- disabled FOW blurring (made it possible to see through corners) and re-enabled penumbra

- fixed structures being assigned the misc category by default
- turrets don't require a barrel sprite
- OnImpact statuseffect is applied when a projectile hits something
- WIP depth charges
This commit is contained in:
Regalis
2016-05-13 18:00:31 +03:00
parent aaa84ef4ac
commit d884f84346
13 changed files with 239 additions and 83 deletions

View File

@@ -571,10 +571,17 @@
<Content Include="Content\Items\Tools\tools.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Items\Weapons\depthcharge.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<SubType>Designer</SubType>
</Content>
<Content Include="Content\Items\Weapons\explosives.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<SubType>Designer</SubType>
</Content>
<Content Include="Content\Items\Weapons\railgunetc.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Items\Weapons\weapons.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@@ -854,12 +861,6 @@
<Content Include="Content\Items\Weapons\railgunbase.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Items\Weapons\railguncontroller.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Items\Weapons\railgunloader.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Items\Reactor\reactor.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@@ -1139,6 +1140,9 @@
<None Include="Content\Items\warningSiren.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Items\Weapons\bigexplosion.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Items\Weapons\harpoon1.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>

View File

@@ -266,6 +266,8 @@
<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10"/>
<LightComponent LightColor="1.0,0.0,0.0,1.0" Flicker="0.5" range="600" IsOn="false">
<sprite texture="Content/Lights/light.png" sourcerect="33,0,31,39"/>
<StatusEffect type="OnUse" target="This" IsOn="true"/>
<StatusEffect type="OnActive" target="This" Condition="-0.5">

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@@ -0,0 +1,102 @@
<?xml version="1.0" encoding="utf-8" ?>
<Items>
<Item
name="Depth Charge Tube"
category="Machine"
focusonselected="true"
offsetonselected="700"
linkable="true"
pickdistance="150">
<Sprite texture ="railgunetc.png" depth="0.01" sourcerect="64,180,47,76"/>
<Turret canbeselected = "true" linkable="true" barrelpos="23, 76"
rotationlimits="90,90"
powerconsumption="0.0">
<StatusEffect type="OnUse" target="This" sound="Content/Items/Weapons/railgun.ogg">
<Explosion range="1000.0" structuredamage="0" force="0.01" camerashake="10.0"/>
</StatusEffect>
</Turret>
<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
<requireditem name="Screwdriver,Wire" type="Equipped"/>
<input name="power_in"/>
<input name="position_in"/>
<input name="trigger_in"/>
</ConnectionPanel>
</Item>
<Item
name="Depth Charge Loader"
category="Machine"
linkable="true"
pickdistance="150">
<Sprite texture="railgunetc.png" depth="0.8" sourcerect="0,160,61,96"/>
<ItemContainer hideitems="false" drawinventory="true" capacity="1" itempos="30,-55" iteminterval="26,0" itemrotation="0" canbeselected = "true">
<Containable name="Depth Charge Shell"/>
<Containable name="Nuclear Depth Charge"/>
</ItemContainer>
</Item>
<Item
name="Depth Charge Shell"
category="Misc"
pickdistance="150"
price="50">
<Deconstruct time="10">
<Item name="Steel Bar"/>
<Item name="Steel Bar"/>
</Deconstruct>
<Sprite texture="railgunetc.png" sourcerect="113,188,47,68" depth ="0.5"/>
<Body width="47" height="68" density="30"/>
<Holdable slots="RightHand+LeftHand" holdpos="0,-50" handle1="-10,20" handle2="10,20" aimable="false"/>
<Projectile launchimpulse="5.0">
<Attack damage="1" structuredamage="1" damagetype="Blunt"/>
<StatusEffect type="OnImpact" target="Contained" Condition="-100.0"/>
</Projectile>
<ItemContainer hideitems="true" capacity="1" canbeselected = "true">
<Containable name="smallitem"/>
<Containable name="explosive"/>
</ItemContainer>
</Item>
<Item
name="Nuclear Depth Charge"
category="Misc"
pickdistance="150"
price="50">
<Deconstruct time="20">
<Item name="Steel Bar"/>
<Item name="Steel Bar"/>
<Item name="Uranium Bar"/>
</Deconstruct>
<Sprite texture="railgunetc.png" sourcerect="163,188,46,68" depth="0.5"/>
<Body width="47" height="68" density="30"/>
<Holdable slots="RightHand+LeftHand" holdpos="0,-50" handle1="-10,20" handle2="10,20" aimable="false"/>
<Projectile launchimpulse="5.0">
<StatusEffect type="OnImpact" Condition="-100.0" stun="10.0" disabledeltatime="true" sound="Content/Items/Weapons/bigexplosion.ogg">
<Explosion range="1000.0" structuredamage="1000" damage="1000" stun="10" force="50.0"/>
</StatusEffect>
<StatusEffect type="OnImpact" target="Contained" Condition="-100.0"/>
</Projectile>
<ItemContainer hideitems="true" capacity="1" canbeselected = "true">
<Containable name="smallitem"/>
<Containable name="explosive"/>
</ItemContainer>
</Item>
</Items>

View File

@@ -32,7 +32,7 @@
linkable="true"
pickdistance="150">
<Sprite texture ="railguncontroller.png" depth="0.8" sourcerect="0,0,61,97"/>
<Sprite texture ="railgunetc.png" depth="0.8" sourcerect="182,0,61,97"/>
<Controller UserPos="-1.0" direction ="Right" canbeselected = "true">
<limbposition limb="Head" position="-5,-62"/>
@@ -54,13 +54,12 @@
linkable="true"
pickdistance="150">
<Sprite texture ="railgunloader.png" depth =" 0.8"/>
<Sprite texture ="railgunetc.png" depth="0.8" sourcerect="0,0,177,128"/>
<ItemContainer hideitems="false" drawinventory="true" capacity="6" slotsperrow="6" itempos="24,-75" iteminterval="26,0" itemrotation="90" canbeselected = "true">
<Containable name="Railgun Shell"/>
<Containable name="Nuclear Shell"/>
</ItemContainer>
</ItemContainer>
</Item>
<Item
@@ -111,7 +110,7 @@
<Projectile launchimpulse="80.0">
<Attack damage="1000" bleedingdamage="10" structuredamage="200" damagetype="Blunt"/>
<StatusEffect type="OnUse" Condition="-100.0" stun="10.0" disabledeltatime="true" sound="Content/Items/Reactor/explosion.ogg">
<StatusEffect type="OnUse" Condition="-100.0" stun="10.0" disabledeltatime="true" sound="Content/Items/Weapons/bigexplosion.ogg">
<Explosion range="1000.0" structuredamage="1000" damage="1000" stun="10" force="50.0"/>
</StatusEffect>
</Projectile>

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@@ -172,6 +172,7 @@ namespace Barotrauma.Items.Components
}
ApplyStatusEffects(ActionType.OnUse, 1.0f);
ApplyStatusEffects(ActionType.OnImpact, 1.0f);
item.body.FarseerBody.OnCollision -= OnProjectileCollision;

View File

@@ -75,8 +75,19 @@ namespace Barotrauma.Items.Components
{
IsActive = true;
barrelSprite = new Sprite(Path.GetDirectoryName(item.Prefab.ConfigFile) + "/" +element.Attribute("barrelsprite").Value,
ToolBox.GetAttributeVector2(element, "origin", Vector2.Zero));
string barrelSpritePath = ToolBox.GetAttributeString(element, "barrelsprite", "");
if (!string.IsNullOrWhiteSpace(barrelSpritePath))
{
if (!barrelSpritePath.Contains("/"))
{
barrelSpritePath = Path.Combine(Path.GetDirectoryName(item.Prefab.ConfigFile), barrelSpritePath);
}
barrelSprite = new Sprite(
barrelSpritePath,
ToolBox.GetAttributeVector2(element, "origin", Vector2.Zero));
}
}
public override void Draw(SpriteBatch spriteBatch, bool editing = false)
@@ -85,10 +96,13 @@ namespace Barotrauma.Items.Components
if (item.Submarine != null) drawPos += item.Submarine.DrawPosition;
drawPos.Y = -drawPos.Y;
barrelSprite.Draw(spriteBatch,
drawPos + barrelPos, Color.White,
rotation + MathHelper.PiOver2, 1.0f,
SpriteEffects.None, item.Sprite.Depth+0.01f);
if (barrelSprite!=null)
{
barrelSprite.Draw(spriteBatch,
drawPos + barrelPos, Color.White,
rotation + MathHelper.PiOver2, 1.0f,
SpriteEffects.None, item.Sprite.Depth+0.01f);
}
if (!editing) return;
@@ -169,6 +183,8 @@ namespace Barotrauma.Items.Components
Item projectile = projectiles[0].Item;
projectile.Drop();
projectile.body.ResetDynamics();
projectile.body.Enabled = true;
projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.WorldRect.X + barrelPos.X, item.WorldRect.Y - barrelPos.Y)), -rotation);
@@ -298,7 +314,7 @@ namespace Barotrauma.Items.Components
{
base.RemoveComponentSpecific();
barrelSprite.Remove();
if (barrelSprite != null) barrelSprite.Remove();
}
private List<Projectile> GetLoadedProjectiles(bool returnFirst = false)

View File

@@ -13,7 +13,7 @@ namespace Barotrauma.Lights
public Vector2 LightPos;
public int ShadowVertexCount;//, PenumbraVertexCount;
public int ShadowVertexCount, PenumbraVertexCount;
public CachedShadow(VertexPositionColor[] shadowVertices, Vector2 lightPos, int shadowVertexCount, int penumbraVertexCount)
{
@@ -24,7 +24,7 @@ namespace Barotrauma.Lights
ShadowBuffer.SetData(shadowVertices, 0, shadowVertices.Length);
ShadowVertexCount = shadowVertexCount;
//PenumbraVertexCount = penumbraVertexCount;
PenumbraVertexCount = penumbraVertexCount;
LightPos = lightPos;
}
@@ -46,7 +46,8 @@ namespace Barotrauma.Lights
{
public static List<ConvexHull> list = new List<ConvexHull>();
static BasicEffect shadowEffect;
static BasicEffect penumbraEffect;
private Dictionary<LightSource, CachedShadow> cachedShadows;
private Vector2[] vertices;
@@ -56,6 +57,7 @@ namespace Barotrauma.Lights
private bool[] backFacing;
private VertexPositionColor[] shadowVertices;
private VertexPositionTexture[] penumbraVertices;
int shadowVertexCount;
@@ -87,21 +89,21 @@ namespace Barotrauma.Lights
shadowEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
shadowEffect.VertexColorEnabled = true;
}
//if (penumbraEffect == null)
//{
// penumbraEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
// penumbraEffect.TextureEnabled = true;
// //shadowEffect.VertexColorEnabled = true;
// penumbraEffect.LightingEnabled = false;
// penumbraEffect.Texture = TextureLoader.FromFile("Content/Lights/penumbra.png");
//}
if (penumbraEffect == null)
{
penumbraEffect = new BasicEffect(GameMain.CurrGraphicsDevice);
penumbraEffect.TextureEnabled = true;
//shadowEffect.VertexColorEnabled = true;
penumbraEffect.LightingEnabled = false;
penumbraEffect.Texture = TextureLoader.FromFile("Content/Lights/penumbra.png");
}
parentEntity = parent;
cachedShadows = new Dictionary<LightSource, CachedShadow>();
shadowVertices = new VertexPositionColor[6 * 2];
//penumbraVertices = new VertexPositionTexture[6];
penumbraVertices = new VertexPositionTexture[6];
//vertices = points;
primitiveCount = points.Length;
@@ -151,7 +153,7 @@ namespace Barotrauma.Lights
vertices = points;
losVertices = points;
int margin = 7;
int margin = 0;
if (Math.Abs(points[0].X - points[2].X) < Math.Abs(points[0].Y - points[1].Y))
{
@@ -283,6 +285,54 @@ namespace Barotrauma.Lights
svCount += 2;
currentIndex = (currentIndex + 1) % primitiveCount;
}
if (los)
{
CalculatePenumbraVertices(startingIndex, endingIndex, lightSourcePos, los);
}
}
private void CalculatePenumbraVertices(int startingIndex, int endingIndex, Vector2 lightSourcePos, bool los)
{
for (int n = 0; n < 4; n += 3)
{
Vector3 penumbraStart = new Vector3((n == 0) ? vertices[startingIndex] : vertices[endingIndex], 0.0f);
penumbraVertices[n] = new VertexPositionTexture();
penumbraVertices[n].Position = penumbraStart;
penumbraVertices[n].TextureCoordinate = new Vector2(0.0f, 1.0f);
//penumbraVertices[0].te = fow ? Color.Black : Color.Transparent;
for (int i = 0; i < 2; i++)
{
penumbraVertices[n + i + 1] = new VertexPositionTexture();
Vector3 vertexDir = penumbraStart - new Vector3(lightSourcePos, 0);
vertexDir.Normalize();
Vector3 normal = (i == 0) ? new Vector3(-vertexDir.Y, vertexDir.X, 0.0f) : new Vector3(vertexDir.Y, -vertexDir.X, 0.0f) * 0.05f;
if (n > 0) normal = -normal;
vertexDir = penumbraStart - (new Vector3(lightSourcePos, 0) - normal * 20.0f);
vertexDir.Normalize();
penumbraVertices[n + i + 1].Position = new Vector3(lightSourcePos, 0) + vertexDir * 9000;
if (los)
{
penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(0.05f, 0.0f) : new Vector2(1.0f, 0.0f);
}
else
{
penumbraVertices[n + i + 1].TextureCoordinate = (i == 0) ? new Vector2(1.0f, 0.0f) : Vector2.Zero;
}
}
if (n > 0)
{
var temp = penumbraVertices[4];
penumbraVertices[4] = penumbraVertices[5];
penumbraVertices[5] = temp;
}
}
}
public void DrawShadows(GraphicsDevice graphicsDevice, Camera cam, LightSource light, Matrix transform, bool los = true)
@@ -345,24 +395,37 @@ namespace Barotrauma.Lights
if (los)
{
shadowEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, shadowVertices, 0, shadowVertexCount * 2 - 2);
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, shadowVertices, 0, shadowVertexCount * 2 - 2, VertexPositionColor.VertexDeclaration);
}
else
{
shadowEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, shadowVertexCount * 2 - 2);
}
}
}
if (los)
{
penumbraEffect.World = shadowEffect.World;
penumbraEffect.CurrentTechnique.Passes[0].Apply();
#if WINDOWS
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, penumbraVertices, 0, 2, VertexPositionTexture.VertexDeclaration);
#endif
}
}
public void Remove()
{
ClearCachedShadows();
list.Remove(this);
}
}
}

View File

@@ -69,47 +69,6 @@ namespace Barotrauma.Lights
lights.Remove(light);
}
public void DrawLOS(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Effect effect)
{
if (!LosEnabled || ViewTarget==null) return;
//Vector2 pos = ViewTarget.WorldPosition;
//Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
//Matrix shadowTransform = cam.ShaderTransform
// * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
//graphics.SetRenderTarget(losTexture);
//graphics.Clear(Color.Transparent);
//foreach (ConvexHull convexHull in ConvexHull.list)
//{
// if (!convexHull.Intersects(camView)) continue;
// //if (!camView.Intersects(convexHull.BoundingBox)) continue;
// convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
//}
//graphics.SetRenderTarget(null);
//if (!ObstructVision) return;
//spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative);
//spriteBatch.Draw(losTexture, Vector2.Zero);
//spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, ObstructVision ? CustomBlendStates.Multiplicative : BlendState.AlphaBlend, null, null, null, effect);
//effect.CurrentTechnique.Passes[0].Apply();
spriteBatch.Draw(losTexture, Vector2.Zero, Color.White);
spriteBatch.End();
ObstructVision = false;
}
public void OnMapLoaded()
{
foreach (LightSource light in lights)
@@ -191,11 +150,11 @@ namespace Barotrauma.Lights
graphics.SetRenderTarget(losTexture);
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform);
if (ObstructVision)
{
graphics.Clear(Color.Black);
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform);
//graphics.Clear(Color.Black);
Vector2 diff = lookAtPosition - ViewTarget.WorldPosition;
diff.Y = -diff.Y;
@@ -205,14 +164,16 @@ namespace Barotrauma.Lights
spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation,
new Vector2(LightSource.LightTexture.Width*0.2f, LightSource.LightTexture.Height/2), scale, SpriteEffects.None, 0.0f);
spriteBatch.End();
}
else
{
graphics.Clear(Color.Transparent);
graphics.Clear(Color.White);
}
spriteBatch.End();
//--------------------------------------
if (LosEnabled && ViewTarget != null)
@@ -232,7 +193,6 @@ namespace Barotrauma.Lights
convexHull.DrawShadows(graphics, cam, pos, shadowTransform);
}
}
graphics.SetRenderTarget(null);
}
@@ -253,7 +213,16 @@ namespace Barotrauma.Lights
spriteBatch.End();
}
public void DrawLOS(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Effect effect)
{
if (!LosEnabled || ViewTarget == null) return;
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null);
spriteBatch.Draw(losTexture, Vector2.Zero, Color.White);
spriteBatch.End();
ObstructVision = false;
}
public void ClearLights()
{

View File

@@ -94,7 +94,7 @@ namespace Barotrauma
MapEntityCategory category;
if (!Enum.TryParse(ToolBox.GetAttributeString(element, "category", "Misc"), true, out category))
if (!Enum.TryParse(ToolBox.GetAttributeString(element, "category", "Structure"), true, out category))
{
category = MapEntityCategory.Structure;
}