Submarines can't enter ruins through broken walls, ramming ruins causes damage to the sub and the ruin structures. Closes #199
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@@ -1,4 +1,6 @@
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using Microsoft.Xna.Framework;
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using FarseerPhysics;
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using FarseerPhysics.Factories;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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@@ -344,6 +346,15 @@ namespace Barotrauma.RuinGeneration
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Rectangle backgroundRect = new Rectangle(leaf.Rect.X, leaf.Rect.Y + leaf.Rect.Height, leaf.Rect.Width, leaf.Rect.Height);
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new Structure(backgroundRect, (background.Prefab as StructurePrefab), null).MoveWithLevel = true;
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var submarineBlocker = BodyFactory.CreateRectangle(GameMain.World,
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ConvertUnits.ToSimUnits(leaf.Rect.Width),
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ConvertUnits.ToSimUnits(leaf.Rect.Height),
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1, ConvertUnits.ToSimUnits(leaf.Center));
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submarineBlocker.IsStatic = true;
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submarineBlocker.CollisionCategories = Physics.CollisionWall;
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submarineBlocker.CollidesWith = Physics.CollisionWall;
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}
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List<RuinShape> doorlessRooms = new List<RuinShape>(shapes);
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@@ -407,7 +418,7 @@ namespace Barotrauma.RuinGeneration
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//generate props --------------------------------------------------------------
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for (int i = 0; i < shapes.Count*2; i++ )
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for (int i = 0; i < shapes.Count * 2; i++)
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{
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Alignment[] alignments = new Alignment[] { Alignment.Top, Alignment.Bottom, Alignment.Right, Alignment.Left, Alignment.Center };
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@@ -416,14 +427,14 @@ namespace Barotrauma.RuinGeneration
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Vector2 size = (prop.Prefab is StructurePrefab) ? ((StructurePrefab)prop.Prefab).Size : Vector2.Zero;
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//if the prop is placed at the center of the room, we have to use a room without a door (because they're also placed at the center)
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var shape = prop.Alignment.HasFlag(Alignment.Center) ?
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doorlessRooms[Rand.Int(doorlessRooms.Count, Rand.RandSync.Server)] :
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var shape = prop.Alignment.HasFlag(Alignment.Center) ?
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doorlessRooms[Rand.Int(doorlessRooms.Count, Rand.RandSync.Server)] :
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shapes[Rand.Int(shapes.Count, Rand.RandSync.Server)];
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Vector2 position = shape.Rect.Center.ToVector2();
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if (prop.Alignment.HasFlag(Alignment.Top))
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{
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position = new Vector2(Rand.Range(shape.Rect.X+size.X, shape.Rect.Right - size.X, Rand.RandSync.Server), shape.Rect.Bottom - 64);
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position = new Vector2(Rand.Range(shape.Rect.X + size.X, shape.Rect.Right - size.X, Rand.RandSync.Server), shape.Rect.Bottom - 64);
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}
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else if (prop.Alignment.HasFlag(Alignment.Bottom))
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{
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@@ -381,7 +381,22 @@ namespace Barotrauma
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VoronoiCell cell = f2.Body.UserData as VoronoiCell;
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if (cell != null)
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{
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HandleLevelCollision(contact, cell);
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HandleLevelCollision(contact, Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center));
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return true;
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}
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Structure structure = f2.Body.UserData as Structure;
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if (structure != null)
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{
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Vector2 normal;
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FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal, out points);
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if (contact.FixtureA.Body == f1.Body)
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{
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normal = -normal;
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}
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HandleLevelCollision(contact, normal);
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return true;
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}
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@@ -510,10 +525,8 @@ namespace Barotrauma
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}
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}
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private void HandleLevelCollision(Contact contact, VoronoiCell cell)
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private void HandleLevelCollision(Contact contact, Vector2 collisionNormal)
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{
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var collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center);
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float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
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ApplyImpact(wallImpact, -collisionNormal, contact);
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@@ -522,11 +535,11 @@ namespace Barotrauma
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dockedSub.SubBody.ApplyImpact(wallImpact, -collisionNormal, contact);
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}
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#if CLIENT
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Vector2 n;
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FixedArray2<Vector2> particlePos;
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contact.GetWorldManifold(out n, out particlePos);
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#if CLIENT
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int particleAmount = (int)Math.Min(wallImpact * 10.0f, 50);
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for (int i = 0; i < particleAmount; i++)
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{
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