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:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -11,6 +11,7 @@ bld/
|
||||
[Oo]bj/
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||||
|
||||
*.v12.suo
|
||||
*.suo
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||||
|
||||
#performance reports & sessions
|
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*.vsp
|
||||
|
||||
Binary file not shown.
@@ -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 @@
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||||
<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" />
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||||
<Compile Include="Source\Networking\BanList.cs" />
|
||||
<Compile Include="Source\Networking\ChatMessage.cs" />
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||||
@@ -152,6 +154,7 @@
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||||
<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 @@
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||||
<None Include="Content\Items\Diving\scooter.ogg">
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||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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||||
</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>
|
||||
|
||||
BIN
Subsurface/Content/Items/Door/dockingport.png
Normal file
BIN
Subsurface/Content/Items/Door/dockingport.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 32 KiB |
BIN
Subsurface/Content/Items/Door/dockingport1.ogg
Normal file
BIN
Subsurface/Content/Items/Door/dockingport1.ogg
Normal file
Binary file not shown.
BIN
Subsurface/Content/Items/Door/dockingport2.ogg
Normal file
BIN
Subsurface/Content/Items/Door/dockingport2.ogg
Normal file
Binary file not shown.
BIN
Subsurface/Content/Items/Door/dockingport2.png
Normal file
BIN
Subsurface/Content/Items/Door/dockingport2.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 13 KiB |
@@ -82,4 +82,58 @@
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<output name="state_out"/>
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||||
</ConnectionPanel>
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</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"/>
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||||
<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>
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 61 KiB After Width: | Height: | Size: 90 KiB |
@@ -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"
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
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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
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -89,7 +89,7 @@ namespace Barotrauma
|
||||
}
|
||||
else if (target.Submarine == null)
|
||||
{
|
||||
currTargetPos -= Submarine.Loaded.SimPosition;
|
||||
currTargetPos -= character.Submarine.SimPosition;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -70,6 +70,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool Finished
|
||||
{
|
||||
get { return currentIndex >= nodes.Count; }
|
||||
}
|
||||
|
||||
public void SkipToNextNode()
|
||||
{
|
||||
currentIndex++;
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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))
|
||||
{
|
||||
|
||||
@@ -428,7 +428,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (LightSource != null)
|
||||
{
|
||||
LightSource.Submarine = body.Submarine;
|
||||
LightSource.ParentSub = body.Submarine;
|
||||
LightSource.Position = Position;
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
// }
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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];
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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++)
|
||||
{
|
||||
|
||||
@@ -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("");
|
||||
|
||||
|
||||
@@ -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.";
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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");
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
471
Subsurface/Source/Items/Components/DockingPort.cs
Normal file
471
Subsurface/Source/Items/Components/DockingPort.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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)
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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));
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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":
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
310
Subsurface/Source/Map/LinkedSubmarine.cs
Normal file
310
Subsurface/Source/Map/LinkedSubmarine.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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
|
||||
|
||||
312
Subsurface/Source/Networking/RespawnManager.cs
Normal file
312
Subsurface/Source/Networking/RespawnManager.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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)
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
@@ -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[]>();
|
||||
|
||||
@@ -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)
|
||||
|
||||
BIN
Subsurface/Submarines/Shuttle Mark I.sub
Normal file
BIN
Subsurface/Submarines/Shuttle Mark I.sub
Normal file
Binary file not shown.
Binary file not shown.
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user