d4c8fd5649
commit 1ec6577ad95e1d7ebc8cbfa261c9893c55ea987c Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 17:10:31 2019 +0200 Don't attempt to move character's hands in UpdateUseItem if the character is disabled. May be causing "attempted to move pulljoint extremely far" errors (see #895) commit 1aabc5110ce8e0ec208adce6380cbafd255b576f Author: ezjamsen <ezjames.fi@gmail.com> Date: Mon Feb 4 16:47:50 2019 +0200 removed syringes from the fabricator commit 0a80a2d8029275f6cffdae580d1ba86cd44dd1a2 Merge: 039c04818 686d4c482 Author: Eetu <pitkanen.eetu@gmail.com> Date: Mon Feb 4 16:43:55 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 039c04818e3598f2e4cdef4065434000a48bb229 Author: Eetu <pitkanen.eetu@gmail.com> Date: Mon Feb 4 16:43:51 2019 +0200 Updated: Alien artifacts to spawn inside containers tagged artifactholders in salvage missions & artifact events commit 686d4c482f692bcc31eb37aeaea0d5074a537fe9 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 16:42:11 2019 +0200 Fixed a bunch more buttons/sliders being invisible while pressed commit 823728511547f14a3dcb4fcf5025db592ea3dac9 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Mon Feb 4 16:13:36 2019 +0200 Reset the unsaved changes when exitting the character editor (Not applied when the switching between the game view and the character editor). commit 9ecc56db4e73dd2ccd577130014020a1a502ae15 Merge: efbeda895 b824fc3f2 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Mon Feb 4 16:04:57 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit efbeda895fceecb8b4701f23ae5a51057aa44efb Author: itchyOwl <lauri.harkanen@gmail.com> Date: Mon Feb 4 16:03:54 2019 +0200 Fix crash on trying to undo limb/joint deletion. Undo does not currently work on these cases, but the ragdoll can be reset to the original state from the reset button. commit b824fc3f281aed76e8e0ed78ffb16d2213d2fda1 Author: ezjamsen <ezjames.fi@gmail.com> Date: Mon Feb 4 16:03:03 2019 +0200 removed syringe from medical doctor default kit commit c40c716962c7ae1a16d791b0fbd744627a2283c5 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 16:01:33 2019 +0200 Nerfed door welding (takes 4x longer to weld a door shut now) commit 7a27fcab1cec322fe75bcfad553aa42a37ec7d53 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 16:01:09 2019 +0200 Fixed StatusEffects not being able to target item components. Caused doors to be impossible to weld and most likely other issues with item StatusEffects as well. Closes #1053 commit 50c09ad85ee44018418f537827c009892f4feb23 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 15:52:38 2019 +0200 Fixed depth charges disappearing from loaders when interacting them with both hand slots full. Closes #1046 commit 648a5ba889623f776f184fb30b99133a8551234a Author: itchyOwl <lauri.harkanen@gmail.com> Date: Mon Feb 4 15:47:16 2019 +0200 Allow to delete the main limb in the character editor. Should not crash anymore. commit 751bda4d29b81c58c1b1df1653158543a3b7710d Author: itchyOwl <lauri.harkanen@gmail.com> Date: Mon Feb 4 15:46:53 2019 +0200 Add a bunch of null checks to prevent crashes when the main limb is null. commit 05c068f7aa35f7070e2cf19c526eff0c8d196b53 Author: ezjamsen <ezjames.fi@gmail.com> Date: Mon Feb 4 15:35:20 2019 +0200 Syringes removed from medical.xml due to being legacy items we should no longer support. commit 74389aa95e29fc7415de48230c8f12fd4a0a6847 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 15:30:13 2019 +0200 Attempt to fix LightSource removal causing nullref exceptions. commit 0907516bcac599b5ae20dc8e35f3a66adb8704b5 Merge: 659e1c58d f042994f4 Author: Eetu <pitkanen.eetu@gmail.com> Date: Mon Feb 4 15:25:07 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 659e1c58d3fb03d21acf2bb6065d07d1ac2ab914 Author: Eetu <pitkanen.eetu@gmail.com> Date: Mon Feb 4 15:24:59 2019 +0200 Added: Yes to All / No to All to the prompts when deleting multiple containers with contents. Fixed: Aforementioned prompts staying active when quitting the submarine editor. Moved: Logic for the prompts from ItemContainer.cs to SubEditorScreen.cs commit f042994f4b7eeff8cf5a6a68715c7c6aa6b8ddfb Merge: 70a968a16 5a2ca22bd Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 15:08:15 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 70a968a165c383c2ee765164b4507aa6072e0504 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 15:08:01 2019 +0200 Use inventory icons in the extra cargo menu, layout fixes commit 5a2ca22bde4be43f4577d20ae4e0a1ec20a23497 Merge: b2f89ea59 9ca7440be Author: ezjamsen <ezjames.fi@gmail.com> Date: Mon Feb 4 15:06:11 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit b2f89ea59d481c109046d1edbd2807a516502b0c Author: ezjamsen <ezjames.fi@gmail.com> Date: Mon Feb 4 15:05:39 2019 +0200 redesigned walls in junction compartment of Typhon, closing #1042 commit 9ca7440be41a4fc2082b73618e90312af57c0817 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Mon Feb 4 15:05:35 2019 +0200 Add some null checks to prevent crashing if the xml document or the source element is not found. commit 6d1331e9b86a5583761bc374c5dfb42868b03f45 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 15:03:53 2019 +0200 Fixed the layout of the extra cargo menu in server settings. Closes #1038 commit 02ac14076ace0418a5d35df7a574f99811d56017 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 14:10:34 2019 +0200 Fixed fire sounds persisting in menus. Closes #1047 commit d7d4516ddc9e21a2dba8f7bfd14a61ba7a805d4a Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 14:06:03 2019 +0200 Added a null check to CampaignUI to help diagnose #1029 commit 0fee58808c261cecd4a602db22e39dfb855ee018 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 13:55:50 2019 +0200 Fixed "attempting to remove an already removed item" console errors when ending a round. commit 5e4448024ce00231e9e479aa238ed4b134b07321 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 13:53:59 2019 +0200 Fixed crashing when ending a round while a character is outside the sub. Closes #1040 commit e3ff050561a8f823fc8abfddfec9d22ad4dc14a5 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 13:35:28 2019 +0200 Fixed battery positioning in charging docks. Closes #1041 commit d383aec6cb7f4525906fa858375729d4ad4fc0d4 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 13:26:00 2019 +0200 Fixed debugconsole adding the file number after the extension ("file123.txt (2)" instead of "file123 (2).txt"). Closes #1043 commit fee18b7ebcaea949c3f7d0c8027ab6253769b49c Merge: d03807237 c06e8990f Author: Eetu <pitkanen.eetu@gmail.com> Date: Mon Feb 4 12:10:12 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit d038072372ab1993a44542298fe4031db6448ae4 Author: Eetu <pitkanen.eetu@gmail.com> Date: Mon Feb 4 12:10:04 2019 +0200 Fixed: Setting an item's condition to zero in the SubmarineEditor causing its OnBroken status effects to be fired commit c06e8990f97af7ae9b4788b281bf2801cdd8e2ff Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 11:43:35 2019 +0200 Fixed chatbox being deselected in the net lobby when receiving a lobby update from the server. Closes #1019 commit 2962647c37cec01fdb01092b94c25063c74c9ee0 Merge: b77bc3654 c89df8750 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 10:41:24 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit b77bc365470c8cfb86dc83e4b21e5b36e0e28918 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 10:41:08 2019 +0200 Warning about automatic hull generation not working correctly with sloped walls when using the autohull command commit 85ef20a48532e06ef0c2774aa81e1fb517814b14 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 10:40:20 2019 +0200 Log the name of the item in the "attempting to remove an already removed item" error commit b6e32d4009a898db9c97316bcb6236170a7a92fe Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 10:39:46 2019 +0200 Fixed sliders not moving in the PowerContainer interface when an AI character is operating it commit 4b4848b5caa7bf3893e4ae2f5afef3c980f60e46 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Feb 4 10:39:09 2019 +0200 Nullref fix in AIObjectiveGoto commit c89df87500c9026b3a6e75139391e64a4b1073e7 Author: Juan Pablo Arce <juanjp600@users.noreply.github.com> Date: Sun Feb 3 21:02:59 2019 -0300 whoops commit a85cc7705ea7611fff02fff7c18bc9826f03029a Author: Juan Pablo Arce <juanjp600@users.noreply.github.com> Date: Sun Feb 3 21:01:51 2019 -0300 ReduceAffliction loops back around if there's a surplus on index 0 commit e0047df3e089fd8be1646aecbd53b86b69949b13 Author: Juan Pablo Arce <juanjp600@users.noreply.github.com> Date: Sun Feb 3 19:45:52 2019 -0300 Fixed ReduceAffliction freezing Thanks to nilanthanimosus for catching this
975 lines
34 KiB
C#
975 lines
34 KiB
C#
using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Lidgren.Network;
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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.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class Hull : MapEntity, ISerializableEntity, IServerSerializable
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{
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const float NetworkUpdateInterval = 0.5f;
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public static List<Hull> hullList = new List<Hull>();
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public static List<EntityGrid> EntityGrids { get; } = new List<EntityGrid>();
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public static bool ShowHulls = true;
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public static bool EditWater, EditFire;
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public const float OxygenDistributionSpeed = 500.0f;
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public const float OxygenDetoriationSpeed = 0.3f;
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public const float OxygenConsumptionSpeed = 1000.0f;
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public const int WaveWidth = 32;
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public static float WaveStiffness = 0.02f;
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public static float WaveSpread = 0.05f;
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public static float WaveDampening = 0.05f;
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//how much excess water the room can contain (= more than the volume of the room)
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public const float MaxCompress = 10000f;
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public readonly Dictionary<string, SerializableProperty> properties;
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public Dictionary<string, SerializableProperty> SerializableProperties
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{
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get { return properties; }
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}
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private float lethalPressure;
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private float surface, drawSurface;
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private float waterVolume;
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private float pressure;
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private float oxygen;
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private bool update;
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public bool Visible = true;
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float[] waveY; //displacement from the surface of the water
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float[] waveVel; //velocity of the point
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float[] leftDelta;
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float[] rightDelta;
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private float lastSentVolume, lastSentOxygen;
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private float sendUpdateTimer;
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public List<Gap> ConnectedGaps;
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public override string Name
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{
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get
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{
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return "Hull";
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}
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}
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[Editable, Serialize("", true)]
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public string RoomName
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{
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get;
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set;
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}
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public override Rectangle Rect
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{
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get
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{
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return base.Rect;
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}
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set
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{
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base.Rect = value;
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if (Submarine == null || !Submarine.Loading)
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{
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Item.UpdateHulls();
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Gap.UpdateHulls();
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}
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surface = drawSurface = rect.Y - rect.Height + WaterVolume / rect.Width;
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Pressure = surface;
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}
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}
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public override bool Linkable
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{
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get { return true; }
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}
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public float LethalPressure
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{
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get { return lethalPressure; }
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set { lethalPressure = MathHelper.Clamp(value, 0.0f, 100.0f); }
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}
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public Vector2 Size
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{
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get { return new Vector2(rect.Width, rect.Height); }
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}
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public float CeilingHeight
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{
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get;
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private set;
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}
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public float Surface
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{
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get { return surface; }
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}
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public float DrawSurface
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{
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get { return drawSurface; }
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set
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{
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if (Math.Abs(drawSurface - value) < 0.00001f) return;
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drawSurface = MathHelper.Clamp(value, rect.Y - rect.Height, rect.Y);
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update = true;
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}
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}
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public float WorldSurface
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{
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get { return Submarine == null ? surface : surface + Submarine.Position.Y; }
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}
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public float WaterVolume
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{
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get { return waterVolume; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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waterVolume = MathHelper.Clamp(value, 0.0f, Volume + MaxCompress);
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if (waterVolume < Volume) Pressure = rect.Y - rect.Height + waterVolume / rect.Width;
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if (waterVolume > 0.0f) update = true;
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}
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}
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[Serialize(100000.0f, true)]
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public float Oxygen
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{
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get { return oxygen; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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oxygen = MathHelper.Clamp(value, 0.0f, Volume);
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}
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}
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public float OxygenPercentage
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{
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get { return oxygen / Volume * 100.0f; }
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set { Oxygen = (value / 100.0f) * Volume; }
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}
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public float Volume
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{
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get { return rect.Width * rect.Height; }
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}
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public float Pressure
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{
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get { return pressure; }
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set { pressure = value; }
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}
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public float[] WaveY
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{
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get { return waveY; }
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}
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public float[] WaveVel
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{
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get { return waveVel; }
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}
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public List<FireSource> FireSources { get; private set; }
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public Hull(MapEntityPrefab prefab, Rectangle rectangle)
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: this (prefab, rectangle, Submarine.MainSub)
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{
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}
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public Hull(MapEntityPrefab prefab, Rectangle rectangle, Submarine submarine)
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: base (prefab, submarine)
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{
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rect = rectangle;
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OxygenPercentage = 100.0f;
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FireSources = new List<FireSource>();
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properties = SerializableProperty.GetProperties(this);
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int arraySize = (int)Math.Ceiling((float)rectangle.Width / WaveWidth + 1);
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waveY = new float[arraySize];
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waveVel = new float[arraySize];
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leftDelta = new float[arraySize];
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rightDelta = new float[arraySize];
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surface = rect.Y - rect.Height;
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aiTarget = new AITarget(this);
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hullList.Add(this);
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ConnectedGaps = new List<Gap>();
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if (submarine == null || !submarine.Loading)
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{
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Item.UpdateHulls();
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Gap.UpdateHulls();
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}
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WaterVolume = 0.0f;
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InsertToList();
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}
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public static Rectangle GetBorders()
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{
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if (!hullList.Any()) return Rectangle.Empty;
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Rectangle rect = hullList[0].rect;
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foreach (Hull hull in hullList)
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{
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if (hull.Rect.X < rect.X)
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{
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rect.Width += rect.X - hull.rect.X;
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rect.X = hull.rect.X;
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}
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if (hull.rect.Right > rect.Right) rect.Width = hull.rect.Right - rect.X;
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if (hull.rect.Y > rect.Y)
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{
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rect.Height += hull.rect.Y - rect.Y;
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rect.Y = hull.rect.Y;
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}
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if (hull.rect.Y - hull.rect.Height < rect.Y - rect.Height) rect.Height = rect.Y - (hull.rect.Y - hull.rect.Height);
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}
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return rect;
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}
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public override MapEntity Clone()
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{
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return new Hull(MapEntityPrefab.Find(null, "hull"), rect, Submarine);
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}
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public static EntityGrid GenerateEntityGrid(Rectangle worldRect)
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{
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var newGrid = new EntityGrid(worldRect, 200.0f);
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EntityGrids.Add(newGrid);
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return newGrid;
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}
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public static EntityGrid GenerateEntityGrid(Submarine submarine)
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{
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var newGrid = new EntityGrid(submarine, 200.0f);
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EntityGrids.Add(newGrid);
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foreach (Hull hull in hullList)
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{
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if (hull.Submarine == submarine) newGrid.InsertEntity(hull);
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}
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return newGrid;
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}
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public override void OnMapLoaded()
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{
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CeilingHeight = Rect.Height;
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Body lowerPickedBody = Submarine.PickBody(SimPosition, SimPosition - new Vector2(0.0f, ConvertUnits.ToSimUnits(rect.Height / 2.0f + 0.1f)), null, Physics.CollisionWall);
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if (lowerPickedBody != null)
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{
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Vector2 lowerPickedPos = Submarine.LastPickedPosition;
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if (Submarine.PickBody(SimPosition, SimPosition + new Vector2(0.0f, ConvertUnits.ToSimUnits(rect.Height / 2.0f + 0.1f)), null, Physics.CollisionWall) != null)
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{
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Vector2 upperPickedPos = Submarine.LastPickedPosition;
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CeilingHeight = ConvertUnits.ToDisplayUnits(upperPickedPos.Y - lowerPickedPos.Y);
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}
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}
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}
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public void AddToGrid(Submarine submarine)
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{
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foreach (EntityGrid grid in EntityGrids)
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{
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if (grid.Submarine != submarine) continue;
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rect.Location -= MathUtils.ToPoint(submarine.HiddenSubPosition);
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grid.InsertEntity(this);
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rect.Location += MathUtils.ToPoint(submarine.HiddenSubPosition);
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return;
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}
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}
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public int GetWaveIndex(Vector2 position)
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{
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return GetWaveIndex(position.X);
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}
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public int GetWaveIndex(float xPos)
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{
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int index = (int)(xPos - rect.X) / WaveWidth;
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index = (int)MathHelper.Clamp(index, 0, waveY.Length - 1);
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return index;
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}
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public override void Move(Vector2 amount)
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{
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rect.X += (int)amount.X;
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rect.Y += (int)amount.Y;
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if (Submarine == null || !Submarine.Loading)
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{
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Item.UpdateHulls();
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Gap.UpdateHulls();
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}
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surface = drawSurface = rect.Y - rect.Height + WaterVolume / rect.Width;
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Pressure = surface;
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}
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public override void ShallowRemove()
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{
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base.Remove();
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hullList.Remove(this);
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if (Submarine == null || (!Submarine.Loading && !Submarine.Unloading))
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{
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Item.UpdateHulls();
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Gap.UpdateHulls();
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}
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List<FireSource> fireSourcesToRemove = new List<FireSource>(FireSources);
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foreach (FireSource fireSource in fireSourcesToRemove)
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{
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fireSource.Remove();
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}
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FireSources.Clear();
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if (EntityGrids != null)
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{
|
|
foreach (EntityGrid entityGrid in EntityGrids)
|
|
{
|
|
entityGrid.RemoveEntity(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void Remove()
|
|
{
|
|
base.Remove();
|
|
hullList.Remove(this);
|
|
|
|
if (Submarine != null && !Submarine.Loading && !Submarine.Unloading)
|
|
{
|
|
Item.UpdateHulls();
|
|
Gap.UpdateHulls();
|
|
}
|
|
|
|
List<FireSource> fireSourcesToRemove = new List<FireSource>(FireSources);
|
|
foreach (FireSource fireSource in fireSourcesToRemove)
|
|
{
|
|
fireSource.Remove();
|
|
}
|
|
FireSources.Clear();
|
|
|
|
if (EntityGrids != null)
|
|
{
|
|
foreach (EntityGrid entityGrid in EntityGrids)
|
|
{
|
|
entityGrid.RemoveEntity(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void AddFireSource(FireSource fireSource)
|
|
{
|
|
FireSources.Add(fireSource);
|
|
|
|
if (GameMain.Server != null && !IdFreed) GameMain.Server.CreateEntityEvent(this);
|
|
}
|
|
|
|
public override void Update(float deltaTime, Camera cam)
|
|
{
|
|
UpdateProjSpecific(deltaTime, cam);
|
|
|
|
Oxygen -= OxygenDetoriationSpeed * deltaTime;
|
|
|
|
FireSource.UpdateAll(FireSources, deltaTime);
|
|
|
|
aiTarget.SightRange = Submarine == null ? 0.0f : Math.Max(Submarine.Velocity.Length() * 500.0f, 500.0f);
|
|
aiTarget.SoundRange -= deltaTime * 1000.0f;
|
|
|
|
//update client hulls if the amount of water has changed by >10%
|
|
//or if oxygen percentage has changed by 5%
|
|
if (Math.Abs(lastSentVolume - waterVolume) > Volume * 0.1f ||
|
|
Math.Abs(lastSentOxygen - OxygenPercentage) > 5f)
|
|
{
|
|
if (GameMain.Server != null && !IdFreed)
|
|
{
|
|
sendUpdateTimer -= deltaTime;
|
|
if (sendUpdateTimer < 0.0f)
|
|
{
|
|
GameMain.Server.CreateEntityEvent(this);
|
|
lastSentVolume = waterVolume;
|
|
lastSentOxygen = OxygenPercentage;
|
|
sendUpdateTimer = NetworkUpdateInterval;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!update)
|
|
{
|
|
lethalPressure = 0.0f;
|
|
return;
|
|
}
|
|
|
|
surface = Math.Max(MathHelper.Lerp(
|
|
surface,
|
|
rect.Y - rect.Height + WaterVolume / rect.Width,
|
|
deltaTime * 10.0f), rect.Y - rect.Height);
|
|
//interpolate the position of the rendered surface towards the "target surface"
|
|
drawSurface = Math.Max(MathHelper.Lerp(
|
|
drawSurface,
|
|
rect.Y - rect.Height + WaterVolume / rect.Width,
|
|
deltaTime * 10.0f), rect.Y - rect.Height);
|
|
|
|
for (int i = 0; i < waveY.Length; i++)
|
|
{
|
|
//apply velocity
|
|
waveY[i] = waveY[i] + waveVel[i];
|
|
|
|
//if the wave attempts to go "through" the top of the hull, make it bounce back
|
|
if (surface + waveY[i] > rect.Y)
|
|
{
|
|
float excess = (surface + waveY[i]) - rect.Y;
|
|
waveY[i] -= excess;
|
|
waveVel[i] = waveVel[i] * -0.5f;
|
|
}
|
|
//if the wave attempts to go "through" the bottom of the hull, make it bounce back
|
|
else if (surface + waveY[i] < rect.Y - rect.Height)
|
|
{
|
|
float excess = (surface + waveY[i]) - (rect.Y - rect.Height);
|
|
waveY[i] -= excess;
|
|
waveVel[i] = waveVel[i] * -0.5f;
|
|
}
|
|
|
|
//acceleration
|
|
float a = -WaveStiffness * waveY[i] - waveVel[i] * WaveDampening;
|
|
waveVel[i] = waveVel[i] + a;
|
|
}
|
|
|
|
//apply spread (two iterations)
|
|
for (int j = 0; j < 2; j++)
|
|
{
|
|
for (int i = 1; i < waveY.Length - 1; i++)
|
|
{
|
|
leftDelta[i] = WaveSpread * (waveY[i] - waveY[i - 1]);
|
|
waveVel[i - 1] += leftDelta[i];
|
|
|
|
rightDelta[i] = WaveSpread * (waveY[i] - waveY[i + 1]);
|
|
waveVel[i + 1] += rightDelta[i];
|
|
}
|
|
|
|
for (int i = 1; i < waveY.Length - 1; i++)
|
|
{
|
|
waveY[i - 1] += leftDelta[i];
|
|
waveY[i + 1] += rightDelta[i];
|
|
}
|
|
}
|
|
|
|
//make waves propagate through horizontal gaps
|
|
foreach (Gap gap in ConnectedGaps)
|
|
{
|
|
if (!gap.IsRoomToRoom || !gap.IsHorizontal || gap.Open <= 0.0f) continue;
|
|
if (surface > gap.Rect.Y || surface < gap.Rect.Y - gap.Rect.Height) continue;
|
|
|
|
Hull hull2 = this == gap.linkedTo[0] as Hull ? (Hull)gap.linkedTo[1] : (Hull)gap.linkedTo[0];
|
|
float otherSurfaceY = hull2.surface;
|
|
if (otherSurfaceY > gap.Rect.Y || otherSurfaceY < gap.Rect.Y - gap.Rect.Height) continue;
|
|
|
|
float surfaceDiff = (surface - otherSurfaceY) * gap.Open;
|
|
if (this != gap.linkedTo[0] as Hull)
|
|
{
|
|
//the first hull linked to the gap handles the wave propagation,
|
|
//the second just updates the surfaces to the same level
|
|
if (surfaceDiff < 32.0f)
|
|
{
|
|
hull2.waveY[hull2.waveY.Length - 1] = surfaceDiff * 0.5f;
|
|
waveY[0] = -surfaceDiff * 0.5f;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
for (int j = 0; j < 2; j++)
|
|
{
|
|
int i = waveY.Length - 1;
|
|
|
|
leftDelta[i] = WaveSpread * (waveY[i] - waveY[i - 1]);
|
|
waveVel[i - 1] += leftDelta[i];
|
|
|
|
rightDelta[i] = WaveSpread * (waveY[i] - hull2.waveY[0] + surfaceDiff);
|
|
hull2.waveVel[0] += rightDelta[i];
|
|
|
|
i = 0;
|
|
|
|
hull2.leftDelta[i] = WaveSpread * (hull2.waveY[i] - waveY[waveY.Length - 1] - surfaceDiff);
|
|
waveVel[waveVel.Length - 1] += hull2.leftDelta[i];
|
|
|
|
hull2.rightDelta[i] = WaveSpread * (hull2.waveY[i] - hull2.waveY[i + 1]);
|
|
hull2.waveVel[i + 1] += hull2.rightDelta[i];
|
|
}
|
|
|
|
if (surfaceDiff < 32.0f)
|
|
{
|
|
//update surfaces to the same level
|
|
hull2.waveY[0] = surfaceDiff * 0.5f;
|
|
waveY[waveY.Length - 1] = -surfaceDiff * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
hull2.waveY[0] += rightDelta[waveY.Length - 1];
|
|
waveY[waveY.Length - 1] += hull2.leftDelta[0];
|
|
}
|
|
}
|
|
|
|
if (waterVolume < Volume)
|
|
{
|
|
LethalPressure -= 10.0f * deltaTime;
|
|
if (WaterVolume <= 0.0f)
|
|
{
|
|
//wait for the surface to be lerped back to bottom and the waves to settle until disabling update
|
|
if (drawSurface > rect.Y - rect.Height + 1) return;
|
|
for (int i = 1; i < waveY.Length - 1; i++)
|
|
{
|
|
if (waveY[i] > 0.1f) return;
|
|
}
|
|
|
|
update = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
partial void UpdateProjSpecific(float deltaTime, Camera cam);
|
|
|
|
public void ApplyFlowForces(float deltaTime, Item item)
|
|
{
|
|
foreach (var gap in ConnectedGaps.Where(gap => gap.Open > 0))
|
|
{
|
|
//var pos = gap.Position - body.Position;
|
|
var distance = MathHelper.Max(Vector2.DistanceSquared(item.Position, gap.Position)/1000, 1f);
|
|
|
|
//pos.Normalize();
|
|
item.body.ApplyForce((gap.LerpedFlowForce/distance) * deltaTime);
|
|
}
|
|
}
|
|
|
|
public void Extinguish(float deltaTime, float amount, Vector2 position)
|
|
{
|
|
for (int i = FireSources.Count - 1; i >= 0; i-- )
|
|
{
|
|
FireSources[i].Extinguish(deltaTime, amount, position);
|
|
}
|
|
}
|
|
|
|
public void RemoveFire(FireSource fire)
|
|
{
|
|
FireSources.Remove(fire);
|
|
|
|
if (GameMain.Server != null && !Removed && !IdFreed)
|
|
{
|
|
GameMain.Server.CreateEntityEvent(this);
|
|
}
|
|
}
|
|
|
|
public IEnumerable<Hull> GetConnectedHulls(int? searchDepth)
|
|
{
|
|
return GetAdjacentHulls(new HashSet<Hull>(), 0, searchDepth);
|
|
}
|
|
|
|
private HashSet<Hull> GetAdjacentHulls(HashSet<Hull> connectedHulls, int steps, int? searchDepth)
|
|
{
|
|
connectedHulls.Add(this);
|
|
|
|
if (searchDepth != null && steps >= searchDepth.Value) return connectedHulls;
|
|
|
|
foreach (Gap g in ConnectedGaps)
|
|
{
|
|
for (int i = 0; i < 2 && i < g.linkedTo.Count; i++)
|
|
{
|
|
if (g.linkedTo[i] is Hull hull && !connectedHulls.Contains(hull))
|
|
{
|
|
hull.GetAdjacentHulls(connectedHulls, steps++, searchDepth);
|
|
}
|
|
}
|
|
}
|
|
|
|
return connectedHulls;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Approximate distance from this hull to the target hull, moving through open gaps without passing through walls.
|
|
/// Uses a greedy algo and may not use the most optimal path. Returns float.MaxValue if no path is found.
|
|
/// </summary>
|
|
public float GetApproximateDistance(Hull target, float maxDistance)
|
|
{
|
|
return GetApproximateHullDistance(new HashSet<Hull>(), target, 0.0f, maxDistance);
|
|
}
|
|
|
|
private float GetApproximateHullDistance(HashSet<Hull> connectedHulls, Hull target, float distance, float maxDistance)
|
|
{
|
|
if (distance >= maxDistance) return float.MaxValue;
|
|
if (this == target) return distance;
|
|
|
|
connectedHulls.Add(this);
|
|
|
|
foreach (Gap g in ConnectedGaps)
|
|
{
|
|
if (g.ConnectedDoor != null)
|
|
{
|
|
//gap blocked if the door is not open or the predicted state is not open
|
|
if (!g.ConnectedDoor.IsOpen || (g.ConnectedDoor.PredictedState.HasValue && !g.ConnectedDoor.PredictedState.Value))
|
|
{
|
|
if (g.ConnectedDoor.OpenState < 0.1f) continue;
|
|
}
|
|
}
|
|
else if (g.Open <= 0.0f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (int i = 0; i < 2 && i < g.linkedTo.Count; i++)
|
|
{
|
|
if (g.linkedTo[i] is Hull hull && !connectedHulls.Contains(hull))
|
|
{
|
|
float dist = hull.GetApproximateHullDistance(connectedHulls, target, distance + Vector2.Distance(g.Position, this.Position), maxDistance);
|
|
if (dist < float.MaxValue) return dist;
|
|
}
|
|
}
|
|
}
|
|
|
|
return float.MaxValue;
|
|
}
|
|
|
|
//returns the water block which contains the point (or null if it isn't inside any)
|
|
public static Hull FindHull(Vector2 position, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
|
|
{
|
|
if (EntityGrids == null) return null;
|
|
|
|
if (guess != null)
|
|
{
|
|
if (Submarine.RectContains(useWorldCoordinates ? guess.WorldRect : guess.rect, position, inclusive)) return guess;
|
|
}
|
|
|
|
foreach (EntityGrid entityGrid in EntityGrids)
|
|
{
|
|
if (entityGrid.Submarine != null && !entityGrid.Submarine.Loading)
|
|
{
|
|
System.Diagnostics.Debug.Assert(!entityGrid.Submarine.Removed);
|
|
Rectangle borders = entityGrid.Submarine.Borders;
|
|
if (useWorldCoordinates)
|
|
{
|
|
Vector2 worldPos = entityGrid.Submarine.WorldPosition;
|
|
borders.Location += new Point((int)worldPos.X, (int)worldPos.Y);
|
|
}
|
|
else
|
|
{
|
|
borders.Location += new Point((int)entityGrid.Submarine.HiddenSubPosition.X, (int)entityGrid.Submarine.HiddenSubPosition.Y);
|
|
}
|
|
|
|
const float padding = 128.0f;
|
|
if (position.X < borders.X - padding || position.X > borders.Right + padding ||
|
|
position.Y > borders.Y + padding || position.Y < borders.Y - borders.Height - padding)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
Vector2 transformedPosition = position;
|
|
if (useWorldCoordinates && entityGrid.Submarine != null) transformedPosition -= entityGrid.Submarine.Position;
|
|
|
|
var entities = entityGrid.GetEntities(transformedPosition);
|
|
if (entities == null) continue;
|
|
foreach (Hull hull in entities)
|
|
{
|
|
if (Submarine.RectContains(hull.rect, transformedPosition, inclusive)) return hull;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
//returns the water block which contains the point (or null if it isn't inside any)
|
|
public static Hull FindHullOld(Vector2 position, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
|
|
{
|
|
return FindHullOld(position, hullList, guess, useWorldCoordinates, inclusive);
|
|
}
|
|
|
|
public static Hull FindHullOld(Vector2 position, List<Hull> hulls, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
|
|
{
|
|
if (guess != null && hulls.Contains(guess))
|
|
{
|
|
if (Submarine.RectContains(useWorldCoordinates ? guess.WorldRect : guess.rect, position, inclusive)) return guess;
|
|
}
|
|
|
|
foreach (Hull hull in hulls)
|
|
{
|
|
if (Submarine.RectContains(useWorldCoordinates ? hull.WorldRect : hull.rect, position, inclusive)) return hull;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public static void DetectItemVisibility(Character c=null)
|
|
{
|
|
if (c==null)
|
|
{
|
|
foreach (Item it in Item.ItemList)
|
|
{
|
|
it.Visible = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Hull h = c.CurrentHull;
|
|
hullList.ForEach(j => j.Visible = false);
|
|
List<Hull> visibleHulls;
|
|
if (h == null || c.Submarine == null)
|
|
{
|
|
visibleHulls = hullList.FindAll(j => j.CanSeeOther(null, false));
|
|
}
|
|
else
|
|
{
|
|
visibleHulls = hullList.FindAll(j => h.CanSeeOther(j, true));
|
|
}
|
|
visibleHulls.ForEach(j => j.Visible = true);
|
|
foreach (Item it in Item.ItemList)
|
|
{
|
|
if (it.CurrentHull == null || visibleHulls.Contains(it.CurrentHull)) it.Visible = true;
|
|
else it.Visible = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool CanSeeOther(Hull other, bool allowIndirect = true)
|
|
{
|
|
if (other == this) return true;
|
|
|
|
if (other != null && other.Submarine == Submarine)
|
|
{
|
|
bool retVal = false;
|
|
foreach (Gap g in ConnectedGaps)
|
|
{
|
|
if (g.ConnectedWall != null && g.ConnectedWall.CastShadow) continue;
|
|
List<Hull> otherHulls = hullList.FindAll(h => h.ConnectedGaps.Contains(g) && h != this);
|
|
retVal = otherHulls.Any(h => h == other);
|
|
if (!retVal && allowIndirect) retVal = otherHulls.Any(h => h.CanSeeOther(other, false));
|
|
if (retVal) return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach (Gap g in ConnectedGaps)
|
|
{
|
|
if (g.ConnectedDoor != null && !hullList.Any(h => h.ConnectedGaps.Contains(g) && h != this)) return true;
|
|
}
|
|
List<MapEntity> structures = mapEntityList.FindAll(me => me is Structure && me.Rect.Intersects(Rect));
|
|
return structures.Any(st => !(st as Structure).CastShadow);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public string CreateRoomName()
|
|
{
|
|
List<string> roomItems = new List<string>();
|
|
foreach (Item item in Item.ItemList)
|
|
{
|
|
if (item.CurrentHull != this) continue;
|
|
if (item.GetComponent<Items.Components.Reactor>() != null) roomItems.Add("reactor");
|
|
if (item.GetComponent<Items.Components.Engine>() != null) roomItems.Add("engine");
|
|
if (item.GetComponent<Items.Components.Steering>() != null) roomItems.Add("steering");
|
|
if (item.GetComponent<Items.Components.Sonar>() != null) roomItems.Add("sonar");
|
|
if (item.HasTag("ballast")) roomItems.Add("ballast");
|
|
}
|
|
|
|
if (roomItems.Contains("reactor"))
|
|
return TextManager.Get("ReactorRoom");
|
|
else if (roomItems.Contains("engine"))
|
|
return TextManager.Get("EngineRoom");
|
|
else if (roomItems.Contains("steering") && roomItems.Contains("sonar"))
|
|
return TextManager.Get("CommandRoom");
|
|
else if (roomItems.Contains("ballast"))
|
|
return TextManager.Get("Ballast");
|
|
|
|
if (ConnectedGaps.Any(g => !g.IsRoomToRoom && g.ConnectedDoor != null))
|
|
{
|
|
return TextManager.Get("Airlock");
|
|
}
|
|
|
|
Rectangle subRect = Submarine.CalculateDimensions();
|
|
|
|
Alignment roomPos;
|
|
if (rect.Y - rect.Height / 2 > subRect.Y + subRect.Height * 0.66f)
|
|
roomPos = Alignment.Top;
|
|
else if (rect.Y - rect.Height / 2 > subRect.Y + subRect.Height * 0.33f)
|
|
roomPos = Alignment.CenterY;
|
|
else
|
|
roomPos = Alignment.Bottom;
|
|
|
|
if (rect.Center.X < subRect.X + subRect.Width * 0.33f)
|
|
roomPos |= Alignment.Left;
|
|
else if (rect.Center.X < subRect.X + subRect.Width * 0.66f)
|
|
roomPos |= Alignment.CenterX;
|
|
else
|
|
roomPos |= Alignment.Right;
|
|
|
|
return TextManager.Get("Sub" + roomPos.ToString());
|
|
}
|
|
|
|
public void ServerWrite(NetBuffer message, Client c, object[] extraData = null)
|
|
{
|
|
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.Write(FireSources.Count > 0);
|
|
if (FireSources.Count > 0)
|
|
{
|
|
message.WriteRangedInteger(0, 16, Math.Min(FireSources.Count, 16));
|
|
for (int i = 0; i < Math.Min(FireSources.Count, 16); i++)
|
|
{
|
|
var fireSource = FireSources[i];
|
|
Vector2 normalizedPos = new Vector2(
|
|
(fireSource.Position.X - rect.X) / rect.Width,
|
|
(fireSource.Position.Y - (rect.Y - rect.Height)) / rect.Height);
|
|
|
|
message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.X, 0.0f, 1.0f), 0.0f, 1.0f, 8);
|
|
message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.Y, 0.0f, 1.0f), 0.0f, 1.0f, 8);
|
|
message.WriteRangedSingle(MathHelper.Clamp(fireSource.Size.X / rect.Width, 0.0f, 1.0f), 0, 1.0f, 8);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ClientRead(ServerNetObject type, NetBuffer message, float sendingTime)
|
|
{
|
|
WaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume;
|
|
OxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
|
|
|
|
bool hasFireSources = message.ReadBoolean();
|
|
int fireSourceCount = 0;
|
|
|
|
if (hasFireSources)
|
|
{
|
|
fireSourceCount = message.ReadRangedInteger(0, 16);
|
|
for (int i = 0; i < fireSourceCount; i++)
|
|
{
|
|
Vector2 pos = Vector2.Zero;
|
|
float size = 0.0f;
|
|
pos.X = MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f);
|
|
pos.Y = MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f);
|
|
size = message.ReadRangedSingle(0.0f, 1.0f, 8);
|
|
|
|
pos = new Vector2(
|
|
rect.X + rect.Width * pos.X,
|
|
rect.Y - rect.Height + (rect.Height * pos.Y));
|
|
size = size * rect.Width;
|
|
|
|
var newFire = i < FireSources.Count ?
|
|
FireSources[i] :
|
|
new FireSource(Submarine == null ? pos : pos + Submarine.Position, null, true);
|
|
newFire.Position = pos;
|
|
newFire.Size = new Vector2(size, newFire.Size.Y);
|
|
|
|
//ignore if the fire wasn't added to this room (invalid position)?
|
|
if (!FireSources.Contains(newFire))
|
|
{
|
|
newFire.Remove();
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = FireSources.Count - 1; i >= fireSourceCount; i--)
|
|
{
|
|
FireSources[i].Remove();
|
|
if (i < FireSources.Count)
|
|
{
|
|
FireSources.RemoveAt(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
public static Hull Load(XElement element, Submarine submarine)
|
|
{
|
|
Rectangle rect = Rectangle.Empty;
|
|
if (element.Attribute("rect") != null)
|
|
{
|
|
rect = element.GetAttributeRect("rect", Rectangle.Empty);
|
|
}
|
|
else
|
|
{
|
|
//backwards compatibility
|
|
rect = new Rectangle(
|
|
int.Parse(element.Attribute("x").Value),
|
|
int.Parse(element.Attribute("y").Value),
|
|
int.Parse(element.Attribute("width").Value),
|
|
int.Parse(element.Attribute("height").Value));
|
|
}
|
|
|
|
var hull = new Hull(MapEntityPrefab.Find(null, "hull"), rect, submarine)
|
|
{
|
|
waterVolume = element.GetAttributeFloat("pressure", 0.0f),
|
|
ID = (ushort)int.Parse(element.Attribute("ID").Value)
|
|
};
|
|
|
|
SerializableProperty.DeserializeProperties(hull, element);
|
|
if (element.Attribute("oxygen") == null) { hull.Oxygen = hull.Volume; }
|
|
|
|
return hull;
|
|
}
|
|
|
|
public override XElement Save(XElement parentElement)
|
|
{
|
|
if (Submarine == null)
|
|
{
|
|
string errorMsg = "Error - tried to save a hull that's not a part of any submarine.\n" + Environment.StackTrace;
|
|
DebugConsole.ThrowError(errorMsg);
|
|
GameAnalyticsManager.AddErrorEventOnce("Hull.Save:WorldHull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
|
return null;
|
|
}
|
|
|
|
XElement element = new XElement("Hull");
|
|
element.Add
|
|
(
|
|
new XAttribute("ID", ID),
|
|
new XAttribute("rect",
|
|
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
|
|
(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
|
|
rect.Width + "," + rect.Height),
|
|
new XAttribute("water", waterVolume)
|
|
);
|
|
SerializableProperty.SerializeProperties(this, element);
|
|
parentElement.Add(element);
|
|
return element;
|
|
}
|
|
|
|
}
|
|
}
|