- camera follows the closest sub

- WIP "respawn shuttle"
- submarine size affects its mass
- electricity fixes
This commit is contained in:
Regalis
2016-06-18 14:46:40 +03:00
parent cf822cfae6
commit dc7956274c
23 changed files with 413 additions and 99 deletions
@@ -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)
{
@@ -158,7 +166,7 @@ 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);
@@ -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)
@@ -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 - item.Submarine.HiddenSubPosition) break;
if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position - item.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 - item.Submarine.HiddenSubPosition);
Nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
}
else
{
Nodes.Add(newConnection.Item.Position - item.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) - item.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)
//{
@@ -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) - item.Submarine.HiddenSubPosition - item.Submarine.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);