument doc)
public override XElement Save(XElement parentElement)
{
XElement element = new XElement("Gap");
@@ -663,7 +677,7 @@ namespace Barotrauma
// }
//}
doc.Root.Add(element);
parentElement.Add(element);
return element;
}

View File

@@ -15,7 +15,7 @@ namespace Barotrauma
class Hull : MapEntity, IPropertyObject
{
public static List<Hull> hullList = new List<Hull>();
private static EntityGrid entityGrid;
private static List<EntityGrid> entityGrids = new List<EntityGrid>();
public static bool ShowHulls = true;
@@ -53,6 +53,7 @@ namespace Barotrauma
private bool update;
private Sound currentFlowSound;
private int soundIndex;
private float soundVolume;
@@ -178,7 +179,7 @@ namespace Barotrauma
}
public Hull(MapEntityPrefab prefab, Rectangle rectangle)
: this (prefab, rectangle, Submarine.Loaded)
: this (prefab, rectangle, Submarine.MainSub)
{
}
@@ -248,13 +249,30 @@ namespace Barotrauma
return rect;
}
public static void GenerateEntityGrid()
public static void GenerateEntityGrid(Submarine submarine)
{
entityGrid = new EntityGrid(Submarine.Borders, 200.0f);
var newGrid = new EntityGrid(submarine, 200.0f);
entityGrids.Add(newGrid);
foreach (Hull hull in hullList)
{
entityGrid.InsertEntity(hull);
if (hull.Submarine == submarine) newGrid.InsertEntity(hull);
}
}
public void AddToGrid(Submarine submarine)
{
foreach (EntityGrid grid in entityGrids)
{
if (grid.Submarine != submarine) continue;
rect.Location -= submarine.HiddenSubPosition.ToPoint();
grid.InsertEntity(this);
rect.Location += submarine.HiddenSubPosition.ToPoint();
return;
}
}
@@ -293,6 +311,7 @@ namespace Barotrauma
public override void Remove()
{
base.Remove();
hullList.Remove(this);
if (Submarine == null || !Submarine.Loading)
{
@@ -313,10 +332,15 @@ namespace Barotrauma
}
//renderer.Dispose();
if (entityGrids != null)
{
foreach (EntityGrid entityGrid in entityGrids)
{
entityGrid.RemoveEntity(this);
}
}
if (entityGrid != null) entityGrid.RemoveEntity(this);
hullList.Remove(this);
}
public void AddFireSource(FireSource fireSource, bool createNetworkEvent = true)
@@ -369,12 +393,24 @@ namespace Barotrauma
foreach (Gap gap in ConnectedGaps)
{
float gapFlow = gap.LerpedFlowForce.Length();
#if DEBUG
var asd = MapEntity.FindEntityByID(gap.ID);
if (asd != gap)
{
int adslkmfdlasfk = 9;
}
#endif
if (gapFlow > strongestFlow)
{
strongestFlow = gapFlow;
}
}
if (strongestFlow>0.1f)
{
soundVolume = soundVolume + ((strongestFlow < 100.0f) ? -deltaTime * 0.5f : deltaTime * 0.5f);
@@ -383,13 +419,24 @@ namespace Barotrauma
int index = (int)Math.Floor(strongestFlow / 100.0f);
index = Math.Min(index, 2);
soundIndex = SoundPlayer.flowSounds[index].Loop(soundIndex, soundVolume, WorldPosition, 2000.0f);
var flowSound = SoundPlayer.flowSounds[index];
if (flowSound != currentFlowSound && soundIndex > -1)
{
Sounds.SoundManager.Stop(soundIndex);
currentFlowSound = null;
soundIndex = -1;
}
currentFlowSound = flowSound;
soundIndex = currentFlowSound.Loop(soundIndex, soundVolume, WorldPosition, 2000.0f);
}
else
{
if (soundIndex > -1)
{
Sounds.SoundManager.Stop(soundIndex);
currentFlowSound = null;
soundIndex = -1;
}
}
@@ -653,15 +700,14 @@ namespace Barotrauma
//returns the water block which contains the point (or null if it isn't inside any)
public static Hull FindHull(Vector2 position, Hull guess = null, bool useWorldCoordinates = true)
{
if (entityGrid == null) return null;
if (entityGrids == null) return null;
if (guess != null)
{
if (Submarine.RectContains(useWorldCoordinates ? guess.WorldRect : guess.rect, position)) return guess;
}
var entities = entityGrid.GetEntities(
useWorldCoordinates && Submarine.Loaded!=null ? position-Submarine.Loaded.Position : position);
var entities = EntityGrid.GetEntities(entityGrids, position, useWorldCoordinates);
foreach (Hull hull in entities)
{
@@ -706,7 +752,7 @@ namespace Barotrauma
// return gaps;
//}
public override XElement Save(XDocument doc)
public override XElement Save(XElement parentElement)
{
XElement element = new XElement("Hull");
@@ -719,8 +765,8 @@ namespace Barotrauma
rect.Width + "," + rect.Height),
new XAttribute("water", volume)
);
doc.Root.Add(element);
parentElement.Add(element);
return element;
}
@@ -836,7 +882,7 @@ namespace Barotrauma
}
else
{
var newFire = new FireSource(pos + Submarine.Loaded.Position, this, true);
var newFire = new FireSource(pos + Submarine.Position, this, true);
newFire.Size = new Vector2(
newFire.Hull == null ? size : size * newFire.Hull.rect.Width,
newFire.Size.Y);

View File

@@ -17,6 +17,8 @@ namespace Barotrauma
class Level
{
public const float ShaftHeight = 1000.0f;
public static Level Loaded
{
get { return loaded; }
@@ -56,7 +58,7 @@ namespace Barotrauma
private WrappingWall[,] wrappingWalls;
private float shaftHeight;
//private float shaftHeight;
//List<Body> bodies;
private List<VoronoiCell> cells;
@@ -121,7 +123,7 @@ namespace Barotrauma
{
get { return backgroundColor; }
}
public Level(string seed, float difficulty, int width, int height, int siteInterval)
{
this.seed = seed;
@@ -181,7 +183,7 @@ namespace Barotrauma
float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3;
GameMain.LightManager.AmbientLight = new Color(backgroundColor*(40.0f/avgValue), 1.0f);
float minWidth = Submarine.Loaded == null ? 0.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height);
float minWidth = Submarine.MainSub == null ? 0.0f : Math.Max(Submarine.MainSub.Borders.Width, Submarine.MainSub.Borders.Height);
minWidth = Math.Max(minWidth, 6500.0f);
startPosition = new Vector2(minWidth * 2, Rand.Range(minWidth * 2, borders.Height - minWidth * 2, false));
@@ -513,7 +515,7 @@ namespace Barotrauma
ShaftBodies = new Body[2];
for (int i = 0; i < 2; i++)
{
ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 200.0f, 10.0f, 5.0f);
ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 200.0f, ConvertUnits.ToSimUnits(ShaftHeight), 5.0f);
ShaftBodies[i].BodyType = BodyType.Static;
ShaftBodies[i].CollisionCategories = Physics.CollisionLevel;
@@ -585,7 +587,7 @@ namespace Barotrauma
{
List<WayPoint> wayPoints = new List<WayPoint>();
var newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
var newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, borders.Height, 10, 10), null);
newWaypoint.MoveWithLevel = true;
wayPoints.Add(newWaypoint);
@@ -625,7 +627,7 @@ namespace Barotrauma
//prevWaypoint = newWaypoint;
}
newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, borders.Height, 10, 10), null);
newWaypoint.MoveWithLevel = true;
wayPoints.Add(newWaypoint);
@@ -783,9 +785,9 @@ namespace Barotrauma
public void Update (float deltaTime)
{
if (Submarine.Loaded != null)
if (Submarine.MainSub != null)
{
WrappingWall.UpdateWallShift(Submarine.Loaded.WorldPosition, wrappingWalls);
WrappingWall.UpdateWallShift(Submarine.MainSub.WorldPosition, wrappingWalls);
}
renderer.Update(deltaTime);

View File

@@ -319,9 +319,11 @@ namespace Barotrauma.RuinGeneration
(int)((wall.B.X - wall.A.X) + radius*2.0f),
(int)((wall.B.Y - wall.A.Y) + radius*2.0f));
//cut a section off from both ends of a horizontal wall to get nicer looking corners
if (wall.A.Y == wall.B.Y)
{
rect.Inflate(-32, 0);
if (rect.Width < Submarine.GridSize.X) continue;
}
var structure = new Structure(rect, structurePrefab.Prefab as StructurePrefab, null);

View File

@@ -42,9 +42,21 @@ namespace Barotrauma.Lights
}
}
class ConvexHullList
{
public readonly Submarine Submarine;
public List<ConvexHull> List;
public ConvexHullList(Submarine submarine)
{
Submarine = submarine;
List = new List<ConvexHull>();
}
}
class ConvexHull
{
public static List<ConvexHull> list = new List<ConvexHull>();
public static List<ConvexHullList> HullLists = new List<ConvexHullList>();
static BasicEffect shadowEffect;
static BasicEffect penumbraEffect;
@@ -116,15 +128,20 @@ namespace Barotrauma.Lights
Enabled = true;
foreach (ConvexHull ch in list)
var chList = HullLists.Find(x => x.Submarine == parent.Submarine);
if (chList == null)
{
chList = new ConvexHullList(parent.Submarine);
HullLists.Add(chList);
}
foreach (ConvexHull ch in chList.List)
{
UpdateIgnoredEdges(ch);
ch.UpdateIgnoredEdges(this);
}
list.Add(this);
chList.List.Add(this);
}
private void UpdateIgnoredEdges(ConvexHull ch)
@@ -219,7 +236,7 @@ namespace Barotrauma.Lights
{
foreach (KeyValuePair<LightSource, CachedShadow> cachedShadow in cachedShadows)
{
cachedShadow.Key.NeedsHullUpdate();
cachedShadow.Key.NeedsHullUpdate = true;
cachedShadow.Value.Dispose();
}
cachedShadows.Clear();
@@ -375,7 +392,18 @@ namespace Barotrauma.Lights
Vector2 lightSourcePos = light.Position;
if (light.Submarine==null && parentEntity != null && parentEntity.Submarine != null) lightSourcePos -= parentEntity.Submarine.Position;
if (parentEntity != null && parentEntity.Submarine != null)
{
if (light.ParentSub == null)
{
lightSourcePos -= parentEntity.Submarine.Position;
}
else if (light.ParentSub != parentEntity.Submarine)
{
lightSourcePos += (light.ParentSub.Position-parentEntity.Submarine.Position);
}
}
CachedShadow cachedShadow = null;
if (!cachedShadows.TryGetValue(light, out cachedShadow) ||
@@ -456,7 +484,16 @@ namespace Barotrauma.Lights
{
ClearCachedShadows();
list.Remove(this);
var chList = HullLists.Find(x => x.Submarine == parentEntity.Submarine);
if (chList != null)
{
chList.List.Remove(this);
if (chList.List.Count == 0)
{
HullLists.Remove(chList);
}
}
}

View File

@@ -73,7 +73,7 @@ namespace Barotrauma.Lights
{
foreach (LightSource light in lights)
{
light.UpdateHullsInRange();
light.NeedsHullUpdate = true;
}
}
@@ -94,9 +94,8 @@ namespace Barotrauma.Lights
foreach (LightSource light in lights)
{
if (light.Color.A < 0.01f || light.Range < 1.0f) continue;
if (light.hullsInRange == null) light.UpdateHullsInRange();
if (!light.hullsInRange.Any() || !MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
if (light.Color.A < 0.01f || light.Range < 1.0f || !light.CastShadows) continue;
if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
//clear alpha to 1
ClearAlphaToOne(graphics, spriteBatch);
@@ -106,12 +105,7 @@ namespace Barotrauma.Lights
graphics.RasterizerState = RasterizerState.CullNone;
graphics.BlendState = CustomBlendStates.WriteToAlpha;
foreach (ConvexHull ch in light.hullsInRange)
{
//if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, ch.BoundingBox)) continue;
//draw shadow
ch.DrawShadows(graphics, cam, light, shadowTransform, false);
}
light.DrawShadows(graphics, cam, shadowTransform);
//draw the light shape
//where Alpha is 0, nothing will be written
@@ -130,7 +124,7 @@ namespace Barotrauma.Lights
foreach (LightSource light in lights)
{
if (light.hullsInRange==null || light.hullsInRange.Any() || light.Color.A < 0.01f) continue;
if (light.Color.A < 0.01f || light.Range < 1.0f || light.CastShadows) continue;
//if (!MathUtils.CircleIntersectsRectangle(light.WorldPosition, light.Range, viewRect)) continue;
light.Draw(spriteBatch);
@@ -185,13 +179,18 @@ namespace Barotrauma.Lights
Matrix shadowTransform = cam.ShaderTransform
* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
foreach (ConvexHull convexHull in ConvexHull.list)
{
if (!convexHull.Intersects(camView)) continue;
//if (!camView.Intersects(convexHull.BoundingBox)) continue;
var convexHulls = LightSource.GetHullsInRange(viewTarget.Position, cam.WorldView.Width*0.75f, viewTarget.Submarine);
convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
}
if (convexHulls != null)
{
foreach (ConvexHull convexHull in convexHulls)
{
if (!convexHull.Intersects(camView)) continue;
//if (!camView.Intersects(convexHull.BoundingBox)) continue;
convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
}
}
}
graphics.SetRenderTarget(null);
}

View File

@@ -12,7 +12,7 @@ namespace Barotrauma.Lights
{
private static Texture2D lightTexture;
public List<ConvexHull> hullsInRange;
private List<ConvexHullList> hullsInRange;
private Color color;
@@ -24,7 +24,7 @@ namespace Barotrauma.Lights
private Sprite overrideLightTexture;
public Entity Submarine;
public Entity ParentSub;
public bool CastShadows;
@@ -33,6 +33,8 @@ namespace Barotrauma.Lights
private Vector2 prevHullUpdatePosition;
public bool NeedsHullUpdate;
private Vector2 position;
public Vector2 Position
{
@@ -43,8 +45,8 @@ namespace Barotrauma.Lights
position = value;
if (Vector2.Distance(prevHullUpdatePosition, position) < 5.0f) return;
UpdateHullsInRange();
NeedsHullUpdate = true;
prevHullUpdatePosition = position;
}
}
@@ -57,7 +59,7 @@ namespace Barotrauma.Lights
public Vector2 WorldPosition
{
get { return (Submarine == null) ? position : position + Submarine.Position; }
get { return (ParentSub == null) ? position : position + ParentSub.Position; }
}
public static Texture2D LightTexture
@@ -86,9 +88,9 @@ namespace Barotrauma.Lights
{
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
if (Math.Abs(prevHullUpdateRange - range) < 5.0f) return;
UpdateHullsInRange();
if (Math.Abs(prevHullUpdateRange - range) < 10.0f) return;
NeedsHullUpdate = true;
prevHullUpdateRange = range;
}
}
@@ -117,9 +119,9 @@ namespace Barotrauma.Lights
public LightSource(Vector2 position, float range, Color color, Submarine submarine)
{
hullsInRange = new List<ConvexHull>();
hullsInRange = new List<ConvexHullList>();
this.Submarine = submarine;
this.ParentSub = submarine;
this.position = position;
this.range = range;
@@ -132,37 +134,166 @@ namespace Barotrauma.Lights
GameMain.LightManager.AddLight(this);
}
public void UpdateHullsInRange()
public void DrawShadows(GraphicsDevice graphics, Camera cam, Matrix shadowTransform)
{
if (!CastShadows) return;
if (hullsInRange == null) hullsInRange = new List<ConvexHull>();
hullsInRange.Clear();
if (range < 1.0f || color.A < 0.01f) return;
foreach (ConvexHull ch in ConvexHull.list)
foreach (Submarine sub in Submarine.Loaded)
{
if (Submarine == null && ch.ParentEntity.Submarine != null)
var hulls = GetHullsInRange(sub);
if (hulls == null) continue;
foreach ( ConvexHull ch in hulls)
{
if (MathUtils.CircleIntersectsRectangle(position - ch.ParentEntity.Submarine.Position, range, ch.BoundingBox))
ch.DrawShadows(graphics, cam, this, shadowTransform, false);
}
}
var outsideHulls = GetHullsInRange(null);
NeedsHullUpdate = false;
if (outsideHulls == null) return;
foreach (ConvexHull ch in outsideHulls)
{
ch.DrawShadows(graphics, cam, this, shadowTransform, false);
}
}
private List<ConvexHull> GetHullsInRange(Submarine sub)
{
var chList = hullsInRange.Find(x => x.Submarine == sub);
if (chList == null)
{
chList = new ConvexHullList(sub);
hullsInRange.Add(chList);
}
List<ConvexHull> list = chList.List;
Vector2 lightPos = position;
if (ParentSub == null)
{
//light and the convexhull are both outside
if (sub == null)
{
if (NeedsHullUpdate)
{
hullsInRange.Add(ch);
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
list = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
chList.List = list;
}
}
else if (MathUtils.CircleIntersectsRectangle(position, range, ch.BoundingBox))
//light is outside, convexhull inside a sub
else
{
hullsInRange.Add(ch);
//todo: check
lightPos -= sub.Position;
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
//only draw if the light overlaps with the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) return null;
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
list = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
}
}
else
{
//light is inside, convexhull outside
if (sub == null) return null;
//light and convexhull are both inside the same sub
if (sub == ParentSub)
{
if (NeedsHullUpdate)
{
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
list = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
chList.List = list;
}
}
//light and convexhull are inside different subs
else
{
lightPos -= (sub.Position - ParentSub.Position);
Rectangle subBorders = sub.Borders;
subBorders.Location += sub.HiddenSubPosition.ToPoint() - new Point(0, sub.Borders.Height);
//only draw if the light overlaps with the sub
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) return null;
var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
list = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
}
}
return list;
}
public void NeedsHullUpdate()
public static List<ConvexHull> GetHullsInRange(Vector2 position, float range, Submarine ParentSub)
{
hullsInRange = null;
List<ConvexHull> list = new List<ConvexHull>();
foreach (ConvexHullList chList in ConvexHull.HullLists)
{
Vector2 lightPos = position;
if (ParentSub == null)
{
//light and the convexhull are both outside
if (chList.Submarine == null)
{
list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
}
//light is outside, convexhull inside a sub
else
{
if (!MathUtils.CircleIntersectsRectangle(lightPos - chList.Submarine.WorldPosition, range, chList.Submarine.Borders)) continue;
lightPos -= (chList.Submarine.WorldPosition - chList.Submarine.HiddenSubPosition);
list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
}
}
else
{
//light is inside, convexhull outside
if (chList.Submarine == null) continue;
//light and convexhull are both inside the same sub
if (chList.Submarine == ParentSub)
{
list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
}
//light and convexhull are inside different subs
else
{
lightPos -= (chList.Submarine.Position - ParentSub.Position);
Rectangle subBorders = chList.Submarine.Borders;
subBorders.Location += chList.Submarine.HiddenSubPosition.ToPoint() - new Point(0, chList.Submarine.Borders.Height);
if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) continue;
list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
}
}
}
return list;
}
public void Draw(SpriteBatch spriteBatch)
{
if (range > 1.0f)

View File

@@ -0,0 +1,310 @@
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Linq;
namespace Barotrauma
{
class LinkedSubmarinePrefab : MapEntityPrefab
{
public readonly Submarine mainSub;
public LinkedSubmarinePrefab(Submarine submarine)
{
this.mainSub = submarine;
}
protected override void CreateInstance(Rectangle rect)
{
System.Diagnostics.Debug.Assert(Submarine.MainSub != null);
LinkedSubmarine.Create(Submarine.MainSub, mainSub.FilePath, rect.Location.ToVector2());
}
}
class LinkedSubmarine : MapEntity
{
private List<Vector2> wallVertices;
private string filePath;
private Submarine sub;
private XElement saveElement;
public override bool IsLinkable
{
get
{
return true;
}
}
public LinkedSubmarine(Submarine submarine)
: base(null, submarine)
{
linkedTo = new System.Collections.ObjectModel.ObservableCollection<MapEntity>();
linkedToID = new List<ushort>();
InsertToList();
}
public static LinkedSubmarine Create(Submarine mainSub, string filePath, Vector2 position)
{
LinkedSubmarine sl = new LinkedSubmarine(mainSub);
sl.filePath = filePath;
XDocument doc = Submarine.OpenFile(filePath);
if (doc == null || doc.Root == null) return null;
sl.GenerateWallVertices(doc.Root);
//for (int i = 0; i < sl.wallVertices.Count; i++)
//{
// sl.wallVertices[i] = sl.wallVertices[i] += position;
//}
sl.Rect = new Rectangle(
(int)sl.wallVertices.Min(v => v.X + position.X),
(int)sl.wallVertices.Max(v => v.Y + position.Y),
(int)sl.wallVertices.Max(v => v.X + position.X),
(int)sl.wallVertices.Min(v => v.Y + position.Y));
sl.rect = new Rectangle(sl.rect.X, sl.rect.Y, sl.rect.Width - sl.rect.X, sl.rect.Y - sl.rect.Height);
return sl;
}
public override bool IsMouseOn(Vector2 position)
{
return Vector2.Distance(position, WorldPosition) < 50.0f;
}
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
{
if (!editing || wallVertices == null) return;
Color color = (isHighlighted) ? Color.Orange : Color.Green;
if (isSelected) color = Color.Red;
Vector2 pos = new Vector2(rect.X + rect.Width/2, rect.Y - rect.Height/2);
for (int i = 0; i < wallVertices.Count; i++)
{
Vector2 startPos = wallVertices[i] + pos;
startPos.Y = -startPos.Y;
Vector2 endPos = wallVertices[(i + 1) % wallVertices.Count] + pos;
endPos.Y = -endPos.Y;
GUI.DrawLine(spriteBatch,
startPos,
endPos,
color, 0.0f, 5);
}
pos.Y = -pos.Y;
GUI.DrawLine(spriteBatch, pos + Vector2.UnitY * 50.0f, pos - Vector2.UnitY * 50.0f, color, 0.0f, 5);
GUI.DrawLine(spriteBatch, pos + Vector2.UnitX * 50.0f, pos - Vector2.UnitX * 50.0f, color, 0.0f, 5);
foreach (MapEntity e in linkedTo)
{
GUI.DrawLine(spriteBatch,
new Vector2(WorldPosition.X, -WorldPosition.Y),
new Vector2(e.WorldPosition.X, -e.WorldPosition.Y),
Color.Red * 0.3f);
}
}
public override void DrawEditing(SpriteBatch spriteBatch, Camera cam)
{
if (editingHUD == null || editingHUD.UserData as LinkedSubmarine != this)
{
editingHUD = CreateEditingHUD();
}
editingHUD.Draw(spriteBatch);
editingHUD.Update((float)Physics.step);
if (!PlayerInput.LeftButtonClicked() || !PlayerInput.KeyDown(Keys.Space)) return;
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
foreach (MapEntity entity in mapEntityList)
{
if (entity == this || !entity.IsHighlighted || !(entity is Item) || !entity.IsMouseOn(position)) continue;
if (((Item)entity).GetComponent<DockingPort>() == null) continue;
if (linkedTo.Contains(entity))
{
linkedTo.Remove(entity);
}
else
{
linkedTo.Add(entity);
}
}
}
private GUIComponent CreateEditingHUD(bool inGame = false)
{
int width = 450;
int x = GameMain.GraphicsWidth / 2 - width / 2, y = 10;
editingHUD = new GUIFrame(new Rectangle(x, y, width, 100), GUI.Style);
editingHUD.Padding = new Vector4(10, 10, 0, 0);
editingHUD.UserData = this;
new GUITextBlock(new Rectangle(0, 0, 100, 20), "Linked submarine", GUI.Style,
Alignment.TopLeft, Alignment.TopLeft, editingHUD, false, GUI.LargeFont);
y += 20;
if (!inGame)
{
new GUITextBlock(new Rectangle(0, 0, 0, 20), "Hold space to link to a docking port",
GUI.Style, Alignment.TopRight, Alignment.TopRight, editingHUD).Font = GUI.SmallFont;
y += 25;
}
return editingHUD;
}
private void GenerateWallVertices(XElement rootElement)
{
List<Vector2> points = new List<Vector2>();
var wallPrefabs =
MapEntityPrefab.list.FindAll(mp => (mp is StructurePrefab) && ((StructurePrefab)mp).HasBody);
foreach (XElement element in rootElement.Elements())
{
if (element.Name != "Structure") continue;
string name = ToolBox.GetAttributeString(element, "name", "");
if (!wallPrefabs.Any(wp => wp.Name == name)) continue;
var rect = ToolBox.GetAttributeVector4(element, "rect", Vector4.Zero);
points.Add(new Vector2(rect.X, rect.Y));
points.Add(new Vector2(rect.X + rect.Z, rect.Y));
points.Add(new Vector2(rect.X, rect.Y - rect.W));
points.Add(new Vector2(rect.X + rect.Z, rect.Y - rect.W));
}
wallVertices = MathUtils.GiftWrap(points);
}
public override XElement Save(XElement parentElement)
{
XElement saveElement = null;
if (sub == null)
{
var doc = Submarine.OpenFile(filePath);
saveElement = doc.Root;
saveElement.Name = "LinkedSubmarine";
saveElement.Add(new XAttribute("filepath", filePath));
var linkedPort = linkedTo.FirstOrDefault(lt => (lt is Item) && ((Item)lt).GetComponent<DockingPort>() != null);
if (linkedPort != null)
{
saveElement.Add(new XAttribute("linkedto", linkedPort.ID));
}
}
else
{
if (!sub.DockedTo.Contains(Submarine.MainSub)) return null;
saveElement = new XElement("LinkedSubmarine");
sub.SaveToXElement(saveElement);
}
saveElement.Add(new XAttribute("pos", ToolBox.Vector2ToString(Position - Submarine.HiddenSubPosition)));
parentElement.Add(saveElement);
return saveElement;
}
public static void Load(XElement element, Submarine submarine)
{
Vector2 pos = ToolBox.GetAttributeVector2(element, "pos", Vector2.Zero);
LinkedSubmarine linkedSub = null;
if (Screen.Selected == GameMain.EditMapScreen)
{
string filePath = ToolBox.GetAttributeString(element, "filepath", "");
linkedSub = Create(submarine, filePath, pos);
}
else
{
linkedSub = new LinkedSubmarine(submarine);
linkedSub.saveElement = element;
linkedSub.rect.Location = pos.ToPoint();
}
string linkedToString = ToolBox.GetAttributeString(element, "linkedto", "");
if (linkedToString != "")
{
string[] linkedToIds = linkedToString.Split(',');
for (int i = 0; i < linkedToIds.Length; i++)
{
linkedSub.linkedToID.Add((ushort)int.Parse(linkedToIds[i]));
}
}
}
public override void OnMapLoaded()
{
if (saveElement == null) return;
sub = Submarine.Load(saveElement, false);
sub.SetPosition(WorldPosition - Submarine.WorldPosition);
sub.Submarine = Submarine;
var linkedItem = linkedTo.FirstOrDefault(lt => (lt is Item) && ((Item)lt).GetComponent<DockingPort>() != null);
if (linkedItem != null)
{
var linkedPort = ((Item)linkedItem).GetComponent<DockingPort>();
DockingPort myPort = null;
float closestDistance = 0.0f;
foreach (DockingPort port in DockingPort.list)
{
if (port.Item.Submarine != sub || port.IsHorizontal != linkedPort.IsHorizontal) continue;
float dist = Vector2.Distance(port.Item.WorldPosition, linkedPort.Item.WorldPosition);
if (myPort == null || dist < closestDistance)
{
myPort = port;
closestDistance = dist;
}
}
if (myPort != null)
{
myPort.Dock(linkedPort);
}
}
}
}
}

View File

@@ -518,7 +518,7 @@ namespace Barotrauma
Vector2 placePosition = new Vector2(rect.X, rect.Y);
Vector2 placeSize = new Vector2(rect.Width, rect.Height);
Vector2 mousePos = Submarine.MouseToWorldGrid(cam);
Vector2 mousePos = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
if (resizeDirX >0)
{
@@ -596,7 +596,7 @@ namespace Barotrauma
}
public virtual XElement Save(XDocument doc)
public virtual XElement Save(XElement parentElement)
{
DebugConsole.ThrowError("Saving entity " + GetType() + " failed.");
return null;
@@ -607,10 +607,11 @@ namespace Barotrauma
/// Has to be done after all the entities have been loaded (an entity can't
/// be linked to some other entity that hasn't been loaded yet)
/// </summary>
public static void MapLoaded()
public static void MapLoaded(Submarine sub)
{
foreach (MapEntity e in mapEntityList)
{
if (e.Submarine != sub) continue;
if (e.linkedToID == null) continue;
if (e.linkedToID.Count == 0) continue;
@@ -623,14 +624,29 @@ namespace Barotrauma
if (linked != null) e.linkedTo.Add(linked);
}
}
List<LinkedSubmarine> linkedSubs = new List<LinkedSubmarine>();
for (int i = 0; i<mapEntityList.Count; i++)
{
if (mapEntityList[i].Submarine != sub) continue;
if (mapEntityList[i] is LinkedSubmarine)
{
linkedSubs.Add((LinkedSubmarine)mapEntityList[i]);
continue;
}
mapEntityList[i].OnMapLoaded();
}
Item.UpdateHulls();
Gap.UpdateHulls();
Gap.UpdateHulls();
foreach (LinkedSubmarine linkedSub in linkedSubs)
{
linkedSub.OnMapLoaded();
}
}

View File

@@ -114,6 +114,11 @@ namespace Barotrauma
ep.name = "Spawnpoint";
ep.constructor = typeof(WayPoint).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
list.Add(ep);
//ep = new MapEntityPrefab();
//ep.name = "Linked Submarine";
//ep.Category = 0;
//list.Add(ep);
}
@@ -128,7 +133,7 @@ namespace Barotrauma
if (placePosition == Vector2.Zero)
{
Vector2 position = Submarine.MouseToWorldGrid(cam);
Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
GUI.DrawLine(spriteBatch, new Vector2(position.X-GameMain.GraphicsWidth, -position.Y), new Vector2(position.X+GameMain.GraphicsWidth, -position.Y), Color.White);
@@ -138,7 +143,7 @@ namespace Barotrauma
}
else
{
Vector2 position = Submarine.MouseToWorldGrid(cam);
Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
if (resizeHorizontal) placeSize.X = position.X - placePosition.X;
if (resizeVertical) placeSize.Y = placePosition.Y - position.Y;
@@ -147,15 +152,14 @@ namespace Barotrauma
newRect.Width = (int)Math.Max(newRect.Width, Submarine.GridSize.X);
newRect.Height = (int)Math.Max(newRect.Height, Submarine.GridSize.Y);
if (Submarine.Loaded != null)
if (Submarine.MainSub != null)
{
newRect.Location -= Submarine.Loaded.Position.ToPoint();
newRect.Location -= Submarine.MainSub.Position.ToPoint();
}
if (PlayerInput.LeftButtonReleased())
{
object[] lobject = new object[] { this, newRect };
constructor.Invoke(lobject);
CreateInstance(newRect);
placePosition = Vector2.Zero;
selected = null;
}
@@ -170,7 +174,12 @@ namespace Barotrauma
selected = null;
}
}
protected virtual void CreateInstance(Rectangle rect)
{
object[] lobject = new object[] { this, rect };
constructor.Invoke(lobject);
}
public static bool SelectPrefab(object selection)
{

View File

@@ -349,6 +349,14 @@ namespace Barotrauma
GameMain.World.RemoveBody(b);
}
foreach (WallSection s in sections)
{
if (s.gap != null)
{
s.gap.Remove();
s.gap = null;
}
}
if (convexHulls != null) convexHulls.ForEach(x => x.Remove());
}
@@ -520,7 +528,7 @@ namespace Barotrauma
public AttackResult AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
{
if (Submarine.Loaded != null && Submarine.Loaded.GodMode && Submarine == Submarine.Loaded) return new AttackResult(0.0f, 0.0f);
if (Submarine != null && Submarine.GodMode) return new AttackResult(0.0f, 0.0f);
if (!prefab.HasBody || prefab.IsPlatform) return new AttackResult(0.0f, 0.0f);
Vector2 transformedPos = worldPosition;
@@ -546,7 +554,7 @@ namespace Barotrauma
private void SetDamage(int sectionIndex, float damage)
{
if (Submarine.Loaded != null && Submarine.Loaded.GodMode) return;
if (Submarine != null && Submarine.GodMode) return;
if (!prefab.HasBody) return;
if (!MathUtils.IsValid(damage)) return;
@@ -668,7 +676,7 @@ namespace Barotrauma
}
public override XElement Save(XDocument doc)
public override XElement Save(XElement parentElement)
{
XElement element = new XElement("Structure");
@@ -696,7 +704,7 @@ namespace Barotrauma
element.Add(sectionElement);
}
doc.Root.Add(element);
parentElement.Add(element);
return element;
}

View File

@@ -128,7 +128,7 @@ namespace Barotrauma
public override void UpdatePlacing(SpriteBatch spriteBatch, Camera cam)
{
Vector2 position = Submarine.MouseToWorldGrid(cam);
Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
//Vector2 placeSize = size;
Rectangle newRect = new Rectangle((int)position.X, (int)position.Y, (int)size.X, (int)size.Y);
@@ -137,7 +137,7 @@ namespace Barotrauma
if (placePosition == Vector2.Zero)
{
if (PlayerInput.LeftButtonHeld())
placePosition = Submarine.MouseToWorldGrid(cam);
placePosition = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
newRect.X = (int)position.X;
newRect.Y = (int)position.Y;
@@ -154,14 +154,10 @@ namespace Barotrauma
if (PlayerInput.LeftButtonReleased())
{
if (Submarine.Loaded != null)
{
newRect.Location -= Submarine.Loaded.Position.ToPoint();
}
newRect.Location -= Submarine.MainSub.Position.ToPoint();
var structure = new Structure(newRect, this, Submarine.Loaded);
structure.Submarine = Submarine.Loaded;
var structure = new Structure(newRect, this, Submarine.MainSub);
structure.Submarine = Submarine.MainSub;
selected = null;
return;

View File

@@ -22,22 +22,36 @@ namespace Barotrauma
{
public static string SavePath = "Submarines";
public static readonly Vector2 HiddenSubStartPosition = new Vector2(-50000.0f, 80000.0f);
//position of the "actual submarine" which is rendered wherever the SubmarineBody is
//should be in an unreachable place
public static readonly Vector2 HiddenSubPosition = new Vector2(-50000.0f, 80000.0f);
public Vector2 HiddenSubPosition
{
get;
private set;
}
public ushort IdOffset
{
get;
private set;
}
public static List<Submarine> SavedSubmarines = new List<Submarine>();
public static readonly Vector2 GridSize = new Vector2(16.0f, 16.0f);
private static Submarine loaded;
public static Submarine MainSub;
private static List<Submarine> loaded = new List<Submarine>();
private SubmarineBody subBody;
public readonly List<Submarine> DockedTo;
private static Vector2 lastPickedPosition;
private static float lastPickedFraction;
Md5Hash hash;
private Md5Hash hash;
private string filePath;
private string name;
@@ -45,8 +59,7 @@ namespace Barotrauma
private Vector2 prevPosition;
private float lastNetworkUpdate;
//properties ----------------------------------------------------
public string Name
@@ -89,23 +102,28 @@ namespace Barotrauma
{
if (hash != null) return hash;
XDocument doc = OpenDoc(filePath);
XDocument doc = OpenFile(filePath);
hash = new Md5Hash(doc);
return hash;
}
}
public static Submarine Loaded
public static List<Submarine> Loaded
{
get { return loaded; }
}
public static Rectangle Borders
public SubmarineBody SubBody
{
get { return subBody; }
}
public Rectangle Borders
{
get
{
return (loaded==null) ? Rectangle.Empty : Loaded.subBody.Borders;
return subBody.Borders;
}
}
@@ -206,7 +224,7 @@ namespace Barotrauma
if (tryLoad)
{
XDocument doc = OpenDoc(filePath);
XDocument doc = OpenFile(filePath);
if (doc != null && doc.Root != null)
{
@@ -214,6 +232,8 @@ namespace Barotrauma
}
}
DockedTo = new List<Submarine>();
ID = ushort.MaxValue;
base.Remove();
@@ -255,17 +275,17 @@ namespace Barotrauma
//math/physics stuff ----------------------------------------------------
public static Vector2 MouseToWorldGrid(Camera cam)
public static Vector2 MouseToWorldGrid(Camera cam, Submarine sub)
{
Vector2 position = PlayerInput.MousePosition;
position = cam.ScreenToWorld(position);
Vector2 worldGridPos = VectorToWorldGrid(position);
if (loaded != null)
if (sub != null)
{
worldGridPos.X += loaded.Position.X % GridSize.X;
worldGridPos.Y += loaded.Position.Y % GridSize.Y;
worldGridPos.X += sub.Position.X % GridSize.X;
worldGridPos.Y += sub.Position.Y % GridSize.Y;
}
return worldGridPos;
@@ -421,7 +441,19 @@ namespace Barotrauma
{
if (!MathUtils.IsValid(position)) return;
Vector2 prevPos = subBody.Position;
subBody.SetPosition(position);
foreach (Submarine sub in loaded)
{
if (sub != this && sub.Submarine == this)
{
sub.SetPosition(position + sub.WorldPosition);
sub.Submarine = null;
}
}
//Level.Loaded.SetPosition(-position);
//prevPosition = position;
}
@@ -435,6 +467,23 @@ namespace Barotrauma
//Level.Loaded.Move(-amount);
}
public static Submarine GetClosest(Vector2 worldPosition)
{
Submarine closest = null;
float closestDist = 0.0f;
foreach (Submarine sub in Submarine.loaded)
{
float dist = Vector2.Distance(worldPosition, sub.WorldPosition);
if (closest == null || dist < closestDist)
{
closest = sub;
closestDist = dist;
}
}
return closest;
}
public override bool FillNetworkData(Networking.NetworkEventType type, NetBuffer message, object data)
{
if (subBody == null) return false;
@@ -492,14 +541,7 @@ namespace Barotrauma
name = System.IO.Path.GetFileNameWithoutExtension(filePath);
XDocument doc = new XDocument(new XElement("Submarine"));
doc.Root.Add(new XAttribute("name", name));
doc.Root.Add(new XAttribute("description", Description == null ? "" : Description));
foreach (MapEntity e in MapEntity.mapEntityList)
{
if (e.MoveWithLevel) continue;
e.Save(doc);
}
SaveToXElement(doc.Root);
hash = new Md5Hash(doc);
doc.Root.Add(new XAttribute("md5hash", hash.Hash));
@@ -517,17 +559,29 @@ namespace Barotrauma
return true;
}
public void SaveToXElement(XElement element)
{
element.Add(new XAttribute("name", name));
element.Add(new XAttribute("description", Description == null ? "" : Description));
foreach (MapEntity e in MapEntity.mapEntityList)
{
if (e.MoveWithLevel || e.Submarine != this) continue;
e.Save(element);
}
}
public static bool SaveCurrent(string filePath)
{
if (loaded==null)
if (Submarine.MainSub == null)
{
loaded = new Submarine(filePath);
Submarine.MainSub = new Submarine(filePath);
// return;
}
loaded.filePath = filePath;
Submarine.MainSub.filePath = filePath;
return loaded.SaveAs(filePath);
return Submarine.MainSub.SaveAs(filePath);
}
public void CheckForErrors()
@@ -614,7 +668,7 @@ namespace Barotrauma
//if (GameMain.NetLobbyScreen!=null) GameMain.NetLobbyScreen.UpdateSubList(Submarine.SavedSubmarines);
}
private XDocument OpenDoc(string file)
public static XDocument OpenFile(string file)
{
XDocument doc = null;
string extension = "";
@@ -684,18 +738,36 @@ namespace Barotrauma
return doc;
}
public void Load()
public void Load(bool unloadPrevious, XElement submarineElement = null)
{
Unload();
if (unloadPrevious) Unload();
Loading = true;
XDocument doc = OpenDoc(filePath);
if (doc == null || doc.Root == null) return;
if (submarineElement == null)
{
XDocument doc = OpenFile(filePath);
if (doc == null || doc.Root == null) return;
Description = ToolBox.GetAttributeString(doc.Root, "description", "");
submarineElement = doc.Root;
}
foreach (XElement element in doc.Root.Elements())
Description = ToolBox.GetAttributeString(submarineElement, "description", "");
HiddenSubPosition = HiddenSubStartPosition;
foreach (Submarine sub in Submarine.loaded)
{
HiddenSubPosition += Vector2.UnitY * (sub.Borders.Height + 5000.0f);
}
IdOffset = 0;
foreach (MapEntity me in MapEntity.mapEntityList)
{
IdOffset = Math.Max(IdOffset, me.ID);
}
foreach (XElement element in submarineElement.Elements())
{
string typeName = element.Name.ToString();
@@ -728,11 +800,13 @@ namespace Barotrauma
Vector2 center = Vector2.Zero;
if (Hull.hullList.Any())
var matchingHulls = Hull.hullList.FindAll(h => h.Submarine == this);
if (matchingHulls.Any())
{
Vector2 topLeft = new Vector2(Hull.hullList[0].Rect.X, Hull.hullList[0].Rect.Y);
Vector2 bottomRight = new Vector2(Hull.hullList[0].Rect.X, Hull.hullList[0].Rect.Y);
foreach (Hull hull in Hull.hullList)
Vector2 topLeft = new Vector2(matchingHulls[0].Rect.X, matchingHulls[0].Rect.Y);
Vector2 bottomRight = new Vector2(matchingHulls[0].Rect.X, matchingHulls[0].Rect.Y);
foreach (Hull hull in matchingHulls)
{
if (hull.Rect.X < topLeft.X) topLeft.X = hull.Rect.X;
if (hull.Rect.Y > topLeft.Y) topLeft.Y = hull.Rect.Y;
@@ -747,6 +821,8 @@ namespace Barotrauma
foreach (Item item in Item.ItemList)
{
if (item.Submarine != this) continue;
var wire = item.GetComponent<Items.Components.Wire>();
if (wire == null) continue;
@@ -758,7 +834,7 @@ namespace Barotrauma
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
{
if (MapEntity.mapEntityList[i].Submarine == null) continue;
if (MapEntity.mapEntityList[i].Submarine != this) continue;
MapEntity.mapEntityList[i].Move(-center);
}
@@ -766,10 +842,10 @@ namespace Barotrauma
subBody = new SubmarineBody(this);
subBody.SetPosition(HiddenSubPosition);
loaded = this;
Hull.GenerateEntityGrid();
loaded.Add(this);
Hull.GenerateEntityGrid(this);
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
{
@@ -779,28 +855,40 @@ namespace Barotrauma
Loading = false;
MapEntity.MapLoaded();
MapEntity.MapLoaded(this);
//WayPoint.GenerateSubWaypoints();
GameMain.LightManager.OnMapLoaded();
ID = ushort.MaxValue;
ID = (ushort)(ushort.MaxValue - Submarine.loaded.IndexOf(this));
}
public static Submarine Load(string fileName)
public static Submarine Load(XElement element, bool unloadPrevious)
{
return Load(fileName, SavePath);
if (unloadPrevious) Unload();
//tryload -> false
Submarine sub = new Submarine(ToolBox.GetAttributeString(element, "name", ""), "", false);
sub.Load(unloadPrevious, element);
return sub;
}
public static Submarine Load(string fileName, string folder)
public static Submarine Load(string fileName, bool unloadPrevious)
{
Unload();
return Load(fileName, SavePath, unloadPrevious);
}
public static Submarine Load(string fileName, string folder, bool unloadPrevious)
{
if (unloadPrevious) Unload();
string path = string.IsNullOrWhiteSpace(folder) ? fileName : System.IO.Path.Combine(SavePath, fileName);
Submarine sub = new Submarine(path);
sub.Load();
sub.Load(unloadPrevious);
//Entity.dictionary.Add(int.MaxValue, sub);
@@ -809,33 +897,38 @@ namespace Barotrauma
public static void Unload()
{
if (loaded == null) return;
Sound.OnGameEnd();
if (GameMain.LightManager != null) GameMain.LightManager.ClearLights();
loaded.Remove();
foreach (Submarine sub in loaded)
{
sub.Remove();
}
loaded.Clear();
loaded = null;
}
private void Clear()
{
if (GameMain.GameScreen.Cam != null) GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
Entity.RemoveAll();
subBody = null;
PhysicsBody.list.Clear();
PhysicsBody.list.Clear();
Ragdoll.list.Clear();
GameMain.World.Clear();
}
public override void Remove()
{
base.Remove();
subBody = null;
DockedTo.Clear();
}
}
}

View File

@@ -33,11 +33,11 @@ namespace Barotrauma
private readonly Submarine submarine;
private readonly Body body;
public readonly Body Body;
private Vector2? targetPosition;
private float mass = 10000.0f;
//private float mass = 10000.0f;
public Rectangle Borders
{
@@ -47,11 +47,11 @@ namespace Barotrauma
public Vector2 Velocity
{
get { return body.LinearVelocity; }
get { return Body.LinearVelocity; }
set
{
if (!MathUtils.IsValid(value)) return;
body.LinearVelocity = value;
Body.LinearVelocity = value;
}
}
@@ -67,7 +67,7 @@ namespace Barotrauma
public Vector2 Position
{
get { return ConvertUnits.ToDisplayUnits(body.Position); }
get { return ConvertUnits.ToDisplayUnits(Body.Position); }
}
public bool AtDamageDepth
@@ -82,7 +82,7 @@ namespace Barotrauma
if (!Hull.hullList.Any())
{
body = BodyFactory.CreateRectangle(GameMain.World, 1.0f, 1.0f, 1.0f);
Body = BodyFactory.CreateRectangle(GameMain.World, 1.0f, 1.0f, 1.0f);
DebugConsole.ThrowError("WARNING: no hulls found, generating a physics body for the submarine failed.");
}
else
@@ -110,59 +110,53 @@ namespace Barotrauma
//var triangulatedVertices = Triangulate.ConvexPartition(shapevertices, TriangulationAlgorithm.Bayazit);
body = BodyFactory.CreateBody(GameMain.World, this);
Body = BodyFactory.CreateBody(GameMain.World, this);
foreach (Structure wall in Structure.WallList)
{
if (wall.Submarine != submarine) continue;
Rectangle rect = wall.Rect;
FixtureFactory.AttachRectangle(
ConvertUnits.ToSimUnits(rect.Width),
ConvertUnits.ToSimUnits(rect.Height),
5.0f,
50.0f,
ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
body, this);
Body, this);
}
//foreach (Hull hull in Hull.hullList)
//{
// Rectangle rect = hull.Rect;
// foreach (Structure wall in Structure.WallList)
// {
// if (!Submarine.RectsOverlap(wall.Rect, hull.Rect)) continue;
// Rectangle wallRect = wall.IsHorizontal ?
// new Rectangle(hull.Rect.X, wall.Rect.Y, hull.Rect.Width, wall.Rect.Height) :
// new Rectangle(wall.Rect.X, hull.Rect.Y, wall.Rect.Width, hull.Rect.Height);
// rect = Rectangle.Union(
// new Rectangle(wallRect.X, wallRect.Y - wallRect.Height, wallRect.Width, wallRect.Height),
// new Rectangle(rect.X, rect.Y - rect.Height, rect.Width, rect.Height));
// rect.Y = rect.Y + rect.Height;
// }
// FixtureFactory.AttachRectangle(
// ConvertUnits.ToSimUnits(rect.Width),
// ConvertUnits.ToSimUnits(rect.Height),
// 5.0f,
// ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
// body, this);
//}
foreach (Hull hull in Hull.hullList)
{
Rectangle rect = hull.Rect;
FixtureFactory.AttachRectangle(
ConvertUnits.ToSimUnits(rect.Width),
ConvertUnits.ToSimUnits(rect.Height),
5.0f,
ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
Body, this);
}
}
body.BodyType = BodyType.Dynamic;
body.CollisionCategories = Physics.CollisionWall;
body.CollidesWith = Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionCharacter | Physics.CollisionProjectile;
body.Restitution = Restitution;
body.Friction = Friction;
body.FixedRotation = true;
body.Mass = mass;
body.Awake = true;
body.SleepingAllowed = false;
body.IgnoreGravity = true;
body.OnCollision += OnCollision;
body.UserData = submarine;
Body.BodyType = BodyType.Dynamic;
Body.CollisionCategories = Physics.CollisionWall;
Body.CollidesWith =
Physics.CollisionItem |
Physics.CollisionLevel |
Physics.CollisionCharacter |
Physics.CollisionProjectile |
Physics.CollisionWall;
Body.Restitution = Restitution;
Body.Friction = Friction;
Body.FixedRotation = true;
//mass = Body.Mass;
Body.Awake = true;
Body.SleepingAllowed = false;
Body.IgnoreGravity = true;
Body.OnCollision += OnCollision;
Body.UserData = submarine;
}
@@ -175,48 +169,17 @@ namespace Barotrauma
List<Vector2> points = new List<Vector2>();
Vector2 leftMost = Vector2.Zero;
foreach (Structure wall in Structure.WallList)
{
for (int x = -1; x <= 1; x += 2)
{
for (int y = -1; y <= 1; y += 2)
{
Vector2 corner = new Vector2(wall.Rect.X + wall.Rect.Width / 2.0f, wall.Rect.Y - wall.Rect.Height / 2.0f);
corner.X += x * wall.Rect.Width / 2.0f;
corner.Y += y * wall.Rect.Height / 2.0f;
if (wall.Submarine != submarine) continue;
if (points.Contains(corner)) continue;
points.Add(corner);
if (leftMost == Vector2.Zero || corner.X < leftMost.X) leftMost = corner;
}
}
points.Add(new Vector2(wall.Rect.X, wall.Rect.Y));
points.Add(new Vector2(wall.Rect.X + wall.Rect.Width, wall.Rect.Y));
points.Add(new Vector2(wall.Rect.X, wall.Rect.Y - wall.Rect.Height));
points.Add(new Vector2(wall.Rect.X + wall.Rect.Width, wall.Rect.Y - wall.Rect.Height));
}
List<Vector2> hullPoints = new List<Vector2>();
Vector2 currPoint = leftMost;
Vector2 endPoint;
do
{
hullPoints.Add(currPoint);
endPoint = points[0];
for (int i = 1; i < points.Count; i++)
{
if ((currPoint == endPoint)
|| (MathUtils.VectorOrientation(currPoint, endPoint, points[i]) == -1))
{
endPoint = points[i];
}
}
currPoint = endPoint;
}
while (endPoint != hullPoints[0]);
List<Vector2> hullPoints = MathUtils.GiftWrap(points);
return hullPoints;
}
@@ -229,11 +192,15 @@ namespace Barotrauma
if (dist > 1000.0f) //immediately snap the sub to the target position if more than 1000.0f units away
{
Vector2 moveAmount = (Vector2)targetPosition - ConvertUnits.ToDisplayUnits(body.Position);
Vector2 moveAmount = (Vector2)targetPosition - ConvertUnits.ToDisplayUnits(Body.Position);
ForceTranslate(moveAmount);
GameMain.GameScreen.Cam.UpdateTransform(false);
if ((Character.Controlled != null && Character.Controlled.Submarine == submarine) ||
(Character.Controlled == null && Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter) == submarine))
{
GameMain.GameScreen.Cam.UpdateTransform(false);
}
submarine.SetPrevTransform(submarine.Position);
submarine.UpdateTransform();
@@ -262,14 +229,14 @@ namespace Barotrauma
Vector2 totalForce = CalculateBuoyancy();
if (body.LinearVelocity.LengthSquared() > 0.000001f)
if (Body.LinearVelocity.LengthSquared() > 0.000001f)
{
float dragCoefficient = 0.01f;
float speedLength = (body.LinearVelocity == Vector2.Zero) ? 0.0f : body.LinearVelocity.Length();
float drag = speedLength * speedLength * dragCoefficient * mass;
float speedLength = (Body.LinearVelocity == Vector2.Zero) ? 0.0f : Body.LinearVelocity.Length();
float drag = speedLength * speedLength * dragCoefficient * Body.Mass;
totalForce += -Vector2.Normalize(body.LinearVelocity) * drag;
totalForce += -Vector2.Normalize(Body.LinearVelocity) * drag;
}
ApplyForce(totalForce);
@@ -284,11 +251,15 @@ namespace Barotrauma
/// <param name="amount">Amount to move in display units</param>
private void ForceTranslate(Vector2 amount)
{
body.SetTransform(body.Position + ConvertUnits.ToSimUnits(amount), 0.0f);
Body.SetTransform(Body.Position + ConvertUnits.ToSimUnits(amount), 0.0f);
if (Character.Controlled != null) Character.Controlled.CursorPosition += amount;
GameMain.GameScreen.Cam.Position += amount;
if (GameMain.GameScreen.Cam.TargetPos != Vector2.Zero) GameMain.GameScreen.Cam.TargetPos += amount;
if ((Character.Controlled != null && Character.Controlled.Submarine == submarine) ||
(Character.Controlled == null && Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter) == submarine))
{
GameMain.GameScreen.Cam.Position += amount;
if (GameMain.GameScreen.Cam.TargetPos != Vector2.Zero) GameMain.GameScreen.Cam.TargetPos += amount;
}
}
@@ -300,7 +271,7 @@ namespace Barotrauma
private void DisplaceCharacters(Vector2 subTranslation)
{
Rectangle worldBorders = Borders;
worldBorders.Location += ConvertUnits.ToDisplayUnits(body.Position).ToPoint();
worldBorders.Location += ConvertUnits.ToDisplayUnits(Body.Position).ToPoint();
Vector2 translateDir = Vector2.Normalize(subTranslation);
@@ -336,6 +307,8 @@ namespace Barotrauma
float volume = 0.0f;
foreach (Hull hull in Hull.hullList)
{
if (hull.Submarine != submarine) continue;
waterVolume += hull.Volume;
volume += hull.FullVolume;
}
@@ -345,19 +318,19 @@ namespace Barotrauma
float neutralPercentage = 0.07f;
float buoyancy = Math.Max(neutralPercentage - waterPercentage, -neutralPercentage*2.0f);
buoyancy *= mass;
buoyancy *= Body.Mass;
return new Vector2(0.0f, buoyancy*10.0f);
}
public void ApplyForce(Vector2 force)
{
body.ApplyForce(force);
Body.ApplyForce(force);
}
public void SetPosition(Vector2 position)
{
body.SetTransform(ConvertUnits.ToSimUnits(position), 0.0f);
Body.SetTransform(ConvertUnits.ToSimUnits(position), 0.0f);
}
private void UpdateDepthDamage(float deltaTime)
@@ -392,7 +365,7 @@ namespace Barotrauma
(Rand.Int(2) == 0) ? Borders.Y : Borders.Y - Borders.Height);
}
damagePos += submarine.Position + Submarine.HiddenSubPosition;
damagePos += submarine.Position + submarine.HiddenSubPosition;
SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f, damagePos, 10000.0f);
GameMain.GameScreen.Cam.Shake = depth * PressureDamageMultiplier * 0.1f;
@@ -405,18 +378,15 @@ namespace Barotrauma
public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
{
VoronoiCell cell = f2.Body.UserData as VoronoiCell;
if (cell == null)
Limb limb = f2.Body.UserData as Limb;
if (limb!= null)
{
Limb limb = f2.Body.UserData as Limb;
if (limb == null) return true;
bool collision = HandleLimbCollision(contact, limb);
if (collision && limb.Mass > 100.0f)
{
Vector2 normal = Vector2.Normalize(body.Position - limb.SimPosition);
Vector2 normal = Vector2.Normalize(Body.Position - limb.SimPosition);
float impact = Math.Min(Vector2.Dot(Velocity - limb.LinearVelocity, -normal), 5.0f);
@@ -426,12 +396,32 @@ namespace Barotrauma
return collision;
}
var collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(body.Position) - cell.Center);
VoronoiCell cell = f2.Body.UserData as VoronoiCell;
if (cell != null)
{
var collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.Position) - cell.Center);
float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
ApplyImpact(wallImpact, -collisionNormal, contact);
ApplyImpact(wallImpact, -collisionNormal, contact);
return true;
}
Submarine sub = f2.Body.UserData as Submarine;
if (sub != null)
{
Debug.Assert(sub != submarine);
Vector2 normal;
FixedArray2<Vector2> points;
contact.GetWorldManifold(out normal, out points);
ApplyImpact(Vector2.Dot(Velocity - sub.Velocity, normal) / 2.0f, normal, contact);
return true;
}
return true;
}
@@ -498,7 +488,7 @@ namespace Barotrauma
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull == null) continue;
if (c.Submarine != submarine) continue;
if (impact > 2.0f) c.StartStun((impact - 2.0f) * 0.1f);

View File

@@ -66,7 +66,7 @@ namespace Barotrauma
cam.Zoom = Math.Max(0.2f, cam.Zoom - CoroutineManager.UnscaledDeltaTime * 0.1f);
Vector2 cameraPos = sub.Position + Submarine.HiddenSubPosition;
Vector2 cameraPos = sub.Position + Submarine.MainSub.HiddenSubPosition;
cameraPos.Y = Math.Min(cameraPos.Y, ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBodies[0].Position.Y) - cam.WorldView.Height/2.0f);
GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, timer/duration);

View File

@@ -83,7 +83,7 @@ namespace Barotrauma
}
public WayPoint(MapEntityPrefab prefab, Rectangle rectangle)
: this (rectangle, Submarine.Loaded)
: this (rectangle, Submarine.MainSub)
{
if (prefab.Name.Contains("Spawn"))
{
@@ -306,7 +306,7 @@ namespace Barotrauma
return editingHUD;
}
public static void GenerateSubWaypoints()
public static void GenerateSubWaypoints(Submarine submarine)
{
if (!Hull.hullList.Any())
{
@@ -332,13 +332,13 @@ namespace Barotrauma
if (hull.Rect.Width<minDist*3.0f)
{
new WayPoint(
new Vector2(hull.Rect.X + hull.Rect.Width / 2.0f, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded);
new Vector2(hull.Rect.X + hull.Rect.Width / 2.0f, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, submarine);
continue;
}
for (float x = hull.Rect.X + minDist; x <= hull.Rect.Right - minDist; x += minDist)
{
var wayPoint = new WayPoint(new Vector2(x, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded);
var wayPoint = new WayPoint(new Vector2(x, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, submarine);
if (prevWaypoint != null) wayPoint.ConnectTo(prevWaypoint);
@@ -357,7 +357,7 @@ namespace Barotrauma
borders.Width += outsideWaypointDist * 2;
borders.Height += outsideWaypointDist * 2;
borders.Location -= Submarine.HiddenSubPosition.ToPoint();
borders.Location -= submarine.HiddenSubPosition.ToPoint();
if (borders.Width <= outSideWaypointInterval*2)
{
@@ -379,8 +379,9 @@ namespace Barotrauma
for (float x = borders.X + outSideWaypointInterval; x < borders.Right - outSideWaypointInterval; x += outSideWaypointInterval)
{
var wayPoint = new WayPoint(
new Vector2(x, borders.Y - borders.Height * i) + Submarine.HiddenSubPosition,
SpawnType.Path, Submarine.Loaded);
new Vector2(x, borders.Y - borders.Height * i) + submarine.HiddenSubPosition,
SpawnType.Path, submarine);
if (x == borders.X + outSideWaypointInterval)
{
cornerWaypoint[i, 0] = wayPoint;
@@ -400,8 +401,8 @@ namespace Barotrauma
for (float y = borders.Y - borders.Height; y < borders.Y; y += outSideWaypointInterval)
{
wayPoint = new WayPoint(
new Vector2(borders.X + borders.Width * i, y) + Submarine.HiddenSubPosition,
SpawnType.Path, Submarine.Loaded);
new Vector2(borders.X + borders.Width * i, y) + submarine.HiddenSubPosition,
SpawnType.Path, submarine);
if (y == borders.Y - borders.Height)
{
@@ -431,11 +432,11 @@ namespace Barotrauma
stairPoints[0] = new WayPoint(
new Vector2(stairs.Rect.X - 75.0f,
stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? 80 : stairs.Rect.Height) + heightFromFloor), SpawnType.Path, Submarine.Loaded);
stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? 80 : stairs.Rect.Height) + heightFromFloor), SpawnType.Path, submarine);
stairPoints[1] = new WayPoint(
new Vector2(stairs.Rect.Right + 75.0f,
stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? stairs.Rect.Height : 80) + heightFromFloor), SpawnType.Path, Submarine.Loaded);
stairs.Rect.Y - (stairs.StairDirection == Direction.Left ? stairs.Rect.Height : 80) + heightFromFloor), SpawnType.Path, submarine);
for (int i = 0; i < 2; i++ )
{
@@ -457,9 +458,9 @@ namespace Barotrauma
WayPoint[] ladderPoints = new WayPoint[2];
ladderPoints[0] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded);
ladderPoints[0] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height + heightFromFloor), SpawnType.Path, submarine);
ladderPoints[1] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y-1.0f), SpawnType.Path, Submarine.Loaded);
ladderPoints[1] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y-1.0f), SpawnType.Path, submarine);
WayPoint prevPoint = ladderPoints[0];
@@ -480,7 +481,7 @@ namespace Barotrauma
var door = ((Item)pickedBody.UserData).GetComponent<Door>();
if (door != null)
{
WayPoint newPoint = new WayPoint(door.Item.Position, SpawnType.Path, Submarine.Loaded);
WayPoint newPoint = new WayPoint(door.Item.Position, SpawnType.Path, submarine);
newPoint.Ladders = ladders;
newPoint.ConnectedGap = door.LinkedGap;
@@ -538,7 +539,7 @@ namespace Barotrauma
if (gap.Rect.Height < 150.0f) continue;
var wayPoint = new WayPoint(
new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded, gap);
new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height + heightFromFloor), SpawnType.Path, submarine, gap);
for (int dir = -1; dir <= 1; dir += 2)
{
@@ -557,7 +558,7 @@ namespace Barotrauma
if (gap.Rect.Width < 100.0f) continue;
var wayPoint = new WayPoint(
new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height/2), SpawnType.Path, Submarine.Loaded, gap);
new Vector2(gap.Rect.Center.X, gap.Rect.Y - gap.Rect.Height/2), SpawnType.Path, submarine, gap);
for (int dir = -1; dir <= 1; dir += 2)
{
@@ -583,35 +584,35 @@ namespace Barotrauma
WayPoint closest = null;
foreach (WayPoint wp in WayPointList)
foreach (WayPoint wp in WayPointList)
{
if (wp.SpawnType != SpawnType.Path || wp == this) continue;
float diff = 0.0f;
if (horizontalSearch)
{
if (wp.SpawnType != SpawnType.Path || wp == this) continue;
if ((wp.Position.Y - Position.Y) < tolerance.X || (wp.Position.Y - Position.Y) > tolerance.Y) continue;
float diff = 0.0f;
if (horizontalSearch)
{
if ((wp.Position.Y - Position.Y) < tolerance.X || (wp.Position.Y - Position.Y) > tolerance.Y) continue;
diff = wp.Position.X - Position.X;
}
else
{
if ((wp.Position.X - Position.X) < tolerance.X || (wp.Position.X - Position.X) > tolerance.Y) continue;
diff = wp.Position.Y - Position.Y;
}
if (Math.Sign(diff) != dir) continue;
float dist = Vector2.Distance(wp.Position, Position);
if (closest == null || dist < closestDist)
{
if (Submarine.CheckVisibility(SimPosition, wp.SimPosition) != null) continue;
closestDist = dist;
closest = wp;
}
diff = wp.Position.X - Position.X;
}
else
{
if ((wp.Position.X - Position.X) < tolerance.X || (wp.Position.X - Position.X) > tolerance.Y) continue;
diff = wp.Position.Y - Position.Y;
}
if (Math.Sign(diff) != dir) continue;
float dist = Vector2.Distance(wp.Position, Position);
if (closest == null || dist < closestDist)
{
if (Submarine.CheckVisibility(SimPosition, wp.SimPosition) != null) continue;
closestDist = dist;
closest = wp;
}
}
return closest;
@@ -640,13 +641,11 @@ namespace Barotrauma
return wayPoints[Rand.Int(wayPoints.Count(), false)];
}
public static WayPoint[] SelectCrewSpawnPoints(List<CharacterInfo> crew)
public static WayPoint[] SelectCrewSpawnPoints(List<CharacterInfo> crew, Submarine submarine)
{
List<WayPoint> unassignedWayPoints = new List<WayPoint>();
foreach (WayPoint wp in WayPointList)
{
if (wp.spawnType == SpawnType.Human) unassignedWayPoints.Add(wp);
}
List<WayPoint> subWayPoints = WayPointList.FindAll(wp => wp.Submarine == submarine);
List<WayPoint> unassignedWayPoints = subWayPoints.FindAll(wp => wp.spawnType == SpawnType.Human);
WayPoint[] assignedWayPoints = new WayPoint[crew.Count];
@@ -669,7 +668,7 @@ namespace Barotrauma
if (assignedWayPoints[i] != null) continue;
//try to assign a spawnpoint that matches the job, even if the spawnpoint is already assigned to someone else
foreach (WayPoint wp in WayPointList)
foreach (WayPoint wp in subWayPoints)
{
if (wp.spawnType != SpawnType.Human || wp.assignedJob != crew[i].Job.Prefab) continue;
@@ -680,7 +679,7 @@ namespace Barotrauma
if (assignedWayPoints[i] != null) continue;
//try to assign a spawnpoint that isn't meant for any specific job
var nonJobSpecificPoints = WayPointList.FindAll(wp => wp.spawnType == SpawnType.Human && wp.assignedJob == null);
var nonJobSpecificPoints = subWayPoints.FindAll(wp => wp.spawnType == SpawnType.Human && wp.assignedJob == null);
if (nonJobSpecificPoints.Any())
{
@@ -719,7 +718,7 @@ namespace Barotrauma
}
}
public override XElement Save(XDocument doc)
public override XElement Save(XElement parentElement)
{
if (MoveWithLevel) return null;
XElement element = new XElement("WayPoint");
@@ -740,7 +739,7 @@ namespace Barotrauma
if (ConnectedGap != null) element.Add(new XAttribute("gap", ConnectedGap.ID));
if (Ladders != null) element.Add(new XAttribute("ladders", Ladders.Item.ID));
doc.Root.Add(element);
parentElement.Add(element);
if (linkedTo != null)
{

View File

@@ -413,6 +413,11 @@ namespace Barotrauma.Networking
reliableChannel.Update(deltaTime);
if (gameStarted && respawnManager != null)
{
respawnManager.Update(deltaTime);
}
if (updateTimer > DateTime.Now) return;
if (myCharacter != null)
@@ -518,6 +523,9 @@ namespace Barotrauma.Networking
string endMessage = inc.ReadString();
CoroutineManager.StartCoroutine(EndGame(endMessage));
break;
case (byte)PacketTypes.Respawn:
if (gameStarted && respawnManager != null) respawnManager.ReadNetworkEvent(inc);
break;
case (byte)PacketTypes.PlayerJoined:
Client otherClient = new Client(inc.ReadString(), inc.ReadByte());
@@ -672,7 +680,9 @@ namespace Barotrauma.Networking
GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedSub, "", gameMode, Mission.MissionTypes[missionTypeIndex]);
GameMain.GameSession.StartShift(levelSeed);
respawnManager = new RespawnManager(this);
yield return CoroutineStatus.Running;
//myCharacter = ReadCharacterData(inc);
@@ -725,11 +735,13 @@ namespace Barotrauma.Networking
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.LightManager.LosEnabled = false;
respawnManager = null;
float endPreviewLength = 10.0f;
if (Screen.Selected == GameMain.GameScreen)
{
var cinematic = new TransitionCinematic(Submarine.Loaded, GameMain.GameScreen.Cam, endPreviewLength);
var cinematic = new TransitionCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, endPreviewLength);
float secondsLeft = endPreviewLength;
@@ -774,11 +786,6 @@ namespace Barotrauma.Networking
if (fileStreamReceiver != null &&
(fileStreamReceiver.Status == FileTransferStatus.Receiving || fileStreamReceiver.Status == FileTransferStatus.NotStarted))
{
//Vector2 pos = Screen.Selected == GameMain.NetLobbyScreen ?
// new Vector2(GameMain.NetLobbyScreen.SubList.Rect.X, GameMain.NetLobbyScreen.SubList.Rect.Bottom+5) : new Vector2(GameMain.GraphicsWidth / 2 - 200, 10);
Vector2 pos = new Vector2(GameMain.GraphicsWidth / 2 - 130, GameMain.NetLobbyScreen.InfoFrame.Rect.Y / 2 - 15);
GUI.DrawString(spriteBatch,
@@ -799,6 +806,16 @@ namespace Barotrauma.Networking
}
}
if (respawnManager != null && respawnManager.CurrentState == RespawnManager.State.Waiting &&
myCharacter != null && myCharacter.IsDead)
{
GUI.DrawString(spriteBatch,
new Vector2(GameMain.GraphicsWidth - 300.0f, 20),
"Respawning in " + (int)respawnManager.RespawnTimer + " s",
Color.White, null, 0, GUI.SmallFont);
}
if (!GameMain.DebugDraw) return;
int width = 200, height = 300;
@@ -1023,7 +1040,7 @@ namespace Barotrauma.Networking
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
}
private Character ReadCharacterData(NetIncomingMessage inc, bool isMyCharacter)
public Character ReadCharacterData(NetIncomingMessage inc, bool isMyCharacter)
{
string newName = inc.ReadString();
ushort ID = inc.ReadUInt16();

View File

@@ -282,6 +282,8 @@ namespace Barotrauma.Networking
{
inGameHUD.Update((float)Physics.step);
respawnManager.Update(deltaTime);
bool isCrewDead =
connectedClients.Find(c => c.Character != null && !c.Character.IsDead)==null &&
(myCharacter == null || myCharacter.IsDead);
@@ -289,7 +291,7 @@ namespace Barotrauma.Networking
//restart if all characters are dead or submarine is at the end of the level
if ((autoRestart && isCrewDead)
||
(endRoundAtLevelEnd && Submarine.Loaded!=null && Submarine.Loaded.AtEndPosition))
(endRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition))
{
if (AutoRestart && isCrewDead)
{
@@ -363,9 +365,10 @@ namespace Barotrauma.Networking
{
if (!(c is AICharacter) || c.IsDead) continue;
Vector2 diff = c.WorldPosition-Submarine.Loaded.WorldPosition;
//todo: take multiple subs into account
//Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
new NetworkEvent(NetworkEventType.EntityUpdate, c.ID, false);
}
@@ -389,7 +392,13 @@ namespace Barotrauma.Networking
private void SparseUpdate()
{
if (gameStarted) new NetworkEvent(Submarine.Loaded.ID, false);
if (gameStarted)
{
foreach (Submarine sub in Submarine.Loaded)
{
new NetworkEvent(sub.ID, false);
}
}
foreach (Character c in Character.CharacterList)
{
@@ -397,9 +406,10 @@ namespace Barotrauma.Networking
if (c is AICharacter)
{
Vector2 diff = c.WorldPosition - Submarine.Loaded.WorldPosition;
//todo: take multiple subs into account
//Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
}
new NetworkEvent(NetworkEventType.ImportantEntityUpdate, c.ID, false);
@@ -601,7 +611,7 @@ namespace Barotrauma.Networking
case (byte)PacketTypes.SpectateRequest:
if (gameStarted && allowSpectating)
{
var startMessage = CreateStartMessage(roundStartSeed, Submarine.Loaded, GameMain.GameSession.gameMode.Preset);
var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
server.SendMessage(startMessage, inc.SenderConnection, NetDeliveryMethod.ReliableUnordered);
dataSender.Spectating = true;
@@ -840,6 +850,10 @@ namespace Barotrauma.Networking
//save "normal" events again
existingEvents = new List<NetworkEvent>(NetworkEvent.Events);
}
yield return new WaitForSeconds(0.1f);
sender.inGame = true;
yield return CoroutineStatus.Success;
}
@@ -941,6 +955,8 @@ namespace Barotrauma.Networking
GameServer.Log("Game mode: " + selectedMode.Name, Color.Cyan);
GameServer.Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, Color.Cyan);
respawnManager = new RespawnManager(this);
yield return CoroutineStatus.Running;
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
@@ -964,7 +980,7 @@ namespace Barotrauma.Networking
characterInfos.Add(characterInfo);
}
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos);
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
for (int i = 0; i < connectedClients.Count; i++)
{
@@ -985,7 +1001,7 @@ namespace Barotrauma.Networking
GameMain.GameSession.CrewManager.characters.Add(myCharacter);
}
var startMessage = CreateStartMessage(roundStartSeed, Submarine.Loaded, GameMain.GameSession.gameMode.Preset);
var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
SendMessage(startMessage, NetDeliveryMethod.ReliableUnordered);
@@ -1090,6 +1106,8 @@ namespace Barotrauma.Networking
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.LightManager.LosEnabled = false;
respawnManager = null;
gameStarted = false;
if (connectedClients.Count > 0)
@@ -1113,7 +1131,7 @@ namespace Barotrauma.Networking
float endPreviewLength = 10.0f;
var cinematic = new TransitionCinematic(Submarine.Loaded, GameMain.GameScreen.Cam, endPreviewLength);
var cinematic = new TransitionCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, endPreviewLength);
float secondsLeft = endPreviewLength;
@@ -1132,6 +1150,14 @@ namespace Barotrauma.Networking
}
public void SendRespawnManagerMsg()
{
NetOutgoingMessage msg = server.CreateMessage();
respawnManager.WriteNetworkEvent(msg);
SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
}
private void DisconnectClient(NetConnection senderConnection, string msg = "", string targetmsg = "")
{
Client client = connectedClients.Find(x => x.Connection == senderConnection);
@@ -1322,6 +1348,14 @@ namespace Barotrauma.Networking
log.LogFrame.Draw(spriteBatch);
}
if (respawnManager != null && respawnManager.CurrentState == RespawnManager.State.Waiting && respawnManager.CountdownStarted)
{
GUI.DrawString(spriteBatch,
new Vector2(GameMain.GraphicsWidth - 500.0f, 20),
"Respawning in " + (int)respawnManager.RespawnTimer + " s",
Color.White, null, 0, GUI.SmallFont);
}
if (!ShowNetStats) return;
int width = 200, height = 300;
@@ -1603,7 +1637,7 @@ namespace Barotrauma.Networking
}
}
private void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
public void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
{
message.Write(name);
message.Write(character.ID);

View File

@@ -39,7 +39,9 @@ namespace Barotrauma.Networking
RequestFile, FileStream,
SpectateRequest
SpectateRequest,
Respawn
}
enum VoteType
@@ -74,6 +76,9 @@ namespace Barotrauma.Networking
protected Character myCharacter;
protected CharacterInfo characterInfo;
protected RespawnManager respawnManager;
public Voting Voting;
public Character Character

View File

@@ -0,0 +1,312 @@
using Barotrauma.Items.Components;
using FarseerPhysics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Barotrauma.Networking
{
class RespawnManager
{
const int MinCharactersToRespawn = 1;
const float RespawnInterval = 20.0f;
public enum State
{
Waiting,
Transporting,
Returning
}
private NetworkMember networkMember;
private State state;
private Submarine respawnShuttle;
private Steering shuttleSteering;
private List<Door> shuttleDoors;
public float RespawnTimer
{
get { return respawnTimer; }
}
public bool CountdownStarted
{
get;
private set;
}
public State CurrentState
{
get { return state; }
}
private float respawnTimer, shuttleReturnTimer;
public RespawnManager(NetworkMember server)
{
this.networkMember = server;
respawnShuttle = new Submarine("Submarines/Shuttle Mark I.sub");
respawnShuttle.Load(false);
ResetShuttlePos();
respawnShuttle.GodMode = true;
shuttleDoors = new List<Door>();
foreach (Item item in Item.ItemList)
{
if (item.Submarine != respawnShuttle) continue;
var steering = item.GetComponent<Steering>();
if (steering != null) shuttleSteering = steering;
var door = item.GetComponent<Door>();
if (door != null) shuttleDoors.Add(door);
}
shuttleSteering.TargetPosition = ConvertUnits.ToSimUnits(Level.Loaded.StartPosition);
respawnTimer = RespawnInterval;
}
private List<Client> GetClientsToRespawn()
{
return networkMember.ConnectedClients.FindAll(c => c.inGame && (c.Character == null || c.Character.IsDead));
}
public void Update(float deltaTime)
{
switch (state)
{
case State.Waiting:
UpdateWaiting(deltaTime);
break;
case State.Transporting:
UpdateTransporting(deltaTime);
break;
case State.Returning:
UpdateReturning(deltaTime);
break;
}
}
private void UpdateWaiting(float deltaTime)
{
var server = networkMember as GameServer;
if (server == null)
{
if (CountdownStarted)
{
respawnTimer = Math.Max(0.0f, respawnTimer - deltaTime);
}
return;
}
respawnShuttle.Velocity = Vector2.Zero;
shuttleSteering.AutoPilot = false;
shuttleSteering.MaintainPos = false;
int characterToRespawnCount = GetClientsToRespawn().Count;
if (server.Character != null && server.Character.IsDead) characterToRespawnCount++;
CountdownStarted = characterToRespawnCount >= MinCharactersToRespawn;
if (!CountdownStarted) return;
respawnTimer -= deltaTime;
if (respawnTimer <= 0.0f)
{
respawnTimer = RespawnInterval;
Respawn();
}
}
private void UpdateTransporting(float deltaTime)
{
var server = networkMember as GameServer;
if (server == null) return;
if (Character.CharacterList.Any(c => c.Submarine == respawnShuttle && !c.IsDead)) return;
shuttleReturnTimer += deltaTime;
if (shuttleReturnTimer > 10.0f)
{
state = State.Returning;
server.SendRespawnManagerMsg();
shuttleReturnTimer = 0.0f;
}
}
private void UpdateReturning(float deltaTime)
{
shuttleReturnTimer += deltaTime;
if (shuttleReturnTimer > 1.0f)
{
shuttleSteering.AutoPilot = true;
shuttleSteering.MaintainPos = false;
foreach (Door door in shuttleDoors)
{
if (door.IsOpen) door.SetState(false, false, true);
}
var server = networkMember as GameServer;
if (server == null) return;
//shuttle has returned if the path has been traversed or the shuttle is close enough to the exit
if (shuttleSteering.SteeringPath != null && shuttleSteering.SteeringPath.Finished
|| (respawnShuttle.WorldPosition.Y + respawnShuttle.Borders.Y > Level.Loaded.StartPosition.Y - Level.ShaftHeight &&
Math.Abs(Level.Loaded.StartPosition.X - respawnShuttle.WorldPosition.X) < 1000.0f))
{
CoroutineManager.StartCoroutine(
ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f));
if (GameMain.GameSession != null && GameMain.GameSession.Map != null)
{
string msg = "The transportation shuttle has returned to " + GameMain.GameSession.Map.SelectedLocation;
server.SendChatMessage(ChatMessage.Create("", msg, ChatMessageType.Server, null), server.ConnectedClients);
}
state = State.Waiting;
server.SendRespawnManagerMsg();
}
shuttleReturnTimer = 0.0f;
}
}
private void Respawn()
{
var server = networkMember as GameServer;
if (server == null) return;
state = State.Transporting;
ResetShuttlePos();
server.SendChatMessage(ChatMessage.Create("", "Transportation shuttle dispatched", ChatMessageType.Server, null), server.ConnectedClients);
server.SendRespawnManagerMsg();
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f));
}
private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
{
respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBodies[0]);
while (Math.Abs(position.Y - respawnShuttle.WorldPosition.Y) > 100.0f)
{
Vector2 displayVel = Vector2.Normalize(position - respawnShuttle.WorldPosition) * speed;
respawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel);
yield return CoroutineStatus.Running;
if (respawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
}
respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBodies[0]);
yield return CoroutineStatus.Success;
}
private void ResetShuttlePos()
{
respawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + respawnShuttle.Borders.Height));
respawnShuttle.Velocity = Vector2.Zero;
}
public void WriteNetworkEvent(NetOutgoingMessage msg)
{
var server = networkMember as GameServer;
msg.Write((byte)PacketTypes.Respawn);
msg.WriteRangedInteger(0, Enum.GetNames(typeof(State)).Length, (int)state);
switch (state)
{
case State.Transporting:
var clients = GetClientsToRespawn();
List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();
if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo);
var waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle);
msg.Write((byte)characterInfos.Count);
for (int i = 0; i < characterInfos.Count; i++)
{
var character = Character.Create(characterInfos[i], waypoints[i].WorldPosition, true, false);
if (i < clients.Count)
{
msg.Write((byte)clients[i].ID);
}
else
{
msg.Write((byte)0);
server.Character = character;
Character.Controlled = character;
}
character.GiveJobItems(waypoints[i]);
GameMain.GameSession.CrewManager.characters.Add(character);
server.WriteCharacterData(msg, character.Name, character);
}
break;
case State.Waiting:
msg.Write(respawnTimer);
break;
}
}
public void ReadNetworkEvent(NetIncomingMessage inc)
{
state = (State)inc.ReadRangedInteger(0, Enum.GetNames(typeof(State)).Length);
switch (state)
{
case State.Transporting:
CountdownStarted = false;
ResetShuttlePos();
var client = networkMember as GameClient;
int clientCount = inc.ReadByte();
for (int i = 0; i < clientCount; i++)
{
byte clientId = inc.ReadByte();
client.ReadCharacterData(inc, clientId == client.ID);
}
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f));
break;
case State.Waiting:
CountdownStarted = true;
respawnTimer = inc.ReadSingle();
break;
case State.Returning:
CountdownStarted = false;
break;
}
}
}
}

View File

@@ -65,7 +65,7 @@ namespace Barotrauma
sb.AppendLine("Game version " + GameMain.Version);
sb.AppendLine("Selected content package: " + GameMain.SelectedPackage.Name);
sb.AppendLine("Level seed: "+ ((Level.Loaded == null) ? "no level loaded" : Level.Loaded.Seed));
sb.AppendLine("Loaded submarine: " + ((Submarine.Loaded == null) ? "none" : Submarine.Loaded.Name +" ("+Submarine.Loaded.MD5Hash+")"));
sb.AppendLine("Loaded submarine: " + ((Submarine.MainSub == null) ? "none" : Submarine.MainSub.Name +" ("+Submarine.MainSub.MD5Hash+")"));
sb.AppendLine("Selected screen: " + (Screen.Selected == null ? "None" : Screen.Selected.ToString()));
if (GameMain.Server != null)

View File

@@ -46,7 +46,7 @@ namespace Barotrauma
public string GetSubName()
{
return ((Submarine.Loaded == null) ? "" : Submarine.Loaded.Name);
return (Submarine.MainSub == null) ? "" : Submarine.MainSub.Name;
}
private string GetItemCount()
@@ -94,13 +94,23 @@ namespace Barotrauma
button = new GUIButton(new Rectangle(310,0,70,20), "Save", GUI.Style, topPanel);
button.OnClicked = SaveSub;
new GUITextBlock(new Rectangle(400, 0, 100, 20), "Description: ", GUI.Style, topPanel);
new GUITextBlock(new Rectangle(390, 0, 100, 20), "Description: ", GUI.Style, topPanel);
descriptionBox = new GUITextBox(new Rectangle(500, 0, 200, 20), null, null, Alignment.TopLeft,
descriptionBox = new GUITextBox(new Rectangle(490, 0, 200, 20), null, null, Alignment.TopLeft,
Alignment.TopLeft, GUI.Style, topPanel);
descriptionBox.Wrap = true;
descriptionBox.OnSelected += ExpandDescriptionBox;
descriptionBox.OnTextChanged = ChangeSubDescription;
//new GUITextBlock(new Rectangle(390, 0, 100, 20), "Link ", GUI.Style, topPanel);
var linkedSubBox = new GUIDropDown(new Rectangle(750,0,200,20), "Add submarine", GUI.Style, topPanel);
foreach (Submarine sub in Submarine.SavedSubmarines)
{
linkedSubBox.AddItem(sub.Name, sub);
}
linkedSubBox.OnSelected += SelectLinkedSub;
leftPanel = new GUIFrame(new Rectangle(0, 30, 150, GameMain.GraphicsHeight-30), GUI.Style);
leftPanel.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
@@ -231,17 +241,19 @@ namespace Barotrauma
GUIComponent.MouseOn = null;
characterMode = false;
if (Submarine.Loaded != null)
if (Submarine.MainSub != null)
{
cam.Position = Submarine.Loaded.Position + Submarine.HiddenSubPosition;
nameBox.Text = Submarine.Loaded.Name;
descriptionBox.Text = ToolBox.LimitString(Submarine.Loaded.Description,15);
cam.Position = Submarine.MainSub.Position + Submarine.MainSub.HiddenSubPosition;
nameBox.Text = Submarine.MainSub.Name;
descriptionBox.Text = ToolBox.LimitString(Submarine.MainSub.Description, 15);
}
else
{
cam.Position = Submarine.HiddenSubPosition;
cam.Position = Submarine.HiddenSubStartPosition;
nameBox.Text = "";
descriptionBox.Text = "";
Submarine.MainSub = new Submarine(Path.Combine(Submarine.SavePath, "Unnamed.sub"), "", false);
}
nameBox.Deselect();
@@ -303,9 +315,9 @@ namespace Barotrauma
string savePath = nameBox.Text + ".sub";
if (Submarine.Loaded != null)
if (Submarine.MainSub != null)
{
savePath = Path.Combine(Path.GetDirectoryName(Submarine.Loaded.FilePath), savePath);
savePath = Path.Combine(Path.GetDirectoryName(Submarine.MainSub.FilePath), savePath);
}
else
{
@@ -313,9 +325,9 @@ namespace Barotrauma
}
Submarine.SaveCurrent(savePath);
Submarine.Loaded.CheckForErrors();
Submarine.MainSub.CheckForErrors();
GUI.AddMessage("Submarine saved to " + Submarine.Loaded.FilePath, Color.Green, 3.0f);
GUI.AddMessage("Submarine saved to " + Submarine.MainSub.FilePath, Color.Green, 3.0f);
return false;
}
@@ -399,7 +411,8 @@ namespace Barotrauma
if (selectedSub == null) return false;
selectedSub.Load();
Submarine.MainSub = selectedSub;
selectedSub.Load(true);
nameBox.Text = selectedSub.Name;
descriptionBox.Text = ToolBox.LimitString(selectedSub.Description,15);
@@ -521,6 +534,18 @@ namespace Barotrauma
return frame;
}
private bool SelectLinkedSub(GUIComponent selected)
{
var submarine = selected.UserData as Submarine;
if (submarine == null) return false;
var prefab = new LinkedSubmarinePrefab(submarine);
MapEntityPrefab.SelectPrefab(prefab);
return true;
}
private bool SelectWire(GUIComponent component, object userData)
{
if (dummyCharacter == null) return false;
@@ -560,7 +585,7 @@ namespace Barotrauma
return false;
}
if (Submarine.Loaded != null) Submarine.Loaded.Name = text;
if (Submarine.MainSub != null) Submarine.MainSub.Name = text;
textBox.Deselect();
textBox.Text = text;
@@ -572,9 +597,9 @@ namespace Barotrauma
private bool ChangeSubDescription(GUITextBox textBox, string text)
{
if (Submarine.Loaded != null)
if (Submarine.MainSub != null)
{
Submarine.Loaded.Description = text;
Submarine.MainSub.Description = text;
}
else
{
@@ -593,9 +618,9 @@ namespace Barotrauma
private void ExpandDescriptionBox(GUITextBox textBox, Keys key)
{
if (Submarine.Loaded != null)
if (Submarine.MainSub != null)
{
textBox.Text = Submarine.Loaded.Description;
textBox.Text = Submarine.MainSub.Description;
}
else if (textBox.UserData is string)
{
@@ -617,7 +642,9 @@ namespace Barotrauma
private bool GenerateWaypoints(GUIButton button, object obj)
{
WayPoint.GenerateSubWaypoints();
if (Submarine.MainSub == null) return false;
WayPoint.GenerateSubWaypoints(Submarine.MainSub);
return true;
}
@@ -684,6 +711,9 @@ namespace Barotrauma
dummyCharacter.ControlLocalPlayer((float)deltaTime, cam, false);
dummyCharacter.Control((float)deltaTime, cam);
dummyCharacter.Submarine = Submarine.MainSub;
cam.TargetPos = Vector2.Zero;
}
@@ -737,7 +767,7 @@ namespace Barotrauma
if (GameMain.DebugDraw)
{
GUI.DrawLine(spriteBatch, new Vector2(0.0f, -cam.WorldView.Y), new Vector2(0.0f, -(cam.WorldView.Y - cam.WorldView.Height)), Color.White*0.5f, 1.0f, (int)(2.0f/cam.Zoom));
GUI.DrawLine(spriteBatch, new Vector2(cam.WorldView.X, -Submarine.HiddenSubPosition.Y), new Vector2(cam.WorldView.Right, -Submarine.HiddenSubPosition.Y), Color.White * 0.5f, 1.0f, (int)(2.0f / cam.Zoom));
GUI.DrawLine(spriteBatch, new Vector2(cam.WorldView.X, -Submarine.MainSub.HiddenSubPosition.Y), new Vector2(cam.WorldView.Right, -Submarine.MainSub.HiddenSubPosition.Y), Color.White * 0.5f, 1.0f, (int)(2.0f / cam.Zoom));
}
Submarine.Draw(spriteBatch, true);

View File

@@ -56,9 +56,9 @@ namespace Barotrauma
{
cam.Position = Character.Controlled.WorldPosition;
}
else if (Submarine.Loaded != null)
else if (Submarine.MainSub != null)
{
cam.Position = Submarine.Loaded.WorldPosition;
cam.Position = Submarine.MainSub.WorldPosition;
}
foreach (MapEntity entity in MapEntity.mapEntityList)
@@ -119,9 +119,11 @@ namespace Barotrauma
//Lights.LightManager.ViewPos = Character.Controlled.WorldPosition;
}
cam.MoveCamera((float)Physics.step);
if (Submarine.Loaded != null) Submarine.Loaded.SetPrevTransform(Submarine.Loaded.Position);
foreach (Submarine sub in Submarine.Loaded)
{
sub.SetPrevTransform(sub.Position);
}
foreach (PhysicsBody pb in PhysicsBody.list)
{
@@ -134,11 +136,11 @@ namespace Barotrauma
Ragdoll.UpdateAll(cam, (float)Physics.step);
if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine!=null)
foreach (Submarine sub in Submarine.Loaded)
{
GameMain.GameSession.Submarine.Update((float)Physics.step);
sub.Update((float)Physics.step);
}
GameMain.World.Step((float)Physics.step);
//Level.AfterWorldStep();
@@ -153,8 +155,8 @@ namespace Barotrauma
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
{
cam.UpdateTransform();
cam.UpdateTransform(true, !GameMain.DebugDraw);
DrawMap(graphics, spriteBatch);
spriteBatch.Begin();
@@ -175,7 +177,7 @@ namespace Barotrauma
if (GameMain.GameSession != null) GameMain.GameSession.Draw(spriteBatch);
if (Character.Controlled == null && Submarine.Loaded != null) DrawSubmarineIndicator(spriteBatch, Submarine.Loaded);
if (Character.Controlled == null && Submarine.MainSub != null) DrawSubmarineIndicator(spriteBatch, Submarine.MainSub);
GUI.Draw((float)deltaTime, spriteBatch, cam);
@@ -187,7 +189,10 @@ namespace Barotrauma
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
{
if (Submarine.Loaded != null) Submarine.Loaded.UpdateTransform();
foreach (Submarine sub in Submarine.Loaded)
{
sub.UpdateTransform();
}
GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision;

View File

@@ -183,7 +183,8 @@ namespace Barotrauma
startDrone = null;
}
if (Submarine.Loaded==null)
//stop submarine ambient sounds if no sub is loaded
if (Submarine.MainSub == null)
{
for (int i = 0; i < waterAmbienceIndexes.Length; i++)
{
@@ -212,17 +213,31 @@ namespace Barotrauma
}
//how fast the sub is moving, scaled to 0.0 -> 1.0
float movementFactor = 0.0f;
if (Submarine.Loaded != null)
{
movementFactor = (Submarine.Loaded.Velocity == Vector2.Zero) ? 0.0f : Submarine.Loaded.Velocity.Length() / 5.0f;
float movementSoundVolume = 0.0f;
foreach (Submarine sub in Submarine.Loaded)
{
float movementFactor = (sub.Velocity == Vector2.Zero) ? 0.0f : sub.Velocity.Length() / 5.0f;
movementFactor = MathHelper.Clamp(movementFactor, 0.0f, 1.0f);
if (Character.Controlled==null || Character.Controlled.Submarine != sub)
{
float dist = Vector2.Distance(GameMain.GameScreen.Cam.WorldViewCenter, sub.WorldPosition);
movementFactor = movementFactor / Math.Max(dist / 1000.0f, 1.0f);
}
movementSoundVolume = Math.Max(movementSoundVolume, movementFactor);
}
//if (Submarine.MainSub != null)
//{
// movementFactor = (Submarine.MainSub.Velocity == Vector2.Zero) ? 0.0f : Submarine.MainSub.Velocity.Length() / 5.0f;
// movementFactor = MathHelper.Clamp(movementFactor, 0.0f, 1.0f);
//}
SoundManager.LowPassHFGain = lowpassHFGain;
waterAmbienceIndexes[0] = waterAmbiences[0].Loop(waterAmbienceIndexes[0], ambienceVolume * (1.0f-movementFactor));
waterAmbienceIndexes[1] = waterAmbiences[1].Loop(waterAmbienceIndexes[1], ambienceVolume * movementFactor);
waterAmbienceIndexes[0] = waterAmbiences[0].Loop(waterAmbienceIndexes[0], ambienceVolume * (1.0f - movementSoundVolume));
waterAmbienceIndexes[1] = waterAmbiences[1].Loop(waterAmbienceIndexes[1], ambienceVolume * movementSoundVolume);
}
@@ -303,7 +318,7 @@ namespace Barotrauma
{
return musicClips.Where(x => x != null && x.type == "ruins").ToList();
}
else if (Submarine.Loaded != null && Submarine.Loaded.AtDamageDepth)
else if (Submarine.MainSub != null && Submarine.MainSub.AtDamageDepth)
{
return musicClips.Where(x => x != null && x.type == "deep").ToList();
}

View File

@@ -241,20 +241,22 @@ namespace Barotrauma
public static bool CircleIntersectsRectangle(Vector2 circlePos, float radius, Rectangle rect)
{
Vector2 circleDistance = new Vector2(Math.Abs(circlePos.X - rect.Center.X), Math.Abs(circlePos.Y -rect.Center.Y));
float xDist = Math.Abs(circlePos.X - rect.Center.X);
int halfWidth = rect.Width / 2;
if (circleDistance.X > (rect.Width / 2 + radius)) { return false; }
if (circleDistance.Y > (rect.Height / 2 + radius)) { return false; }
if (xDist > (halfWidth + radius)) { return false; }
if (xDist <= (halfWidth)) { return true; }
if (circleDistance.X <= (rect.Width / 2)) { return true; }
if (circleDistance.Y <= (rect.Height / 2)) { return true; }
float yDist = Math.Abs(circlePos.Y - rect.Center.Y);
int halfHeight = rect.Height / 2;
float distSqX = circleDistance.X - rect.Width / 2;
float distSqY = circleDistance.Y - rect.Height / 2;
if (yDist > (halfHeight + radius)) { return false; }
if (yDist <= (halfHeight)) { return true; }
float cornerDistanceSq = distSqX * distSqX + distSqY * distSqY;
float distSqX = xDist - halfWidth;
float distSqY = yDist - halfHeight;
return (cornerDistanceSq <= (radius * radius));
return (distSqX * distSqX + distSqY * distSqY <= (radius * radius));
}
/// <summary>
@@ -288,6 +290,41 @@ namespace Barotrauma
return triangles;
}
public static List<Vector2> GiftWrap(List<Vector2> points)
{
Vector2 leftMost = points[0];
foreach (Vector2 point in points)
{
if (point.X < leftMost.X) leftMost = point;
}
List<Vector2> wrappedPoints = new List<Vector2>();
Vector2 currPoint = leftMost;
Vector2 endPoint;
do
{
wrappedPoints.Add(currPoint);
endPoint = points[0];
for (int i = 1; i < points.Count; i++)
{
if (points[i] == currPoint) continue;
if (currPoint == endPoint ||
MathUtils.VectorOrientation(currPoint, endPoint, points[i]) == -1)
{
endPoint = points[i];
}
}
currPoint = endPoint;
}
while (endPoint != leftMost);
return wrappedPoints;
}
public static List<Vector2[]> GenerateJaggedLine(Vector2 start, Vector2 end, int generations, float offsetAmount)
{
List<Vector2[]> segments = new List<Vector2[]>();

View File

@@ -23,16 +23,17 @@ namespace Barotrauma
string tempPath = Path.Combine(SaveFolder, "temp");
if (!Directory.Exists(tempPath))
if (Directory.Exists(tempPath))
{
Directory.CreateDirectory(tempPath);
Directory.Delete(tempPath, true);
}
Directory.CreateDirectory(tempPath);
try
try
{
if (Submarine.Loaded != null)
if (Submarine.MainSub != null)
{
Submarine.Loaded.SaveAs(Path.Combine(tempPath, Submarine.Loaded.Name+".sub"));
Submarine.MainSub.SaveAs(Path.Combine(tempPath, Submarine.MainSub.Name+".sub"));
}
}
catch (Exception e)

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View File

@@ -11,8 +11,6 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Lidgren.Network", "Lidgren.
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Launcher", "Launcher2\Launcher.csproj", "{251AAFE1-F24B-4837-9128-9D04FCBFD528}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CrashReporter", "CrashReporter\CrashReporter.csproj", "{6BE950CD-9A34-49C9-939A-786AC89C287E}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{D32A29D8-AC7B-4189-B734-8ED9EB4120D0}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Hyper.ComponentModel", "Hyper.ComponentModel\Hyper.ComponentModel.csproj", "{3B8F9EDB-6E5E-450C-ABC2-EC49075D0B50}"
@@ -228,51 +226,6 @@ Global
{251AAFE1-F24B-4837-9128-9D04FCBFD528}.Windows8|Mixed Platforms.Build.0 = Release|x86
{251AAFE1-F24B-4837-9128-9D04FCBFD528}.Windows8|x86.ActiveCfg = Release|x86
{251AAFE1-F24B-4837-9128-9D04FCBFD528}.Windows8|x86.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Android|Any CPU.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Android|Mixed Platforms.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Android|Mixed Platforms.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Android|x86.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Android|x86.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Debug|Any CPU.ActiveCfg = Debug|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Debug|Mixed Platforms.Build.0 = Debug|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Debug|x86.ActiveCfg = Debug|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Debug|x86.Build.0 = Debug|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.iOS|Any CPU.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.iOS|Mixed Platforms.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.iOS|Mixed Platforms.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.iOS|x86.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.iOS|x86.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Linux|Any CPU.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Linux|Mixed Platforms.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Linux|Mixed Platforms.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Linux|x86.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Linux|x86.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.OSX|Any CPU.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.OSX|Mixed Platforms.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.OSX|Mixed Platforms.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.OSX|x86.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.OSX|x86.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.PSM|Any CPU.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.PSM|Mixed Platforms.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.PSM|Mixed Platforms.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.PSM|x86.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.PSM|x86.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Release|Any CPU.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Release|Mixed Platforms.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Release|Mixed Platforms.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Release|x86.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Release|x86.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Windows|Any CPU.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Windows|Mixed Platforms.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Windows|Mixed Platforms.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Windows|x86.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Windows|x86.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Windows8|Any CPU.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Windows8|Mixed Platforms.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Windows8|Mixed Platforms.Build.0 = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Windows8|x86.ActiveCfg = Release|x86
{6BE950CD-9A34-49C9-939A-786AC89C287E}.Windows8|x86.Build.0 = Release|x86
{3B8F9EDB-6E5E-450C-ABC2-EC49075D0B50}.Android|Any CPU.ActiveCfg = Release|Any CPU
{3B8F9EDB-6E5E-450C-ABC2-EC49075D0B50}.Android|Any CPU.Build.0 = Release|Any CPU
{3B8F9EDB-6E5E-450C-ABC2-EC49075D0B50}.Android|Mixed Platforms.ActiveCfg = Release|Any CPU