731 lines
26 KiB
C#
731 lines
26 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.ObjectModel;
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using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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class Gap : MapEntity
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{
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public static List<Gap> GapList = new List<Gap>();
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public static bool ShowGaps = true;
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public bool isHorizontal;
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//private Sound waterSound;
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//a value between 0.0f-1.0f (0.0 = closed, 1.0f = open)
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private float open;
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//the force of the water flow which is exerted on physics bodies
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private Vector2 flowForce;
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private Hull flowTargetHull;
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private float higherSurface;
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private float lowerSurface;
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public float Open
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{
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get { return open; }
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set { open = MathHelper.Clamp(value, 0.0f, 1.0f); }
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}
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public Door ConnectedDoor;
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public Structure ConnectedWall;
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public Vector2 LerpedFlowForce
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{
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get { return lerpedFlowForce; }
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}
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private Vector2 lerpedFlowForce;
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public Hull FlowTargetHull
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{
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get { return flowTargetHull; }
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}
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public bool IsRoomToRoom
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{
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get
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{
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return linkedTo.Count == 2;
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}
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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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FindHulls();
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}
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}
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public override bool SelectableInEditor
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{
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get
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{
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return ShowGaps;
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}
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}
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public Gap(MapEntityPrefab prefab, Rectangle rectangle)
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: this (rectangle, Submarine.MainSub)
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{ }
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public Gap(Rectangle newRect, Submarine submarine)
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: this(newRect, newRect.Width < newRect.Height, submarine)
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{ }
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public Gap(Rectangle newRect, bool isHorizontal, Submarine submarine)
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: base (MapEntityPrefab.list.Find(m=> m.Name == "Gap"), submarine)
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{
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rect = newRect;
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linkedTo = new ObservableCollection<MapEntity>();
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flowForce = Vector2.Zero;
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this.isHorizontal = isHorizontal;
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open = 1.0f;
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FindHulls();
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GapList.Add(this);
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InsertToList();
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}
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public override void Move(Vector2 amount)
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{
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base.Move(amount);
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FindHulls();
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}
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public static void UpdateHulls()
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{
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foreach (Gap g in GapList)
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{
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g.FindHulls();
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}
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}
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public override bool IsMouseOn(Vector2 position)
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{
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return (ShowGaps && Submarine.RectContains(WorldRect, position) &&
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!Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -5), position));
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}
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private void FindHulls()
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{
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Hull[] hulls = new Hull[2];
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linkedTo.Clear();
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Vector2[] searchPos = new Vector2[2];
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if (isHorizontal)
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{
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searchPos[0] = new Vector2(rect.X, rect.Y - rect.Height / 2);
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searchPos[1] = new Vector2(rect.Right, rect.Y - rect.Height / 2);
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}
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else
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{
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searchPos[0] = new Vector2(rect.Center.X, rect.Y);
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searchPos[1] = new Vector2(rect.Center.X, rect.Y - rect.Height);
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}
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hulls[0] = Hull.FindHullOld(searchPos[0], null, false);
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hulls[1] = Hull.FindHullOld(searchPos[1], null, false);
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if (hulls[0] == null && hulls[1] == null) return;
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if (hulls[0]==null && hulls[1]!=null)
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{
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Hull temp = hulls[0];
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hulls[0] = hulls[1];
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hulls[1] = temp;
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}
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for (int i = 0 ; i <2; i++)
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{
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if (hulls[i]==null) continue;
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linkedTo.Add(hulls[i]);
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if (!hulls[i].ConnectedGaps.Contains(this)) hulls[i].ConnectedGaps.Add(this);
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}
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}
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public override void Draw(SpriteBatch sb, bool editing, bool back = true)
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{
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if (GameMain.DebugDraw)
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{
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Vector2 center = new Vector2(WorldRect.X + rect.Width / 2.0f, -(WorldRect.Y - rect.Height/ 2.0f));
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GUI.DrawLine(sb, center, center + new Vector2(flowForce.X, -flowForce.Y)/10.0f, Color.Red);
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GUI.DrawLine(sb, center + Vector2.One * 5.0f, center + new Vector2(lerpedFlowForce.X, -lerpedFlowForce.Y) / 10.0f + Vector2.One * 5.0f, Color.Orange);
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}
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if (!editing || !ShowGaps) return;
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Color clr = (open == 0.0f) ? Color.Red : Color.Cyan;
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if (isHighlighted) clr = Color.Gold;
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GUI.DrawRectangle(sb, new Rectangle(WorldRect.X, -WorldRect.Y, rect.Width, rect.Height), clr * 0.5f, true);
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for (int i = 0; i < linkedTo.Count; i++)
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{
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Vector2 dir = isHorizontal ?
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new Vector2(Math.Sign(linkedTo[i].Rect.Center.X - rect.Center.X), 0.0f)
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: new Vector2(0.0f, Math.Sign((linkedTo[i].Rect.Y - linkedTo[i].Rect.Height / 2.0f) - (rect.Y - rect.Height / 2.0f)));
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Vector2 arrowPos = new Vector2(WorldRect.Center.X, -(WorldRect.Y - WorldRect.Height / 2));
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arrowPos += new Vector2(dir.X * (WorldRect.Width / 2 + 10), dir.Y * (WorldRect.Height / 2 + 10));
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GUI.Arrow.Draw(sb,
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arrowPos,
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clr * 0.8f,
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GUI.Arrow.Origin, MathUtils.VectorToAngle(dir) + MathHelper.PiOver2,
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isHorizontal ? new Vector2(rect.Height / 16.0f, 1.0f) : new Vector2(rect.Width / 16.0f, 1.0f));
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}
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if (isSelected)
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{
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GUI.DrawRectangle(sb,
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new Vector2(WorldRect.X - 5, -WorldRect.Y - 5),
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new Vector2(rect.Width + 10, rect.Height + 10),
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Color.Red);
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}
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}
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public override void Update(Camera cam, float deltaTime)
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{
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flowForce = Vector2.Zero;
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if (open == 0.0f)
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{
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lerpedFlowForce = Vector2.Zero;
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return;
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}
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UpdateOxygen();
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if (linkedTo.Count == 1)
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{
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//gap leading from a room to outside
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UpdateRoomToOut(deltaTime);
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}
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else
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{
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//gap leading from a room to another
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UpdateRoomToRoom(deltaTime);
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}
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lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, deltaTime);
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if (LerpedFlowForce.Length() > 100.0f && flowTargetHull != null && flowTargetHull.Volume < flowTargetHull.FullVolume)
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{
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//UpdateFlowForce();
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Vector2 pos = Position;
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if (isHorizontal)
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{
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pos.X += Math.Sign(flowForce.X);
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pos.Y = MathHelper.Clamp((higherSurface + lowerSurface) / 2.0f, rect.Y - rect.Height, rect.Y);
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Vector2 velocity = new Vector2(
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MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.5f, 0.7f),
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flowForce.Y * Rand.Range(0.5f, 0.7f));
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var particle = GameMain.ParticleManager.CreateParticle(
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"watersplash",
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(Submarine == null ? pos : pos + Submarine.Position) - Vector2.UnitY * Rand.Range(0.0f, 10.0f),
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velocity);
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if (particle != null)
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{
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particle.Size = particle.Size * Math.Min(Math.Abs(flowForce.X / 1000.0f), 5.0f);
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}
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if (Math.Abs(flowForce.X) > 300.0f)
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{
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pos.X += Math.Sign(flowForce.X) * 10.0f;
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pos.Y = Rand.Range(lowerSurface, rect.Y - rect.Height);
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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Submarine == null ? pos : pos + Submarine.Position,
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flowForce / 10.0f);
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}
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}
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else
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{
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if (Math.Sign(flowTargetHull.Rect.Y - rect.Y) != Math.Sign(lerpedFlowForce.Y)) return;
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pos.Y += Math.Sign(flowForce.Y) * rect.Height / 2.0f;
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for (int i = 0; i < rect.Width; i += (int)Rand.Range(80, 100))
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{
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pos.X = Rand.Range(rect.X, rect.X + rect.Width);
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Vector2 velocity = new Vector2(
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lerpedFlowForce.X * Rand.Range(0.5f, 0.7f),
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Math.Max(lerpedFlowForce.Y, -100.0f) * Rand.Range(0.5f, 0.7f));
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var splash = GameMain.ParticleManager.CreateParticle(
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"watersplash",
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Submarine == null ? pos : pos + Submarine.Position,
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-velocity, 0, FlowTargetHull);
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if (splash != null) splash.Size = splash.Size * MathHelper.Clamp(rect.Width / 50.0f, 0.8f, 4.0f);
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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Submarine == null ? pos : pos + Submarine.Position,
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flowForce / 2.0f, 0, FlowTargetHull);
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}
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}
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}
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if (flowTargetHull != null && lerpedFlowForce != Vector2.Zero)
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{
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foreach (Character character in Character.CharacterList)
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{
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if (character.AnimController.CurrentHull != flowTargetHull) continue;
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foreach (Limb limb in character.AnimController.Limbs)
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{
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if (!limb.inWater) continue;
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float dist = Vector2.Distance(limb.WorldPosition, WorldPosition);
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if (dist > lerpedFlowForce.Length()) continue;
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limb.body.ApplyForce(lerpedFlowForce / dist/10.0f);
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}
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}
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}
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}
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void UpdateRoomToRoom(float deltaTime)
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{
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if (linkedTo.Count < 2) return;
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Hull hull1 = (Hull)linkedTo[0];
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Hull hull2 = (Hull)linkedTo[1];
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Vector2 subOffset = Vector2.Zero;
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if (hull1.Submarine != Submarine)
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{
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subOffset =Submarine.Position - hull1.Submarine.Position;
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}
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else if (hull2.Submarine != Submarine)
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{
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subOffset = hull2.Submarine.Position - Submarine.Position;
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}
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if (hull1.Volume == 0.0 && hull2.Volume == 0.0) return;
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float size = (isHorizontal) ? rect.Height : rect.Width;
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//a variable affecting the water flow through the gap
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//the larger the gap is, the faster the water flows
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float sizeModifier = size / 100.0f * open;
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//horizontal gap (such as a regular door)
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if (isHorizontal)
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{
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higherSurface = Math.Max(hull1.Surface, hull2.Surface + subOffset.Y);
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float delta=0.0f;
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//water level is above the lower boundary of the gap
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if (Math.Max(hull1.Surface+hull1.WaveY[hull1.WaveY.Length - 1], hull2.Surface + subOffset.Y +hull2.WaveY[0]) > rect.Y - size)
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{
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int dir = (hull1.Pressure > hull2.Pressure+subOffset.Y) ? 1 : -1;
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//water flowing from the righthand room to the lefthand room
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if (dir == -1)
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{
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if (!(hull2.Volume > 0.0f)) return;
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lowerSurface = hull1.Surface - hull1.WaveY[hull1.WaveY.Length - 1];
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//delta = Math.Min((room2.water.pressure - room1.water.pressure) * sizeModifier, Math.Min(room2.water.Volume, room2.Volume));
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//delta = Math.Min(delta, room1.Volume - room1.water.Volume + Water.MaxCompress);
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flowTargetHull = hull1;
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//make sure not to move more than what the room contains
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delta = Math.Min(((hull2.Pressure + subOffset.Y) - hull1.Pressure) * 5.0f * sizeModifier, Math.Min(hull2.Volume, hull2.FullVolume));
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//make sure not to place more water to the target room than it can hold
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delta = Math.Min(delta, hull1.FullVolume + Hull.MaxCompress - (hull1.Volume));
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hull1.Volume += delta;
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hull2.Volume -= delta;
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if (hull1.Volume > hull1.FullVolume)
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{
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hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + hull2.Pressure+subOffset.Y) / 2);
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}
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flowForce = new Vector2(-delta, 0.0f);
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}
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else if (dir == 1)
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{
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if (!(hull1.Volume > 0.0f)) return;
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//lowerSurface = hull2.Surface - hull2.WaveY[1];
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flowTargetHull = hull2;
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//make sure not to move more than what the room contains
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delta = Math.Min((hull1.Pressure - (hull2.Pressure + subOffset.Y)) * 5.0f * sizeModifier, Math.Min(hull1.Volume, hull1.FullVolume));
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//make sure not to place more water to the target room than it can hold
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delta = Math.Min(delta, hull2.FullVolume + Hull.MaxCompress - (hull2.Volume));
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hull1.Volume -= delta;
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hull2.Volume += delta;
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if (hull2.Volume > hull2.FullVolume)
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{
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hull2.Pressure = Math.Max(hull2.Pressure, ((hull1.Pressure-subOffset.Y) + hull2.Pressure) / 2);
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}
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flowForce = new Vector2(delta, 0.0f);
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}
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if (delta>100.0f && subOffset == Vector2.Zero)
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{
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float avg = (hull1.Surface + hull2.Surface) / 2.0f;
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//float avgVel = (hull2.WaveVel[1] + hull1.WaveVel[hull1.WaveY.Length - 2]) / 2.0f;
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if (hull1.Volume < hull1.FullVolume - Hull.MaxCompress &&
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hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1] < rect.Y)
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{
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hull1.WaveVel[hull1.WaveY.Length - 1] = (avg-(hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1]))*0.1f;
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hull1.WaveVel[hull1.WaveY.Length - 2] = hull1.WaveVel[hull1.WaveY.Length - 1];
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}
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if (hull2.Volume < hull2.FullVolume - Hull.MaxCompress &&
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hull2.Surface + hull2.WaveY[0] < rect.Y)
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{
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hull2.WaveVel[0] = (avg - (hull2.Surface + hull2.WaveY[0])) * 0.1f;
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hull2.WaveVel[1] = hull2.WaveVel[0];
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}
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}
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}
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}
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else
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{
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//lower room is full of water
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if ((hull2.Pressure + subOffset.Y) > hull1.Pressure)
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{
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float delta = Math.Min(hull2.Volume - hull2.FullVolume + Hull.MaxCompress / 2.0f, deltaTime * 8000.0f * sizeModifier);
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flowForce = new Vector2(0.0f, Math.Min((hull2.Pressure + subOffset.Y) - hull1.Pressure, 500.0f));
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delta = Math.Max(delta, 0.0f);
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hull1.Volume += delta;
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hull2.Volume -= delta;
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flowTargetHull = hull1;
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if (hull1.Volume > hull1.FullVolume)
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{
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hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + (hull2.Pressure + subOffset.Y)) / 2);
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}
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}
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//there's water in the upper room, drop to lower
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else if (hull1.Volume > 0)
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{
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flowTargetHull = hull2;
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//make sure the amount of water moved isn't more than what the room contains
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float delta = Math.Min(hull1.Volume, deltaTime * 25000f * sizeModifier);
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//make sure not to place more water to the target room than it can hold
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delta = Math.Min(delta, (hull2.FullVolume + Math.Max(hull1.Volume - hull1.FullVolume, 0.0f)) - hull2.Volume + Hull.MaxCompress / 4.0f);
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hull1.Volume -= delta;
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hull2.Volume += delta;
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if (hull2.Volume > hull2.FullVolume)
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{
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hull2.Pressure = Math.Max(hull2.Pressure, ((hull1.Pressure - subOffset.Y) + hull2.Pressure) / 2);
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}
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flowForce = new Vector2(0.0f, -delta);
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flowForce.X = hull1.WaveY[hull1.GetWaveIndex(rect.X)] - hull1.WaveY[hull1.GetWaveIndex(rect.Right)] * 10.0f;
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//if (water2.Volume < water2.FullVolume - Hull.MaxCompress)
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//{
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// int posX = (int)((rect.X + size / 2.0f - water1.Rect.X) / Hull.WaveWidth);
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// //water1.WaveY[posX] = -delta;
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// if (posX > -1 && posX < water2.WaveVel.Length)
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// water1.WaveVel[posX] = -delta * 0.01f;
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// posX = (int)((rect.X + size / 2.0f - water2.Rect.X) / Hull.WaveWidth);
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// //water2.WaveY[posX] = delta;
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// if (posX > -1 && posX<water2.WaveVel.Length)
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// water2.WaveVel[posX] = delta * 0.01f;
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//}
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}
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}
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if (open > 0.0f)
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{
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if (hull1.Volume > hull1.FullVolume - Hull.MaxCompress && hull2.Volume > hull2.FullVolume - Hull.MaxCompress)
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{
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float avgLethality = (hull1.LethalPressure + hull2.LethalPressure) / 2.0f;
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hull1.LethalPressure = avgLethality;
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|
hull2.LethalPressure = avgLethality;
|
|
}
|
|
else
|
|
{
|
|
hull1.LethalPressure = 0.0f;
|
|
hull2.LethalPressure = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
void UpdateRoomToOut(float deltaTime)
|
|
{
|
|
if (linkedTo.Count != 1) return;
|
|
|
|
float size = (isHorizontal) ? rect.Height : rect.Width;
|
|
|
|
Hull hull1 = (Hull)linkedTo[0];
|
|
|
|
//a variable affecting the water flow through the gap
|
|
//the larger the gap is, the faster the water flows
|
|
float sizeModifier = size * open;
|
|
|
|
float delta = Hull.MaxCompress * sizeModifier * deltaTime;
|
|
|
|
//make sure not to place more water to the target room than it can hold
|
|
delta = Math.Min(delta, hull1.FullVolume + Hull.MaxCompress - hull1.Volume);
|
|
hull1.Volume += delta;
|
|
|
|
if (hull1.Volume > hull1.FullVolume) hull1.Pressure += 0.5f;
|
|
|
|
flowTargetHull = hull1;
|
|
|
|
if (isHorizontal)
|
|
{
|
|
//water flowing from right to left
|
|
if (rect.X > hull1.Rect.X + hull1.Rect.Width / 2.0f)
|
|
{
|
|
flowForce = new Vector2(-delta, 0.0f);
|
|
|
|
}
|
|
else
|
|
{
|
|
flowForce = new Vector2(delta, 0.0f);
|
|
}
|
|
|
|
higherSurface = hull1.Surface;
|
|
lowerSurface = rect.Y;
|
|
|
|
if (hull1.Volume < hull1.FullVolume - Hull.MaxCompress &&
|
|
hull1.Surface < rect.Y)
|
|
{
|
|
|
|
|
|
if (rect.X > hull1.Rect.X + hull1.Rect.Width / 2.0f)
|
|
{
|
|
float vel = ((rect.Y - rect.Height / 2) - (hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1])) * 0.1f;
|
|
|
|
|
|
hull1.WaveVel[hull1.WaveY.Length - 1] += vel;
|
|
hull1.WaveVel[hull1.WaveY.Length - 2] += vel;
|
|
}
|
|
else
|
|
{
|
|
float vel = ((rect.Y - rect.Height / 2) - (hull1.Surface + hull1.WaveY[0])) * 0.1f;
|
|
|
|
|
|
hull1.WaveVel[0] += vel;
|
|
hull1.WaveVel[1] += vel;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
hull1.LethalPressure += (Submarine != null && Submarine.AtDamageDepth) ? 100.0f * deltaTime : 10.0f * deltaTime;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (rect.Y > hull1.Rect.Y - hull1.Rect.Height / 2.0f)
|
|
{
|
|
flowForce = new Vector2(0.0f, -delta);
|
|
}
|
|
else
|
|
{
|
|
flowForce = new Vector2(0.0f, delta);
|
|
}
|
|
if (hull1.Volume >= hull1.FullVolume - Hull.MaxCompress)
|
|
{
|
|
hull1.LethalPressure += (Submarine != null && Submarine.AtDamageDepth) ? 100.0f * deltaTime : 10.0f * deltaTime;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
private void UpdateOxygen()
|
|
{
|
|
if (linkedTo.Count < 2) return;
|
|
Hull hull1 = (Hull)linkedTo[0];
|
|
Hull hull2 = (Hull)linkedTo[1];
|
|
|
|
float totalOxygen = hull1.Oxygen + hull2.Oxygen;
|
|
float totalVolume = (hull1.FullVolume + hull2.FullVolume);
|
|
|
|
hull1.Oxygen += Math.Sign(totalOxygen * hull1.FullVolume / (totalVolume) - hull1.Oxygen) * Hull.OxygenDistributionSpeed;
|
|
hull2.Oxygen += Math.Sign(totalOxygen * hull2.FullVolume / (totalVolume) - hull2.Oxygen) * Hull.OxygenDistributionSpeed;
|
|
}
|
|
|
|
public static Gap FindAdjacent(List<Gap> gaps, Vector2 worldPos, float allowedOrthogonalDist)
|
|
{
|
|
foreach (Gap gap in gaps)
|
|
{
|
|
if (gap.Open == 0.0f || gap.IsRoomToRoom) continue;
|
|
|
|
if (gap.ConnectedWall != null)
|
|
{
|
|
int sectionIndex = gap.ConnectedWall.FindSectionIndex(gap.Position);
|
|
if (sectionIndex > -1 && !gap.ConnectedWall.SectionBodyDisabled(sectionIndex)) continue;
|
|
}
|
|
|
|
if (gap.isHorizontal)
|
|
{
|
|
if (worldPos.Y < gap.WorldRect.Y && worldPos.Y > gap.WorldRect.Y - gap.WorldRect.Height &&
|
|
Math.Abs(gap.WorldRect.Center.X - worldPos.X) < allowedOrthogonalDist)
|
|
{
|
|
return gap;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (worldPos.X > gap.WorldRect.X && worldPos.X < gap.WorldRect.Right &&
|
|
Math.Abs(gap.WorldRect.Y - gap.WorldRect.Height / 2 - worldPos.Y) < allowedOrthogonalDist)
|
|
{
|
|
return gap;
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public override void Remove()
|
|
{
|
|
base.Remove();
|
|
|
|
GapList.Remove(this);
|
|
|
|
foreach (Hull hull in Hull.hullList)
|
|
{
|
|
hull.ConnectedGaps.Remove(this);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
public override void OnMapLoaded()
|
|
{
|
|
FindHulls();
|
|
}
|
|
|
|
public override XElement Save(XElement parentElement)
|
|
{
|
|
XElement element = new XElement("Gap");
|
|
|
|
element.Add(
|
|
new XAttribute("ID", ID),
|
|
new XAttribute("horizontal", isHorizontal ? "true" : "false"));
|
|
|
|
element.Add(new XAttribute("rect",
|
|
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
|
|
(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
|
|
rect.Width + "," + rect.Height));
|
|
|
|
//if (linkedTo != null)
|
|
//{
|
|
// int i = 0;
|
|
// foreach (Entity e in linkedTo)
|
|
// {
|
|
// if (e == null) continue;
|
|
// element.Add(new XAttribute("linkedto" + i, e.ID));
|
|
// i += 1;
|
|
// }
|
|
//}
|
|
|
|
parentElement.Add(element);
|
|
|
|
return element;
|
|
}
|
|
|
|
|
|
public static void Load(XElement element, Submarine submarine)
|
|
{
|
|
Rectangle rect = Rectangle.Empty;
|
|
|
|
if (element.Attribute("rect") != null)
|
|
{
|
|
string rectString = ToolBox.GetAttributeString(element, "rect", "0,0,0,0");
|
|
string[] rectValues = rectString.Split(',');
|
|
|
|
rect = new Rectangle(
|
|
int.Parse(rectValues[0]),
|
|
int.Parse(rectValues[1]),
|
|
int.Parse(rectValues[2]),
|
|
int.Parse(rectValues[3]));
|
|
}
|
|
else
|
|
{
|
|
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));
|
|
}
|
|
|
|
bool isHorizontal = rect.Height > rect.Width;
|
|
|
|
var horizontalAttribute = element.Attribute("horizontal");
|
|
if (horizontalAttribute!=null)
|
|
{
|
|
isHorizontal = horizontalAttribute.Value.ToString() == "true";
|
|
}
|
|
|
|
Gap g = new Gap(rect, isHorizontal, submarine);
|
|
g.ID = (ushort)int.Parse(element.Attribute("ID").Value);
|
|
|
|
g.linkedToID = new List<ushort>();
|
|
//int i = 0;
|
|
//while (element.Attribute("linkedto" + i) != null)
|
|
//{
|
|
// g.linkedToID.Add(int.Parse(element.Attribute("linkedto" + i).Value));
|
|
// i += 1;
|
|
//}
|
|
}
|
|
}
|
|
}
|