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
341 lines
11 KiB
C#
341 lines
11 KiB
C#
using Barotrauma.Networking;
|
|
using Microsoft.Xna.Framework;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
#if CLIENT
|
|
using Barotrauma.Sounds;
|
|
using Barotrauma.Lights;
|
|
using Barotrauma.Particles;
|
|
#endif
|
|
|
|
namespace Barotrauma
|
|
{
|
|
partial class FireSource
|
|
{
|
|
const float OxygenConsumption = 50.0f;
|
|
const float GrowSpeed = 5.0f;
|
|
|
|
private Hull hull;
|
|
|
|
private Vector2 position;
|
|
private Vector2 size;
|
|
|
|
private Entity Submarine;
|
|
|
|
private bool removed;
|
|
|
|
#if CLIENT
|
|
private List<Decal> burnDecals = new List<Decal>();
|
|
#endif
|
|
|
|
public Vector2 Position
|
|
{
|
|
get { return position; }
|
|
set
|
|
{
|
|
if (!MathUtils.IsValid(value)) return;
|
|
|
|
position = value;
|
|
}
|
|
}
|
|
|
|
public Vector2 WorldPosition
|
|
{
|
|
get { return Submarine == null ? position : Submarine.Position + position; }
|
|
}
|
|
|
|
public Vector2 Size
|
|
{
|
|
get { return size; }
|
|
set
|
|
{
|
|
if (value == size) return;
|
|
|
|
Vector2 sizeChange = value - size;
|
|
|
|
size = value;
|
|
position.X -= sizeChange.X * 0.5f;
|
|
LimitSize();
|
|
}
|
|
}
|
|
|
|
public float DamageRange
|
|
{
|
|
get { return (float)Math.Sqrt(size.X) * 20.0f; }
|
|
}
|
|
|
|
public Hull Hull
|
|
{
|
|
get { return hull; }
|
|
}
|
|
|
|
public FireSource(Vector2 worldPosition, Hull spawningHull = null, bool isNetworkMessage = false)
|
|
{
|
|
hull = Hull.FindHull(worldPosition, spawningHull);
|
|
if (hull == null || worldPosition.Y < hull.WorldSurface) return;
|
|
|
|
if (!isNetworkMessage && GameMain.Client != null) return;
|
|
|
|
hull.AddFireSource(this);
|
|
|
|
position = worldPosition - new Vector2(-5.0f, 5.0f);
|
|
if (hull.Submarine != null)
|
|
{
|
|
Submarine = hull.Submarine;
|
|
position -= Submarine.Position;
|
|
}
|
|
|
|
#if CLIENT
|
|
lightSource = new LightSource(this.position, 50.0f, new Color(1.0f, 0.9f, 0.7f), hull?.Submarine);
|
|
#endif
|
|
|
|
size = new Vector2(10.0f, 10.0f);
|
|
}
|
|
|
|
private void LimitSize()
|
|
{
|
|
if (hull == null) return;
|
|
|
|
position.X = Math.Max(hull.Rect.X, position.X);
|
|
position.Y = Math.Min(hull.Rect.Y, position.Y);
|
|
|
|
size.X = Math.Min(hull.Rect.Width - (position.X - hull.Rect.X), size.X);
|
|
size.Y = Math.Min(hull.Rect.Height - (hull.Rect.Y - position.Y), size.Y);
|
|
}
|
|
|
|
public static void UpdateAll(List<FireSource> fireSources, float deltaTime)
|
|
{
|
|
for (int i = fireSources.Count - 1; i >= 0; i--)
|
|
{
|
|
fireSources[i].Update(deltaTime);
|
|
}
|
|
|
|
//combine overlapping fires
|
|
for (int i = fireSources.Count - 1; i >= 0; i--)
|
|
{
|
|
for (int j = i - 1; j >= 0; j--)
|
|
{
|
|
i = Math.Min(i, fireSources.Count - 1);
|
|
j = Math.Min(j, i - 1);
|
|
|
|
if (!fireSources[i].CheckOverLap(fireSources[j])) continue;
|
|
|
|
float leftEdge = Math.Min(fireSources[i].position.X, fireSources[j].position.X);
|
|
|
|
fireSources[j].size.X =
|
|
Math.Max(fireSources[i].position.X + fireSources[i].size.X, fireSources[j].position.X + fireSources[j].size.X)
|
|
- leftEdge;
|
|
|
|
fireSources[j].position.X = leftEdge;
|
|
|
|
#if CLIENT
|
|
fireSources[j].burnDecals.AddRange(fireSources[i].burnDecals);
|
|
fireSources[j].burnDecals.Sort((d1, d2) => { return Math.Sign(d1.WorldPosition.X - d2.WorldPosition.X); });
|
|
#endif
|
|
|
|
fireSources[i].Remove();
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool CheckOverLap(FireSource fireSource)
|
|
{
|
|
return !(position.X > fireSource.position.X + fireSource.size.X ||
|
|
position.X + size.X < fireSource.position.X);
|
|
}
|
|
|
|
public void Update(float deltaTime)
|
|
{
|
|
//the firesource will start to shrink if oxygen percentage is below 10
|
|
float growModifier = Math.Min((hull.OxygenPercentage / 10.0f) - 1.0f, 1.0f);
|
|
|
|
DamageCharacters(deltaTime);
|
|
DamageItems(deltaTime);
|
|
|
|
if (hull.WaterVolume > 0.0f)
|
|
{
|
|
HullWaterExtinguish(deltaTime);
|
|
if (removed) { return; }
|
|
}
|
|
|
|
hull.Oxygen -= size.X * deltaTime * OxygenConsumption;
|
|
|
|
position.X -= GrowSpeed * growModifier * 0.5f * deltaTime;
|
|
|
|
size.X += GrowSpeed * growModifier * deltaTime;
|
|
size.Y = MathHelper.Clamp(size.Y + GrowSpeed * growModifier * deltaTime, 10.0f, 50.0f);
|
|
|
|
if (size.X > 50.0f)
|
|
{
|
|
this.position.Y = MathHelper.Lerp(this.position.Y, hull.Rect.Y - hull.Rect.Height + size.Y, deltaTime);
|
|
}
|
|
|
|
LimitSize();
|
|
|
|
UpdateProjSpecific(growModifier);
|
|
|
|
if (GameMain.Client != null) return;
|
|
|
|
if (size.X < 1.0f) Remove();
|
|
}
|
|
|
|
partial void UpdateProjSpecific(float growModifier);
|
|
|
|
private void OnChangeHull(Vector2 pos, Hull particleHull)
|
|
{
|
|
if (particleHull == hull || particleHull == null) return;
|
|
|
|
//hull already has a firesource roughly at the particles position -> don't create a new one
|
|
if (particleHull.FireSources.Find(fs => pos.X > fs.position.X - 100.0f && pos.X < fs.position.X + fs.size.X + 100.0f) != null) return;
|
|
|
|
new FireSource(new Vector2(pos.X, particleHull.WorldRect.Y - particleHull.Rect.Height + 5.0f));
|
|
}
|
|
|
|
private void DamageCharacters(float deltaTime)
|
|
{
|
|
if (size.X <= 0.0f) return;
|
|
|
|
for (int i = 0; i < Character.CharacterList.Count; i++)
|
|
{
|
|
Character c = Character.CharacterList[i];
|
|
if (c.AnimController.CurrentHull == null || c.IsDead) continue;
|
|
|
|
if (!IsInDamageRange(c, DamageRange)) continue;
|
|
|
|
float dmg = (float)Math.Sqrt(size.X) * deltaTime / c.AnimController.Limbs.Length;
|
|
foreach (Limb limb in c.AnimController.Limbs)
|
|
{
|
|
c.LastDamageSource = null;
|
|
c.DamageLimb(WorldPosition, limb, new List<Affliction>() { AfflictionPrefab.Burn.Instantiate(dmg) }, 0.0f, false, 0.0f);
|
|
}
|
|
c.ApplyStatusEffects(ActionType.OnFire, deltaTime);
|
|
}
|
|
}
|
|
|
|
public bool IsInDamageRange(Character c, float damageRange)
|
|
{
|
|
if (c.Position.X < position.X - damageRange || c.Position.X > position.X + size.X + damageRange) return false;
|
|
if (c.Position.Y < position.Y - size.Y || c.Position.Y > hull.Rect.Y) return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool IsInDamageRange(Vector2 worldPosition, float damageRange)
|
|
{
|
|
if (worldPosition.X < WorldPosition.X - damageRange || worldPosition.X > WorldPosition.X + size.X + damageRange) return false;
|
|
if (worldPosition.Y < WorldPosition.Y - size.Y || worldPosition.Y > hull.WorldRect.Y) return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
private void DamageItems(float deltaTime)
|
|
{
|
|
if (size.X <= 0.0f || GameMain.Client != null) return;
|
|
|
|
foreach (Item item in Item.ItemList)
|
|
{
|
|
if (item.CurrentHull != hull || item.FireProof || item.Condition <= 0.0f) continue;
|
|
|
|
//don't apply OnFire effects if the item is inside a fireproof container
|
|
//(or if it's inside a container that's inside a fireproof container, etc)
|
|
Item container = item.Container;
|
|
while (container != null)
|
|
{
|
|
if (container.FireProof) return;
|
|
container = container.Container;
|
|
}
|
|
|
|
float range = (float)Math.Sqrt(size.X) * 10.0f;
|
|
if (item.Position.X < position.X - range || item.Position.X > position.X + size.X + range) continue;
|
|
if (item.Position.Y < position.Y - size.Y || item.Position.Y > hull.Rect.Y) continue;
|
|
|
|
item.ApplyStatusEffects(ActionType.OnFire, deltaTime);
|
|
if (item.Condition <= 0.0f && GameMain.Server != null)
|
|
{
|
|
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFire });
|
|
}
|
|
}
|
|
}
|
|
|
|
private void HullWaterExtinguish(float deltaTime)
|
|
{
|
|
//the higher the surface of the water is relative to the firesource, the faster it puts out the fire
|
|
float extinguishAmount = (hull.Surface - (position.Y - size.Y)) * deltaTime;
|
|
|
|
if (extinguishAmount < 0.0f) return;
|
|
|
|
#if CLIENT
|
|
float steamCount = Rand.Range(-5.0f, Math.Min(extinguishAmount * 100.0f, 10));
|
|
for (int i = 0; i < steamCount; i++)
|
|
{
|
|
Vector2 spawnPos = new Vector2(
|
|
WorldPosition.X + Rand.Range(0.0f, size.X),
|
|
WorldPosition.Y + 10.0f);
|
|
|
|
Vector2 speed = new Vector2((spawnPos.X - (WorldPosition.X + size.X / 2.0f)), (float)Math.Sqrt(size.X) * Rand.Range(20.0f, 25.0f));
|
|
|
|
var particle = GameMain.ParticleManager.CreateParticle("steam",
|
|
spawnPos, speed, 0.0f, hull);
|
|
}
|
|
#endif
|
|
|
|
position.X += extinguishAmount / 2.0f;
|
|
size.X -= extinguishAmount;
|
|
|
|
//evaporate some of the water
|
|
hull.WaterVolume -= extinguishAmount;
|
|
|
|
if (GameMain.Client != null) return;
|
|
|
|
if (size.X < 1.0f) Remove();
|
|
}
|
|
|
|
public void Extinguish(float deltaTime, float amount)
|
|
{
|
|
float extinguishAmount = amount * deltaTime;
|
|
|
|
#if CLIENT
|
|
float steamCount = Rand.Range(-5.0f, (float)Math.Sqrt(amount));
|
|
for (int i = 0; i < steamCount; i++)
|
|
{
|
|
Vector2 spawnPos = new Vector2(Rand.Range(position.X, position.X + size.X), Rand.Range(position.Y - size.Y, position.Y) + 10.0f);
|
|
|
|
Vector2 speed = new Vector2((spawnPos.X - (position.X + size.X / 2.0f)), (float)Math.Sqrt(size.X) * Rand.Range(20.0f, 25.0f));
|
|
|
|
var particle = GameMain.ParticleManager.CreateParticle("steam",
|
|
spawnPos, speed, 0.0f, hull);
|
|
}
|
|
#endif
|
|
|
|
position.X += extinguishAmount / 2.0f;
|
|
size.X -= extinguishAmount;
|
|
|
|
hull.WaterVolume -= extinguishAmount;
|
|
|
|
if (GameMain.Client != null) return;
|
|
|
|
if (size.X < 1.0f) Remove();
|
|
}
|
|
|
|
public void Extinguish(float deltaTime, float amount, Vector2 worldPosition)
|
|
{
|
|
if (IsInDamageRange(worldPosition, 100.0f)) Extinguish(deltaTime, amount);
|
|
}
|
|
|
|
public void Remove()
|
|
{
|
|
#if CLIENT
|
|
lightSource?.Remove();
|
|
lightSource = null;
|
|
|
|
foreach (Decal d in burnDecals)
|
|
{
|
|
d.StopFadeIn();
|
|
}
|
|
#endif
|
|
hull?.RemoveFire(this);
|
|
removed = true;
|
|
}
|
|
}
|
|
}
|