Submarines can't enter ruins through broken walls, ramming ruins causes damage to the sub and the ruin structures. Closes #199

This commit is contained in:
Joonas Rikkonen
2018-01-26 16:47:32 +02:00
parent 9a095e259a
commit d4e0cbbf02
2 changed files with 35 additions and 11 deletions
@@ -1,4 +1,6 @@
using Microsoft.Xna.Framework; using FarseerPhysics;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
@@ -344,6 +346,15 @@ namespace Barotrauma.RuinGeneration
Rectangle backgroundRect = new Rectangle(leaf.Rect.X, leaf.Rect.Y + leaf.Rect.Height, leaf.Rect.Width, leaf.Rect.Height); Rectangle backgroundRect = new Rectangle(leaf.Rect.X, leaf.Rect.Y + leaf.Rect.Height, leaf.Rect.Width, leaf.Rect.Height);
new Structure(backgroundRect, (background.Prefab as StructurePrefab), null).MoveWithLevel = true; new Structure(backgroundRect, (background.Prefab as StructurePrefab), null).MoveWithLevel = true;
var submarineBlocker = BodyFactory.CreateRectangle(GameMain.World,
ConvertUnits.ToSimUnits(leaf.Rect.Width),
ConvertUnits.ToSimUnits(leaf.Rect.Height),
1, ConvertUnits.ToSimUnits(leaf.Center));
submarineBlocker.IsStatic = true;
submarineBlocker.CollisionCategories = Physics.CollisionWall;
submarineBlocker.CollidesWith = Physics.CollisionWall;
} }
List<RuinShape> doorlessRooms = new List<RuinShape>(shapes); List<RuinShape> doorlessRooms = new List<RuinShape>(shapes);
@@ -407,7 +418,7 @@ namespace Barotrauma.RuinGeneration
//generate props -------------------------------------------------------------- //generate props --------------------------------------------------------------
for (int i = 0; i < shapes.Count*2; i++ ) for (int i = 0; i < shapes.Count * 2; i++)
{ {
Alignment[] alignments = new Alignment[] { Alignment.Top, Alignment.Bottom, Alignment.Right, Alignment.Left, Alignment.Center }; Alignment[] alignments = new Alignment[] { Alignment.Top, Alignment.Bottom, Alignment.Right, Alignment.Left, Alignment.Center };
@@ -416,14 +427,14 @@ namespace Barotrauma.RuinGeneration
Vector2 size = (prop.Prefab is StructurePrefab) ? ((StructurePrefab)prop.Prefab).Size : Vector2.Zero; Vector2 size = (prop.Prefab is StructurePrefab) ? ((StructurePrefab)prop.Prefab).Size : Vector2.Zero;
//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) //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)
var shape = prop.Alignment.HasFlag(Alignment.Center) ? var shape = prop.Alignment.HasFlag(Alignment.Center) ?
doorlessRooms[Rand.Int(doorlessRooms.Count, Rand.RandSync.Server)] : doorlessRooms[Rand.Int(doorlessRooms.Count, Rand.RandSync.Server)] :
shapes[Rand.Int(shapes.Count, Rand.RandSync.Server)]; shapes[Rand.Int(shapes.Count, Rand.RandSync.Server)];
Vector2 position = shape.Rect.Center.ToVector2(); Vector2 position = shape.Rect.Center.ToVector2();
if (prop.Alignment.HasFlag(Alignment.Top)) if (prop.Alignment.HasFlag(Alignment.Top))
{ {
position = new Vector2(Rand.Range(shape.Rect.X+size.X, shape.Rect.Right - size.X, Rand.RandSync.Server), shape.Rect.Bottom - 64); position = new Vector2(Rand.Range(shape.Rect.X + size.X, shape.Rect.Right - size.X, Rand.RandSync.Server), shape.Rect.Bottom - 64);
} }
else if (prop.Alignment.HasFlag(Alignment.Bottom)) else if (prop.Alignment.HasFlag(Alignment.Bottom))
{ {
@@ -381,7 +381,22 @@ namespace Barotrauma
VoronoiCell cell = f2.Body.UserData as VoronoiCell; VoronoiCell cell = f2.Body.UserData as VoronoiCell;
if (cell != null) if (cell != null)
{ {
HandleLevelCollision(contact, cell); HandleLevelCollision(contact, Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center));
return true;
}
Structure structure = f2.Body.UserData as Structure;
if (structure != null)
{
Vector2 normal;
FixedArray2<Vector2> points;
contact.GetWorldManifold(out normal, out points);
if (contact.FixtureA.Body == f1.Body)
{
normal = -normal;
}
HandleLevelCollision(contact, normal);
return true; return true;
} }
@@ -510,10 +525,8 @@ namespace Barotrauma
} }
} }
private void HandleLevelCollision(Contact contact, VoronoiCell cell) private void HandleLevelCollision(Contact contact, Vector2 collisionNormal)
{ {
var collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center);
float wallImpact = Vector2.Dot(Velocity, -collisionNormal); float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
ApplyImpact(wallImpact, -collisionNormal, contact); ApplyImpact(wallImpact, -collisionNormal, contact);
@@ -522,11 +535,11 @@ namespace Barotrauma
dockedSub.SubBody.ApplyImpact(wallImpact, -collisionNormal, contact); dockedSub.SubBody.ApplyImpact(wallImpact, -collisionNormal, contact);
} }
#if CLIENT
Vector2 n; Vector2 n;
FixedArray2<Vector2> particlePos; FixedArray2<Vector2> particlePos;
contact.GetWorldManifold(out n, out particlePos); contact.GetWorldManifold(out n, out particlePos);
#if CLIENT
int particleAmount = (int)Math.Min(wallImpact * 10.0f, 50); int particleAmount = (int)Math.Min(wallImpact * 10.0f, 50);
for (int i = 0; i < particleAmount; i++) for (int i = 0; i < particleAmount; i++)
{ {