Fixed submarines bouncing on other submarines that are laying on the ocean floor (see #152). + Reduced the cap of ice and structure damage particles per impact.
TODO: the same thing for characters (and items?)
This commit is contained in:
@@ -566,7 +566,7 @@ namespace Barotrauma
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#if CLIENT
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float particleAmount = Math.Min(Health - section.damage, damage) * Rand.Range(0.01f, 1.0f);
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particleAmount = Math.Min(particleAmount + Rand.Range(-5,1), 100);
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particleAmount = Math.Min(particleAmount + Rand.Range(-5,1), 20);
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for (int i = 0; i < particleAmount; i++)
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{
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Vector2 particlePos = new Vector2(
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@@ -373,7 +373,6 @@ namespace Barotrauma
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Limb limb = f2.Body.UserData as Limb;
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if (limb != null)
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{
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bool collision = HandleLimbCollision(contact, limb);
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if (collision && limb.Mass > 100.0f)
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@@ -395,59 +394,14 @@ namespace Barotrauma
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VoronoiCell cell = f2.Body.UserData as VoronoiCell;
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if (cell != null)
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{
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var collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center);
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float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
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ApplyImpact(wallImpact, -collisionNormal, contact);
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foreach (Submarine dockedSub in submarine.DockedTo)
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{
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dockedSub.SubBody.ApplyImpact(wallImpact, -collisionNormal, contact);
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}
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Vector2 n;
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FixedArray2<Vector2> particlePos;
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contact.GetWorldManifold(out n, out particlePos);
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#if CLIENT
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int particleAmount = (int)(wallImpact * 10.0f);
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for (int i = 0; i < particleAmount; i++)
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{
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GameMain.ParticleManager.CreateParticle("iceshards",
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ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
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Rand.Vector(Rand.Range(50.0f, 500.0f)) + Velocity);
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}
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#endif
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HandleLevelCollision(contact, cell);
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return true;
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}
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Submarine otherSub = f2.Body.UserData as Submarine;
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if (otherSub != null)
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{
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Debug.Assert(otherSub != submarine);
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Vector2 normal;
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FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal, out points);
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if (contact.FixtureA.Body == otherSub.SubBody.Body.FarseerBody)
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{
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normal = -normal;
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}
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float thisMass = Body.Mass + submarine.DockedTo.Sum(s => s.PhysicsBody.Mass);
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float otherMass = otherSub.PhysicsBody.Mass + otherSub.DockedTo.Sum(s => s.PhysicsBody.Mass);
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float massRatio = otherMass / (thisMass + otherMass);
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float impact = (Vector2.Dot(Velocity - otherSub.Velocity, normal) / 2.0f) * massRatio;
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ApplyImpact(impact, normal, contact);
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foreach (Submarine dockedSub in submarine.DockedTo)
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{
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dockedSub.SubBody.ApplyImpact(impact, normal, contact);
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}
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HandleSubCollision(contact, otherSub);
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return true;
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}
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@@ -466,25 +420,19 @@ namespace Barotrauma
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Vector2.Zero : Vector2.Normalize(limb.character.AnimController.Collider.LinearVelocity);
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Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] - normal2);
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Hull newHull = Hull.FindHull(targetPos, null);
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if (newHull == null)
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{
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targetPos = ConvertUnits.ToDisplayUnits(points[0] + normalizedVel);
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newHull = Hull.FindHull(targetPos, null);
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if (newHull == null) return true;
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}
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var gaps = newHull.ConnectedGaps;
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targetPos = limb.character.WorldPosition;
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Gap adjacentGap = Gap.FindAdjacent(gaps, targetPos, 200.0f);
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if (adjacentGap==null) return true;
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if (adjacentGap == null) return true;
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var ragdoll = limb.character.AnimController;
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ragdoll.FindHull(newHull.WorldPosition, true);
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@@ -492,13 +440,123 @@ namespace Barotrauma
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return false;
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}
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private void HandleLevelCollision(Contact contact, VoronoiCell cell)
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{
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var collisionNormal = Vector2.Normalize(ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center);
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float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
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ApplyImpact(wallImpact, -collisionNormal, contact);
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foreach (Submarine dockedSub in submarine.DockedTo)
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{
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dockedSub.SubBody.ApplyImpact(wallImpact, -collisionNormal, contact);
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}
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Vector2 n;
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FixedArray2<Vector2> particlePos;
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contact.GetWorldManifold(out n, out particlePos);
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#if CLIENT
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int particleAmount = (int)Math.Min(wallImpact * 10.0f, 50);
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for (int i = 0; i < particleAmount; i++)
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{
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GameMain.ParticleManager.CreateParticle("iceshards",
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ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
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Rand.Vector(Rand.Range(50.0f, 500.0f)) + Velocity);
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}
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#endif
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}
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private void HandleSubCollision(Contact contact, Submarine otherSub)
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{
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Debug.Assert(otherSub != submarine);
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Vector2 normal;
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FixedArray2<Vector2> points;
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contact.GetWorldManifold(out normal, out points);
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if (contact.FixtureA.Body == otherSub.SubBody.Body.FarseerBody)
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{
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normal = -normal;
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}
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float thisMass = Body.Mass + submarine.DockedTo.Sum(s => s.PhysicsBody.Mass);
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float otherMass = otherSub.PhysicsBody.Mass + otherSub.DockedTo.Sum(s => s.PhysicsBody.Mass);
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float massRatio = otherMass / (thisMass + otherMass);
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float impact = (Vector2.Dot(Velocity - otherSub.Velocity, normal) / 2.0f) * massRatio;
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//apply impact to this sub (the other sub takes care of this in its own collision callback)
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ApplyImpact(impact, normal, contact);
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foreach (Submarine dockedSub in submarine.DockedTo)
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{
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dockedSub.SubBody.ApplyImpact(impact, normal, contact);
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}
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//find all contacts between this sub and level walls
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List<Contact> levelContacts = new List<Contact>();
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ContactEdge contactEdge = Body.FarseerBody.ContactList;
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while (contactEdge.Next != null)
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{
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if (contactEdge.Contact.Enabled &&
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contactEdge.Other.UserData is VoronoiCell &&
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contactEdge.Contact.IsTouching)
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{
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levelContacts.Add(contactEdge.Contact);
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}
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contactEdge = contactEdge.Next;
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}
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if (levelContacts.Count == 0) return;
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//if this sub is in contact with the level, apply artifical impacts
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//to both subs to prevent the other sub from bouncing on top of this one
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//and to fake the other sub "crushing" this one against a wall
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Vector2 avgContactNormal = Vector2.Zero;
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foreach (Contact levelContact in levelContacts)
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{
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Vector2 contactNormal;
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FixedArray2<Vector2> temp;
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levelContact.GetWorldManifold(out contactNormal, out temp);
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//if the contact normal is pointing from the sub towards the level cell we collided with, flip the normal
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VoronoiCell cell = levelContact.FixtureB.Body.UserData is VoronoiCell ?
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((VoronoiCell)levelContact.FixtureB.Body.UserData) : ((VoronoiCell)levelContact.FixtureA.Body.UserData);
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var cellDiff = ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center;
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if (Vector2.Dot(contactNormal, cellDiff) < 0)
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{
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contactNormal = -contactNormal;
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}
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avgContactNormal += contactNormal;
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//apply impacts at the positions where this sub is touching the level
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ApplyImpact((Vector2.Dot(Velocity - otherSub.Velocity, contactNormal) / 2.0f) * massRatio / levelContacts.Count, contactNormal, levelContact);
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}
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avgContactNormal /= levelContacts.Count;
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//apply an impact to the other sub
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float contactDot = Vector2.Dot(otherSub.PhysicsBody.LinearVelocity, -avgContactNormal);
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if (contactDot > 0.0f)
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{
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otherSub.PhysicsBody.LinearVelocity -= Vector2.Normalize(otherSub.PhysicsBody.LinearVelocity) * contactDot;
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impact = Vector2.Dot(otherSub.Velocity, normal);
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otherSub.SubBody.ApplyImpact(impact, normal, contact);
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foreach (Submarine dockedSub in otherSub.DockedTo)
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{
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dockedSub.SubBody.ApplyImpact(impact, normal, contact);
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}
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}
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}
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private void ApplyImpact(float impact, Vector2 direction, Contact contact)
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{
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if (impact < 3.0f) return;
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Vector2 tempNormal;
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FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
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FixedArray2<Vector2> worldPoints;
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contact.GetWorldManifold(out tempNormal, out worldPoints);
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Vector2 lastContactPoint = worldPoints[0];
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@@ -537,6 +595,7 @@ namespace Barotrauma
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var damagedStructures = Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
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#if CLIENT
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//play a damage sound for the structure that took the most damage
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float maxDamage = 0.0f;
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Structure maxDamageStructure = null;
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@@ -549,7 +608,6 @@ namespace Barotrauma
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}
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}
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#if CLIENT
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if (maxDamageStructure != null)
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{
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SoundPlayer.PlayDamageSound(
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