Set orders stay in CrewCommander interface after reopening, minor changes to the interface layout
This commit is contained in:
@@ -77,7 +77,9 @@
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<Compile Include="Source\Characters\AI\PathFinder.cs" />
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<Compile Include="Source\Characters\Animation\AnimController.cs" />
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<Compile Include="Source\Characters\Attack.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundSprite.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreature.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreatureManager.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreaturePrefab.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundSpriteManager.cs" />
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<Compile Include="Source\Characters\BackgroundSprite\BackgroundSpritePrefab.cs" />
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<Compile Include="Source\Characters\Character.cs" />
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@@ -285,6 +287,9 @@
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<Content Include="changelog.txt">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\BackgroundSprites\BackgroundCreaturePrefabs.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\BackgroundSprites\BackgroundSpritePrefabs.xml">
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<SubType>Designer</SubType>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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@@ -292,6 +297,9 @@
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<Content Include="Content\BackgroundSprites\bgFish1.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\BackgroundSprites\vegetation.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Characters\Coelanth\Coelanth.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -591,6 +599,9 @@
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<Content Include="Content\Map\iceSurface.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Map\iceWall.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Map\locationNames.txt">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -38,20 +38,20 @@ namespace Barotrauma
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if (IsOpen)
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{
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CreateGUIFrame();
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if (frame == null) CreateGUIFrame();
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UpdateCharacters();
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}
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}
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private void CreateGUIFrame()
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{
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frame = new GUIFrame(Rectangle.Empty, Color.Black * 0.3f);
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frame = new GUIFrame(Rectangle.Empty, Color.Black * 0.6f);
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frame.Padding = new Vector4(200.0f, 100.0f, 200.0f, 100.0f);
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//UpdateCharacters();
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int buttonWidth = 130;
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int spacing = 10;
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int spacing = 20;
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int y = 250;
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@@ -88,13 +88,16 @@ namespace Barotrauma
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i++;
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}
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y += 80;
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y += 100;
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}
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}
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private GUIButton CreateOrderButton(Rectangle rect, Order order, bool createSymbol = true)
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{
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var orderButton = new GUIButton(rect, order.Name, Color.Black * 0.5f, Alignment.TopCenter, Alignment.Right, null, frame);
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var orderButton = new GUIButton(rect, order.Name, Color.Black * 0.7f, Alignment.TopCenter, Alignment.Center, null, frame);
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orderButton.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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orderButton.TextColor = Color.White;
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orderButton.Color = Color.Black * 0.5f;
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orderButton.HoverColor = Color.LightGray * 0.5f;
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orderButton.OutlineColor = Color.LightGray * 0.8f;
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orderButton.UserData = order;
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@@ -102,10 +105,10 @@ namespace Barotrauma
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if (createSymbol)
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{
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var symbol = new GUIImage(new Rectangle(-5,0,64,64), order.SymbolSprite, Alignment.Left | Alignment.CenterY, orderButton);
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var symbol = new GUIImage(new Rectangle(0,-60,64,64), order.SymbolSprite, Alignment.TopCenter, orderButton);
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symbol.Color = order.Color;
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orderButton.children.Insert(1, symbol);
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orderButton.children.Insert(0, symbol);
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orderButton.children.RemoveAt(orderButton.children.Count-1);
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}
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@@ -123,7 +126,7 @@ namespace Barotrauma
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prevCharacterFrames.Add(child);
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}
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foreach (GUIComponent child in prevCharacterFrames)
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{
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frame.RemoveChild(child);
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@@ -183,6 +186,12 @@ namespace Barotrauma
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new GUIImage(new Rectangle(-5, -5, 0, 0), character.AnimController.Limbs[0].sprite, Alignment.Left, characterButton);
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var humanAi = character.AIController as HumanAIController;
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if (humanAi.CurrentOrder != null)
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{
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CreateCharacterOrderFrame(characterButton, humanAi.CurrentOrder, humanAi.CurrentOrderOption);
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}
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i++;
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}
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}
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@@ -200,30 +209,9 @@ namespace Barotrauma
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if (!characterButton.Selected) continue;
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characterButton.Selected = false;
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var character = child.UserData as Character;
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if (character == null) continue;
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CreateCharacterOrderFrame(characterButton, order, "");
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var humanAi = character.AIController as HumanAIController;
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if (humanAi == null) continue;
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var existingOrder = characterButton.children.Find(c => c.UserData as Order != null);
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if (existingOrder != null) characterButton.RemoveChild(existingOrder);
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var orderFrame = new GUIFrame(new Rectangle(0, characterButton.Rect.Height, 0, 30 + order.Options.Length*15), null, characterButton);
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orderFrame.OutlineColor = Color.LightGray * 0.8f;
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orderFrame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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orderFrame.UserData = order;
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new GUITextBlock(new Rectangle(0,0,0,20), order.DoingText, GUI.Style, Alignment.TopLeft, Alignment.TopCenter, orderFrame);
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var optionList = new GUIListBox(new Rectangle(0,20,0,80), Color.Transparent, null, orderFrame);
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optionList.UserData = order;
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optionList.OnSelected = SelectOrderOption;
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foreach (string option in order.Options)
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{
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var optionBox = new GUITextBlock(new Rectangle(0,0,0,15), option, GUI.Style, optionList);
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optionBox.Font = GUI.SmallFont;
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optionBox.UserData = option;
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}
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var humanAi = (characterButton.UserData as Character).AIController as HumanAIController;
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humanAi.SetOrder(order, "");
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}
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@@ -233,6 +221,41 @@ namespace Barotrauma
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return true;
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}
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private void CreateCharacterOrderFrame(GUIComponent characterFrame, Order order, string selectedOption)
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{
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var character = characterFrame.UserData as Character;
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if (character == null) return;
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var humanAi = character.AIController as HumanAIController;
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if (humanAi == null) return;
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var existingOrder = characterFrame.children.Find(c => c.UserData as Order != null);
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if (existingOrder != null) characterFrame.RemoveChild(existingOrder);
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var orderFrame = new GUIFrame(new Rectangle(0, characterFrame.Rect.Height, 0, 30 + order.Options.Length * 15), null, characterFrame);
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orderFrame.OutlineColor = Color.LightGray * 0.8f;
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orderFrame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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orderFrame.UserData = order;
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new GUITextBlock(new Rectangle(0, 0, 0, 20), order.DoingText, GUI.Style, Alignment.TopLeft, Alignment.TopCenter, orderFrame);
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var optionList = new GUIListBox(new Rectangle(0, 20, 0, 80), Color.Transparent, null, orderFrame);
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optionList.UserData = order;
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for (int i = 0; i < order.Options.Length; i++ )
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{
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var optionBox = new GUITextBlock(new Rectangle(0, 0, 0, 15), order.Options[i], GUI.Style, optionList);
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optionBox.Font = GUI.SmallFont;
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optionBox.UserData = order.Options[i];
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if (selectedOption == order.Options[i])
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{
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optionList.Select(i);
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}
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}
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optionList.OnSelected = SelectOrderOption;
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}
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private bool SelectOrderOption(GUIComponent component, object userData)
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{
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string option = userData.ToString();
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@@ -20,6 +20,18 @@ namespace Barotrauma
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private float updateObjectiveTimer;
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public Order CurrentOrder
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{
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get;
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private set;
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}
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public string CurrentOrderOption
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{
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get;
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private set;
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}
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public HumanAIController(Character c) : base(c)
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{
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indoorsSteeringManager = new IndoorsSteeringManager(this, true);
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@@ -77,6 +89,8 @@ namespace Barotrauma
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public void SetOrder(Order order, string option)
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{
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CurrentOrderOption = option;
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CurrentOrder = order;
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objectiveManager.SetOrder(order, option);
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}
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@@ -14,13 +14,13 @@ namespace Barotrauma
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private Character character;
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private AIObjective currentOrder;
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private AIObjective currentObjective;
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public AIObjective CurrentObjective
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{
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get
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{
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if (currentOrder != null) return currentOrder;
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if (currentObjective != null) return currentObjective;
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return objectives.Any() ? objectives[0] : null;
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}
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}
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@@ -41,7 +41,7 @@ namespace Barotrauma
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public float GetCurrentPriority(Character character)
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{
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if (currentOrder != null) return OrderPriority;
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if (currentObjective != null) return OrderPriority;
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return (CurrentObjective == null) ? 0.0f : CurrentObjective.GetPriority(character);
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}
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@@ -69,9 +69,9 @@ namespace Barotrauma
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public void DoCurrentObjective(float deltaTime)
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{
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if (currentOrder != null && (!objectives.Any() || objectives[0].GetPriority(character)<OrderPriority))
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if (currentObjective != null && (!objectives.Any() || objectives[0].GetPriority(character)<OrderPriority))
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{
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currentOrder.TryComplete(deltaTime);
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currentObjective.TryComplete(deltaTime);
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return;
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}
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@@ -81,20 +81,20 @@ namespace Barotrauma
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public void SetOrder(Order order, string option)
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{
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currentOrder = null;
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currentObjective = null;
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switch (order.Name.ToLower())
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{
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case "follow":
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currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true);
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currentObjective = new AIObjectiveGoTo(Character.Controlled, character, true);
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break;
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case "wait":
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currentOrder = new AIObjectiveGoTo(character.SimPosition, character, true);
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currentObjective = new AIObjectiveGoTo(character.SimPosition, character, true);
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break;
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default:
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if (order.TargetItem == null) return;
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currentOrder = new AIObjectiveOperateItem(order.TargetItem, character, option);
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currentObjective = new AIObjectiveOperateItem(order.TargetItem, character, option);
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break;
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}
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@@ -76,11 +76,23 @@ namespace Barotrauma
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Color = new Color(ToolBox.GetAttributeVector4(orderElement, "color", new Vector4(1.0f, 1.0f, 1.0f, 1.0f)));
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Options = ToolBox.GetAttributeString(orderElement, "options", "").Split(',');
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for (int i = 0; i<Options.Length; i++)
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string optionStr = ToolBox.GetAttributeString(orderElement, "options", "");
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if (string.IsNullOrWhiteSpace(optionStr))
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{
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Options[i] = Options[i].Trim();
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Options = new string[0];
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}
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else
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{
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Options = optionStr.Split(',');
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for (int i = 0; i<Options.Length; i++)
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{
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Options[i] = Options[i].Trim();
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}
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}
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foreach (XElement subElement in orderElement.Elements())
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{
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@@ -1,404 +0,0 @@
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using FarseerPhysics;
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using FarseerPhysics.Collision;
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using FarseerPhysics.Common;
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using FarseerPhysics.Common.Decomposition;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Factories;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Voronoi2;
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namespace Barotrauma
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{
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class SubmarineBody
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{
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public const float DamageDepth = -30000.0f;
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const float PressureDamageMultiplier = 0.001f;
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//structure damage = impact * damageMultiplier
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const float DamageMultiplier = 50.0f;
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const float Friction = 0.2f, Restitution = 0.0f;
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public List<Vector2> HullVertices
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{
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get;
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private set;
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}
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private float depthDamageTimer;
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private Submarine submarine;
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private Body body;
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private Vector2 targetPosition;
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float mass = 10000.0f;
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//private Vector2? lastContactPoint;
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//private VoronoiCell lastContactCell;
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public Rectangle Borders
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{
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get;
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private set;
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}
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public Vector2 Velocity
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{
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get { return body.LinearVelocity; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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body.LinearVelocity = value;
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}
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}
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public Vector2 TargetPosition
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{
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get { return targetPosition; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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targetPosition = value;
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}
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}
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public Vector2 Position
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{
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get { return ConvertUnits.ToDisplayUnits(body.Position); }
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}
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public Vector2 Center
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{
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get { return new Vector2(Borders.X + Borders.Width / 2, Borders.Y - Borders.Height / 2); }
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}
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public bool AtDamageDepth
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{
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get { return Position.Y < DamageDepth; }
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}
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public SubmarineBody(Submarine sub)
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{
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this.submarine = sub;
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List<Vector2> convexHull = GenerateConvexHull();
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HullVertices = convexHull;
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for (int i = 0; i < convexHull.Count; i++)
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{
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convexHull[i] = ConvertUnits.ToSimUnits(convexHull[i]);
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}
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convexHull.Reverse();
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//get farseer 'vertices' from vectors
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Vertices shapevertices = new Vertices(convexHull);
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AABB hullAABB = shapevertices.GetAABB();
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Borders = new Rectangle(
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(int)ConvertUnits.ToDisplayUnits(hullAABB.LowerBound.X),
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(int)ConvertUnits.ToDisplayUnits(hullAABB.UpperBound.Y),
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(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.X * 2.0f),
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(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.Y * 2.0f));
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//var triangulatedVertices = Triangulate.ConvexPartition(shapevertices, TriangulationAlgorithm.Bayazit);
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body = BodyFactory.CreateBody(GameMain.World, this);
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foreach (Hull hull in Hull.hullList)
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{
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Rectangle rect = hull.Rect;
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foreach (Structure wall in Structure.WallList)
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{
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if (!Submarine.RectsOverlap(wall.Rect, hull.Rect)) continue;
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if (wall.IsHorizontal)
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{
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if (wall.Rect.Y >= hull.Rect.Y)
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{
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rect = new Rectangle(rect.X, wall.Rect.Y, rect.Width, rect.Height + (wall.Rect.Y - rect.Y));
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}
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else
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{
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rect = new Rectangle(rect.X, rect.Y, rect.Width, rect.Height + (rect.Y - rect.Height - (wall.Rect.Y - wall.Rect.Height)));
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}
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}
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}
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FixtureFactory.AttachRectangle(
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ConvertUnits.ToSimUnits(rect.Width),
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ConvertUnits.ToSimUnits(rect.Height),
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5.0f,
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ConvertUnits.ToSimUnits(rect.Center.ToVector2()),
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body, this);
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}
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body.BodyType = BodyType.Dynamic;
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body.CollisionCategories = Physics.CollisionMisc | Physics.CollisionWall;
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body.CollidesWith = Physics.CollisionLevel | Physics.CollisionCharacter;
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body.Restitution = Restitution;
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body.Friction = Friction;
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body.FixedRotation = true;
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body.Mass = mass;
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body.Awake = true;
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body.SleepingAllowed = false;
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body.IgnoreGravity = true;
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body.OnCollision += OnCollision;
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//body.UserData = this;
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}
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private List<Vector2> GenerateConvexHull()
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{
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if (!Structure.WallList.Any())
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{
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return new List<Vector2>() { new Vector2(-1.0f, 1.0f), new Vector2(1.0f, 1.0f), new Vector2(0.0f, -1.0f) };
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||||
}
|
||||
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||||
List<Vector2> points = new List<Vector2>();
|
||||
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||||
Vector2 leftMost = Vector2.Zero;
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||||
|
||||
foreach (Structure wall in Structure.WallList)
|
||||
{
|
||||
for (int x = -1; x <= 1; x += 2)
|
||||
{
|
||||
for (int y = -1; y <= 1; y += 2)
|
||||
{
|
||||
Vector2 corner = new Vector2(wall.Rect.X + wall.Rect.Width / 2.0f, wall.Rect.Y - wall.Rect.Height / 2.0f);
|
||||
corner.X += x * wall.Rect.Width / 2.0f;
|
||||
corner.Y += y * wall.Rect.Height / 2.0f;
|
||||
|
||||
if (points.Contains(corner)) continue;
|
||||
|
||||
points.Add(corner);
|
||||
if (leftMost == Vector2.Zero || corner.X < leftMost.X) leftMost = corner;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<Vector2> hullPoints = new List<Vector2>();
|
||||
|
||||
Vector2 currPoint = leftMost;
|
||||
Vector2 endPoint;
|
||||
do
|
||||
{
|
||||
hullPoints.Add(currPoint);
|
||||
endPoint = points[0];
|
||||
|
||||
for (int i = 1; i < points.Count; i++)
|
||||
{
|
||||
if ((currPoint == endPoint)
|
||||
|| (MathUtils.VectorOrientation(currPoint, endPoint, points[i]) == -1))
|
||||
{
|
||||
endPoint = points[i];
|
||||
}
|
||||
}
|
||||
|
||||
currPoint = endPoint;
|
||||
|
||||
}
|
||||
while (endPoint != hullPoints[0]);
|
||||
|
||||
return hullPoints;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (targetPosition != Vector2.Zero && targetPosition != Position)
|
||||
{
|
||||
float dist = Vector2.Distance(targetPosition, Position);
|
||||
|
||||
if (dist > 1000.0f)
|
||||
{
|
||||
body.SetTransform(ConvertUnits.ToSimUnits(targetPosition), 0.0f);
|
||||
targetPosition = Vector2.Zero;
|
||||
}
|
||||
else if (dist > 50.0f)
|
||||
{
|
||||
body.SetTransform((ConvertUnits.ToSimUnits(targetPosition) - body.Position) * 0.01f, 0.0f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
targetPosition = Vector2.Zero;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------
|
||||
|
||||
Vector2 totalForce = CalculateBuoyancy();
|
||||
|
||||
if (body.LinearVelocity.LengthSquared() > 0.000001f)
|
||||
{
|
||||
float dragCoefficient = 0.01f;
|
||||
|
||||
float speedLength = (body.LinearVelocity == Vector2.Zero) ? 0.0f : body.LinearVelocity.Length();
|
||||
float drag = speedLength * speedLength * dragCoefficient * mass;
|
||||
|
||||
totalForce += -Vector2.Normalize(body.LinearVelocity) * drag;
|
||||
}
|
||||
|
||||
ApplyForce(totalForce);
|
||||
|
||||
UpdateDepthDamage(deltaTime);
|
||||
|
||||
}
|
||||
|
||||
private Vector2 CalculateBuoyancy()
|
||||
{
|
||||
float waterVolume = 0.0f;
|
||||
float volume = 0.0f;
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
waterVolume += hull.Volume;
|
||||
volume += hull.FullVolume;
|
||||
}
|
||||
|
||||
float waterPercentage = waterVolume / volume;
|
||||
|
||||
float neutralPercentage = 0.07f;
|
||||
|
||||
float buoyancy = Math.Max(neutralPercentage - waterPercentage, -neutralPercentage*2.0f);
|
||||
buoyancy *= mass;
|
||||
|
||||
return new Vector2(0.0f, buoyancy*10.0f);
|
||||
}
|
||||
|
||||
public void ApplyForce(Vector2 force)
|
||||
{
|
||||
body.ApplyForce(force);
|
||||
}
|
||||
|
||||
public void SetPosition(Vector2 position)
|
||||
{
|
||||
body.SetTransform(ConvertUnits.ToSimUnits(position), 0.0f);
|
||||
}
|
||||
|
||||
private void UpdateDepthDamage(float deltaTime)
|
||||
{
|
||||
if (Position.Y > DamageDepth) return;
|
||||
|
||||
float depth = DamageDepth - Position.Y;
|
||||
depth = Math.Min(depth, 40000.0f);
|
||||
|
||||
// float prevTimer = depthDamageTimer;
|
||||
|
||||
depthDamageTimer -= deltaTime*Math.Min(depth,20000)*PressureDamageMultiplier;
|
||||
|
||||
//if (prevTimer>5.0f && depthDamageTimer<=5.0f)
|
||||
//{
|
||||
// SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f,);
|
||||
//}
|
||||
|
||||
if (depthDamageTimer > 0.0f) return;
|
||||
|
||||
Vector2 damagePos = Vector2.Zero;
|
||||
if (Rand.Int(2)==0)
|
||||
{
|
||||
damagePos = new Vector2(
|
||||
(Rand.Int(2) == 0) ? Borders.X : Borders.X+Borders.Width,
|
||||
Rand.Range(Borders.Y - Borders.Height, Borders.Y));
|
||||
}
|
||||
else
|
||||
{
|
||||
damagePos = new Vector2(
|
||||
Rand.Range(Borders.X, Borders.X + Borders.Width),
|
||||
(Rand.Int(2) == 0) ? Borders.Y : Borders.Y - Borders.Height);
|
||||
}
|
||||
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f, damagePos, 10000.0f);
|
||||
|
||||
GameMain.GameScreen.Cam.Shake = depth * PressureDamageMultiplier * 0.1f;
|
||||
|
||||
damagePos += submarine.Position + Submarine.HiddenSubPosition;
|
||||
Explosion.RangedStructureDamage(damagePos, depth * PressureDamageMultiplier * 50.0f, depth * PressureDamageMultiplier);
|
||||
//SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, Rand.Range(0.0f, 100.0f), damagePos, 5000.0f);
|
||||
|
||||
depthDamageTimer = 10.0f;
|
||||
}
|
||||
|
||||
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.character.Submarine==null)
|
||||
{
|
||||
Vector2 normal2;
|
||||
FixedArray2<Vector2> points;
|
||||
contact.GetWorldManifold(out normal2, out points);
|
||||
|
||||
if (Submarine.PickBody(
|
||||
points[0] - limb.LinearVelocity * ((float)Physics.step) - ConvertUnits.ToSimUnits(submarine.Position) - submarine.Velocity * ((float)Physics.step) + normal2,
|
||||
points[0] - ConvertUnits.ToSimUnits(submarine.Position) - normal2, null, Physics.CollisionWall) != null)
|
||||
{
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
var ragdoll = limb.character.AnimController;
|
||||
ragdoll.FindHull();
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Vector2 normal;
|
||||
FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
|
||||
contact.GetWorldManifold(out normal, out worldPoints);
|
||||
|
||||
Vector2 lastContactPoint = worldPoints[0];
|
||||
|
||||
normal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(body.Position) - cell.Center);
|
||||
|
||||
float impact = Vector2.Dot(Velocity, -normal);
|
||||
|
||||
//Vector2 u = Vector2.Dot(Velocity, -normal) * normal;
|
||||
//Vector2 w = (Velocity + u);
|
||||
|
||||
//speed = ConvertUnits.ToDisplayUnits(w * (1.0f - Friction) + u * Restitution);
|
||||
|
||||
if (impact < 3.0f) return true;
|
||||
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(lastContactPoint));
|
||||
GameMain.GameScreen.Cam.Shake = impact * 2.0f;
|
||||
|
||||
Vector2 limbForce = -normal * impact * 0.5f;
|
||||
|
||||
float length = limbForce.Length();
|
||||
if (length > 10.0f) limbForce = (limbForce / length) * 10.0f;
|
||||
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (c.AnimController.CurrentHull == null) continue;
|
||||
|
||||
if (impact > 2.0f) c.StartStun((impact - 2.0f) * 0.1f);
|
||||
|
||||
foreach (Limb limb in c.AnimController.Limbs)
|
||||
{
|
||||
if (c.AnimController.LowestLimb == limb) continue;
|
||||
limb.body.ApplyLinearImpulse(limb.Mass * limbForce);
|
||||
}
|
||||
}
|
||||
|
||||
Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -134,9 +134,9 @@ namespace Barotrauma
|
||||
|
||||
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
|
||||
{
|
||||
if (Character.Controlled!=null)
|
||||
if (Character.Controlled != null)
|
||||
{
|
||||
cam.TargetPos = Character.Controlled.Position;
|
||||
cam.TargetPos = Character.Controlled.WorldPosition;
|
||||
}
|
||||
|
||||
cam.UpdateTransform();
|
||||
|
||||
Binary file not shown.
@@ -1,6 +1,6 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ProjectView>ProjectFiles</ProjectView>
|
||||
<ProjectView>ShowAllFiles</ProjectView>
|
||||
</PropertyGroup>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user