Set orders stay in CrewCommander interface after reopening, minor changes to the interface layout
This commit is contained in:
@@ -1,404 +0,0 @@
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Collision;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Common.Decomposition;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class SubmarineBody
|
||||
{
|
||||
public const float DamageDepth = -30000.0f;
|
||||
const float PressureDamageMultiplier = 0.001f;
|
||||
|
||||
//structure damage = impact * damageMultiplier
|
||||
const float DamageMultiplier = 50.0f;
|
||||
|
||||
const float Friction = 0.2f, Restitution = 0.0f;
|
||||
|
||||
public List<Vector2> HullVertices
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private float depthDamageTimer;
|
||||
|
||||
private Submarine submarine;
|
||||
|
||||
private Body body;
|
||||
|
||||
private Vector2 targetPosition;
|
||||
|
||||
float mass = 10000.0f;
|
||||
|
||||
//private Vector2? lastContactPoint;
|
||||
//private VoronoiCell lastContactCell;
|
||||
|
||||
public Rectangle Borders
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Vector2 Velocity
|
||||
{
|
||||
get { return body.LinearVelocity; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
body.LinearVelocity = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 TargetPosition
|
||||
{
|
||||
get { return targetPosition; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
targetPosition = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 Position
|
||||
{
|
||||
get { return ConvertUnits.ToDisplayUnits(body.Position); }
|
||||
}
|
||||
|
||||
public Vector2 Center
|
||||
{
|
||||
get { return new Vector2(Borders.X + Borders.Width / 2, Borders.Y - Borders.Height / 2); }
|
||||
}
|
||||
|
||||
public bool AtDamageDepth
|
||||
{
|
||||
get { return Position.Y < DamageDepth; }
|
||||
}
|
||||
|
||||
public SubmarineBody(Submarine sub)
|
||||
{
|
||||
this.submarine = sub;
|
||||
|
||||
|
||||
List<Vector2> convexHull = GenerateConvexHull();
|
||||
HullVertices = convexHull;
|
||||
|
||||
for (int i = 0; i < convexHull.Count; i++)
|
||||
{
|
||||
convexHull[i] = ConvertUnits.ToSimUnits(convexHull[i]);
|
||||
}
|
||||
|
||||
convexHull.Reverse();
|
||||
|
||||
//get farseer 'vertices' from vectors
|
||||
Vertices shapevertices = new Vertices(convexHull);
|
||||
|
||||
AABB hullAABB = shapevertices.GetAABB();
|
||||
|
||||
Borders = new Rectangle(
|
||||
(int)ConvertUnits.ToDisplayUnits(hullAABB.LowerBound.X),
|
||||
(int)ConvertUnits.ToDisplayUnits(hullAABB.UpperBound.Y),
|
||||
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.X * 2.0f),
|
||||
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.Y * 2.0f));
|
||||
|
||||
//var triangulatedVertices = Triangulate.ConvexPartition(shapevertices, TriangulationAlgorithm.Bayazit);
|
||||
|
||||
body = BodyFactory.CreateBody(GameMain.World, this);
|
||||
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
Rectangle rect = hull.Rect;
|
||||
foreach (Structure wall in Structure.WallList)
|
||||
{
|
||||
if (!Submarine.RectsOverlap(wall.Rect, hull.Rect)) continue;
|
||||
|
||||
if (wall.IsHorizontal)
|
||||
{
|
||||
if (wall.Rect.Y >= hull.Rect.Y)
|
||||
{
|
||||
rect = new Rectangle(rect.X, wall.Rect.Y, rect.Width, rect.Height + (wall.Rect.Y - rect.Y));
|
||||
}
|
||||
else
|
||||
{
|
||||
rect = new Rectangle(rect.X, rect.Y, rect.Width, rect.Height + (rect.Y - rect.Height - (wall.Rect.Y - wall.Rect.Height)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FixtureFactory.AttachRectangle(
|
||||
ConvertUnits.ToSimUnits(rect.Width),
|
||||
ConvertUnits.ToSimUnits(rect.Height),
|
||||
5.0f,
|
||||
ConvertUnits.ToSimUnits(rect.Center.ToVector2()),
|
||||
body, this);
|
||||
}
|
||||
|
||||
body.BodyType = BodyType.Dynamic;
|
||||
body.CollisionCategories = Physics.CollisionMisc | Physics.CollisionWall;
|
||||
body.CollidesWith = Physics.CollisionLevel | Physics.CollisionCharacter;
|
||||
body.Restitution = Restitution;
|
||||
body.Friction = Friction;
|
||||
body.FixedRotation = true;
|
||||
body.Mass = mass;
|
||||
body.Awake = true;
|
||||
body.SleepingAllowed = false;
|
||||
body.IgnoreGravity = true;
|
||||
body.OnCollision += OnCollision;
|
||||
//body.UserData = this;
|
||||
}
|
||||
|
||||
|
||||
private List<Vector2> GenerateConvexHull()
|
||||
{
|
||||
if (!Structure.WallList.Any())
|
||||
{
|
||||
return new List<Vector2>() { new Vector2(-1.0f, 1.0f), new Vector2(1.0f, 1.0f), new Vector2(0.0f, -1.0f) };
|
||||
}
|
||||
|
||||
List<Vector2> points = new List<Vector2>();
|
||||
|
||||
Vector2 leftMost = Vector2.Zero;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user