Unstable v0.10.600.0

This commit is contained in:
Juan Pablo Arce
2020-10-01 12:19:24 -03:00
parent 20a69375ca
commit ebe1ce1427
217 changed files with 4284 additions and 1547 deletions
@@ -1,38 +1,26 @@
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Barotrauma
{
partial class AfflictionPsychosis : Affliction
{
class FakeFireSource
{
public Vector2 Size;
public Vector2 Position;
public Hull Hull;
public float LifeTime;
}
const int MaxFakeFireSources = 10;
const float MinFakeFireSourceInterval = 30.0f, MaxFakeFireSourceInterval = 240.0f;
private float createFireSourceTimer;
private readonly List<FakeFireSource> fakeFireSources = new List<FakeFireSource>();
private readonly List<DummyFireSource> fakeFireSources = new List<DummyFireSource>();
enum FloodType
public enum FloodType
{
None,
Minor,
Major,
HideFlooding
}
const float MinSoundInterval = 10.0f, MaxSoundInterval = 180.0f;
const float MinSoundInterval = 60.0f, MaxSoundInterval = 240.0f;
private FloodType currentFloodType;
private float soundTimer;
@@ -44,12 +32,21 @@ namespace Barotrauma
private float fakeBrokenInterval = 30.0f;
private float fakeBrokenTimer = 0.0f;
private float invisibleCharacterInterval = 30.0f;
private float invisibleCharacterTimer = 0.0f;
public FloodType CurrentFloodType
{
get { return currentFloodType; }
}
partial void UpdateProjSpecific(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
{
if (Character.Controlled != characterHealth.Character) return;
UpdateFloods(deltaTime);
UpdateSounds(characterHealth.Character, deltaTime);
UpdateFires(characterHealth.Character, deltaTime);
UpdateInvisibleCharacters(deltaTime);
UpdateFakeBroken(deltaTime);
}
@@ -77,10 +74,14 @@ namespace Barotrauma
{
case FloodType.Minor:
currentFloodState += deltaTime;
//lerp the water surface in all hulls 50 units above the floor within 10 seconds
//lerp the water surface in all hulls 15 units above the floor within 10 seconds
foreach (Hull hull in Hull.hullList)
{
hull.DrawSurface = hull.Rect.Y - hull.Rect.Height + MathHelper.Lerp(0.0f, 50.0f, currentFloodState / 10.0f);
for (int i = hull.FakeFireSources.Count - 1; i >= 0; i--)
{
hull.FakeFireSources[i].Extinguish(deltaTime, 50.0f);
}
hull.DrawSurface = hull.Rect.Y - hull.Rect.Height + MathHelper.Lerp(0.0f, 15.0f, currentFloodState / 10.0f);
}
break;
case FloodType.Major:
@@ -88,6 +89,10 @@ namespace Barotrauma
//create a full flood in 10 seconds
foreach (Hull hull in Hull.hullList)
{
for (int i = hull.FakeFireSources.Count - 1; i >= 0; i--)
{
hull.FakeFireSources[i].Extinguish(deltaTime, 200.0f);
}
hull.DrawSurface = hull.Rect.Y - MathHelper.Lerp(hull.Rect.Height, 0.0f, currentFloodState / 10.0f);
}
break;
@@ -104,6 +109,7 @@ namespace Barotrauma
if (createFloodTimer < MathHelper.Lerp(MaxFloodInterval, MinFloodInterval, Strength / 100.0f))
{
currentFloodType = FloodType.None;
createFloodTimer += deltaTime;
return;
}
@@ -114,10 +120,12 @@ namespace Barotrauma
if (Rand.Range(0.0f, 1.0f) < 0.5f)
{
currentFloodType = FloodType.HideFlooding;
currentFloodType = FloodType.Minor;
}
else
{
currentFloodType = Strength < 50.0f ? FloodType.Minor : FloodType.Major;
//disabled Major flooding because it's too easy to tell it's fake
currentFloodType = FloodType.Minor;// Strength < 50.0f ? FloodType.Minor : FloodType.Major;
}
currentFloodDuration = Rand.Range(20.0f, 100.0f);
}
@@ -127,47 +135,46 @@ namespace Barotrauma
private void UpdateFires(Character character, float deltaTime)
{
createFireSourceTimer += deltaTime;
fakeFireSources.RemoveAll(fs => fs.Removed);
if (fakeFireSources.Count < MaxFakeFireSources &&
character.Submarine != null &&
createFireSourceTimer > MathHelper.Lerp(MaxFakeFireSourceInterval, MinFakeFireSourceInterval, Strength / 100.0f))
{
Hull fireHull = Hull.hullList.GetRandom(h => h.Submarine == character.Submarine);
fakeFireSources.Add(new FakeFireSource()
if (fireHull != null)
{
Size = Vector2.One * 20.0f,
Hull = fireHull,
Position = new Vector2(Rand.Range(0.0f, fireHull.Rect.Width), 30.0f),
LifeTime = MathHelper.Lerp(10.0f, 100.0f, Strength / 100.0f)
});
createFireSourceTimer = 0.0f;
}
foreach (FakeFireSource fakeFireSource in fakeFireSources)
{
if (fakeFireSource.Hull.DrawSurface > fakeFireSource.Hull.Rect.Y - fakeFireSource.Hull.Rect.Height + fakeFireSource.Position.Y)
{
fakeFireSource.LifeTime -= deltaTime * 100.0f;
var fakeFire = new DummyFireSource(Vector2.One * 500.0f, new Vector2(Rand.Range(fireHull.WorldRect.X, fireHull.WorldRect.Right), fireHull.WorldPosition.Y), fireHull, isNetworkMessage: true)
{
CausedByPsychosis = true,
DamagesItems = false,
DamagesCharacters = false
};
fakeFireSources.Add(fakeFire);
createFireSourceTimer = 0.0f;
}
}
}
fakeFireSource.LifeTime -= deltaTime;
float growAmount = deltaTime * 5.0f;
fakeFireSource.Size.X += growAmount;
fakeFireSource.Position.X = MathHelper.Clamp(fakeFireSource.Position.X - growAmount / 2.0f, 0.0f, fakeFireSource.Hull.Rect.Width);
fakeFireSource.Position.Y = MathHelper.Clamp(fakeFireSource.Position.Y, 0.0f, fakeFireSource.Hull.Rect.Height);
fakeFireSource.Size.X = Math.Min(fakeFireSource.Hull.Rect.Width - fakeFireSource.Position.X, fakeFireSource.Size.X);
fakeFireSource.Size.Y = Math.Min(fakeFireSource.Hull.Rect.Height - fakeFireSource.Position.Y, fakeFireSource.Size.Y);
private void UpdateInvisibleCharacters(float deltaTime)
{
invisibleCharacterTimer -= deltaTime;
if (invisibleCharacterTimer > 0.0f) { return; }
FireSource.EmitParticles(
fakeFireSource.Size,
fakeFireSource.Hull.WorldRect.Location.ToVector2() + fakeFireSource.Position - Vector2.UnitY * fakeFireSource.Hull.Rect.Height,
fakeFireSource.Hull,
0.5f);
foreach (Character c in Character.CharacterList)
{
if (c.IsDead || c == Character.Controlled) { continue; }
if (c.WorldPosition.X < GameMain.GameScreen.Cam.WorldView.X || c.WorldPosition.X > GameMain.GameScreen.Cam.WorldView.Right) { continue; }
if (c.WorldPosition.Y < GameMain.GameScreen.Cam.WorldView.Y - GameMain.GameScreen.Cam.WorldView.Height || c.WorldPosition.Y > GameMain.GameScreen.Cam.WorldView.Y) { continue; }
if (Rand.Range(0.0f, 500.0f) < Strength)
{
c.InvisibleTimer = 60.0f;
}
}
fakeFireSources.RemoveAll(fs => fs.LifeTime <= 0.0f);
invisibleCharacterTimer = invisibleCharacterInterval;
}
private void UpdateFakeBroken(float deltaTime)
{
fakeBrokenTimer -= deltaTime;