More accurate and reliable submarine-level collisions, looping OnUse sounds bugfix, new music clips, item sprites removed from limbs when someone else loots the item, Camera.WorldView fix, checking vector.LengthSquared before normalizing to avoid creating a NaN vector
This commit is contained in:
@@ -85,30 +85,7 @@ namespace Subsurface
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if (attack.GetStructureDamage(1.0f) > 0.0f)
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{
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List<Structure> structureList = new List<Structure>();
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float dist = 600.0f;
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foreach (MapEntity entity in MapEntity.mapEntityList)
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{
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Structure structure = entity as Structure;
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if (structure == null) continue;
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if (structure.HasBody &&
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!structure.IsPlatform &&
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Vector2.Distance(structure.Position, displayPosition) < dist*3.0f)
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{
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structureList.Add(structure);
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}
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}
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foreach (Structure structure in structureList)
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{
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for (int i = 0; i < structure.SectionCount; i++)
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{
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float distFactor = 1.0f - (Vector2.Distance(structure.SectionPosition(i), displayPosition) / displayRange);
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if (distFactor > 0.0f) structure.AddDamage(i, attack.GetStructureDamage(1.0f)*distFactor);
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}
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}
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RangedStructureDamage(displayPosition, displayRange, attack.GetStructureDamage(1.0f));
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}
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if (force == 0.0f && attack.Stun == 0.0f && attack.GetDamage(1.0f) == 0.0f) return;
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@@ -154,5 +131,34 @@ namespace Subsurface
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yield return CoroutineStatus.Success;
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}
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public static void RangedStructureDamage(Vector2 displayPosition, float displayRange, float damage)
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{
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List<Structure> structureList = new List<Structure>();
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float dist = 600.0f;
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foreach (MapEntity entity in MapEntity.mapEntityList)
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{
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Structure structure = entity as Structure;
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if (structure == null) continue;
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if (structure.HasBody &&
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!structure.IsPlatform &&
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Vector2.Distance(structure.Position, displayPosition) < dist * 3.0f)
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{
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structureList.Add(structure);
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}
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}
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foreach (Structure structure in structureList)
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{
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for (int i = 0; i < structure.SectionCount; i++)
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{
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float distFactor = 1.0f - (Vector2.Distance(structure.SectionPosition(i), displayPosition) / displayRange);
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if (distFactor > 0.0f) structure.AddDamage(i, damage * distFactor);
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}
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}
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}
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}
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}
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@@ -222,7 +222,7 @@ namespace Subsurface
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for (int i = 0; i < waveY.Length; i++)
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{
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float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
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if (maxDelta > Rand.Range(0.2f,10.0f))
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if (maxDelta > Rand.Range(1.0f,10.0f))
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{
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GameMain.ParticleManager.CreateParticle("mist",
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new Vector2(rect.X + WaveWidth * i,surface + waveY[i]),
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@@ -388,7 +388,9 @@ namespace Subsurface
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{
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if (!prefab.HasBody || prefab.IsPlatform) return;
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if (GameMain.Client==null)
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if (sectionIndex < 0 || sectionIndex > sections.Length - 1) return;
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if (GameMain.Client == null)
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SetDamage(sectionIndex, sections[sectionIndex].damage + damage);
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}
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@@ -314,21 +314,21 @@ namespace Subsurface
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return closestBody;
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}
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public static Body PickBody(Vector2 point)
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{
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Body foundBody = null;
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AABB aabb = new AABB(point, point);
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//public static Body PickBody(Vector2 point)
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//{
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// Body foundBody = null;
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// AABB aabb = new AABB(point, point);
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GameMain.World.QueryAABB(p =>
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{
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foundBody = p.Body;
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// GameMain.World.QueryAABB(p =>
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// {
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// foundBody = p.Body;
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return true;
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// return true;
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}, ref aabb);
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// }, ref aabb);
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return foundBody;
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}
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// return foundBody;
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//}
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//public static bool InsideWall(Vector2 point)
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//{
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@@ -348,7 +348,7 @@ namespace Subsurface
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{
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if (Level.Loaded == null) return;
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subBody.Update(deltaTime);
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if (subBody!=null) subBody.Update(deltaTime);
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}
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public void ApplyForce(Vector2 force)
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@@ -16,7 +16,11 @@ namespace Subsurface
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{
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class SubmarineBody
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{
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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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@@ -30,6 +34,11 @@ namespace Subsurface
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private Vector2 speed;
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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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@@ -103,7 +112,7 @@ namespace Subsurface
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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.OnSeparation += OnSeparation;
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body.OnSeparation += OnSeparation;
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body.UserData = this;
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}
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@@ -163,7 +172,12 @@ namespace Subsurface
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public void Update(float deltaTime)
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{
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Vector2 translateAmount = speed * deltaTime;
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if (body.Position!=Vector2.Zero)
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{
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UpdateColliding();
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}
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Vector2 translateAmount = speed * deltaTime;
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translateAmount += ConvertUnits.ToDisplayUnits(body.Position) * collisionRigidness;
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if (targetPosition != Vector2.Zero && Vector2.Distance(targetPosition, sub.Position) > 50.0f)
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@@ -181,14 +195,14 @@ namespace Subsurface
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Vector2 totalForce = CalculateBuoyancy();
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float dragCoefficient = 0.00001f;
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float speedLength = (speed == Vector2.Zero) ? 0.0f : speed.Length();
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float drag = speedLength * speedLength * dragCoefficient * mass;
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if (speed != Vector2.Zero)
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if (speed.LengthSquared() > 0.000001f)
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{
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totalForce += -Vector2.Normalize(speed) * drag;
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float dragCoefficient = 0.00001f;
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float speedLength = (speed == Vector2.Zero) ? 0.0f : speed.Length();
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float drag = speedLength * speedLength * dragCoefficient * mass;
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totalForce += -Vector2.Normalize(speed) * drag;
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}
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ApplyForce(totalForce);
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@@ -215,35 +229,39 @@ namespace Subsurface
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float neutralPercentage = 0.07f;
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float buoyancy = neutralPercentage - waterPercentage;
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float buoyancy = Math.Max(neutralPercentage - waterPercentage, -neutralPercentage*2.0f);
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buoyancy *= mass * 30.0f;
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return new Vector2(0.0f, buoyancy);
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}
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float mass = 10000.0f;
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public void ApplyForce(Vector2 force)
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{
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speed += force / mass;
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Speed += force / mass;
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}
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public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
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private void UpdateColliding()
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{
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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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speed = new Vector2(speed.X * 0.9f, speed.Y * 0.2f);
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return true;
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}
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if (body.Position.LengthSquared()<0.00001f) return;
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Vector2 normal = contact.Manifold.LocalNormal;
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Vector2 simSpeed = ConvertUnits.ToSimUnits(speed) + body.LinearVelocity;
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float impact = Vector2.Dot(simSpeed, normal);
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Vector2 normal = Vector2.Normalize(body.Position);
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Vector2 simSpeed = ConvertUnits.ToSimUnits(speed);
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Vector2 u = Vector2.Dot(simSpeed, -normal) * -normal;
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Vector2 w = simSpeed - u;
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float impact = Vector2.Dot(simSpeed, -normal);
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Vector2 limbForce = normal * impact;
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if (impact < 0.0f) return;
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Vector2 u = Vector2.Dot(simSpeed, -normal) * normal;
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Vector2 w = (simSpeed + u);
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speed = ConvertUnits.ToDisplayUnits(w * (1.0f - Friction) + u * Restitution);
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if (lastContactPoint == null || lastContactCell==null || impact < 3.0f) return;
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AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits((Vector2)lastContactPoint));
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GameMain.GameScreen.Cam.Shake = impact * 2.0f;
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Vector2 limbForce = -normal * impact*0.5f;
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float length = limbForce.Length();
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if (length > 10.0f) limbForce = (limbForce / length) * 10.0f;
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@@ -261,66 +279,125 @@ namespace Subsurface
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}
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}
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if (impact >= 1.0f)
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{
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AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, cell.body);
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Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits((Vector2)lastContactPoint), impact*50.0f, impact*DamageMultiplier);
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FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
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contact.GetWorldManifold(out normal, out worldPoints);
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//Body wallBody = Submarine.PickBody(
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// (Vector2)lastContactPoint - body.Position,
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// (Vector2)lastContactPoint + body.Position * 10.0f,
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// new List<Body>() { lastContactCell.body });
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AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(worldPoints[0]));
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//if (wallBody == null || wallBody.UserData == null) return;
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//var damageable = wallBody.UserData as IDamageable;
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//Structure structure = wallBody.UserData as Structure;
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GameMain.GameScreen.Cam.Shake = impact * 2.0f;
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}
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//if (structure == null) return;
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//int sectionIndex = structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
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System.Diagnostics.Debug.WriteLine("IMPACT: " + impact + " normal: " + normal + " simspeed: " + simSpeed + " u: " + u + " w: " + w);
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if (impact < 3.0f)
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{
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speed = ConvertUnits.ToDisplayUnits(w * 0.45f - u * 0.25f);
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return true;
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}
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else
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{
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speed = ConvertUnits.ToDisplayUnits(w * 0.9f + u * 0.5f);
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//FixedArray2<Vector2> worldPoints;
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//contact.GetWorldManifold(out normal, out worldPoints);
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//if (contact.Manifold.PointCount >= 1)
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//{
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// Vector2 contactPoint = worldPoints[0];
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// Body wallBody = Submarine.PickBody(contactPoint, contactPoint + normal, new List<Body>() { cell.body });
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// if (wallBody!=null && wallBody.UserData!=null)
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// {
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// Structure s = wallBody.UserData as Structure;
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// }
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//}
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foreach (GraphEdge ge in cell.edges)
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{
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Body wallBody = Submarine.PickBody(
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ConvertUnits.ToSimUnits(ge.point1 + GameMain.GameSession.Level.Position + normal),
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ConvertUnits.ToSimUnits(ge.point2 + GameMain.GameSession.Level.Position + normal), new List<Body>() { cell.body });
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if (wallBody == null || wallBody.UserData == null) continue;
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Structure structure = wallBody.UserData as Structure;
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if (structure == null) continue;
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structure.AddDamage(
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structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition)), impact*50.0f);
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}
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}
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collisionRigidness = 0.8f;
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return true;
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//for (int i = sectionIndex - (int)(impact / 5.0f); i < sectionIndex + (int)(impact / 5.0f); i++)
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//{
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// structure.AddDamage(i, impact * DamageMultiplier);
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//}
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}
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//public void OnSeparation(Fixture f1, Fixture f2)
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//{
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// collidingCell = null;
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//}
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public bool OnCollision(Fixture f1, Fixture f2, Contact contact)
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{
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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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lastContactCell = null;
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lastContactPoint = null;
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return true;
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}
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lastContactCell = cell;
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Vector2 normal;
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FarseerPhysics.Common.FixedArray2<Vector2> worldPoints;
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contact.GetWorldManifold(out normal, out worldPoints);
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lastContactPoint = worldPoints[0];
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return true;
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//Vector2 normal = contact.Manifold.LocalNormal;
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//Vector2 simSpeed = ConvertUnits.ToSimUnits(speed);
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//float impact = Vector2.Dot(-simSpeed, normal);
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////Vector2 u = Vector2.Dot(simSpeed, -normal) * -normal;
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////Vector2 w = simSpeed - u;
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//Vector2 limbForce = normal * impact;
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////float length = limbForce.Length();
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////if (length > 10.0f) limbForce = (limbForce / length) * 10.0f;
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////foreach (Character c in Character.CharacterList)
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////{
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//// if (c.AnimController.CurrentHull == null) continue;
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//// if (impact > 2.0f) c.AnimController.StunTimer = (impact - 2.0f) * 0.1f;
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//// foreach (Limb limb in c.AnimController.Limbs)
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//// {
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//// if (c.AnimController.LowestLimb == limb) continue;
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//// limb.body.ApplyLinearImpulse(limb.Mass * limbForce);
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//// }
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////}
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//System.Diagnostics.Debug.WriteLine("IMPACT: " + impact + " normal: " + normal + " simspeed: " + simSpeed);
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//if (impact > 1.0f)
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//{
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// contact.GetWorldManifold(out normal, out worldPoints);
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// lastContactPoint = worldPoints[0];
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// AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(worldPoints[0]));
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// GameMain.GameScreen.Cam.Shake = impact * 2.0f;
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// //speed = ConvertUnits.ToDisplayUnits(w * 0.9f + u * 0.5f);
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// //FixedArray2<Vector2> worldPoints;
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// //contact.GetWorldManifold(out normal, out worldPoints);
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// //if (contact.Manifold.PointCount >= 1)
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// //{
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// // Vector2 contactPoint = worldPoints[0];
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// // Body wallBody = Submarine.PickBody(contactPoint, contactPoint + normal, new List<Body>() { cell.body });
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// // if (wallBody!=null && wallBody.UserData!=null)
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// // {
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// // Structure s = wallBody.UserData as Structure;
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// // }
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// //}
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// //foreach (GraphEdge ge in cell.edges)
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// //{
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// // Body wallBody = Submarine.PickBody(
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// // ConvertUnits.ToSimUnits(ge.point1 + GameMain.GameSession.Level.Position + normal),
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// // ConvertUnits.ToSimUnits(ge.point2 + GameMain.GameSession.Level.Position + normal), new List<Body>() { cell.body });
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// // if (wallBody == null || wallBody.UserData == null) continue;
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// // Structure structure = wallBody.UserData as Structure;
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// // if (structure == null) continue;
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// // structure.AddDamage(
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// // structure.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition)), impact*50.0f);
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// //}
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//}
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//collisionRigidness = 0.8f;
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//return true;
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}
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public void OnSeparation(Fixture f1, Fixture f2)
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{
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lastContactPoint = null;
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}
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}
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}
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Reference in New Issue
Block a user