Water flow logic tweaking:

- Less fluctuation, water doesn't constantly flow back and forth through gaps.
- Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs.
- Vertical gaps don't push characters up/down unless the character is roughly above/below the gap.

+ Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
This commit is contained in:
Joonas Rikkonen
2017-10-10 00:34:54 +03:00
parent c444186426
commit f46dc5da28
26 changed files with 190 additions and 203 deletions
@@ -370,7 +370,7 @@ namespace Barotrauma.Tutorials
(commandDoor1.IsOpen || (commandDoor2.IsOpen || commandDoor3.IsOpen))) (commandDoor1.IsOpen || (commandDoor2.IsOpen || commandDoor3.IsOpen)))
{ {
//prevent the hull from filling up completely and crushing the player //prevent the hull from filling up completely and crushing the player
steering.Item.CurrentHull.Volume = Math.Min(steering.Item.CurrentHull.Volume, steering.Item.CurrentHull.FullVolume * 0.9f); steering.Item.CurrentHull.WaterVolume = Math.Min(steering.Item.CurrentHull.WaterVolume, steering.Item.CurrentHull.Volume * 0.9f);
yield return CoroutineStatus.Running; yield return CoroutineStatus.Running;
} }
@@ -589,7 +589,7 @@ namespace Barotrauma.Tutorials
infoBox = CreateInfoFrame("The pump is up and running. Wait for the water to be drained out."); infoBox = CreateInfoFrame("The pump is up and running. Wait for the water to be drained out.");
while (pump.Item.CurrentHull.Volume > 1000.0f) while (pump.Item.CurrentHull.WaterVolume > 1000.0f)
{ {
yield return CoroutineStatus.Running; yield return CoroutineStatus.Running;
} }
@@ -79,7 +79,7 @@ namespace Barotrauma.Items.Components
{ {
waterAmount = hullData != null && hullData.Water != null ? waterAmount = hullData != null && hullData.Water != null ?
(float)hullData.Water : (float)hullData.Water :
Math.Min(hull.Volume / hull.FullVolume, 1.0f); Math.Min(hull.WaterVolume / hull.Volume, 1.0f);
if (hullRect.Height * waterAmount > 3.0f) if (hullRect.Height * waterAmount > 3.0f)
{ {
@@ -62,7 +62,7 @@ namespace Barotrauma
//make some of the particles create another firesource when they enter another hull //make some of the particles create another firesource when they enter another hull
if (Rand.Int(20) == 1) particle.OnChangeHull = OnChangeHull; if (Rand.Int(20) == 1) particle.OnChangeHull = OnChangeHull;
particle.Size *= MathHelper.Clamp(size.X / 60.0f * Math.Max(hull.Oxygen / hull.FullVolume, 0.4f), 0.5f, 1.0f); particle.Size *= MathHelper.Clamp(size.X / 60.0f * Math.Max(hull.Oxygen / hull.Volume, 0.4f), 0.5f, 1.0f);
if (Rand.Int(5) == 1) if (Rand.Int(5) == 1)
{ {
@@ -71,7 +71,7 @@ namespace Barotrauma
if (smokeParticle != null) if (smokeParticle != null)
{ {
smokeParticle.Size *= MathHelper.Clamp(size.X / 100.0f * Math.Max(hull.Oxygen / hull.FullVolume, 0.4f), 0.5f, 1.0f); smokeParticle.Size *= MathHelper.Clamp(size.X / 100.0f * Math.Max(hull.Oxygen / hull.Volume, 0.4f), 0.5f, 1.0f);
} }
} }
} }
@@ -32,7 +32,7 @@ namespace Barotrauma
for (int i = 0; i < linkedTo.Count; i++) for (int i = 0; i < linkedTo.Count; i++)
{ {
Vector2 dir = isHorizontal ? Vector2 dir = IsHorizontal ?
new Vector2(Math.Sign(linkedTo[i].Rect.Center.X - rect.Center.X), 0.0f) new Vector2(Math.Sign(linkedTo[i].Rect.Center.X - rect.Center.X), 0.0f)
: new Vector2(0.0f, Math.Sign((linkedTo[i].Rect.Y - linkedTo[i].Rect.Height / 2.0f) - (rect.Y - rect.Height / 2.0f))); : new Vector2(0.0f, Math.Sign((linkedTo[i].Rect.Y - linkedTo[i].Rect.Height / 2.0f) - (rect.Y - rect.Height / 2.0f)));
@@ -42,7 +42,7 @@ namespace Barotrauma
GUI.Arrow.Draw(sb, GUI.Arrow.Draw(sb,
arrowPos, clr * 0.8f, arrowPos, clr * 0.8f,
GUI.Arrow.Origin, MathUtils.VectorToAngle(dir) + MathHelper.PiOver2, GUI.Arrow.Origin, MathUtils.VectorToAngle(dir) + MathHelper.PiOver2,
isHorizontal ? new Vector2(rect.Height / 16.0f, 1.0f) : new Vector2(rect.Width / 16.0f, 1.0f), IsHorizontal ? new Vector2(rect.Height / 16.0f, 1.0f) : new Vector2(rect.Width / 16.0f, 1.0f),
SpriteEffects.None, depth); SpriteEffects.None, depth);
} }
@@ -66,12 +66,11 @@ namespace Barotrauma
{ {
if (PlayerInput.LeftButtonHeld()) if (PlayerInput.LeftButtonHeld())
{ {
//waveY[GetWaveIndex(position.X - rect.X - Submarine.Position.X) / WaveWidth] = 100.0f; WaterVolume += 1500.0f;
Volume = Volume + 1500.0f;
} }
else if (PlayerInput.RightButtonHeld()) else if (PlayerInput.RightButtonHeld())
{ {
Volume = Volume - 1500.0f; WaterVolume -= 1500.0f;
} }
} }
} }
@@ -209,12 +208,14 @@ namespace Barotrauma
{ {
GUI.SmallFont.DrawString(spriteBatch, "Pressure: " + ((int)pressure - rect.Y).ToString() + GUI.SmallFont.DrawString(spriteBatch, "Pressure: " + ((int)pressure - rect.Y).ToString() +
" - Oxygen: " + ((int)OxygenPercentage), new Vector2(drawRect.X + 5, -drawRect.Y + 5), Color.White); " - Oxygen: " + ((int)OxygenPercentage), new Vector2(drawRect.X + 5, -drawRect.Y + 5), Color.White);
GUI.SmallFont.DrawString(spriteBatch, volume + " / " + FullVolume, new Vector2(drawRect.X + 5, -drawRect.Y + 20), Color.White); GUI.SmallFont.DrawString(spriteBatch, waterVolume + " / " + Volume, new Vector2(drawRect.X + 5, -drawRect.Y + 20), Color.White);
foreach (FireSource fs in fireSources) GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * Math.Min(waterVolume / Volume, 1.0f))), Color.Cyan, true);
if (WaterVolume > Volume)
{ {
GUI.DrawRectangle(spriteBatch, new Rectangle((int)fs.WorldPosition.X, (int)-fs.WorldPosition.Y, (int)fs.Size.X, (int)fs.Size.Y), Color.Orange, false); GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * (waterVolume - Volume) / MaxCompress)), Color.Red, true);
} }
GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, 100), Color.Black);
} }
if ((IsSelected || isHighlighted) && editing) if ((IsSelected || isHighlighted) && editing)
@@ -229,9 +229,9 @@ namespace Barotrauma.Particles
bool gapFound = false; bool gapFound = false;
foreach (Gap gap in hullGaps) foreach (Gap gap in hullGaps)
{ {
if (gap.isHorizontal != (collisionNormal.X != 0.0f)) continue; if (gap.IsHorizontal != (collisionNormal.X != 0.0f)) continue;
if (gap.isHorizontal) if (gap.IsHorizontal)
{ {
if (gap.WorldRect.Y < position.Y || gap.WorldRect.Y - gap.WorldRect.Height > position.Y) continue; if (gap.WorldRect.Y < position.Y || gap.WorldRect.Y - gap.WorldRect.Height > position.Y) continue;
int gapDir = Math.Sign(gap.WorldRect.Center.X - currentHull.WorldRect.Center.X); int gapDir = Math.Sign(gap.WorldRect.Center.X - currentHull.WorldRect.Center.X);
@@ -69,9 +69,7 @@ namespace Barotrauma
private string GetTotalHullVolume() private string GetTotalHullVolume()
{ {
float totalVol = 0.0f; return "Total Hull Volume:\n" + Hull.hullList.Sum(h => h.Volume);
Hull.hullList.ForEach(h => { totalVol += h.FullVolume; });
return "Total Hull Volume:\n" + totalVol;
} }
private string GetSelectedHullVolume() private string GetSelectedHullVolume()
@@ -79,16 +77,17 @@ namespace Barotrauma
float buoyancyVol = 0.0f; float buoyancyVol = 0.0f;
float selectedVol = 0.0f; float selectedVol = 0.0f;
float neutralPercentage = 0.07f; float neutralPercentage = 0.07f;
Hull.hullList.ForEach(h => { Hull.hullList.ForEach(h =>
buoyancyVol += h.FullVolume; {
buoyancyVol += h.Volume;
if (h.IsSelected) if (h.IsSelected)
{ {
selectedVol += h.FullVolume; selectedVol += h.Volume;
} }
}); });
buoyancyVol *= neutralPercentage; buoyancyVol *= neutralPercentage;
string retVal = "Selected Hull Volume:\n" + selectedVol; string retVal = "Selected Hull Volume:\n" + selectedVol;
if (selectedVol>0.0f && buoyancyVol>0.0f) if (selectedVol > 0.0f && buoyancyVol > 0.0f)
{ {
if (buoyancyVol / selectedVol < 1.0f) if (buoyancyVol / selectedVol < 1.0f)
{ {
@@ -396,8 +396,8 @@ namespace Barotrauma
foreach (Hull hull in Hull.hullList) foreach (Hull hull in Hull.hullList)
{ {
if (hull.Submarine != targetSubmarine) continue; if (hull.Submarine != targetSubmarine) continue;
floodedArea += hull.Volume; floodedArea += hull.WaterVolume;
totalArea += hull.FullVolume; totalArea += hull.Volume;
} }
if (totalArea > 0.0f && floodedArea / totalArea > 0.25f) return "repair"; if (totalArea > 0.0f && floodedArea / totalArea > 0.25f) return "repair";
@@ -106,7 +106,7 @@ namespace Barotrauma
//suit can be taken off if there character is inside a hull and there's air in the room //suit can be taken off if there character is inside a hull and there's air in the room
bool canTakeOffSuit = Character.AnimController.CurrentHull != null && bool canTakeOffSuit = Character.AnimController.CurrentHull != null &&
Character.AnimController.CurrentHull.OxygenPercentage > 30.0f && Character.AnimController.CurrentHull.OxygenPercentage > 30.0f &&
Character.AnimController.CurrentHull.Volume < Character.AnimController.CurrentHull.FullVolume * 0.3f; Character.AnimController.CurrentHull.WaterVolume < Character.AnimController.CurrentHull.Volume * 0.3f;
//the suit can be taken off and the character is running out of oxygen (couldn't find a tank for the suit?) or idling //the suit can be taken off and the character is running out of oxygen (couldn't find a tank for the suit?) or idling
//-> take the suit off //-> take the suit off
@@ -215,7 +215,7 @@ namespace Barotrauma
bool shouldBeOpen = false; bool shouldBeOpen = false;
if (door.LinkedGap.isHorizontal) if (door.LinkedGap.IsHorizontal)
{ {
int currentDir = Math.Sign(nextNode.WorldPosition.X - door.Item.WorldPosition.X); int currentDir = Math.Sign(nextNode.WorldPosition.X - door.Item.WorldPosition.X);
@@ -291,7 +291,7 @@ namespace Barotrauma
} }
} }
if (node.Waypoint!=null && node.Waypoint.CurrentHull!=null) if (node.Waypoint != null && node.Waypoint.CurrentHull != null)
{ {
var hull = node.Waypoint.CurrentHull; var hull = node.Waypoint.CurrentHull;
@@ -303,8 +303,8 @@ namespace Barotrauma
} }
} }
if (character.NeedsAir && hull.Volume / hull.Rect.Width > 100.0f) penalty += 500.0f; if (character.NeedsAir && hull.WaterVolume / hull.Rect.Width > 100.0f) penalty += 500.0f;
if (character.PressureProtection < 10.0f && hull.Volume > hull.FullVolume) penalty += 1000.0f; if (character.PressureProtection < 10.0f && hull.WaterVolume > hull.Volume) penalty += 1000.0f;
} }
return penalty; return penalty;
@@ -137,7 +137,7 @@ namespace Barotrauma
if (currentHull == null) return true; if (currentHull == null) return true;
//there's lots of water in the room -> get a suit //there's lots of water in the room -> get a suit
if (currentHull.Volume / currentHull.FullVolume > 0.5f) return true; if (currentHull.WaterVolume / currentHull.Volume > 0.5f) return true;
if (currentHull.OxygenPercentage < 30.0f) return true; if (currentHull.OxygenPercentage < 30.0f) return true;
@@ -185,7 +185,7 @@ namespace Barotrauma
{ {
if (hull == null) return 0.0f; if (hull == null) return 0.0f;
float waterPercentage = (hull.Volume / hull.FullVolume) * 100.0f; float waterPercentage = (hull.WaterVolume / hull.Volume) * 100.0f;
float fireAmount = 0.0f; float fireAmount = 0.0f;
var nearbyHulls = hull.GetConnectedHulls(3); var nearbyHulls = hull.GetConnectedHulls(3);
@@ -24,7 +24,7 @@ namespace Barotrauma
{ {
if (leak.Open == 0.0f) return 0.0f; if (leak.Open == 0.0f) return 0.0f;
float leakSize = (leak.isHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f); float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition); float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
dist = Math.Max(dist/100.0f, 1.0f); dist = Math.Max(dist/100.0f, 1.0f);
@@ -80,7 +80,7 @@ namespace Barotrauma
if (hull == null) return standPos; if (hull == null) return standPos;
if (leak.isHorizontal) if (leak.IsHorizontal)
{ {
standPos += Vector2.UnitX * Math.Sign(hull.Position.X - leak.Position.X) * leak.Rect.Width; standPos += Vector2.UnitX * Math.Sign(hull.Position.X - leak.Position.X) * leak.Rect.Width;
} }
@@ -81,7 +81,7 @@ namespace Barotrauma
if (gap == null) return 0.0f; if (gap == null) return 0.0f;
//larger gap -> higher priority //larger gap -> higher priority
float gapPriority = (gap.isHorizontal ? gap.Rect.Width : gap.Rect.Height) * gap.Open; float gapPriority = (gap.IsHorizontal ? gap.Rect.Width : gap.Rect.Height) * gap.Open;
//prioritize gaps that are close //prioritize gaps that are close
gapPriority /= Math.Max(Vector2.Distance(character.WorldPosition, gap.WorldPosition), 1.0f); gapPriority /= Math.Max(Vector2.Distance(character.WorldPosition, gap.WorldPosition), 1.0f);
@@ -132,7 +132,7 @@ namespace Barotrauma
{ {
List<Hull> targetHulls = new List<Hull>(Hull.hullList); List<Hull> targetHulls = new List<Hull>(Hull.hullList);
//ignore all hulls with fires or water in them //ignore all hulls with fires or water in them
targetHulls.RemoveAll(h => h.FireSources.Any() || (h.Volume/h.FullVolume)>0.1f); targetHulls.RemoveAll(h => h.FireSources.Any() || h.WaterVolume / h.Volume > 0.1f);
if (!targetHulls.Any()) return null; if (!targetHulls.Any()) return null;
return targetHulls[Rand.Range(0, targetHulls.Count)].AiTarget; return targetHulls[Rand.Range(0, targetHulls.Count)].AiTarget;
@@ -816,7 +816,7 @@ namespace Barotrauma
headInWater = false; headInWater = false;
inWater = false; inWater = false;
if (currentHull.Volume > currentHull.FullVolume * 0.95f) if (currentHull.WaterVolume > currentHull.Volume * 0.95f)
{ {
inWater = true; inWater = true;
} }
@@ -836,7 +836,7 @@ namespace Barotrauma
} }
if (currentHull == null || if (currentHull == null ||
currentHull.Volume > currentHull.FullVolume * 0.95f || currentHull.WaterVolume > currentHull.Volume * 0.95f ||
ConvertUnits.ToSimUnits(currentHull.Surface) > Collider.SimPosition.Y) ConvertUnits.ToSimUnits(currentHull.Surface) > Collider.SimPosition.Y)
{ {
Collider.ApplyWaterForces(); Collider.ApplyWaterForces();
@@ -858,7 +858,7 @@ namespace Barotrauma
limb.inWater = true; limb.inWater = true;
if (limb.type == LimbType.Head) headInWater = true; if (limb.type == LimbType.Head) headInWater = true;
} }
else if (limbHull.Volume > 0.0f && Submarine.RectContains(limbHull.Rect, limb.Position)) else if (limbHull.WaterVolume > 0.0f && Submarine.RectContains(limbHull.Rect, limb.Position))
{ {
if (limb.Position.Y < limbHull.Surface) if (limb.Position.Y < limbHull.Surface)
{ {
@@ -250,7 +250,7 @@ namespace Barotrauma.Items.Components
//steer closer if almost in range //steer closer if almost in range
if (dist > range) if (dist > range)
{ {
Vector2 standPos = leak.isHorizontal ? Vector2 standPos = leak.IsHorizontal ?
new Vector2(Math.Sign(item.WorldPosition.X - leak.WorldPosition.X), 0.0f) new Vector2(Math.Sign(item.WorldPosition.X - leak.WorldPosition.X), 0.0f)
: new Vector2(0.0f, Math.Sign(item.WorldPosition.Y - leak.WorldPosition.Y)); : new Vector2(0.0f, Math.Sign(item.WorldPosition.Y - leak.WorldPosition.Y));
@@ -104,7 +104,7 @@ namespace Barotrauma.Items.Components
} }
else else
{ {
hullData.Water = Math.Min(senderHull.Volume / senderHull.FullVolume, 1.0f); hullData.Water = Math.Min(senderHull.WaterVolume / senderHull.Volume, 1.0f);
} }
break; break;
case "oxygen_data_in": case "oxygen_data_in":
@@ -90,17 +90,12 @@ namespace Barotrauma.Items.Components
Vent vent = linkedItem.GetComponent<Vent>(); Vent vent = linkedItem.GetComponent<Vent>();
if (vent == null) continue; if (vent == null) continue;
ventList.Add(vent); ventList.Add(vent);
if (linkedItem.CurrentHull!=null) totalHullVolume += linkedItem.CurrentHull.FullVolume; if (linkedItem.CurrentHull != null) totalHullVolume += linkedItem.CurrentHull.Volume;
} }
} }
//public override void OnMapLoaded()
//{
// GetVents();
//}
private void UpdateVents(float deltaOxygen) private void UpdateVents(float deltaOxygen)
{ {
if (ventList == null) if (ventList == null)
@@ -109,13 +104,13 @@ namespace Barotrauma.Items.Components
GetVents(); GetVents();
} }
if (!ventList.Any() || totalHullVolume == 0.0f) return; if (!ventList.Any() || totalHullVolume <= 0.0f) return;
foreach (Vent v in ventList) foreach (Vent v in ventList)
{ {
if (v.Item.CurrentHull == null) continue; if (v.Item.CurrentHull == null) continue;
v.OxygenFlow = deltaOxygen * (v.Item.CurrentHull.FullVolume / totalHullVolume); v.OxygenFlow = deltaOxygen * (v.Item.CurrentHull.Volume / totalHullVolume);
v.IsActive = true; v.IsActive = true;
} }
} }
@@ -89,7 +89,7 @@ namespace Barotrauma.Items.Components
if (targetLevel != null) if (targetLevel != null)
{ {
float hullPercentage = 0.0f; float hullPercentage = 0.0f;
if (hull1 != null) hullPercentage = (hull1.Volume / hull1.FullVolume) * 100.0f; if (hull1 != null) hullPercentage = (hull1.WaterVolume / hull1.Volume) * 100.0f;
FlowPercentage = ((float)targetLevel - hullPercentage) * 10.0f; FlowPercentage = ((float)targetLevel - hullPercentage) * 10.0f;
} }
@@ -100,21 +100,14 @@ namespace Barotrauma.Items.Components
ApplyStatusEffects(ActionType.OnActive, deltaTime, null); ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
if (hull1 == null) return; if (hull1 == null) return;
float powerFactor = currPowerConsumption <= 0.0f ? 1.0f : voltage;
currFlow = flowPercentage / 100.0f * maxFlow * powerFactor;
hull1.WaterVolume += currFlow;
if (hull1.WaterVolume > hull1.Volume) hull1.Pressure += 0.5f;
float powerFactor = (currPowerConsumption==0.0f) ? 1.0f : voltage;
//flowPercentage = maxFlow * powerFactor;
currFlow = (flowPercentage / 100.0f) * maxFlow * powerFactor;
hull1.Volume += currFlow;
if (hull1.Volume > hull1.FullVolume) hull1.Pressure += 0.5f;
//if (hull2 != null)
//{
// hull2.Volume -= currFlow;
// if (hull2.Volume > hull1.FullVolume) hull2.Pressure += 0.5f;
//}
voltage = 0.0f; voltage = 0.0f;
} }
@@ -868,7 +868,7 @@ namespace Barotrauma
if (CurrentHull != null) if (CurrentHull != null)
{ {
float floor = CurrentHull.Rect.Y - CurrentHull.Rect.Height; float floor = CurrentHull.Rect.Y - CurrentHull.Rect.Height;
float waterLevel = (floor + CurrentHull.Volume / CurrentHull.Rect.Width); float waterLevel = floor + CurrentHull.WaterVolume / CurrentHull.Rect.Width;
//forceFactor is 1.0f if the item is completely submerged, //forceFactor is 1.0f if the item is completely submerged,
//and goes to 0.0f as the item goes through the surface //and goes to 0.0f as the item goes through the surface
@@ -154,7 +154,7 @@ namespace Barotrauma
DamageCharacters(deltaTime); DamageCharacters(deltaTime);
DamageItems(deltaTime); DamageItems(deltaTime);
if (hull.Volume > 0.0f) HullWaterExtinquish(deltaTime); if (hull.WaterVolume > 0.0f) HullWaterExtinquish(deltaTime);
hull.Oxygen -= size.X * deltaTime * OxygenConsumption; hull.Oxygen -= size.X * deltaTime * OxygenConsumption;
@@ -263,7 +263,7 @@ namespace Barotrauma
size.X -= extinquishAmount; size.X -= extinquishAmount;
//evaporate some of the water //evaporate some of the water
hull.Volume -= extinquishAmount; hull.WaterVolume -= extinquishAmount;
if (GameMain.Client != null) return; if (GameMain.Client != null) return;
@@ -299,7 +299,7 @@ namespace Barotrauma
position.X += extinquishAmount / 2.0f; position.X += extinquishAmount / 2.0f;
size.X -= extinquishAmount; size.X -= extinquishAmount;
hull.Volume -= extinquishAmount; hull.WaterVolume -= extinquishAmount;
if (GameMain.Client != null) return; if (GameMain.Client != null) return;
+100 -101
View File
@@ -13,10 +13,8 @@ namespace Barotrauma
public static bool ShowGaps = true; public static bool ShowGaps = true;
public bool isHorizontal; public readonly bool IsHorizontal;
//private Sound waterSound;
//a value between 0.0f-1.0f (0.0 = closed, 1.0f = open) //a value between 0.0f-1.0f (0.0 = closed, 1.0f = open)
private float open; private float open;
@@ -27,7 +25,7 @@ namespace Barotrauma
private float higherSurface; private float higherSurface;
private float lowerSurface; private float lowerSurface;
private Vector2 lerpedFlowForce; private Vector2 lerpedFlowForce;
//if set to true, hull connections of this gap won't be updated when changes are being done to hulls //if set to true, hull connections of this gap won't be updated when changes are being done to hulls
@@ -110,7 +108,7 @@ namespace Barotrauma
flowForce = Vector2.Zero; flowForce = Vector2.Zero;
this.isHorizontal = isHorizontal; this.IsHorizontal = isHorizontal;
open = 1.0f; open = 1.0f;
@@ -122,7 +120,7 @@ namespace Barotrauma
public override MapEntity Clone() public override MapEntity Clone()
{ {
return new Gap(rect, isHorizontal, Submarine); return new Gap(rect, IsHorizontal, Submarine);
} }
public override void Move(Vector2 amount) public override void Move(Vector2 amount)
@@ -143,8 +141,8 @@ namespace Barotrauma
public override bool IsMouseOn(Vector2 position) public override bool IsMouseOn(Vector2 position)
{ {
return (ShowGaps && Submarine.RectContains(WorldRect, position) && return ShowGaps && Submarine.RectContains(WorldRect, position) &&
!Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -5), position)); !Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -5), position);
} }
private void FindHulls() private void FindHulls()
@@ -154,7 +152,7 @@ namespace Barotrauma
linkedTo.Clear(); linkedTo.Clear();
Vector2[] searchPos = new Vector2[2]; Vector2[] searchPos = new Vector2[2];
if (isHorizontal) if (IsHorizontal)
{ {
searchPos[0] = new Vector2(rect.X, rect.Y - rect.Height / 2); searchPos[0] = new Vector2(rect.X, rect.Y - rect.Height / 2);
searchPos[1] = new Vector2(rect.Right, rect.Y - rect.Height / 2); searchPos[1] = new Vector2(rect.Right, rect.Y - rect.Height / 2);
@@ -170,7 +168,7 @@ namespace Barotrauma
if (hulls[0] == null && hulls[1] == null) return; if (hulls[0] == null && hulls[1] == null) return;
if (hulls[0]==null && hulls[1]!=null) if (hulls[0] == null && hulls[1] != null)
{ {
Hull temp = hulls[0]; Hull temp = hulls[0];
hulls[0] = hulls[1]; hulls[0] = hulls[1];
@@ -179,9 +177,9 @@ namespace Barotrauma
flowTargetHull = hulls[0]; flowTargetHull = hulls[0];
for (int i = 0 ; i <2; i++) for (int i = 0; i < 2; i++)
{ {
if (hulls[i]==null) continue; if (hulls[i] == null) continue;
linkedTo.Add(hulls[i]); linkedTo.Add(hulls[i]);
if (!hulls[i].ConnectedGaps.Contains(this)) hulls[i].ConnectedGaps.Add(this); if (!hulls[i].ConnectedGaps.Contains(this)) hulls[i].ConnectedGaps.Add(this);
} }
@@ -191,7 +189,7 @@ namespace Barotrauma
{ {
flowForce = Vector2.Zero; flowForce = Vector2.Zero;
if (open == 0.0f) if (open == 0.0f || linkedTo.Count == 0)
{ {
lerpedFlowForce = Vector2.Zero; lerpedFlowForce = Vector2.Zero;
return; return;
@@ -210,23 +208,22 @@ namespace Barotrauma
UpdateRoomToRoom(deltaTime); UpdateRoomToRoom(deltaTime);
} }
lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, deltaTime); lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, deltaTime * 5.0f);
if (LerpedFlowForce.LengthSquared() > 20000.0f && flowTargetHull != null && flowTargetHull.Volume < flowTargetHull.FullVolume) #if CLIENT
if (LerpedFlowForce.LengthSquared() > 20000.0f && flowTargetHull != null && flowTargetHull.WaterVolume < flowTargetHull.Volume)
{ {
//UpdateFlowForce();
Vector2 pos = Position; Vector2 pos = Position;
if (isHorizontal) if (IsHorizontal)
{ {
pos.X += Math.Sign(flowForce.X); pos.X += Math.Sign(flowForce.X);
pos.Y = MathHelper.Clamp((higherSurface + lowerSurface) / 2.0f, rect.Y - rect.Height, rect.Y) + 10; pos.Y = MathHelper.Clamp((higherSurface + lowerSurface) / 2.0f, rect.Y - rect.Height, rect.Y) + 10;
Vector2 velocity = new Vector2( Vector2 velocity = new Vector2(
MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.5f, 0.7f), MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.5f, 0.7f),
flowForce.Y * Rand.Range(0.5f, 0.7f)); flowForce.Y * Rand.Range(0.5f, 0.7f));
#if CLIENT
var particle = GameMain.ParticleManager.CreateParticle( var particle = GameMain.ParticleManager.CreateParticle(
"watersplash", "watersplash",
(Submarine == null ? pos : pos + Submarine.Position) - Vector2.UnitY * Rand.Range(0.0f, 10.0f), (Submarine == null ? pos : pos + Submarine.Position) - Vector2.UnitY * Rand.Range(0.0f, 10.0f),
@@ -236,19 +233,16 @@ namespace Barotrauma
{ {
particle.Size = particle.Size * Math.Min(Math.Abs(flowForce.X / 1000.0f), 5.0f); particle.Size = particle.Size * Math.Min(Math.Abs(flowForce.X / 1000.0f), 5.0f);
} }
#endif
if (Math.Abs(flowForce.X) > 300.0f) if (Math.Abs(flowForce.X) > 300.0f)
{ {
pos.X += Math.Sign(flowForce.X) * 10.0f; pos.X += Math.Sign(flowForce.X) * 10.0f;
pos.Y = Rand.Range(lowerSurface, rect.Y - rect.Height); pos.Y = Rand.Range(lowerSurface, rect.Y - rect.Height);
#if CLIENT
GameMain.ParticleManager.CreateParticle( GameMain.ParticleManager.CreateParticle(
"bubbles", "bubbles",
Submarine == null ? pos : pos + Submarine.Position, Submarine == null ? pos : pos + Submarine.Position,
flowForce / 10.0f, 0, flowTargetHull); flowForce / 10.0f, 0, flowTargetHull);
#endif
} }
} }
else else
@@ -264,7 +258,6 @@ namespace Barotrauma
lerpedFlowForce.X * Rand.Range(0.5f, 0.7f), lerpedFlowForce.X * Rand.Range(0.5f, 0.7f),
Math.Max(lerpedFlowForce.Y, -100.0f) * Rand.Range(0.5f, 0.7f)); Math.Max(lerpedFlowForce.Y, -100.0f) * Rand.Range(0.5f, 0.7f));
#if CLIENT
var splash = GameMain.ParticleManager.CreateParticle( var splash = GameMain.ParticleManager.CreateParticle(
"watersplash", "watersplash",
Submarine == null ? pos : pos + Submarine.Position, Submarine == null ? pos : pos + Submarine.Position,
@@ -276,18 +269,21 @@ namespace Barotrauma
"bubbles", "bubbles",
Submarine == null ? pos : pos + Submarine.Position, Submarine == null ? pos : pos + Submarine.Position,
flowForce / 2.0f, 0, FlowTargetHull); flowForce / 2.0f, 0, FlowTargetHull);
#endif
} }
} }
} }
#endif
if (flowTargetHull != null && lerpedFlowForce != Vector2.Zero) if (flowTargetHull != null && lerpedFlowForce != Vector2.Zero)
{ {
foreach (Character character in Character.CharacterList) foreach (Character character in Character.CharacterList)
{ {
if (character.AnimController.CurrentHull != flowTargetHull) continue; if (character.CurrentHull == null) continue;
if (character.CurrentHull != linkedTo[0] as Hull &&
(linkedTo.Count < 2 || character.CurrentHull != linkedTo[1] as Hull))
{
continue;
}
foreach (Limb limb in character.AnimController.Limbs) foreach (Limb limb in character.AnimController.Limbs)
{ {
@@ -296,12 +292,21 @@ namespace Barotrauma
float dist = Vector2.Distance(limb.WorldPosition, WorldPosition); float dist = Vector2.Distance(limb.WorldPosition, WorldPosition);
if (dist > lerpedFlowForce.Length()) continue; if (dist > lerpedFlowForce.Length()) continue;
limb.body.ApplyForce(lerpedFlowForce / dist/10.0f); Vector2 force = lerpedFlowForce / (float)Math.Max(Math.Sqrt(dist), 20.0f) * 0.025f;
//vertical gaps only apply forces if the character is roughly above/below the gap
if (!IsHorizontal)
{
float xDist = Math.Abs(limb.WorldPosition.X - WorldPosition.X);
if (xDist > rect.Width || rect.Width == 0) return;
force *= 1.0f - xDist / rect.Width;
}
character.AnimController.Collider.ApplyForce(force * limb.body.Mass);
} }
} }
} }
} }
void UpdateRoomToRoom(float deltaTime) void UpdateRoomToRoom(float deltaTime)
@@ -322,30 +327,30 @@ namespace Barotrauma
} }
if (hull1.Volume == 0.0 && hull2.Volume == 0.0) return; if (hull1.WaterVolume <= 0.0 && hull2.WaterVolume <= 0.0) return;
float size = (isHorizontal) ? rect.Height : rect.Width; float size = IsHorizontal ? rect.Height : rect.Width;
//a variable affecting the water flow through the gap //a variable affecting the water flow through the gap
//the larger the gap is, the faster the water flows //the larger the gap is, the faster the water flows
float sizeModifier = size / 100.0f * open; float sizeModifier = size / 100.0f * open;
//horizontal gap (such as a regular door) //horizontal gap (such as a regular door)
if (isHorizontal) if (IsHorizontal)
{ {
higherSurface = Math.Max(hull1.Surface, hull2.Surface + subOffset.Y); higherSurface = Math.Max(hull1.Surface, hull2.Surface + subOffset.Y);
float delta=0.0f; float delta = 0.0f;
//water level is above the lower boundary of the gap //water level is above the lower boundary of the gap
if (Math.Max(hull1.Surface+hull1.WaveY[hull1.WaveY.Length - 1], hull2.Surface + subOffset.Y +hull2.WaveY[0]) > rect.Y - size) if (Math.Max(hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1], hull2.Surface + subOffset.Y + hull2.WaveY[0]) > rect.Y - size)
{ {
int dir = (hull1.Pressure > hull2.Pressure+subOffset.Y) ? 1 : -1; int dir = (hull1.Pressure > hull2.Pressure + subOffset.Y) ? 1 : -1;
//water flowing from the righthand room to the lefthand room //water flowing from the righthand room to the lefthand room
if (dir == -1) if (dir == -1)
{ {
if (!(hull2.Volume > 0.0f)) return; if (!(hull2.WaterVolume > 0.0f)) return;
lowerSurface = hull1.Surface - hull1.WaveY[hull1.WaveY.Length - 1]; lowerSurface = hull1.Surface - hull1.WaveY[hull1.WaveY.Length - 1];
//delta = Math.Min((room2.water.pressure - room1.water.pressure) * sizeModifier, Math.Min(room2.water.Volume, room2.Volume)); //delta = Math.Min((room2.water.pressure - room1.water.pressure) * sizeModifier, Math.Min(room2.water.Volume, room2.Volume));
//delta = Math.Min(delta, room1.Volume - room1.water.Volume + Water.MaxCompress); //delta = Math.Min(delta, room1.Volume - room1.water.Volume + Water.MaxCompress);
@@ -353,13 +358,13 @@ namespace Barotrauma
flowTargetHull = hull1; flowTargetHull = hull1;
//make sure not to move more than what the room contains //make sure not to move more than what the room contains
delta = Math.Min(((hull2.Pressure + subOffset.Y) - hull1.Pressure) * 5.0f * sizeModifier, Math.Min(hull2.Volume, hull2.FullVolume)); delta = Math.Min(((hull2.Pressure + subOffset.Y) - hull1.Pressure) * 5.0f * sizeModifier, Math.Min(hull2.WaterVolume, hull2.Volume));
//make sure not to place more water to the target room than it can hold //make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, hull1.FullVolume + Hull.MaxCompress - (hull1.Volume)); delta = Math.Min(delta, hull1.Volume + Hull.MaxCompress - (hull1.WaterVolume));
hull1.Volume += delta; hull1.WaterVolume += delta;
hull2.Volume -= delta; hull2.WaterVolume -= delta;
if (hull1.Volume > hull1.FullVolume) if (hull1.WaterVolume > hull1.Volume)
{ {
hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + hull2.Pressure+subOffset.Y) / 2); hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + hull2.Pressure+subOffset.Y) / 2);
} }
@@ -368,19 +373,19 @@ namespace Barotrauma
} }
else if (dir == 1) else if (dir == 1)
{ {
if (!(hull1.Volume > 0.0f)) return; if (!(hull1.WaterVolume > 0.0f)) return;
lowerSurface = hull2.Surface - hull2.WaveY[hull2.WaveY.Length - 1]; lowerSurface = hull2.Surface - hull2.WaveY[hull2.WaveY.Length - 1];
flowTargetHull = hull2; flowTargetHull = hull2;
//make sure not to move more than what the room contains //make sure not to move more than what the room contains
delta = Math.Min((hull1.Pressure - (hull2.Pressure + subOffset.Y)) * 5.0f * sizeModifier, Math.Min(hull1.Volume, hull1.FullVolume)); delta = Math.Min((hull1.Pressure - (hull2.Pressure + subOffset.Y)) * 5.0f * sizeModifier, Math.Min(hull1.WaterVolume, hull1.Volume));
//make sure not to place more water to the target room than it can hold //make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, hull2.FullVolume + Hull.MaxCompress - (hull2.Volume)); delta = Math.Min(delta, hull2.Volume + Hull.MaxCompress - (hull2.WaterVolume));
hull1.Volume -= delta; hull1.WaterVolume -= delta;
hull2.Volume += delta; hull2.WaterVolume += delta;
if (hull2.Volume > hull2.FullVolume) if (hull2.WaterVolume > hull2.Volume)
{ {
hull2.Pressure = Math.Max(hull2.Pressure, ((hull1.Pressure-subOffset.Y) + hull2.Pressure) / 2); hull2.Pressure = Math.Max(hull2.Pressure, ((hull1.Pressure-subOffset.Y) + hull2.Pressure) / 2);
} }
@@ -388,92 +393,86 @@ namespace Barotrauma
flowForce = new Vector2(delta, 0.0f); flowForce = new Vector2(delta, 0.0f);
} }
if (delta>100.0f && subOffset == Vector2.Zero) if (delta > 100.0f && subOffset == Vector2.Zero)
{ {
float avg = (hull1.Surface + hull2.Surface) / 2.0f; float avg = (hull1.Surface + hull2.Surface) / 2.0f;
//float avgVel = (hull2.WaveVel[1] + hull1.WaveVel[hull1.WaveY.Length - 2]) / 2.0f;
if (hull1.Volume < hull1.FullVolume - Hull.MaxCompress && if (hull1.WaterVolume < hull1.Volume - Hull.MaxCompress &&
hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1] < rect.Y) hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1] < rect.Y)
{ {
hull1.WaveVel[hull1.WaveY.Length - 1] = (avg-(hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1]))*0.1f; hull1.WaveVel[hull1.WaveY.Length - 1] = (avg - (hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1])) * 0.1f;
hull1.WaveVel[hull1.WaveY.Length - 2] = hull1.WaveVel[hull1.WaveY.Length - 1]; hull1.WaveVel[hull1.WaveY.Length - 2] = hull1.WaveVel[hull1.WaveY.Length - 1];
} }
if (hull2.Volume < hull2.FullVolume - Hull.MaxCompress && if (hull2.WaterVolume < hull2.Volume - Hull.MaxCompress &&
hull2.Surface + hull2.WaveY[0] < rect.Y) hull2.Surface + hull2.WaveY[0] < rect.Y)
{ {
hull2.WaveVel[0] = (avg - (hull2.Surface + hull2.WaveY[0])) * 0.1f; hull2.WaveVel[0] = (avg - (hull2.Surface + hull2.WaveY[0])) * 0.1f;
hull2.WaveVel[1] = hull2.WaveVel[0]; hull2.WaveVel[1] = hull2.WaveVel[0];
} }
} }
} }
} }
else else
{ {
//lower room is full of water //lower room is full of water
if ((hull2.Pressure + subOffset.Y) > hull1.Pressure) if (hull2.Pressure + subOffset.Y > hull1.Pressure)
{ {
float delta = Math.Min(hull2.Volume - hull2.FullVolume + Hull.MaxCompress / 2.0f, deltaTime * 8000.0f * sizeModifier); float delta = Math.Min(hull2.WaterVolume - hull2.Volume + Hull.MaxCompress, deltaTime * 8000.0f * sizeModifier);
flowForce = new Vector2(0.0f, Math.Min((hull2.Pressure + subOffset.Y) - hull1.Pressure, 500.0f)); //make sure not to place more water to the target room than it can hold
if (hull1.WaterVolume + delta > hull1.Volume + Hull.MaxCompress)
{
delta -= (hull1.WaterVolume + delta) - (hull1.Volume + Hull.MaxCompress);
}
delta = Math.Max(delta, 0.0f); delta = Math.Max(delta, 0.0f);
hull1.Volume += delta; hull1.WaterVolume += delta;
hull2.Volume -= delta; hull2.WaterVolume -= delta;
flowForce = new Vector2(
0.0f,
Math.Min(Math.Min((hull2.Pressure + subOffset.Y) - hull1.Pressure, 200.0f), delta));
flowTargetHull = hull1; flowTargetHull = hull1;
if (hull1.Volume > hull1.FullVolume) if (hull1.WaterVolume > hull1.Volume)
{ {
hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + (hull2.Pressure + subOffset.Y)) / 2); hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + (hull2.Pressure + subOffset.Y)) / 2);
} }
} }
//there's water in the upper room, drop to lower //there's water in the upper room, drop to lower
else if (hull1.Volume > 0) else if (hull1.WaterVolume > 0)
{ {
flowTargetHull = hull2; flowTargetHull = hull2;
//make sure the amount of water moved isn't more than what the room contains //make sure the amount of water moved isn't more than what the room contains
float delta = Math.Min(hull1.Volume, deltaTime * 25000f * sizeModifier); float delta = Math.Min(hull1.WaterVolume, deltaTime * 25000f * sizeModifier);
//make sure not to place more water to the target room than it can hold //make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, (hull2.FullVolume + Math.Max(hull1.Volume - hull1.FullVolume, 0.0f)) - hull2.Volume + Hull.MaxCompress / 4.0f); if (hull2.WaterVolume + delta > hull2.Volume + Hull.MaxCompress)
{
delta -= (hull2.WaterVolume + delta) - (hull2.Volume + Hull.MaxCompress);
}
hull1.WaterVolume -= delta;
hull2.WaterVolume += delta;
hull1.Volume -= delta; flowForce = new Vector2(
hull2.Volume += delta; hull1.WaveY[hull1.GetWaveIndex(rect.X)] - hull1.WaveY[hull1.GetWaveIndex(rect.Right)],
Math.Max(Math.Max((hull2.Pressure + subOffset.Y - hull1.Pressure) * 10.0f, -200.0f), -delta));
if (hull2.Volume > hull2.FullVolume) if (hull2.WaterVolume > hull2.Volume)
{ {
hull2.Pressure = Math.Max(hull2.Pressure, ((hull1.Pressure - subOffset.Y) + hull2.Pressure) / 2); hull2.Pressure = Math.Max(hull2.Pressure, ((hull1.Pressure - subOffset.Y) + hull2.Pressure) / 2);
} }
flowForce = new Vector2(0.0f, -delta);
flowForce.X = hull1.WaveY[hull1.GetWaveIndex(rect.X)] - hull1.WaveY[hull1.GetWaveIndex(rect.Right)] * 10.0f;
//if (water2.Volume < water2.FullVolume - Hull.MaxCompress)
//{
// int posX = (int)((rect.X + size / 2.0f - water1.Rect.X) / Hull.WaveWidth);
// //water1.WaveY[posX] = -delta;
// if (posX > -1 && posX < water2.WaveVel.Length)
// water1.WaveVel[posX] = -delta * 0.01f;
// posX = (int)((rect.X + size / 2.0f - water2.Rect.X) / Hull.WaveWidth);
// //water2.WaveY[posX] = delta;
// if (posX > -1 && posX<water2.WaveVel.Length)
// water2.WaveVel[posX] = delta * 0.01f;
//}
} }
} }
if (open > 0.0f) if (open > 0.0f)
{ {
if (hull1.Volume > hull1.FullVolume - Hull.MaxCompress && hull2.Volume > hull2.FullVolume - Hull.MaxCompress) if (hull1.WaterVolume > hull1.Volume - Hull.MaxCompress && hull2.WaterVolume > hull2.Volume - Hull.MaxCompress)
{ {
float avgLethality = (hull1.LethalPressure + hull2.LethalPressure) / 2.0f; float avgLethality = (hull1.LethalPressure + hull2.LethalPressure) / 2.0f;
hull1.LethalPressure = avgLethality; hull1.LethalPressure = avgLethality;
@@ -491,7 +490,7 @@ namespace Barotrauma
{ {
if (linkedTo.Count != 1) return; if (linkedTo.Count != 1) return;
float size = (isHorizontal) ? rect.Height : rect.Width; float size = (IsHorizontal) ? rect.Height : rect.Width;
Hull hull1 = (Hull)linkedTo[0]; Hull hull1 = (Hull)linkedTo[0];
@@ -502,14 +501,14 @@ namespace Barotrauma
float delta = Hull.MaxCompress * sizeModifier * deltaTime; float delta = Hull.MaxCompress * sizeModifier * deltaTime;
//make sure not to place more water to the target room than it can hold //make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, hull1.FullVolume + Hull.MaxCompress - hull1.Volume); delta = Math.Min(delta, hull1.Volume + Hull.MaxCompress - hull1.WaterVolume);
hull1.Volume += delta; hull1.WaterVolume += delta;
if (hull1.Volume > hull1.FullVolume) hull1.Pressure += 0.5f; if (hull1.WaterVolume > hull1.Volume) hull1.Pressure += 0.5f;
flowTargetHull = hull1; flowTargetHull = hull1;
if (isHorizontal) if (IsHorizontal)
{ {
//water flowing from right to left //water flowing from right to left
if (rect.X > hull1.Rect.X + hull1.Rect.Width / 2.0f) if (rect.X > hull1.Rect.X + hull1.Rect.Width / 2.0f)
@@ -525,7 +524,7 @@ namespace Barotrauma
higherSurface = hull1.Surface; higherSurface = hull1.Surface;
lowerSurface = rect.Y; lowerSurface = rect.Y;
if (hull1.Volume < hull1.FullVolume - Hull.MaxCompress && if (hull1.WaterVolume < hull1.Volume - Hull.MaxCompress &&
hull1.Surface < rect.Y) hull1.Surface < rect.Y)
{ {
if (rect.X > hull1.Rect.X + hull1.Rect.Width / 2.0f) if (rect.X > hull1.Rect.X + hull1.Rect.Width / 2.0f)
@@ -560,7 +559,7 @@ namespace Barotrauma
{ {
flowForce = new Vector2(0.0f, delta); flowForce = new Vector2(0.0f, delta);
} }
if (hull1.Volume >= hull1.FullVolume - Hull.MaxCompress) if (hull1.WaterVolume >= hull1.Volume - Hull.MaxCompress)
{ {
hull1.LethalPressure += (Submarine != null && Submarine.AtDamageDepth) ? 100.0f * deltaTime : 10.0f * deltaTime; hull1.LethalPressure += (Submarine != null && Submarine.AtDamageDepth) ? 100.0f * deltaTime : 10.0f * deltaTime;
} }
@@ -574,15 +573,15 @@ namespace Barotrauma
Hull hull1 = (Hull)linkedTo[0]; Hull hull1 = (Hull)linkedTo[0];
Hull hull2 = (Hull)linkedTo[1]; Hull hull2 = (Hull)linkedTo[1];
if (isHorizontal) if (IsHorizontal)
{ {
if (Math.Max(hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1], hull2.Surface + hull2.WaveY[0]) > rect.Y) return; if (Math.Max(hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1], hull2.Surface + hull2.WaveY[0]) > rect.Y) return;
} }
float totalOxygen = hull1.Oxygen + hull2.Oxygen; float totalOxygen = hull1.Oxygen + hull2.Oxygen;
float totalVolume = (hull1.FullVolume + hull2.FullVolume); float totalVolume = (hull1.Volume + hull2.Volume);
float deltaOxygen = (totalOxygen * hull1.FullVolume / totalVolume) - hull1.Oxygen; float deltaOxygen = (totalOxygen * hull1.Volume / totalVolume) - hull1.Oxygen;
deltaOxygen = MathHelper.Clamp(deltaOxygen, -Hull.OxygenDistributionSpeed, Hull.OxygenDistributionSpeed); deltaOxygen = MathHelper.Clamp(deltaOxygen, -Hull.OxygenDistributionSpeed, Hull.OxygenDistributionSpeed);
hull1.Oxygen += deltaOxygen; hull1.Oxygen += deltaOxygen;
@@ -601,7 +600,7 @@ namespace Barotrauma
if (sectionIndex > -1 && !gap.ConnectedWall.SectionBodyDisabled(sectionIndex)) continue; if (sectionIndex > -1 && !gap.ConnectedWall.SectionBodyDisabled(sectionIndex)) continue;
} }
if (gap.isHorizontal) if (gap.IsHorizontal)
{ {
if (worldPos.Y < gap.WorldRect.Y && worldPos.Y > gap.WorldRect.Y - gap.WorldRect.Height && if (worldPos.Y < gap.WorldRect.Y && worldPos.Y > gap.WorldRect.Y - gap.WorldRect.Height &&
Math.Abs(gap.WorldRect.Center.X - worldPos.X) < allowedOrthogonalDist) Math.Abs(gap.WorldRect.Center.X - worldPos.X) < allowedOrthogonalDist)
@@ -693,7 +692,7 @@ namespace Barotrauma
element.Add( element.Add(
new XAttribute("ID", ID), new XAttribute("ID", ID),
new XAttribute("horizontal", isHorizontal ? "true" : "false")); new XAttribute("horizontal", IsHorizontal ? "true" : "false"));
element.Add(new XAttribute("rect", element.Add(new XAttribute("rect",
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," + (int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
+27 -27
View File
@@ -49,7 +49,7 @@ namespace Barotrauma
private float lethalPressure; private float lethalPressure;
private float surface; private float surface;
private float volume; private float waterVolume;
private float pressure; private float pressure;
private float oxygen; private float oxygen;
@@ -93,7 +93,7 @@ namespace Barotrauma
Gap.UpdateHulls(); Gap.UpdateHulls();
} }
surface = rect.Y - rect.Height + Volume / rect.Width; surface = rect.Y - rect.Height + WaterVolume / rect.Width;
Pressure = surface; Pressure = surface;
} }
} }
@@ -127,15 +127,15 @@ namespace Barotrauma
get { return surface; } get { return surface; }
} }
public float Volume public float WaterVolume
{ {
get { return volume; } get { return waterVolume; }
set set
{ {
if (!MathUtils.IsValid(value)) return; if (!MathUtils.IsValid(value)) return;
volume = MathHelper.Clamp(value, 0.0f, FullVolume + MaxCompress); waterVolume = MathHelper.Clamp(value, 0.0f, Volume + MaxCompress);
if (volume < FullVolume) Pressure = rect.Y - rect.Height + volume / rect.Width; if (waterVolume < Volume) Pressure = rect.Y - rect.Height + waterVolume / rect.Width;
if (volume > 0.0f) update = true; if (waterVolume > 0.0f) update = true;
} }
} }
@@ -146,19 +146,19 @@ namespace Barotrauma
set set
{ {
if (!MathUtils.IsValid(value)) return; if (!MathUtils.IsValid(value)) return;
oxygen = MathHelper.Clamp(value, 0.0f, FullVolume); oxygen = MathHelper.Clamp(value, 0.0f, Volume);
} }
} }
public float OxygenPercentage public float OxygenPercentage
{ {
get { return oxygen / FullVolume * 100.0f; } get { return oxygen / Volume * 100.0f; }
set { Oxygen = (value / 100.0f) * FullVolume; } set { Oxygen = (value / 100.0f) * Volume; }
} }
public float FullVolume public float Volume
{ {
get { return (rect.Width * rect.Height); } get { return rect.Width * rect.Height; }
} }
public float Pressure public float Pressure
@@ -213,14 +213,14 @@ namespace Barotrauma
hullList.Add(this); hullList.Add(this);
ConnectedGaps = new List<Gap>(); ConnectedGaps = new List<Gap>();
if (submarine==null || !submarine.Loading) if (submarine == null || !submarine.Loading)
{ {
Item.UpdateHulls(); Item.UpdateHulls();
Gap.UpdateHulls(); Gap.UpdateHulls();
} }
Volume = 0.0f; WaterVolume = 0.0f;
InsertToList(); InsertToList();
} }
@@ -309,7 +309,7 @@ namespace Barotrauma
Gap.UpdateHulls(); Gap.UpdateHulls();
} }
surface = rect.Y - rect.Height + Volume / rect.Width; surface = rect.Y - rect.Height + WaterVolume / rect.Width;
Pressure = surface; Pressure = surface;
} }
@@ -403,7 +403,7 @@ namespace Barotrauma
//update client hulls if the amount of water has changed by >10% //update client hulls if the amount of water has changed by >10%
//or if oxygen percentage has changed by 5% //or if oxygen percentage has changed by 5%
if (Math.Abs(lastSentVolume - volume) > FullVolume * 0.1f || if (Math.Abs(lastSentVolume - waterVolume) > Volume * 0.1f ||
Math.Abs(lastSentOxygen - OxygenPercentage) > 5f) Math.Abs(lastSentOxygen - OxygenPercentage) > 5f)
{ {
if (GameMain.Server != null) if (GameMain.Server != null)
@@ -412,7 +412,7 @@ namespace Barotrauma
if (sendUpdateTimer < 0.0f) if (sendUpdateTimer < 0.0f)
{ {
GameMain.Server.CreateEntityEvent(this); GameMain.Server.CreateEntityEvent(this);
lastSentVolume = volume; lastSentVolume = waterVolume;
lastSentOxygen = OxygenPercentage; lastSentOxygen = OxygenPercentage;
sendUpdateTimer = NetworkUpdateInterval; sendUpdateTimer = NetworkUpdateInterval;
} }
@@ -425,7 +425,7 @@ namespace Barotrauma
return; return;
} }
float surfaceY = rect.Y - rect.Height + Volume / rect.Width; float surfaceY = rect.Y - rect.Height + WaterVolume / rect.Width;
for (int i = 0; i < waveY.Length; i++) for (int i = 0; i < waveY.Length; i++)
{ {
waveY[i] = waveY[i] + waveVel[i]; waveY[i] = waveY[i] + waveVel[i];
@@ -467,10 +467,10 @@ namespace Barotrauma
//interpolate the position of the rendered surface towards the "target surface" //interpolate the position of the rendered surface towards the "target surface"
surface = Math.Max(MathHelper.Lerp(surface, surfaceY, deltaTime*10.0f), rect.Y - rect.Height); surface = Math.Max(MathHelper.Lerp(surface, surfaceY, deltaTime*10.0f), rect.Y - rect.Height);
if (volume < FullVolume) if (waterVolume < Volume)
{ {
LethalPressure -= 10.0f * deltaTime; LethalPressure -= 10.0f * deltaTime;
if (Volume == 0.0f) if (WaterVolume <= 0.0f)
{ {
//wait for the surface to be lerped back to bottom and the waves to settle until disabling update //wait for the surface to be lerped back to bottom and the waves to settle until disabling update
if (surface > rect.Y - rect.Height + 1) return; if (surface > rect.Y - rect.Height + 1) return;
@@ -611,10 +611,10 @@ namespace Barotrauma
} }
} }
private bool CanSeeOther(Hull other,bool allowIndirect=true) private bool CanSeeOther(Hull other, bool allowIndirect = true)
{ {
if (other == this) return true; if (other == this) return true;
if (other != null && other.Submarine==Submarine) if (other != null && other.Submarine==Submarine)
{ {
bool retVal = false; bool retVal = false;
@@ -641,7 +641,7 @@ namespace Barotrauma
public void ServerWrite(NetBuffer message, Client c, object[] extraData = null) public void ServerWrite(NetBuffer message, Client c, object[] extraData = null)
{ {
message.WriteRangedSingle(MathHelper.Clamp(volume / FullVolume, 0.0f, 1.5f), 0.0f, 1.5f, 8); message.WriteRangedSingle(MathHelper.Clamp(waterVolume / Volume, 0.0f, 1.5f), 0.0f, 1.5f, 8);
message.WriteRangedSingle(MathHelper.Clamp(OxygenPercentage, 0.0f, 100.0f), 0.0f, 100.0f, 8); message.WriteRangedSingle(MathHelper.Clamp(OxygenPercentage, 0.0f, 100.0f), 0.0f, 100.0f, 8);
message.Write(fireSources.Count > 0); message.Write(fireSources.Count > 0);
@@ -664,7 +664,7 @@ namespace Barotrauma
public void ClientRead(ServerNetObject type, NetBuffer message, float sendingTime) public void ClientRead(ServerNetObject type, NetBuffer message, float sendingTime)
{ {
Volume = message.ReadRangedSingle(0.0f, 1.5f, 8) * FullVolume; WaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume;
OxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8); OxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
bool hasFireSources = message.ReadBoolean(); bool hasFireSources = message.ReadBoolean();
@@ -731,7 +731,7 @@ namespace Barotrauma
Hull h = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), rect, submarine); Hull h = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), rect, submarine);
h.volume = element.GetAttributeFloat("pressure", 0.0f); h.waterVolume = element.GetAttributeFloat("pressure", 0.0f);
h.ID = (ushort)int.Parse(element.Attribute("ID").Value); h.ID = (ushort)int.Parse(element.Attribute("ID").Value);
} }
@@ -747,7 +747,7 @@ namespace Barotrauma
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," + (int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," + (int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
rect.Width + "," + rect.Height), rect.Width + "," + rect.Height),
new XAttribute("water", volume) new XAttribute("water", waterVolume)
); );
parentElement.Add(element); parentElement.Add(element);
@@ -315,11 +315,11 @@ namespace Barotrauma
{ {
if (hull.Submarine != submarine) continue; if (hull.Submarine != submarine) continue;
waterVolume += hull.Volume; waterVolume += hull.WaterVolume;
volume += hull.FullVolume; volume += hull.Volume;
} }
float waterPercentage = volume==0.0f ? 0.0f : waterVolume / volume; float waterPercentage = volume <= 0.0f ? 0.0f : waterVolume / volume;
float neutralPercentage = 0.07f; float neutralPercentage = 0.07f;
@@ -356,7 +356,7 @@ namespace Barotrauma
foreach (Gap gap in Gap.GapList) foreach (Gap gap in Gap.GapList)
{ {
if (!gap.isHorizontal) continue; if (!gap.IsHorizontal) continue;
//too small to walk through //too small to walk through
if (gap.Rect.Height < 150.0f) continue; if (gap.Rect.Height < 150.0f) continue;
@@ -381,7 +381,7 @@ namespace Barotrauma
foreach (Gap gap in Gap.GapList) foreach (Gap gap in Gap.GapList)
{ {
if (gap.isHorizontal || gap.IsRoomToRoom) continue; if (gap.IsHorizontal || gap.IsRoomToRoom) continue;
//too small to walk through //too small to walk through
if (gap.Rect.Width < 100.0f) continue; if (gap.Rect.Width < 100.0f) continue;
@@ -365,7 +365,7 @@ namespace Barotrauma.Networking
if (hull.Submarine != respawnShuttle) continue; if (hull.Submarine != respawnShuttle) continue;
hull.OxygenPercentage = 100.0f; hull.OxygenPercentage = 100.0f;
hull.Volume = 0.0f; hull.WaterVolume = 0.0f;
} }
foreach (Character c in Character.CharacterList) foreach (Character c in Character.CharacterList)