Beispiel #1
0
        public override void AffectOther(Node other)
        {
            if (!active)
            {
                return;
            }

            float dist = Vector2R.Distance(parent.body.pos, other.body.pos);

            //if (dist > radius) return;
            if (springMode == mode.PullOnly && dist < restdist)
            {
                return;
            }
            if (springMode == mode.PushOnly && dist > restdist)
            {
                return;
            }
            //if (dist > restdist * 2) return;
            if (deadzone.enabled && dist < deadzone.value)
            {
                dist = deadzone.value;
            }

            float    stretch  = dist - restdist;
            float    strength = -stretch * multiplier / 10000f;
            Vector2R force    = other.body.pos - parent.body.pos;

            VMath.NormalizeSafe(ref force);
            force *= strength;
            other.body.ApplyForce(force);
        }
Beispiel #2
0
 public override void AIControl(AIMode aiMode)
 {
     //if (aiMode == AIMode.)
     tempTurretTimer += OrbIt.Game.Time.ElapsedGameTime.Milliseconds;
     if (tempTurretTimer > TurretTimerSeconds * 1000)
     {
         float nearest  = float.MaxValue;
         Node  nearNode = null;
         foreach (Node n in room.Groups.Player.entities)
         {
             float dist = Vector2R.Distance(parent.body.pos, n.body.pos);
             if (dist < nearest)
             {
                 nearNode = n;
                 nearest  = dist;
             }
         }
         if (nearNode != null)
         {
             Vector2R dir = nearNode.body.pos - parent.body.pos;
             VMath.NormalizeSafe(ref dir);
             dir.Y *= -1;
             FireNode(dir);
             tempTurretTimer = 0;
         }
     }
 }
Beispiel #3
0
        public override void AffectOther(Node other)
        {
            if (onlyObstructors && !other.HasActiveComponent <Obstructor>())
            {
                return;
            }
            if (onlyAvailableObs && other.HasActiveComponent <Obstructor>() && !other.Comp <Obstructor>().Available)
            {
                return;
            }

            float dist = Vector2R.Distance(other.body.pos, parent.body.pos);

            if (dist < radius)
            {
                if (nodeDistances.Count < maxWalls)
                {
                    nodeDistances.Add(new KeyValuePair <float, Node>(dist, other));
                    nodeDistances.Sort((a, b) => a.Key.CompareTo(b.Key));
                }
                else if (nodeDistances.Count > 0 && dist < nodeDistances.Last().Key)
                {
                    nodeDistances.Add(new KeyValuePair <float, Node>(dist, other));
                    nodeDistances.Sort((a, b) => a.Key.CompareTo(b.Key));
                    nodeDistances.RemoveAt(nodeDistances.Count - 1);
                }
            }
        }
Beispiel #4
0
        public override void AffectOther(Node other)
        {
            if (!active)
            {
                return;
            }
            if (exclusions.Contains(other))
            {
                return;
            }

            float distVects = Vector2R.Distance(other.body.pos, parent.body.pos);

            if (distVects < radius)
            {
                if (distVects < lowerbound)
                {
                    distVects = lowerbound;
                }
                double aa = Math.Atan2((parent.body.pos.Y - other.body.pos.Y), (parent.body.pos.X - other.body.pos.X));
                //float counterforce = 100 / distVects;
                //float gravForce = multiplier / (distVects * distVects * counterforce);
                //Console.WriteLine(angle);
                //float gravForce = (multiplier * parent.transform.mass * other.transform.mass) / (distVects * distVects * counterforce);
                float gravForce;
                if (!ConstantPush)
                {
                    gravForce = multiplier / 10f;      // * 10;
                }
                else
                {
                    gravForce = (multiplier / 10f * parent.body.mass * other.body.mass) / (distVects);
                }

                if (angle != 0)
                {
                    aa = (aa + Math.PI + (Math.PI * (float)(angle / 180.0f)) % (Math.PI * 2)) - Math.PI;
                }

                //float gravForce = gnode1.GravMultiplier;
                float    velX  = (float)Math.Cos(aa) * gravForce;
                float    velY  = (float)Math.Sin(aa) * gravForce;
                Vector2R delta = new Vector2R(velX, velY);

                if (!ConstantPush)
                {
                    delta *= other.body.invmass;
                }
                other.body.pos -= delta;
            }
        }
Beispiel #5
0
 // half width and half height
 public void SetBox(float hw, float hh, bool fill = false)
 {
     vertexCount = 4;
     VMath.Set(ref vertices[0], -hw, -hh); //vertices[0].Set(-hw, -hh);
     VMath.Set(ref vertices[1], hw, -hh);  //vertices[1].Set(hw, -hh);
     VMath.Set(ref vertices[2], hw, hh);   //vertices[2].Set(hw, hh);
     VMath.Set(ref vertices[3], -hw, hh);  //vertices[3].Set(-hw, hh);
     VMath.Set(ref normals[0], 0, -1);     //normals[0].Set(0, -1);
     VMath.Set(ref normals[1], 1, 0);      //normals[1].Set(1, 0);
     VMath.Set(ref normals[2], 0, 1);      //normals[2].Set(0, 1);
     VMath.Set(ref normals[3], -1, 0);     //normals[3].Set(-1, 0);
     polyReach = Vector2R.Distance(Vector2R.Zero, new Vector2R(hw, hh)) * 2;
     if (fill)
     {
         testTexture     = CreateClippedTexture(body.texture, vertices, vertexCount, out this.offset);
         this.trueOffset = this.offset * -1f;
     }
 }
Beispiel #6
0
        public void PlayerControlOld(Controller controller)
        {
            if (controller is FullController)
            {
                FullController fc = (FullController)controller;
                //fistNode.movement.active = false;
                //fistNode.body.velocity = fistNode.body.effvelocity * nodeKnockback;

                bool atReach = Vector2R.Distance(fistNode.body.pos, parent.body.pos) > fistReach;

                if (fc.newGamePadState.ThumbSticks.Right.LengthSquared() > 0.2 * 0.2)
                {
                    if (!atReach)
                    {
                        movingStick = true;
                        target      = fc.newGamePadState.ThumbSticks.Right.toV2R() * fistReach;
                        target.Y   *= -1;
                        target      = parent.body.pos + target;
                        Vector2R force = target - fistNode.body.pos;
                        fistNode.body.ApplyForce(force / 10);
                        //fistNode.body.velocity += force;
                        //Console.WriteLine(force.X + " : " + force.Y);
                    }
                }
                else
                {
                    target = parent.body.pos;
                    //movingStick = false;
                    //Vector2 restPos = new Vector2(parent.body.radius, 0).Rotate(parent.body.orient) + parent.body.pos;
                    //fistNode.body.pos = Vector2.Lerp(fistNode.body.pos, restPos, 0.1f);
                    //fistNode.body.orient = Utils.AngleLerp(fistNode.body.orient, parent.body.orient, 0.1f);
                }
                if (atReach)
                {
                    Vector2R direction = fistNode.body.pos - parent.body.pos;
                    VMath.NormalizeSafe(ref direction);
                    direction        *= fistReach;
                    fistNode.body.pos = parent.body.pos + direction;
                }
            }
        }
Beispiel #7
0
        public override void AffectSelf()
        {
            if (useMsInterval && !schedulerModerated)
            {
                return;
            }

            bool black, white;

            if (colormode == ColorMode.angle)
            {
                float angle =
                    (float)((Math.Atan2(parent.body.effvelocity.Y, parent.body.effvelocity.X) + Math.PI) * (180 / Math.PI));
                parent.body.color = getColorFromHSV(angle, saturation, value);
            }
            else if (colormode == ColorMode.position)
            {
                float r = parent.body.pos.X / (float)room.WorldWidth;
                float g = parent.body.pos.Y / (float)room.WorldHeight;
                float b = (parent.body.pos.X / parent.body.pos.Y) / ((float)room.WorldWidth / (float)room.WorldHeight);
                parent.body.color = new Color(r, g, b);
            }
            else if (colormode == ColorMode.velocity)
            {
                float len = Vector2R.Distance(parent.body.velocity, Vector2R.Zero) / 25;
                parent.body.color = new Color((parent.body.permaColor.R / 255f) * len, (parent.body.permaColor.G / 255f) * len,
                                              (parent.body.permaColor.B / 255f) * len);
                //parent.body.color = getColorFromHSV((float)Math.Min(1.0, len / 20) * 360f, (float)Math.Min(1.0, len / 20), (float)Math.Min(1.0, len / 20));
            }
            else if (colormode == ColorMode.hueShifter)
            {
                float range   = 20;
                float tempinc = inc;
                if (hue % 120 > 60 - range && hue % 120 < 60 + range)
                {
                    tempinc /= 2f;
                }
                parent.body.color = getColorFromHSV(hue, saturation, value);
                hue = (hue + tempinc) % 360;
            }
            else if ((black = colormode == ColorMode.phaseBlack) || (white = colormode == ColorMode.phaseWhite))
            {
                Vector3 perma = parent.body.permaColor.ToVector3();
                Vector3 dest  = Vector3.Zero;
                if (black)
                {
                    dest = Vector3.Zero;
                }
                else
                {
                    dest = Vector3.One;
                }
                dest            = Vector3.Lerp(perma, dest, phasePercent / 100f);
                currentLerpPos += (phaseSpeed / 1000f) * lerpSign;
                if (currentLerpPos > 1)
                {
                    currentLerpPos = 1f;
                    lerpSign      *= -1;
                }
                else if (currentLerpPos < 0)
                {
                    currentLerpPos = 0;
                    lerpSign      *= -1;
                }
                parent.body.color = Vector3.Lerp(perma, dest, currentLerpPos).ToColor(parent.body.color.A);
            }
            else if (colormode == ColorMode.phaseAround)
            {
                Vector3 perma = parent.body.permaColor.ToVector3();
                Vector3 down  = Vector3.Zero;
                Vector3 up    = Vector3.One;
                down            = Vector3.Lerp(perma, down, phasePercent / 100f);
                up              = Vector3.Lerp(perma, up, phasePercent / 100f);
                currentLerpPos += (phaseSpeed / 1000f) * lerpSign;
                if (currentLerpPos > 1)
                {
                    currentLerpPos = 1f;
                    lerpSign      *= -1;
                }
                else if (currentLerpPos < 0)
                {
                    currentLerpPos = 0;
                    lerpSign      *= -1;
                }
                parent.body.color = Vector3.Lerp(down, up, currentLerpPos).ToColor(parent.body.color.A);
            }
            else if (colormode == ColorMode.phaseHue)
            {
                huedest = permaHue - (phasePercent / 100f * 90 * huesign);
                huedest = GMath.Sawtooth(huedest, 360);
                float range   = 20;
                float tempinc = inc / 10f;
                if (hue % 120 > 60 - range && hue % 120 < 60 + range)
                {
                    tempinc /= 2f;
                }
                float dist = GMath.CircularDistance(hue, huedest, 360);
                tempinc *= Math.Sign(dist);
                hue      = GMath.Sawtooth(hue + tempinc, 360);
                if (Math.Abs(hue - huedest) < Math.Abs(tempinc))
                {
                    huesign *= -1;
                }
                //Console.WriteLine(dist + "  " + huesign);
                parent.body.color = getColorFromHSV(hue, saturation, value);
            }
        }
Beispiel #8
0
        public override void AffectOther(Node other)
        {
            if (mode == Mode.hue)
            {
                if (!other.HasComp <ColorGravity>())
                {
                    return;
                }

                float dist = 1f;
                if (distancemod == DistanceMod.color)
                {
                    dist = hue - other.Comp <ColorGravity>().hue;
                    if (dist == 0)
                    {
                        return;
                    }
                    float force = multiplier * other.body.mass * parent.body.mass / (dist * dist);
                    if (dist < 0)
                    {
                        force *= -1;
                    }
                    float diff = hue - other.Comp <ColorGravity>().hue;
                    if (Math.Abs(diff) > 180)
                    {
                        force *= -1;
                    }
                    if (force > maxhuevel)
                    {
                        force = maxhuevel;
                    }
                    else if (force < -maxhuevel)
                    {
                        force = -maxhuevel;
                    }
                    other.Comp <ColorGravity>().huevelocity += force;
                    huevelocity += force;


                    //float otherhue = other.Comp<ColorGravity>().hue;
                    //dist = Utils.CircularDistance(hue, otherhue);
                    //if (dist < 1) return;
                    //float force = multiplier / (dist * dist) / divisor;
                    //huevelocity += force;

                    //Console.WriteLine("dist: {0} force: {1}", dist, force);
                }
                else if (distancemod == DistanceMod.spatial)
                {
                    dist = Vector2R.Distance(parent.body.pos, other.body.pos) / divisor;
                    if (dist == 0)
                    {
                        return;
                    }
                    float force = multiplier * other.body.mass * parent.body.mass / (dist * dist);
                    float diff  = hue - other.Comp <ColorGravity>().hue;
                    //int wrap = Math.Abs(diff) > 180 ? -1 : 1;
                    if (Math.Abs(diff) > 180)
                    {
                        force *= -1;
                    }
                    if (diff < 0)
                    {
                        force *= -1;
                    }
                    if (force > maxhuevel)
                    {
                        force = maxhuevel;
                    }
                    else if (force < -maxhuevel)
                    {
                        force = -maxhuevel;
                    }

                    other.Comp <ColorGravity>().huevelocity += force;
                    huevelocity -= force;
                }
            }
            else if (mode == Mode.rgb)
            {
                Vector3 parentCol = parent.body.color.ToVector3();
                Vector3 otherCol  = other.body.color.ToVector3();
                float   dist      = 1f;
                if (distancemod == DistanceMod.color)
                {
                    dist = Vector3.Distance(parentCol, otherCol) / 100f;
                }
                else if (distancemod == DistanceMod.spatial)
                {
                    dist = Vector2R.Distance(parent.body.pos, other.body.pos) / divisor / divisor;
                }
                Vector3 direction = otherCol - parentCol;
                if (dist < 1)
                {
                    dist = 1;
                }
                if (direction != Vector3.Zero)
                {
                    direction.Normalize();
                }
                float   mag     = multiplier * parent.body.mass * other.body.mass / (dist * dist);
                Vector3 impulse = mag * direction;
                impulse /= 10000f;
                if (other.HasActiveComponent <ColorGravity>())
                {
                    other.Comp <ColorGravity>().colvelocity += impulse;
                }
                colvelocity -= impulse;
            }
        }
Beispiel #9
0
        public override void OnSpawn()
        {
            collisionAction = (s, t) => {
                if (t.IsPlayer)
                {
                    if (damageMode == DamageMode.Players || damageMode == DamageMode.Both)
                    {
                        t.meta.CalculateDamage(s, damageMultiplier);
                    }
                    if (pushBack.enabled)
                    {
                        Vector2R f = (t.body.pos - s.body.pos);
                        VMath.NormalizeSafe(ref f);
                        f *= pushBack.value;
                        t.body.velocity += f;
                    }
                    if (stunSeconds.enabled)
                    {
                        if (t.movement.active)
                        {
                            t.movement.active = false;
                            Action <Node> ad = (n) => { t.movement.active = true; };
                            room.Scheduler.AddAppointment(new Appointment(ad, (int)(stunSeconds.value * 1000)));
                        }
                    }
                }
                else
                {
                    if (damageMode == DamageMode.Nodes || damageMode == DamageMode.Both)
                    {
                        t.meta.CalculateDamage(s, damageMultiplier);
                    }
                    if (pushBack.enabled)
                    {
                        Vector2R f = (t.body.pos - s.body.pos);
                        VMath.NormalizeSafe(ref f);
                        f *= pushBack.value;
                        t.body.velocity += f;
                    }
                    if (stunSeconds.enabled)
                    {
                        if (t.movement.active)
                        {
                            t.movement.active = false;
                            Action <Node> ad = (n) => t.movement.active = true;
                            t.scheduler.AddAppointment(new Appointment(ad, (int)(stunSeconds.value * 1000)));
                        }
                    }
                }
            };


            Polygon poly = new Polygon();

            poly.body = parent.body;
            float dist = parent.body.radius * 1.3f;

            Vector2R[] verts = new Vector2R[3];
            for (int i = 0; i < 3; i++)
            {
                verts[i] = VMath.AngleToVector(GMath.TwoPI / 3f * i) * dist;
            }
            parent.body.shape = poly;
            poly.Set(verts, 3);
            parent.body.DrawPolygonCenter = true;
            parent.body.orient            = parent.body.orient; //todo:set this every init of polys
            parent.body.OnCollisionEnter += collisionAction;

            parent.body.ExclusionCheck += (s, t) => { return(Vector2R.Distance(s.pos, t.pos) > dist); };
        }
Beispiel #10
0
        public override void PlayerControl(Input input)
        {
            //fistNode.movement.active = false;
            //fistNode.body.velocity = fistNode.body.effvelocity * nodeKnockback;
            Vector2R newstickpos = input.GetRightStick().toV2R();
            Vector2R relVel      = newstickpos - oldstickpos;

            if (state == fistmode.ready)
            {
                fistNode.body.pos    = parent.body.pos;
                fistNode.body.orient = parent.body.orient;
                //if stick is moving away from center of stick
                if (newstickpos.LengthSquared() > oldstickpos.LengthSquared())
                {
                    //if stick is moving fast enough
                    float len = relVel.Length();
                    if (relVel.Length() > 0.2f) //deadzone
                    {
                        state = fistmode.punching;
                        float power = (float)Math.Log((double)len + 2.0, 2.0) / 2f;
                        //Console.WriteLine(power);
                        VMath.NormalizeSafe(ref relVel);
                        relVel *= power;
                        //Console.WriteLine(relVel.X + " : " + relVel.Y);
                        //fistNode.body.ApplyForce(relVel);
                        fistNode.body.velocity = relVel * 10f;
                        fistNode.body.orient   = VMath.VectorToAngle(relVel);
                    }
                }
            }
            else if (state == fistmode.punching)
            {
                //check if fully punched.
                if (Vector2R.Distance(fistNode.body.pos, parent.body.pos) > fistReach)
                {
                    state = fistmode.retracting;
                }
            }
            else if (state == fistmode.retracting)
            {
                //fistNode.body.pos = Vector2.Lerp(fistNode.body.pos, parent.body.pos, 0.1f);

                //Vector2 vel = (parent.body.pos - fistNode.body.pos);
                //VMath.NormalizeSafe(ref vel);
                //vel *= 1;
                //fistNode.body.velocity = vel;

                Vector2R vel = (parent.body.pos - fistNode.body.pos);
                //if (vel.Length() < 5)
                //{
                VMath.NormalizeSafe(ref vel);
                vel *= 20;
                //}
                fistNode.body.velocity = vel;
                if (Vector2R.DistanceSquared(fistNode.body.pos, parent.body.pos) < 50 * 50)
                {
                    state = fistmode.ready;
                }
            }
            //if (state != fistmode.ready)
            //    Console.WriteLine(state);
            oldstickpos = newstickpos;
        }
Beispiel #11
0
        public void Set(Vector2R[] verts, int count)
        {
            //no hulls with less than 3 verticies (ensure actual polygon)
            //Debug.Assert(count > 2 && count < MaxPolyVertexCount);
            count = Math.Min(count, MaxPolyVertexCount);

            //find the right most point in the hull
            int    rightMost     = 0;
            double highestXCoord = verts[0].X;

            for (int i = 1; i < count; i++)
            {
                double x = verts[0].X;
                if (x > highestXCoord)
                {
                    highestXCoord = x;
                    rightMost     = i;
                }
                //if matching x then take farthest negative y
                else if (x == highestXCoord && verts[i].Y < verts[rightMost].Y)
                {
                    rightMost = i;
                }
            }

            int[] hull      = new int[MaxPolyVertexCount];
            int   outCount  = 0;
            int   indexHull = rightMost;

            for (;;)
            {
                hull[outCount] = indexHull;
                // search for next index that wraps around the hull
                // by computing cross products to find the most counter-clockwise
                // vertex in the set, given the previous hull index
                int nextHullIndex = 0;
                for (int i = 1; i < count; i++)
                {
                    //skip if same coordinate as we need three unique
                    //points in the set to perform a cross product
                    if (nextHullIndex == indexHull)
                    {
                        nextHullIndex = i;
                        continue;
                    }
                    // cross every set of three unquie verticies
                    // record each counter clockwise third vertex and add
                    // to the output hull
                    Vector2R e1 = verts[nextHullIndex] - verts[hull[outCount]];
                    Vector2R e2 = verts[i] - verts[hull[outCount]];
                    double   c  = VMath.Cross(e1, e2);
                    if (c < 0.0f)
                    {
                        nextHullIndex = i;
                    }

                    // Cross product is zero then e vectors are on same line
                    // therefor want to record vertex farthest along that line
                    if (c == 0.0f && e2.LengthSquared() > e1.LengthSquared())
                    {
                        nextHullIndex = i;
                    }
                }
                outCount++;
                indexHull = nextHullIndex;
                //conclude algorithm upon wraparound
                if (nextHullIndex == rightMost)
                {
                    vertexCount = outCount;
                    break;
                }
            }
            float maxDist = 0;

            // Copy vertices into shape's vertices
            for (int i = 0; i < vertexCount; ++i)
            {
                vertices[i] = verts[hull[i]];
                float dist = Vector2R.Distance(Vector2R.Zero, vertices[i]);
                if (dist > maxDist)
                {
                    maxDist = dist;
                }
            }
            polyReach = maxDist * 2;

            ComputeNormals();
        }
Beispiel #12
0
        public override void PlayerControl(Input input)
        {
            Vector2R newstickpos   = input.GetRightStick(shovelReach, true).toV2R(); //input.GetRightStick();
            Vector2R pos           = newstickpos * shovelReach;
            Vector2R worldStickPos = parent.body.pos + pos;
            Vector2R diff          = worldStickPos - shovelNode.body.pos;
            //float angle = Utils.VectorToAngle(shovelNode.body.pos - parent.body.pos) + VMath.PIbyTwo % VMath.twoPI;
            Vector2R shovelDir = shovelNode.body.pos - parent.body.pos;

            shovelDir = new Vector2R(shovelDir.Y, -shovelDir.X);
            shovelNode.body.SetOrientV2(shovelDir);

            if (modeShovelPosition == ModeShovelPosition.AbsoluteStickPos)
            {
                shovelNode.body.pos = worldStickPos;
            }
            else if (modeShovelPosition == ModeShovelPosition.PhysicsBased)
            {
                float len = diff.Length();
                if (len < 1)
                {
                    shovelNode.body.velocity = Vector2R.Zero;
                }
                else
                {
                    float velLen = shovelNode.body.velocity.Length();

                    Vector2R diffcopy = diff;
                    VMath.NormalizeSafe(ref diffcopy);

                    Vector2R normalizedVel = shovelNode.body.velocity;
                    VMath.NormalizeSafe(ref normalizedVel);

                    float result = 0;
                    Vector2R.Dot(ref diffcopy, ref normalizedVel, out result);

                    diffcopy *= result;
                    Vector2R force = (diff / physicsDivisor);
                    if (shovelling && compoundedMass >= 1)
                    {
                        force /= compoundedMass * 1;
                    }
                    shovelNode.body.velocity = diffcopy + force;
                    //shovelNode.body.ApplyForce(force);
                }
            }

            if (shovelling)
            {
                //if (fc.newGamePadState.Triggers.Right < deadzone && fc.oldGamePadState.Triggers.Right > deadzone)
                if (input.BtnReleased(InputButtons.RightTrigger_Mouse1))
                {
                    shovelling = false;
                    foreach (Node n in shovelLink.targets.ToList())
                    {
                        if (physicsThrow)
                        {
                            n.body.velocity = n.body.effvelocity;
                        }
                        else
                        {
                            Vector2R stickdirection = newstickpos;
                            VMath.NormalizeSafe(ref stickdirection);

                            n.body.velocity = stickdirection * throwSpeed;
                        }
                        n.collision.active = true;
                        shovelLink.targets.Remove(n);
                        n.body.ClearExclusionChecks();
                        n.body.color = n.body.permaColor;
                    }
                    shovelLink.formation.UpdateFormation();
                    shovelLink.active = false;
                    shovelNode.room.AllActiveLinks.Remove(shovelLink);
                    compoundedMass = 0f;
                }
            }
            else
            {
                if (input.BtnClicked(InputButtons.RightTrigger_Mouse1))
                {
                    shovelling = true;
                    ObservableHashSet <Node> capturedNodes = new ObservableHashSet <Node>();
                    int count = 0;
                    Action <Collider, Collider> del = delegate(Collider c1, Collider c2) {
                        if (count >= maxShovelCapacity)
                        {
                            return;
                        }
                        if (c2.parent.dataStore.ContainsKey("shovelnodeparent"))
                        {
                            return;
                        }
                        if (c2.parent.HasComp <Diode>())
                        {
                            return;
                        }
                        if (modePlayers != ModePlayers.GrabBoth && c2.parent.IsPlayer)
                        {
                            if (modePlayers == ModePlayers.GrabNone)
                            {
                                return;
                            }
                            if (modePlayers == ModePlayers.GrabSelf && c2.parent != parent)
                            {
                                return;
                            }
                            if (modePlayers == ModePlayers.GrabOtherPlayers && c2.parent == parent)
                            {
                                return;
                            }
                        }
                        float dist = Vector2R.Distance(c1.pos, c2.pos);
                        if (dist <= scoopReach)
                        {
                            count++;
                            capturedNodes.Add(c2.parent);
                            c2.parent.body.color = parent.body.color;
                        }
                    };
                    shovelNode.room.GridsystemAffect.retrieveOffsetArraysAffect(shovelNode.body, del, scoopReach * 2);
                    shovelLink.targets = capturedNodes;
                    shovelLink.formation.UpdateFormation();
                    shovelLink.active = true;
                    shovelNode.room.AllActiveLinks.Add(shovelLink);
                    compoundedMass = 0f;
                    foreach (Node n in capturedNodes)
                    {
                        n.collision.active = false;
                        compoundedMass    += n.body.mass;
                    }
                }
            }
        }