Submarine saving fixes, impact damage in sub-sub collisions, submarine ambient sounds

This commit is contained in:
Regalis
2016-06-12 14:23:08 +03:00
parent 495a0f4124
commit cf822cfae6
7 changed files with 80 additions and 48 deletions

View File

@@ -1438,6 +1438,8 @@ namespace Barotrauma
element.Add(new XAttribute("name", prefab.Name),
new XAttribute("ID", ID));
System.Diagnostics.Debug.Assert(Submarine != null);
if (ResizeHorizontal || ResizeVertical)
{

View File

@@ -13,20 +13,20 @@ namespace Barotrauma
spawnQueue = new Queue<Pair<ItemPrefab, object>>();
}
public void QueueItem(ItemPrefab itemPrefab, Vector2 position, bool isNetworkMessage = false)
{
if (!isNetworkMessage && GameMain.Client!=null)
{
//clients aren't allowed to spawn new items unless the server says so
return;
}
//public void QueueItem(ItemPrefab itemPrefab, Vector2 position, bool isNetworkMessage = false)
//{
// if (!isNetworkMessage && GameMain.Client!=null)
// {
// //clients aren't allowed to spawn new items unless the server says so
// return;
// }
var itemInfo = new Pair<ItemPrefab, object>();
itemInfo.First = itemPrefab;
itemInfo.Second = position;
// var itemInfo = new Pair<ItemPrefab, object>();
// itemInfo.First = itemPrefab;
// itemInfo.Second = position;
spawnQueue.Enqueue(itemInfo);
}
// spawnQueue.Enqueue(itemInfo);
//}
public void QueueItem(ItemPrefab itemPrefab, Inventory inventory, bool isNetworkMessage = false)
{
@@ -54,16 +54,17 @@ namespace Barotrauma
{
var itemInfo = spawnQueue.Dequeue();
if (itemInfo.Second is Vector2)
{
//todo: take multiple subs into account
Vector2 position = (Vector2)itemInfo.Second - Submarine.MainSub.HiddenSubPosition;
//if (itemInfo.Second is Vector2)
//{
// //todo: take multiple subs into account
// Vector2 position = (Vector2)itemInfo.Second - Submarine.MainSub.HiddenSubPosition;
items.Add(new Item(itemInfo.First, position, null));
inventories.Add(null);
// items.Add(new Item(itemInfo.First, position, null));
// inventories.Add(null);
}
else if (itemInfo.Second is Inventory)
//}
//else
if (itemInfo.Second is Inventory)
{
var item = new Item(itemInfo.First, Vector2.Zero, null);

View File

@@ -526,7 +526,7 @@ namespace Barotrauma
foreach (MapEntity e in MapEntity.mapEntityList)
{
if (e.MoveWithLevel) continue;
if (e.MoveWithLevel ||e.Submarine != this) continue;
e.Save(doc);
}
@@ -548,17 +548,15 @@ namespace Barotrauma
public static bool SaveCurrent(string filePath)
{
if (!loaded.Any())
if (Submarine.MainSub == null)
{
loaded.Add(new Submarine(filePath));
Submarine.MainSub = new Submarine(filePath);
// return;
}
System.Diagnostics.Debug.Assert(loaded.Count==1);
Submarine.MainSub.filePath = filePath;
loaded.First().filePath = filePath;
return loaded.First().SaveAs(filePath);
return Submarine.MainSub.SaveAs(filePath);
}
public void CheckForErrors()

View File

@@ -415,12 +415,9 @@ 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);
@@ -436,12 +433,32 @@ 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;
}

View File

@@ -364,9 +364,9 @@ namespace Barotrauma.Networking
if (!(c is AICharacter) || c.IsDead) continue;
//todo: take multiple subs into account
Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
//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);
}
@@ -405,9 +405,9 @@ namespace Barotrauma.Networking
if (c is AICharacter)
{
//todo: take multiple subs into account
Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
//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);

View File

@@ -239,11 +239,11 @@ namespace Barotrauma
}
else
{
cam.Position = Submarine.MainSub.HiddenSubPosition;
cam.Position = Vector2.Zero;
nameBox.Text = "";
descriptionBox.Text = "";
Submarine.MainSub = new Submarine("", "", false);
Submarine.MainSub = new Submarine(Path.Combine(Submarine.SavePath, "Unnamed.sub"), "", false);
}
nameBox.Deselect();

View File

@@ -183,7 +183,7 @@ namespace Barotrauma
startDrone = null;
}
//todo: ambient sounds for multiple subs
//stop submarine ambient sounds if no sub is loaded
if (Submarine.MainSub == null)
{
for (int i = 0; i < waterAmbienceIndexes.Length; i++)
@@ -213,17 +213,31 @@ namespace Barotrauma
}
//how fast the sub is moving, scaled to 0.0 -> 1.0
float movementFactor = 0.0f;
if (Submarine.MainSub != null)
{
movementFactor = (Submarine.MainSub.Velocity == Vector2.Zero) ? 0.0f : Submarine.MainSub.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);
}