783 lines
33 KiB
C#
783 lines
33 KiB
C#
using FarseerPhysics;
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using FarseerPhysics.Collision;
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using FarseerPhysics.Common;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Dynamics.Joints;
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using FarseerPhysics.Factories;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Voronoi2;
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namespace Barotrauma
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{
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partial class SubmarineBody
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{
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public const float NeutralBallastPercentage = 0.07f;
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const float HorizontalDrag = 0.01f;
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const float VerticalDrag = 0.05f;
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const float MaxDrag = 0.1f;
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public const float DamageDepth = -30000.0f;
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private const float ImpactDamageMultiplier = 10.0f;
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private 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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private set;
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}
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private float depthDamageTimer;
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private readonly Submarine submarine;
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public readonly PhysicsBody Body;
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private List<PosInfo> positionBuffer = new List<PosInfo>();
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public Rectangle Borders
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{
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get;
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private set;
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}
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public Vector2 Velocity
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{
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get { return Body.LinearVelocity; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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Body.LinearVelocity = value;
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}
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}
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public Vector2 Position
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{
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get { return ConvertUnits.ToDisplayUnits(Body.SimPosition); }
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}
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public List<PosInfo> PositionBuffer
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{
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get { return positionBuffer; }
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}
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public bool AtDamageDepth
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{
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get { return Position.Y < DamageDepth; }
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}
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public Submarine Submarine
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{
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get { return submarine; }
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}
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public SubmarineBody(Submarine sub, bool showWarningMessages = true)
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{
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this.submarine = sub;
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Body farseerBody = null;
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if (!Hull.hullList.Any())
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{
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farseerBody = BodyFactory.CreateRectangle(GameMain.World, 1.0f, 1.0f, 1.0f);
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if (showWarningMessages)
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{
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DebugConsole.ThrowError("WARNING: no hulls found, generating a physics body for the submarine failed.");
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}
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}
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else
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{
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List<Vector2> convexHull = GenerateConvexHull();
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HullVertices = convexHull;
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for (int i = 0; i < convexHull.Count; i++)
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{
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convexHull[i] = ConvertUnits.ToSimUnits(convexHull[i]);
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}
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Vector2 minExtents = Vector2.Zero, maxExtents = Vector2.Zero;
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farseerBody = BodyFactory.CreateBody(GameMain.World, this);
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foreach (Structure wall in Structure.WallList)
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{
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if (wall.Submarine != submarine) continue;
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Rectangle rect = wall.Rect;
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FixtureFactory.AttachRectangle(
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ConvertUnits.ToSimUnits(wall.BodyWidth),
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ConvertUnits.ToSimUnits(wall.BodyHeight),
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50.0f,
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-wall.BodyRotation,
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ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2) + wall.BodyOffset),
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farseerBody, this);
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minExtents.X = Math.Min(rect.X, minExtents.X);
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minExtents.Y = Math.Min(rect.Y - rect.Height, minExtents.Y);
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maxExtents.X = Math.Max(rect.Right, maxExtents.X);
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maxExtents.Y = Math.Max(rect.Y, maxExtents.Y);
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}
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foreach (Hull hull in Hull.hullList)
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{
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if (hull.Submarine != submarine) continue;
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Rectangle rect = hull.Rect;
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FixtureFactory.AttachRectangle(
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ConvertUnits.ToSimUnits(rect.Width),
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ConvertUnits.ToSimUnits(rect.Height),
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5.0f,
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ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
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farseerBody, this);
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minExtents.X = Math.Min(rect.X, minExtents.X);
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minExtents.Y = Math.Min(rect.Y - rect.Height, minExtents.Y);
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maxExtents.X = Math.Max(rect.Right, maxExtents.X);
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maxExtents.Y = Math.Max(rect.Y, maxExtents.Y);
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}
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foreach (Item item in Item.ItemList)
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{
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if (item.StaticBodyConfig == null || item.Submarine != submarine) continue;
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float radius = item.StaticBodyConfig.GetAttributeFloat("radius", 0.0f) * item.Scale;
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float width = item.StaticBodyConfig.GetAttributeFloat("width", 0.0f) * item.Scale;
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float height = item.StaticBodyConfig.GetAttributeFloat("height", 0.0f) * item.Scale;
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Vector2 simPos = ConvertUnits.ToSimUnits(item.Position);
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float simRadius = ConvertUnits.ToSimUnits(radius);
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float simWidth = ConvertUnits.ToSimUnits(width);
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float simHeight = ConvertUnits.ToSimUnits(height);
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if (width > 0.0f && height > 0.0f)
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{
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FixtureFactory.AttachRectangle(simWidth, simHeight, 5.0f, simPos, farseerBody, this).UserData = item;
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minExtents.X = Math.Min(item.Position.X - width / 2, minExtents.X);
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minExtents.Y = Math.Min(item.Position.Y - height / 2, minExtents.Y);
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maxExtents.X = Math.Max(item.Position.X + width / 2, maxExtents.X);
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maxExtents.Y = Math.Max(item.Position.Y + height / 2, maxExtents.Y);
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}
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else if (radius > 0.0f && width > 0.0f)
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{
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FixtureFactory.AttachRectangle(simWidth, simRadius * 2, 5.0f, simPos, farseerBody, this).UserData = item;
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FixtureFactory.AttachCircle(simRadius, 5.0f, farseerBody, simPos - Vector2.UnitX * simWidth / 2, this).UserData = item;
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FixtureFactory.AttachCircle(simRadius, 5.0f, farseerBody, simPos + Vector2.UnitX * simWidth / 2, this).UserData = item;
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minExtents.X = Math.Min(item.Position.X - width / 2 - radius, minExtents.X);
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minExtents.Y = Math.Min(item.Position.Y - radius, minExtents.Y);
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maxExtents.X = Math.Max(item.Position.X + width / 2 + radius, maxExtents.X);
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maxExtents.Y = Math.Max(item.Position.Y + radius, maxExtents.Y);
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}
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else if (radius > 0.0f && height > 0.0f)
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{
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FixtureFactory.AttachRectangle(simRadius * 2, height, 5.0f, simPos, farseerBody, this).UserData = item;
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FixtureFactory.AttachCircle(simRadius, 5.0f, farseerBody, simPos - Vector2.UnitY * simHeight / 2, this).UserData = item;
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FixtureFactory.AttachCircle(simRadius, 5.0f, farseerBody, simPos + Vector2.UnitX * simHeight / 2, this).UserData = item;
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minExtents.X = Math.Min(item.Position.X - radius, minExtents.X);
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minExtents.Y = Math.Min(item.Position.Y - height / 2 - radius, minExtents.Y);
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maxExtents.X = Math.Max(item.Position.X + radius, maxExtents.X);
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maxExtents.Y = Math.Max(item.Position.Y + height / 2 + radius, maxExtents.Y);
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}
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else if (radius > 0.0f)
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{
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FixtureFactory.AttachCircle(simRadius, 5.0f, farseerBody, simPos, this).UserData = item;
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minExtents.X = Math.Min(item.Position.X - radius, minExtents.X);
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minExtents.Y = Math.Min(item.Position.Y - radius, minExtents.Y);
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maxExtents.X = Math.Max(item.Position.X + radius, maxExtents.X);
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maxExtents.Y = Math.Max(item.Position.Y + radius, maxExtents.Y);
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}
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}
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Borders = new Rectangle((int)minExtents.X, (int)maxExtents.Y, (int)(maxExtents.X - minExtents.X), (int)(maxExtents.Y - minExtents.Y));
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}
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farseerBody.BodyType = BodyType.Dynamic;
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farseerBody.CollisionCategories = Physics.CollisionWall;
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farseerBody.CollidesWith =
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Physics.CollisionItem |
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Physics.CollisionLevel |
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Physics.CollisionCharacter |
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Physics.CollisionProjectile |
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Physics.CollisionWall;
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farseerBody.Restitution = Restitution;
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farseerBody.Friction = Friction;
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farseerBody.FixedRotation = true;
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//mass = Body.Mass;
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farseerBody.Awake = true;
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farseerBody.SleepingAllowed = false;
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farseerBody.IgnoreGravity = true;
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farseerBody.OnCollision += OnCollision;
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farseerBody.UserData = submarine;
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Body = new PhysicsBody(farseerBody);
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}
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private List<Vector2> GenerateConvexHull()
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{
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List<Structure> subWalls = Structure.WallList.FindAll(wall => wall.Submarine == submarine);
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if (subWalls.Count == 0)
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{
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return new List<Vector2> { new Vector2(-1.0f, 1.0f), new Vector2(1.0f, 1.0f), new Vector2(0.0f, -1.0f) };
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}
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List<Vector2> points = new List<Vector2>();
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foreach (Structure wall in subWalls)
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{
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points.Add(new Vector2(wall.Rect.X, wall.Rect.Y));
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points.Add(new Vector2(wall.Rect.X + wall.Rect.Width, wall.Rect.Y));
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points.Add(new Vector2(wall.Rect.X, wall.Rect.Y - wall.Rect.Height));
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points.Add(new Vector2(wall.Rect.X + wall.Rect.Width, wall.Rect.Y - wall.Rect.Height));
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}
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List<Vector2> hullPoints = MathUtils.GiftWrap(points);
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return hullPoints;
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}
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public void Update(float deltaTime)
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{
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if (Body.FarseerBody.IsStatic) { return; }
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ClientUpdatePosition(deltaTime);
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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//if outside left or right edge of the level
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if (Position.X < 0 || Position.X > Level.Loaded.Size.X)
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{
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Rectangle worldBorders = Borders;
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worldBorders.Location += MathUtils.ToPoint(Position);
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//push the sub back below the upper "barrier" of the level
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if (worldBorders.Y > Level.Loaded.Size.Y)
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{
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Body.LinearVelocity = new Vector2(
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Body.LinearVelocity.X,
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Math.Min(Body.LinearVelocity.Y, ConvertUnits.ToSimUnits(Level.Loaded.Size.Y - worldBorders.Y)));
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}
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else if (worldBorders.Y - worldBorders.Height < Level.Loaded.BottomPos)
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{
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Body.LinearVelocity = new Vector2(
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Body.LinearVelocity.X,
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Math.Max(Body.LinearVelocity.Y, ConvertUnits.ToSimUnits(Level.Loaded.BottomPos - (worldBorders.Y - worldBorders.Height))));
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}
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}
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//-------------------------
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Vector2 totalForce = CalculateBuoyancy();
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if (Body.LinearVelocity.LengthSquared() > 0.0001f)
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{
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//TODO: sync current drag with clients?
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float attachedMass = 0.0f;
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JointEdge jointEdge = Body.FarseerBody.JointList;
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while (jointEdge != null)
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{
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Body otherBody = jointEdge.Joint.BodyA == Body.FarseerBody ? jointEdge.Joint.BodyB : jointEdge.Joint.BodyA;
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Character character = (otherBody.UserData as Limb)?.character;
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if (character != null) attachedMass += character.Mass;
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jointEdge = jointEdge.Next;
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}
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float horizontalDragCoefficient = MathHelper.Clamp(HorizontalDrag + attachedMass / 5000.0f, 0.0f, MaxDrag);
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totalForce.X -= Math.Sign(Body.LinearVelocity.X) * Body.LinearVelocity.X * Body.LinearVelocity.X * horizontalDragCoefficient * Body.Mass;
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float verticalDragCoefficient = MathHelper.Clamp(VerticalDrag + attachedMass / 5000.0f, 0.0f, MaxDrag);
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totalForce.Y -= Math.Sign(Body.LinearVelocity.Y) * Body.LinearVelocity.Y * Body.LinearVelocity.Y * verticalDragCoefficient * Body.Mass;
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}
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ApplyForce(totalForce);
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UpdateDepthDamage(deltaTime);
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}
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partial void ClientUpdatePosition(float deltaTime);
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/// <summary>
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/// Moves away any character that is inside the bounding box of the sub (but not inside the sub)
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/// </summary>
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/// <param name="subTranslation">The translation that was applied to the sub before doing the displacement
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/// (used for determining where to push the characters)</param>
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private void DisplaceCharacters(Vector2 subTranslation)
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{
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Rectangle worldBorders = Borders;
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worldBorders.Location += MathUtils.ToPoint(ConvertUnits.ToDisplayUnits(Body.SimPosition));
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Vector2 translateDir = Vector2.Normalize(subTranslation);
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if (!MathUtils.IsValid(translateDir)) translateDir = Vector2.UnitY;
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foreach (Character c in Character.CharacterList)
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{
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if (c.AnimController.CurrentHull != null && c.AnimController.CanEnterSubmarine) continue;
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foreach (Limb limb in c.AnimController.Limbs)
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{
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//if the character isn't inside the bounding box, continue
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if (!Submarine.RectContains(worldBorders, limb.WorldPosition)) continue;
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//cast a line from the position of the character to the same direction as the translation of the sub
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//and see where it intersects with the bounding box
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if (!MathUtils.GetLineRectangleIntersection(limb.WorldPosition,
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limb.WorldPosition + translateDir * 100000.0f, worldBorders, out Vector2 intersection))
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{
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//should never happen when casting a line out from inside the bounding box
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Debug.Assert(false);
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continue;
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}
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//"+ translatedir" in order to move the character slightly away from the wall
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c.AnimController.SetPosition(ConvertUnits.ToSimUnits(c.WorldPosition + (intersection - limb.WorldPosition)) + translateDir);
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return;
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}
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}
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}
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private Vector2 CalculateBuoyancy()
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{
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float waterVolume = 0.0f;
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float volume = 0.0f;
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foreach (Hull hull in Hull.hullList)
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{
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if (hull.Submarine != submarine) continue;
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waterVolume += hull.WaterVolume;
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volume += hull.Volume;
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}
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float waterPercentage = volume <= 0.0f ? 0.0f : waterVolume / volume;
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float buoyancy = NeutralBallastPercentage - waterPercentage;
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if (buoyancy > 0.0f)
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buoyancy *= 2.0f;
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else
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buoyancy = Math.Max(buoyancy, -0.5f);
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return new Vector2(0.0f, buoyancy * Body.Mass * 10.0f);
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}
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public void ApplyForce(Vector2 force)
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{
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Body.ApplyForce(force);
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}
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public void SetPosition(Vector2 position)
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{
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Body.SetTransform(ConvertUnits.ToSimUnits(position), 0.0f);
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}
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private void UpdateDepthDamage(float deltaTime)
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{
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if (Position.Y > DamageDepth) return;
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float depth = DamageDepth - Position.Y;
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depthDamageTimer -= deltaTime;
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if (depthDamageTimer > 0.0f) return;
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foreach (Structure wall in Structure.WallList)
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{
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if (wall.Submarine != submarine) continue;
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if (wall.Health < depth * 0.01f)
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{
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Explosion.RangedStructureDamage(wall.WorldPosition, 100.0f, depth * 0.01f);
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if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
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{
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GameMain.GameScreen.Cam.Shake = Math.Max(GameMain.GameScreen.Cam.Shake, Math.Min(depth * 0.001f, 50.0f));
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}
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}
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}
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depthDamageTimer = 10.0f;
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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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if (f2.Body.UserData is Limb limb)
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{
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bool collision = CheckCharacterCollision(contact, limb.character);
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if (collision) HandleLimbCollision(contact, limb);
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return collision;
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}
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if (f2.Body.UserData is Character character)
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{
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return CheckCharacterCollision(contact, character);
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}
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contact.GetWorldManifold(out Vector2 normal, out FixedArray2<Vector2> points);
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if (contact.FixtureA.Body == f1.Body)
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{
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normal = -normal;
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}
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if (f2.UserData is VoronoiCell cell)
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{
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HandleLevelCollision(contact, normal);
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return true;
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}
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if (f2.Body.UserData is Structure structure)
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{
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HandleLevelCollision(contact, normal);
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return true;
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}
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if (f2.Body.UserData is Submarine otherSub)
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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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return true;
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}
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private bool CheckCharacterCollision(Contact contact, Character character)
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{
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//characters that can't enter the sub always collide regardless of gaps
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if (!character.AnimController.CanEnterSubmarine) return true;
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if (character.Submarine != null) return false;
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contact.GetWorldManifold(out Vector2 contactNormal, out FixedArray2<Vector2> points);
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Vector2 normalizedVel = character.AnimController.Collider.LinearVelocity == Vector2.Zero ?
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Vector2.Zero : Vector2.Normalize(character.AnimController.Collider.LinearVelocity);
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Vector2 targetPos = ConvertUnits.ToDisplayUnits(points[0] - contactNormal);
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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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}
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var gaps = newHull?.ConnectedGaps ?? Gap.GapList.Where(g => g.Submarine == submarine);
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targetPos = 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 (newHull != null)
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{
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character.AnimController.FindHull(newHull.WorldPosition, true);
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}
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return false;
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}
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private void HandleLimbCollision(Contact contact, Limb limb)
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{
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if (limb.Mass > 100.0f)
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{
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Vector2 normal = Vector2.DistanceSquared(Body.SimPosition, limb.SimPosition) < 0.0001f ?
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|
Vector2.UnitY :
|
|
Vector2.Normalize(Body.SimPosition - limb.SimPosition);
|
|
|
|
float impact = Math.Min(Vector2.Dot(Velocity - limb.LinearVelocity, -normal), 50.0f) / 5.0f * Math.Min(limb.Mass / 200.0f, 1);
|
|
|
|
ApplyImpact(impact, -normal, contact, applyDamage: false);
|
|
foreach (Submarine dockedSub in submarine.DockedTo)
|
|
{
|
|
dockedSub.SubBody.ApplyImpact(impact, -normal, contact, applyDamage: false);
|
|
}
|
|
}
|
|
|
|
//find all contacts between the limb and level walls
|
|
List<Contact> levelContacts = new List<Contact>();
|
|
ContactEdge contactEdge = limb.body.FarseerBody.ContactList;
|
|
while (contactEdge.Next != null)
|
|
{
|
|
if (contactEdge.Contact.Enabled &&
|
|
contactEdge.Other.UserData is VoronoiCell &&
|
|
contactEdge.Contact.IsTouching)
|
|
{
|
|
levelContacts.Add(contactEdge.Contact);
|
|
}
|
|
contactEdge = contactEdge.Next;
|
|
}
|
|
|
|
if (levelContacts.Count == 0) return;
|
|
|
|
//if the limb is in contact with the level, apply an artifical impact to prevent the sub from bouncing on top of it
|
|
//not a very realistic way to handle the collisions (makes it seem as if the characters were made of reinforced concrete),
|
|
//but more realistic than bouncing and prevents using characters as "bumpers" that prevent all collision damage
|
|
Vector2 avgContactNormal = Vector2.Zero;
|
|
foreach (Contact levelContact in levelContacts)
|
|
{
|
|
levelContact.GetWorldManifold(out Vector2 contactNormal, out FixedArray2<Vector2> temp);
|
|
|
|
//if the contact normal is pointing from the limb towards the level cell it's touching, flip the normal
|
|
VoronoiCell cell = levelContact.FixtureB.UserData is VoronoiCell ?
|
|
((VoronoiCell)levelContact.FixtureB.UserData) : ((VoronoiCell)levelContact.FixtureA.UserData);
|
|
|
|
var cellDiff = ConvertUnits.ToDisplayUnits(limb.body.SimPosition) - cell.Center;
|
|
if (Vector2.Dot(contactNormal, cellDiff) < 0)
|
|
{
|
|
contactNormal = -contactNormal;
|
|
}
|
|
|
|
avgContactNormal += contactNormal;
|
|
|
|
//apply impacts at the positions where this sub is touching the limb
|
|
ApplyImpact((Vector2.Dot(-Velocity, contactNormal) / 2.0f) / levelContacts.Count, contactNormal, levelContact, applyDamage: false);
|
|
}
|
|
avgContactNormal /= levelContacts.Count;
|
|
|
|
float contactDot = Vector2.Dot(Body.LinearVelocity, -avgContactNormal);
|
|
if (contactDot > 0.001f)
|
|
{
|
|
Vector2 velChange = Vector2.Normalize(Body.LinearVelocity) * contactDot;
|
|
if (!MathUtils.IsValid(velChange))
|
|
{
|
|
GameAnalyticsManager.AddErrorEventOnce(
|
|
"SubmarineBody.HandleLimbCollision:" + submarine.ID,
|
|
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
|
"Invalid velocity change in SubmarineBody.HandleLimbCollision (submarine velocity: " + Body.LinearVelocity
|
|
+ ", avgContactNormal: " + avgContactNormal
|
|
+ ", contactDot: " + contactDot
|
|
+ ", velChange: " + velChange + ")");
|
|
return;
|
|
}
|
|
|
|
|
|
Body.LinearVelocity -= velChange;
|
|
|
|
float damageAmount = contactDot * Body.Mass / limb.character.Mass;
|
|
|
|
Vector2 n;
|
|
FixedArray2<Vector2> contactPos;
|
|
contact.GetWorldManifold(out n, out contactPos);
|
|
limb.character.LastDamageSource = submarine;
|
|
limb.character.DamageLimb(ConvertUnits.ToDisplayUnits(contactPos[0]), limb,
|
|
new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate(damageAmount) }, 0.0f, true, 0.0f);
|
|
|
|
if (limb.character.IsDead)
|
|
{
|
|
foreach (LimbJoint limbJoint in limb.character.AnimController.LimbJoints)
|
|
{
|
|
if (limbJoint.IsSevered || (limbJoint.LimbA != limb && limbJoint.LimbB != limb)) continue;
|
|
limb.character.AnimController.SeverLimbJoint(limbJoint);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void HandleLevelCollision(Contact contact, Vector2 collisionNormal)
|
|
{
|
|
float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
|
|
|
|
ApplyImpact(wallImpact, -collisionNormal, contact);
|
|
foreach (Submarine dockedSub in submarine.DockedTo)
|
|
{
|
|
dockedSub.SubBody.ApplyImpact(wallImpact, -collisionNormal, contact);
|
|
}
|
|
|
|
#if CLIENT
|
|
Vector2 n;
|
|
FixedArray2<Vector2> particlePos;
|
|
contact.GetWorldManifold(out n, out particlePos);
|
|
|
|
int particleAmount = (int)Math.Min(wallImpact * 10.0f, 50);
|
|
for (int i = 0; i < particleAmount; i++)
|
|
{
|
|
GameMain.ParticleManager.CreateParticle("iceshards",
|
|
ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
|
|
Rand.Vector(Rand.Range(50.0f, 500.0f)) + Velocity);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
private void HandleSubCollision(Contact contact, Submarine otherSub)
|
|
{
|
|
Debug.Assert(otherSub != submarine);
|
|
|
|
Vector2 normal;
|
|
FixedArray2<Vector2> points;
|
|
contact.GetWorldManifold(out normal, out points);
|
|
if (contact.FixtureA.Body == otherSub.SubBody.Body.FarseerBody)
|
|
{
|
|
normal = -normal;
|
|
}
|
|
|
|
float thisMass = Body.Mass + submarine.DockedTo.Sum(s => s.PhysicsBody.Mass);
|
|
float otherMass = otherSub.PhysicsBody.Mass + otherSub.DockedTo.Sum(s => s.PhysicsBody.Mass);
|
|
float massRatio = otherMass / (thisMass + otherMass);
|
|
|
|
float impact = (Vector2.Dot(Velocity - otherSub.Velocity, normal) / 2.0f) * massRatio;
|
|
|
|
//apply impact to this sub (the other sub takes care of this in its own collision callback)
|
|
ApplyImpact(impact, normal, contact);
|
|
foreach (Submarine dockedSub in submarine.DockedTo)
|
|
{
|
|
dockedSub.SubBody.ApplyImpact(impact, normal, contact);
|
|
}
|
|
|
|
//find all contacts between this sub and level walls
|
|
List<Contact> levelContacts = new List<Contact>();
|
|
ContactEdge contactEdge = Body.FarseerBody.ContactList;
|
|
while (contactEdge.Next != null)
|
|
{
|
|
if (contactEdge.Contact.Enabled &&
|
|
contactEdge.Other.UserData is VoronoiCell &&
|
|
contactEdge.Contact.IsTouching)
|
|
{
|
|
levelContacts.Add(contactEdge.Contact);
|
|
}
|
|
|
|
contactEdge = contactEdge.Next;
|
|
}
|
|
|
|
if (levelContacts.Count == 0) return;
|
|
|
|
//if this sub is in contact with the level, apply artifical impacts
|
|
//to both subs to prevent the other sub from bouncing on top of this one
|
|
//and to fake the other sub "crushing" this one against a wall
|
|
Vector2 avgContactNormal = Vector2.Zero;
|
|
foreach (Contact levelContact in levelContacts)
|
|
{
|
|
Vector2 contactNormal;
|
|
FixedArray2<Vector2> temp;
|
|
levelContact.GetWorldManifold(out contactNormal, out temp);
|
|
|
|
//if the contact normal is pointing from the sub towards the level cell we collided with, flip the normal
|
|
VoronoiCell cell = levelContact.FixtureB.UserData is VoronoiCell ?
|
|
((VoronoiCell)levelContact.FixtureB.UserData) : ((VoronoiCell)levelContact.FixtureA.UserData);
|
|
|
|
var cellDiff = ConvertUnits.ToDisplayUnits(Body.SimPosition) - cell.Center;
|
|
if (Vector2.Dot(contactNormal, cellDiff) < 0)
|
|
{
|
|
contactNormal = -contactNormal;
|
|
}
|
|
|
|
avgContactNormal += contactNormal;
|
|
|
|
//apply impacts at the positions where this sub is touching the level
|
|
ApplyImpact((Vector2.Dot(Velocity - otherSub.Velocity, contactNormal) / 2.0f) * massRatio / levelContacts.Count, contactNormal, levelContact);
|
|
}
|
|
avgContactNormal /= levelContacts.Count;
|
|
|
|
//apply an impact to the other sub
|
|
float contactDot = Vector2.Dot(otherSub.PhysicsBody.LinearVelocity, -avgContactNormal);
|
|
if (contactDot > 0.0f)
|
|
{
|
|
if (otherSub.PhysicsBody.LinearVelocity.LengthSquared() > 0.0001f)
|
|
{
|
|
otherSub.PhysicsBody.LinearVelocity -= Vector2.Normalize(otherSub.PhysicsBody.LinearVelocity) * contactDot;
|
|
}
|
|
|
|
impact = Vector2.Dot(otherSub.Velocity, normal);
|
|
otherSub.SubBody.ApplyImpact(impact, normal, contact);
|
|
foreach (Submarine dockedSub in otherSub.DockedTo)
|
|
{
|
|
dockedSub.SubBody.ApplyImpact(impact, normal, contact);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void ApplyImpact(float impact, Vector2 direction, Contact contact, bool applyDamage = true)
|
|
{
|
|
float minImpact = 3.0f;
|
|
|
|
if (impact < minImpact) { return; }
|
|
|
|
contact.GetWorldManifold(out Vector2 tempNormal, out FixedArray2<Vector2> worldPoints);
|
|
Vector2 lastContactPoint = worldPoints[0];
|
|
|
|
Vector2 impulse = direction * impact * 0.5f;
|
|
impulse = impulse.ClampLength(5.0f);
|
|
|
|
if (!MathUtils.IsValid(impulse))
|
|
{
|
|
string errorMsg =
|
|
"Invalid impulse in SubmarineBody.ApplyImpact: " + impulse +
|
|
". Direction: " + direction + ", body position: " + Body.SimPosition + ", impact: " + impact + ".";
|
|
if (GameMain.NetworkMember != null)
|
|
{
|
|
errorMsg += GameMain.NetworkMember.IsClient ? " Playing as a client." : " Hosting a server.";
|
|
}
|
|
if (GameSettings.VerboseLogging) DebugConsole.ThrowError(errorMsg);
|
|
GameAnalyticsManager.AddErrorEventOnce(
|
|
"SubmarineBody.ApplyImpact:InvalidImpulse",
|
|
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
|
errorMsg);
|
|
return;
|
|
}
|
|
|
|
#if CLIENT
|
|
if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
|
|
{
|
|
GameMain.GameScreen.Cam.Shake = impact * 2.0f;
|
|
float angularVelocity =
|
|
(lastContactPoint.X - Body.SimPosition.X) / ConvertUnits.ToSimUnits(submarine.Borders.Width / 2) * impulse.Y
|
|
- (lastContactPoint.Y - Body.SimPosition.Y) / ConvertUnits.ToSimUnits(submarine.Borders.Height / 2) * impulse.X;
|
|
GameMain.GameScreen.Cam.AngularVelocity = MathHelper.Clamp(angularVelocity * 0.1f, -1.0f, 1.0f);
|
|
}
|
|
#endif
|
|
|
|
foreach (Character c in Character.CharacterList)
|
|
{
|
|
if (c.Submarine != submarine) continue;
|
|
if (impact > 2.0f) c.SetStun((impact - 2.0f) * 0.1f);
|
|
|
|
foreach (Limb limb in c.AnimController.Limbs)
|
|
{
|
|
limb.body.ApplyLinearImpulse(limb.Mass * impulse, 20.0f);
|
|
}
|
|
c.AnimController.Collider.ApplyLinearImpulse(c.AnimController.Collider.Mass * impulse, 20.0f);
|
|
}
|
|
|
|
foreach (Item item in Item.ItemList)
|
|
{
|
|
if (item.Submarine != submarine || item.CurrentHull == null ||
|
|
item.body == null || !item.body.Enabled) continue;
|
|
|
|
item.body.ApplyLinearImpulse(item.body.Mass * impulse, 20.0f);
|
|
}
|
|
|
|
var damagedStructures = Explosion.RangedStructureDamage(
|
|
ConvertUnits.ToDisplayUnits(lastContactPoint),
|
|
impact * 50.0f,
|
|
applyDamage ? impact * ImpactDamageMultiplier : 0.0f);
|
|
|
|
#if CLIENT
|
|
//play a damage sound for the structure that took the most damage
|
|
float maxDamage = 0.0f;
|
|
Structure maxDamageStructure = null;
|
|
foreach (KeyValuePair<Structure, float> structureDamage in damagedStructures)
|
|
{
|
|
if (maxDamageStructure == null || structureDamage.Value > maxDamage)
|
|
{
|
|
maxDamage = structureDamage.Value;
|
|
maxDamageStructure = structureDamage.Key;
|
|
}
|
|
}
|
|
|
|
if (maxDamageStructure != null)
|
|
{
|
|
SoundPlayer.PlayDamageSound(
|
|
"StructureBlunt",
|
|
impact * 10.0f,
|
|
ConvertUnits.ToDisplayUnits(lastContactPoint),
|
|
MathHelper.Lerp(2000.0f, 10000.0f, (impact - minImpact) / 2.0f),
|
|
maxDamageStructure.Tags);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
}
|
|
}
|