コード例 #1
0
    /// <summary>
    /// Check to see if this docking port can capture another given the position, angle and velocity  limits
    /// specified.
    /// </summary>
    /// <param name="matePort"></param>
    /// <returns></returns>
    public bool Capture(DockingPort matePort)
    {
        float   deltaPos      = Vector3.Distance(transform.position, matePort.gameObject.transform.position);
        Vector3 mateDirection = matePort.gameObject.transform.rotation * Vector3.forward;
        Vector3 myDirection   = transform.rotation * Vector3.forward;
        float   deltaAngle    = Vector3.Angle(mateDirection, myDirection);
        float   dV            = (shipRigidbody.velocity - matePort.GetRigidbody().velocity).magnitude;

        if (deltaPos > captureDeltaPos)
        {
            return(false);
        }

        if (deltaAngle > captureDeltaAngleDeg)
        {
            return(false);
        }

        // velocity limit
        if (dV > velocityLimit)
        {
            return(false);
        }

        Debug.Log("Capture");
        return(true);
    }
コード例 #2
0
ファイル: Approach.cs プロジェクト: jpxthu/ksp_krpc_autopilot
        public Status ApproachFindDockingPort(double distance)
        {
            if (approach_target_stage_ != ApproachTargetStage.SHIP)
            {
                return(Status.FINISHED);
            }

            if (distance > TARGET_HAS_DETAILS_DISTANCE_THRESHOLD)
            {
                return(Status.UNFINISHED);
            }

            var ports = approach_vessel_.Parts.DockingPorts.Where(p => p.Part.Tag == approach_dock_tag_);

            if (ports.Count() == 0)
            {
                return(Status.UNFINISHED);
            }
            DockingPort port = ports.First();

            approach_tar_pos_stream_.Remove();
            approach_tar_vel_stream_.Remove();
            SpaceCenter.TargetDockingPort = port;
            approach_tar_pos_stream_      = Conn.AddStream(() => port.Position(OrbitBodyFrame));
            approach_tar_vel_stream_      = Conn.AddStream(() => port.Part.Velocity(OrbitBodyFrame));
            approach_tar_dir_stream_      = Conn.AddStream(() => port.Direction(OrbitBodyFrame));
            approach_target_stage_        = ApproachTargetStage.PORT;
            return(Status.SUCCESS);
        }
コード例 #3
0
        private void GenerateOutpost(Submarine submarine)
        {
            Submarine outpost = OutpostGenerator.Generate(OutpostParams ?? OutpostGenerationParams.Params.GetRandom(), OutpostType ?? LocationType.List.GetRandom());

            outpost.SetPosition(Vector2.Zero);

            float       closestDistance = 0.0f;
            DockingPort myPort = null, outPostPort = null;

            foreach (DockingPort port in DockingPort.List)
            {
                if (port.IsHorizontal || port.Docked)
                {
                    continue;
                }
                if (port.Item.Submarine == outpost)
                {
                    outPostPort = port;
                    continue;
                }
                if (port.Item.Submarine != submarine)
                {
                    continue;
                }

                //the submarine port has to be at the top of the sub
                if (port.Item.WorldPosition.Y < submarine.WorldPosition.Y)
                {
                    continue;
                }

                float dist = Vector2.DistanceSquared(port.Item.WorldPosition, outpost.WorldPosition);
                if ((myPort == null || dist < closestDistance || port.MainDockingPort) && !(myPort?.MainDockingPort ?? false))
                {
                    myPort          = port;
                    closestDistance = dist;
                }
            }

            if (myPort != null && outPostPort != null)
            {
                Vector2 portDiff = myPort.Item.WorldPosition - submarine.WorldPosition;
                Vector2 spawnPos = (outPostPort.Item.WorldPosition - portDiff) - Vector2.UnitY * outPostPort.DockedDistance;

                submarine.SetPosition(spawnPos);
                myPort.Dock(outPostPort);
                myPort.Lock(true);
            }

            if (Character.Controlled != null)
            {
                Character.Controlled.TeleportTo(outpost.GetWaypoints(false).GetRandom(point => point.SpawnType == SpawnType.Human).WorldPosition);
            }
        }
コード例 #4
0
        public static bool ChangeTarget(string name, string tag)
        {
            DockingPort target = null;

            foreach (Vessel vesselTarget in connection.SpaceCenter().Vessels)
            {
                if (vesselTarget.Name.Equals(name) && vesselTarget.Type.Equals(VesselType.Station))
                {
                    Console.ForegroundColor = ConsoleColor.DarkGreen;
                    Console.WriteLine("Vessel found...");
                    Console.ResetColor();

                    try
                    {
                        target = vesselTarget.Parts.WithTag(tag)[0].DockingPort;

                        connection.SpaceCenter().TargetDockingPort = target;
                        break;
                    }
                    catch
                    {
                    }
                }
            }

            if (target == null)
            {
                Console.ForegroundColor = ConsoleColor.DarkRed;
                Console.WriteLine("Target not found");
                Console.ResetColor();
                return(false);
            }
            else
            {
                Console.ForegroundColor = ConsoleColor.DarkGreen;
                Console.WriteLine("Target Found and Set !");
                Console.ResetColor();
                return(true);
            }
        }
コード例 #5
0
        public override void OnMapLoaded()
        {
            if (!loadSub)
            {
                return;
            }

            SubmarineInfo info = new SubmarineInfo(Submarine.Info.FilePath, "", saveElement);

            if (!info.SubmarineElement.HasElements)
            {
                DebugConsole.ThrowError("Failed to load a linked submarine (empty XML element). The save file may be corrupted.");
                return;
            }

            sub = Submarine.Load(info, false);

            Vector2 worldPos = saveElement.GetAttributeVector2("worldpos", Vector2.Zero);

            if (worldPos != Vector2.Zero)
            {
                sub.SetPosition(worldPos);
            }
            else
            {
                sub.SetPosition(WorldPosition);
            }

            DockingPort linkedPort = null;
            DockingPort myPort     = null;

            MapEntity linkedItem = linkedTo.FirstOrDefault(lt => (lt is Item) && ((Item)lt).GetComponent <DockingPort>() != null);

            if (linkedItem == null)
            {
                linkedPort = DockingPort.List.FirstOrDefault(dp => dp.DockingTarget != null && dp.DockingTarget.Item.Submarine == sub);
            }
            else
            {
                linkedPort = ((Item)linkedItem).GetComponent <DockingPort>();
            }

            if (linkedPort == null)
            {
                if (purchasedLostShuttles)
                {
                    linkedPort = (FindEntityByID(originalLinkedToID) as Item)?.GetComponent <DockingPort>();
                }
                if (linkedPort == null)
                {
                    return;
                }
            }
            originalLinkedPort = linkedPort;

            myPort = (FindEntityByID(originalMyPortID) as Item)?.GetComponent <DockingPort>();
            if (myPort == null)
            {
                float closestDistance = 0.0f;
                foreach (DockingPort port in DockingPort.List)
                {
                    if (port.Item.Submarine != sub || port.IsHorizontal != linkedPort.IsHorizontal)
                    {
                        continue;
                    }
                    float dist = Vector2.Distance(port.Item.WorldPosition, linkedPort.Item.WorldPosition);
                    if (myPort == null || dist < closestDistance)
                    {
                        myPort          = port;
                        closestDistance = dist;
                    }
                }
            }

            if (myPort != null)
            {
                originalMyPortID = myPort.Item.ID;

                myPort.Undock();

                //something else is already docked to the port this sub should be docked to
                //may happen if a shuttle is lost, another vehicle docked to where the shuttle used to be,
                //and the shuttle is then restored in the campaign mode
                //or if the user connects multiple subs to the same docking ports in the sub editor
                if (linkedPort.Docked && linkedPort.DockingTarget != null && linkedPort.DockingTarget != myPort)
                {
                    //just spawn below the main sub
                    sub.SetPosition(
                        linkedPort.Item.Submarine.WorldPosition -
                        new Vector2(0, linkedPort.Item.Submarine.GetDockedBorders().Height / 2 + sub.GetDockedBorders().Height / 2));
                }
                else
                {
                    Vector2 portDiff = myPort.Item.WorldPosition - sub.WorldPosition;
                    Vector2 offset   = myPort.IsHorizontal ?
                                       Vector2.UnitX * myPort.GetDir(linkedPort) :
                                       Vector2.UnitY * myPort.GetDir(linkedPort);
                    offset *= myPort.DockedDistance;

                    sub.SetPosition((linkedPort.Item.WorldPosition - portDiff) - offset);

                    myPort.Dock(linkedPort);
                    myPort.Lock(true);
                }
            }

            if (GameMain.GameSession?.GameMode is CampaignMode campaign && campaign.PurchasedLostShuttles)
            {
                foreach (Structure wall in Structure.WallList)
                {
                    if (wall.Submarine != sub)
                    {
                        continue;
                    }
                    for (int i = 0; i < wall.SectionCount; i++)
                    {
                        wall.AddDamage(i, -wall.MaxHealth);
                    }
                }
                foreach (Hull hull in Hull.hullList)
                {
                    if (hull.Submarine != sub)
                    {
                        continue;
                    }
                    hull.WaterVolume      = 0.0f;
                    hull.OxygenPercentage = 100.0f;
                }
            }

            sub.SetPosition(sub.WorldPosition - Submarine.WorldPosition);
            sub.Submarine = Submarine;
        }
コード例 #6
0
        public override void OnMapLoaded()
        {
            if (!loadSub)
            {
                return;
            }

            SubmarineInfo info = new SubmarineInfo(Submarine.Info.FilePath, "", saveElement);

            if (!info.SubmarineElement.HasElements)
            {
                DebugConsole.ThrowError("Failed to load a linked submarine (empty XML element). The save file may be corrupted.");
                return;
            }
            if (!info.SubmarineElement.Elements().Any(e => e.Name.ToString().Equals("hull", StringComparison.OrdinalIgnoreCase)))
            {
                DebugConsole.ThrowError("Failed to load a linked submarine (the submarine contains no hulls).");
                return;
            }

            IdRemap parentRemap = new IdRemap(Submarine.Info.SubmarineElement, Submarine.IdOffset);

            sub = Submarine.Load(info, false, parentRemap);
            sub.Info.SubmarineClass = Submarine.Info.SubmarineClass;

            IdRemap childRemap = new IdRemap(saveElement, sub.IdOffset);

            Vector2 worldPos = saveElement.GetAttributeVector2("worldpos", Vector2.Zero);

            if (worldPos != Vector2.Zero)
            {
                if (GameMain.GameSession != null && GameMain.GameSession.MirrorLevel)
                {
                    worldPos.X = GameMain.GameSession.LevelData.Size.X - worldPos.X;
                }
                sub.SetPosition(worldPos);
            }
            else
            {
                sub.SetPosition(WorldPosition);
            }

            DockingPort linkedPort = null;
            DockingPort myPort     = null;

            MapEntity linkedItem = linkedTo.FirstOrDefault(lt => (lt is Item) && ((Item)lt).GetComponent <DockingPort>() != null);

            if (linkedItem == null)
            {
                linkedPort = DockingPort.List.FirstOrDefault(dp => dp.DockingTarget != null && dp.DockingTarget.Item.Submarine == sub);
            }
            else
            {
                linkedPort = ((Item)linkedItem).GetComponent <DockingPort>();
            }

            if (linkedPort == null)
            {
                if (purchasedLostShuttles)
                {
                    linkedPort = (FindEntityByID(originalLinkedToID) as Item)?.GetComponent <DockingPort>();
                }
                if (linkedPort == null)
                {
                    return;
                }
            }
            originalLinkedPort = linkedPort;

            ushort originalMyId = childRemap.GetOffsetId(originalMyPortID);

            myPort = (FindEntityByID(originalMyId) as Item)?.GetComponent <DockingPort>();
            if (myPort == null)
            {
                float closestDistance = 0.0f;
                foreach (DockingPort port in DockingPort.List)
                {
                    if (port.Item.Submarine != sub || port.IsHorizontal != linkedPort.IsHorizontal)
                    {
                        continue;
                    }
                    float dist = Vector2.Distance(port.Item.WorldPosition, linkedPort.Item.WorldPosition);
                    if (myPort == null || dist < closestDistance)
                    {
                        myPort          = port;
                        closestDistance = dist;
                    }
                }
            }

            if (myPort != null)
            {
                originalMyPortID = myPort.Item.ID;

                myPort.Undock(applyEffects: false);
                myPort.DockingDir = 0;

                //something else is already docked to the port this sub should be docked to
                //may happen if a shuttle is lost, another vehicle docked to where the shuttle used to be,
                //and the shuttle is then restored in the campaign mode
                //or if the user connects multiple subs to the same docking ports in the sub editor
                if (linkedPort.Docked && linkedPort.DockingTarget != null && linkedPort.DockingTarget != myPort)
                {
                    //just spawn below the main sub
                    sub.SetPosition(
                        linkedPort.Item.Submarine.WorldPosition -
                        new Vector2(0, linkedPort.Item.Submarine.GetDockedBorders().Height / 2 + sub.GetDockedBorders().Height / 2));
                }
                else
                {
                    Vector2 portDiff = myPort.Item.WorldPosition - sub.WorldPosition;
                    Vector2 offset   = myPort.IsHorizontal ?
                                       Vector2.UnitX * myPort.GetDir(linkedPort) :
                                       Vector2.UnitY * myPort.GetDir(linkedPort);
                    offset *= myPort.DockedDistance;

                    sub.SetPosition((linkedPort.Item.WorldPosition - portDiff) - offset);

                    myPort.Dock(linkedPort);
                    myPort.Lock(isNetworkMessage: true, applyEffects: false);
                }
            }

            if (GameMain.GameSession?.GameMode is CampaignMode campaign && campaign.PurchasedLostShuttles)
            {
                foreach (Structure wall in Structure.WallList)
                {
                    if (wall.Submarine != sub)
                    {
                        continue;
                    }
                    for (int i = 0; i < wall.SectionCount; i++)
                    {
                        wall.SetDamage(i, 0, createNetworkEvent: false);
                    }
                }
                foreach (Hull hull in Hull.hullList)
                {
                    if (hull.Submarine != sub)
                    {
                        continue;
                    }
                    hull.WaterVolume      = 0.0f;
                    hull.OxygenPercentage = 100.0f;
                }
            }

            sub.SetPosition(sub.WorldPosition - Submarine.WorldPosition, forceUndockFromStaticSubmarines: false);
            sub.Submarine = Submarine;
        }
コード例 #7
0
ファイル: LinkedSubmarine.cs プロジェクト: S3ler/Barotrauma
        public override void OnMapLoaded()
        {
            if (!loadSub)
            {
                return;
            }

            sub = Submarine.Load(saveElement, false);

            Vector2 worldPos = saveElement.GetAttributeVector2("worldpos", Vector2.Zero);

            if (worldPos != Vector2.Zero)
            {
                sub.SetPosition(worldPos);
            }
            else
            {
                sub.SetPosition(WorldPosition);
            }


            DockingPort linkedPort = null;
            DockingPort myPort     = null;

            MapEntity linkedItem = linkedTo.FirstOrDefault(lt => (lt is Item) && ((Item)lt).GetComponent <DockingPort>() != null);

            if (linkedItem == null)
            {
                linkedPort = DockingPort.List.FirstOrDefault(dp => dp.DockingTarget != null && dp.DockingTarget.Item.Submarine == sub);
            }
            else
            {
                linkedPort = ((Item)linkedItem).GetComponent <DockingPort>();
            }

            if (linkedPort == null)
            {
                return;
            }

            float closestDistance = 0.0f;

            foreach (DockingPort port in DockingPort.List)
            {
                if (port.Item.Submarine != sub || port.IsHorizontal != linkedPort.IsHorizontal)
                {
                    continue;
                }

                float dist = Vector2.Distance(port.Item.WorldPosition, linkedPort.Item.WorldPosition);
                if (myPort == null || dist < closestDistance)
                {
                    myPort          = port;
                    closestDistance = dist;
                }
            }

            if (myPort != null)
            {
                myPort.Undock();

                Vector2 portDiff = myPort.Item.WorldPosition - sub.WorldPosition;
                Vector2 offset   = (myPort.IsHorizontal ?
                                    Vector2.UnitX * Math.Sign(linkedPort.Item.WorldPosition.X - myPort.Item.WorldPosition.X) :
                                    Vector2.UnitY * Math.Sign(linkedPort.Item.WorldPosition.Y - myPort.Item.WorldPosition.Y));
                offset *= myPort.DockedDistance;

                sub.SetPosition((linkedPort.Item.WorldPosition - portDiff) - offset);

                myPort.Dock(linkedPort);
                myPort.Lock(true);
            }

            sub.SetPosition(sub.WorldPosition - Submarine.WorldPosition);
            sub.Submarine = Submarine;
        }
コード例 #8
0
ファイル: GameSession.cs プロジェクト: S3ler/Barotrauma
        public void StartRound(Level level, bool reloadSub = true, bool loadSecondSub = false, bool mirrorLevel = false)
        {
#if CLIENT
            GameMain.LightManager.LosEnabled = GameMain.Client == null || GameMain.Client.CharacterInfo != null;
            if (GameMain.Client == null)
            {
                GameMain.LightManager.LosMode = GameMain.Config.LosMode;
            }
#endif
            this.Level = level;

            if (Submarine == null)
            {
                DebugConsole.ThrowError("Couldn't start game session, submarine not selected");
                return;
            }

            if (reloadSub || Submarine.MainSub != Submarine)
            {
                Submarine.Load(true);
            }
            Submarine.MainSub = Submarine;
            if (loadSecondSub)
            {
                if (Submarine.MainSubs[1] == null)
                {
                    Submarine.MainSubs[1] = new Submarine(Submarine.MainSub.FilePath, Submarine.MainSub.MD5Hash.Hash, true);
                    Submarine.MainSubs[1].Load(false);
                }
                else if (reloadSub)
                {
                    Submarine.MainSubs[1].Load(false);
                }
            }

            if (level != null)
            {
                level.Generate(mirrorLevel);
                if (level.StartOutpost != null)
                {
                    //start by placing the sub below the outpost
                    Rectangle outpostBorders = Level.Loaded.StartOutpost.GetDockedBorders();
                    Rectangle subBorders     = Submarine.GetDockedBorders();

                    Vector2 startOutpostSize = Vector2.Zero;
                    if (Level.Loaded.StartOutpost != null)
                    {
                        startOutpostSize = Level.Loaded.StartOutpost.Borders.Size.ToVector2();
                    }
                    Submarine.SetPosition(
                        Level.Loaded.StartOutpost.WorldPosition -
                        new Vector2(0.0f, outpostBorders.Height / 2 + subBorders.Height / 2));

                    //find the port that's the nearest to the outpost and dock if one is found
                    float       closestDistance = 0.0f;
                    DockingPort myPort = null, outPostPort = null;
                    foreach (DockingPort port in DockingPort.List)
                    {
                        if (port.IsHorizontal || port.Docked)
                        {
                            continue;
                        }
                        if (port.Item.Submarine == level.StartOutpost)
                        {
                            outPostPort = port;
                            continue;
                        }
                        if (port.Item.Submarine != Submarine)
                        {
                            continue;
                        }

                        //the submarine port has to be at the top of the sub
                        if (port.Item.WorldPosition.Y < Submarine.WorldPosition.Y)
                        {
                            continue;
                        }

                        float dist = Vector2.DistanceSquared(port.Item.WorldPosition, level.StartOutpost.WorldPosition);
                        if (myPort == null || dist < closestDistance)
                        {
                            myPort          = port;
                            closestDistance = dist;
                        }
                    }

                    if (myPort != null && outPostPort != null)
                    {
                        Vector2 portDiff = myPort.Item.WorldPosition - Submarine.WorldPosition;
                        Submarine.SetPosition((outPostPort.Item.WorldPosition - portDiff) - Vector2.UnitY * outPostPort.DockedDistance);
                        myPort.Dock(outPostPort);
                        myPort.Lock(true);
                    }
                }
                else
                {
                    Submarine.SetPosition(Submarine.FindSpawnPos(level.StartPosition));
                }
            }

            Entity.Spawner = new EntitySpawner();

            if (GameMode.Mission != null)
            {
                Mission = GameMode.Mission;
            }
            if (GameMode != null)
            {
                GameMode.Start();
            }
            if (GameMode.Mission != null)
            {
                Mission.Start(Level.Loaded);
            }

            EventManager.StartRound(level);
            SteamAchievementManager.OnStartRound();

            if (GameMode != null)
            {
                GameMode.MsgBox();

                if (GameMode is MultiPlayerCampaign mpCampaign && GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
                {
                    mpCampaign.CargoManager.CreateItems();
                }
            }

            GameAnalyticsManager.AddDesignEvent("Submarine:" + Submarine.Name);
            GameAnalyticsManager.AddDesignEvent("Level", ToolBox.StringToInt(level.Seed));
            GameAnalyticsManager.AddProgressionEvent(GameAnalyticsSDK.Net.EGAProgressionStatus.Start,
                                                     GameMode.Preset.Identifier, (Mission == null ? "None" : Mission.GetType().ToString()));


#if CLIENT
            if (GameMode is SinglePlayerCampaign)
            {
                SteamAchievementManager.OnBiomeDiscovered(level.Biome);
            }
            roundSummary = new RoundSummary(this);

            GameMain.GameScreen.ColorFade(Color.Black, Color.TransparentBlack, 5.0f);

            if (!(GameMode is TutorialMode))
            {
                GUI.AddMessage("", Color.Transparent, 3.0f, playSound: false);
                GUI.AddMessage(level.Biome.Name, Color.Lerp(Color.CadetBlue, Color.DarkRed, level.Difficulty / 100.0f), 5.0f, playSound: false);
                GUI.AddMessage(TextManager.Get("Destination") + ": " + EndLocation.Name, Color.CadetBlue, playSound: false);
                GUI.AddMessage(TextManager.Get("Mission") + ": " + (Mission == null ? TextManager.Get("None") : Mission.Name), Color.CadetBlue, playSound: false);
            }
#endif

            RoundStartTime = Timing.TotalTime;
            GameMain.ResetFrameTime();
        }
コード例 #9
0
ファイル: DockingPort.cs プロジェクト: assiprinz/PODS
	public void Undock ()
	{
		dockedWith.dockedWith = null;
		dockedWith = null;
	}
コード例 #10
0
ファイル: DockingPort.cs プロジェクト: assiprinz/PODS
	public void DockWith (DockingPort otherPort)
	{
		dockedWith = otherPort;
		otherPort.dockedWith = this;
	}
コード例 #11
0
        public void PlaceSubAtStart(Level level)
        {
            if (level == null)
            {
                Submarine.MainSub.SetPosition(Vector2.Zero);
                return;
            }

            var originalSubPos = Submarine.WorldPosition;

            if (level.StartOutpost != null)
            {
                //start by placing the sub below the outpost
                Rectangle outpostBorders = Level.Loaded.StartOutpost.GetDockedBorders();
                Rectangle subBorders     = Submarine.GetDockedBorders();

                Submarine.SetPosition(
                    Level.Loaded.StartOutpost.WorldPosition -
                    new Vector2(0.0f, outpostBorders.Height / 2 + subBorders.Height / 2));

                //find the port that's the nearest to the outpost and dock if one is found
                float       closestDistance = 0.0f;
                DockingPort myPort = null, outPostPort = null;
                foreach (DockingPort port in DockingPort.List)
                {
                    if (port.IsHorizontal || port.Docked)
                    {
                        continue;
                    }
                    if (port.Item.Submarine == level.StartOutpost)
                    {
                        if (port.DockingTarget == null)
                        {
                            outPostPort = port;
                        }
                        continue;
                    }
                    if (port.Item.Submarine != Submarine)
                    {
                        continue;
                    }

                    //the submarine port has to be at the top of the sub
                    if (port.Item.WorldPosition.Y < Submarine.WorldPosition.Y)
                    {
                        continue;
                    }

                    float dist = Vector2.DistanceSquared(port.Item.WorldPosition, level.StartOutpost.WorldPosition);
                    if ((myPort == null || dist < closestDistance || port.MainDockingPort) && !(myPort?.MainDockingPort ?? false))
                    {
                        myPort          = port;
                        closestDistance = dist;
                    }
                }

                if (myPort != null && outPostPort != null)
                {
                    Vector2 portDiff = myPort.Item.WorldPosition - Submarine.WorldPosition;
                    Vector2 spawnPos = (outPostPort.Item.WorldPosition - portDiff) - Vector2.UnitY * outPostPort.DockedDistance;

                    bool startDocked = level.Type == LevelData.LevelType.Outpost;
#if CLIENT
                    startDocked |= GameMode is TutorialMode;
#endif
                    if (startDocked)
                    {
                        Submarine.SetPosition(spawnPos);
                        myPort.Dock(outPostPort);
                        myPort.Lock(isNetworkMessage: true, applyEffects: false);
                    }
                    else
                    {
                        Submarine.SetPosition(spawnPos - Vector2.UnitY * 100.0f);
                        Submarine.NeutralizeBallast();
                        Submarine.EnableMaintainPosition();
                    }
                }
                else
                {
                    Submarine.NeutralizeBallast();
                    Submarine.EnableMaintainPosition();
                }
            }
            else
            {
                Submarine.SetPosition(Submarine.FindSpawnPos(level.StartPosition));
                Submarine.NeutralizeBallast();
                Submarine.EnableMaintainPosition();
            }

            // Make sure that linked subs which are NOT docked to the main sub
            // (but still close enough to NOT be considered as 'left behind')
            // are also moved to keep their relative position to the main sub
            var linkedSubs = MapEntity.mapEntityList.FindAll(me => me is LinkedSubmarine);
            foreach (LinkedSubmarine ls in linkedSubs)
            {
                if (ls.Sub == null || ls.Submarine != Submarine)
                {
                    continue;
                }
                if (!ls.LoadSub || ls.Sub.DockedTo.Contains(Submarine))
                {
                    continue;
                }
                if (Submarine.Info.LeftBehindDockingPortIDs.Contains(ls.OriginalLinkedToID))
                {
                    continue;
                }
                if (ls.Sub.Info.SubmarineElement.Attribute("location") != null)
                {
                    continue;
                }
                ls.Sub.SetPosition(ls.Sub.WorldPosition + (Submarine.WorldPosition - originalSubPos));
            }
        }
コード例 #12
0
        public void StartRound(Level level, bool mirrorLevel = false)
        {
            //make sure no status effects have been carried on from the next round
            //(they should be stopped in EndRound, this is a safeguard against cases where the round is ended ungracefully)
            StatusEffect.StopAll();

#if CLIENT
            GameMain.LightManager.LosEnabled = GameMain.Client == null || GameMain.Client.CharacterInfo != null;
            if (GameMain.Client == null)
            {
                GameMain.LightManager.LosMode = GameMain.Config.LosMode;
            }
#endif
            this.Level = level;

            if (SubmarineInfo == null)
            {
                DebugConsole.ThrowError("Couldn't start game session, submarine not selected.");
                return;
            }

            if (SubmarineInfo.IsFileCorrupted)
            {
                DebugConsole.ThrowError("Couldn't start game session, submarine file corrupted.");
                return;
            }

            Submarine.Unload();
            Submarine         = Submarine.MainSub = new Submarine(SubmarineInfo);
            Submarine.MainSub = Submarine;
            if (GameMode.Mission != null && GameMode.Mission.TeamCount > 1 && Submarine.MainSubs[1] == null)
            {
                Submarine.MainSubs[1] = new Submarine(SubmarineInfo, true);
            }

            if (level != null)
            {
                level.Generate(mirrorLevel);
                if (level.StartOutpost != null)
                {
                    //start by placing the sub below the outpost
                    Rectangle outpostBorders = Level.Loaded.StartOutpost.GetDockedBorders();
                    Rectangle subBorders     = Submarine.GetDockedBorders();

                    Vector2 startOutpostSize = Vector2.Zero;
                    if (Level.Loaded.StartOutpost != null)
                    {
                        startOutpostSize = Level.Loaded.StartOutpost.Borders.Size.ToVector2();
                    }
                    Submarine.SetPosition(
                        Level.Loaded.StartOutpost.WorldPosition -
                        new Vector2(0.0f, outpostBorders.Height / 2 + subBorders.Height / 2));

                    //find the port that's the nearest to the outpost and dock if one is found
                    float       closestDistance = 0.0f;
                    DockingPort myPort = null, outPostPort = null;
                    foreach (DockingPort port in DockingPort.List)
                    {
                        if (port.IsHorizontal || port.Docked)
                        {
                            continue;
                        }
                        if (port.Item.Submarine == level.StartOutpost)
                        {
                            outPostPort = port;
                            continue;
                        }
                        if (port.Item.Submarine != Submarine)
                        {
                            continue;
                        }

                        //the submarine port has to be at the top of the sub
                        if (port.Item.WorldPosition.Y < Submarine.WorldPosition.Y)
                        {
                            continue;
                        }

                        float dist = Vector2.DistanceSquared(port.Item.WorldPosition, level.StartOutpost.WorldPosition);
                        if (myPort == null || dist < closestDistance || (port.MainDockingPort && !myPort.MainDockingPort))
                        {
                            myPort          = port;
                            closestDistance = dist;
                        }
                    }

                    if (myPort != null && outPostPort != null)
                    {
                        Vector2 portDiff = myPort.Item.WorldPosition - Submarine.WorldPosition;
                        Submarine.SetPosition((outPostPort.Item.WorldPosition - portDiff) - Vector2.UnitY * outPostPort.DockedDistance);
                        myPort.Dock(outPostPort);
                        myPort.Lock(true);
                    }
                }
                else
                {
                    Submarine.SetPosition(Submarine.FindSpawnPos(level.StartPosition));
                }
            }

            foreach (var sub in Submarine.Loaded)
            {
                if (sub.Info.IsOutpost)
                {
                    sub.DisableObstructedWayPoints();
                }
            }

            Entity.Spawner = new EntitySpawner();

            if (GameMode.Mission != null)
            {
                Mission = GameMode.Mission;
            }
            if (GameMode != null)
            {
                GameMode.Start();
            }
            if (GameMode.Mission != null)
            {
                int prevEntityCount = Entity.GetEntityList().Count;
                Mission.Start(Level.Loaded);
                if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient && Entity.GetEntityList().Count != prevEntityCount)
                {
                    DebugConsole.ThrowError(
                        "Entity count has changed after starting a mission as a client. " +
                        "The clients should not instantiate entities themselves when starting the mission," +
                        " but instead the server should inform the client of the spawned entities using Mission.ServerWriteInitial.");
                }
            }

            EventManager?.StartRound(level);
            SteamAchievementManager.OnStartRound();

            if (GameMode != null)
            {
                GameMode.ShowStartMessage();

                if (GameMain.NetworkMember == null)
                {
                    //only place items and corpses here in single player
                    //the server does this after loading the respawn shuttle
                    Level?.SpawnCorpses();
                    AutoItemPlacer.PlaceIfNeeded(GameMode);
                }
                if (GameMode is MultiPlayerCampaign mpCampaign && GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
                {
                    mpCampaign.CargoManager.CreateItems();
                }
            }

            GameAnalyticsManager.AddDesignEvent("Submarine:" + Submarine.Info.Name);
            GameAnalyticsManager.AddDesignEvent("Level", ToolBox.StringToInt(level?.Seed ?? "[NO_LEVEL]"));
            GameAnalyticsManager.AddProgressionEvent(GameAnalyticsSDK.Net.EGAProgressionStatus.Start,
                                                     GameMode.Preset.Identifier, (Mission == null ? "None" : Mission.GetType().ToString()));

#if CLIENT
            if (GameMode is SinglePlayerCampaign)
            {
                SteamAchievementManager.OnBiomeDiscovered(level.Biome);
            }
            if (!(GameMode is SubTestMode))
            {
                RoundSummary = new RoundSummary(this);
            }

            GameMain.GameScreen.ColorFade(Color.Black, Color.TransparentBlack, 5.0f);

            if (!(GameMode is TutorialMode) && !(GameMode is SubTestMode))
            {
                GUI.AddMessage("", Color.Transparent, 3.0f, playSound: false);
                GUI.AddMessage(level.Biome.DisplayName, Color.Lerp(Color.CadetBlue, Color.DarkRed, level.Difficulty / 100.0f), 5.0f, playSound: false);
                GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Destination"), EndLocation.Name), Color.CadetBlue, playSound: false);
                GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Mission"), (Mission == null ? TextManager.Get("None") : Mission.Name)), Color.CadetBlue, playSound: false);
            }
#endif

            RoundStartTime = Timing.TotalTime;
            GameMain.ResetFrameTime();
        }
コード例 #13
0
ファイル: GameSession.cs プロジェクト: lexuv2/Barotrauma
        public void PlaceSubAtStart(Level level)
        {
            if (level == null)
            {
                Submarine.MainSub.SetPosition(Vector2.Zero);
                return;
            }
            if (level.StartOutpost != null)
            {
                //start by placing the sub below the outpost
                Rectangle outpostBorders = Level.Loaded.StartOutpost.GetDockedBorders();
                Rectangle subBorders     = Submarine.GetDockedBorders();

                Submarine.SetPosition(
                    Level.Loaded.StartOutpost.WorldPosition -
                    new Vector2(0.0f, outpostBorders.Height / 2 + subBorders.Height / 2));

                //find the port that's the nearest to the outpost and dock if one is found
                float       closestDistance = 0.0f;
                DockingPort myPort = null, outPostPort = null;
                foreach (DockingPort port in DockingPort.List)
                {
                    if (port.IsHorizontal || port.Docked)
                    {
                        continue;
                    }
                    if (port.Item.Submarine == level.StartOutpost)
                    {
                        outPostPort = port;
                        continue;
                    }
                    if (port.Item.Submarine != Submarine)
                    {
                        continue;
                    }

                    //the submarine port has to be at the top of the sub
                    if (port.Item.WorldPosition.Y < Submarine.WorldPosition.Y)
                    {
                        continue;
                    }

                    float dist = Vector2.DistanceSquared(port.Item.WorldPosition, level.StartOutpost.WorldPosition);
                    if ((myPort == null || dist < closestDistance || port.MainDockingPort) && !(myPort?.MainDockingPort ?? false))
                    {
                        myPort          = port;
                        closestDistance = dist;
                    }
                }

                if (myPort != null && outPostPort != null)
                {
                    Vector2 portDiff = myPort.Item.WorldPosition - Submarine.WorldPosition;
                    Vector2 spawnPos = (outPostPort.Item.WorldPosition - portDiff) - Vector2.UnitY * outPostPort.DockedDistance;

                    bool startDocked = level.Type == LevelData.LevelType.Outpost;
#if CLIENT
                    startDocked |= GameMode is TutorialMode;
#endif
                    if (startDocked)
                    {
                        Submarine.SetPosition(spawnPos);
                        myPort.Dock(outPostPort);
                        myPort.Lock(true);
                    }
                    else
                    {
                        Submarine.SetPosition(spawnPos - Vector2.UnitY * 100.0f);
                        Submarine.NeutralizeBallast();
                        Submarine.EnableMaintainPosition();
                    }
                }
                else
                {
                    Submarine.NeutralizeBallast();
                    Submarine.EnableMaintainPosition();
                }
            }
            else
            {
                Submarine.SetPosition(Submarine.FindSpawnPos(level.StartPosition, verticalMoveDir: 1));
                Submarine.NeutralizeBallast();
                Submarine.EnableMaintainPosition();
            }
        }
コード例 #14
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (isDockedToGradle)
        {
        }
        else if (isDockedToPayload)
        {
        }
        else if (isAlignedWithPort)
        {
            // Move to dock
            if (MoveTowardsPoint(targetPort.transform.position + targetPort.transform.forward * 0.6f))
            {
                dockingPorts [0].DockWith(targetPort);
                Joint joint = transform.gameObject.AddComponent <FixedJoint> ();
                joint.connectedBody = targetPort.GetComponentInParent <Rigidbody> ();
                if (dockingPorts [0].GetDockedObject().dockingPorts.Length == 1)
                {
                    // Docked at wall
                    Debug.Log("Docked at wall");
                    isDockedToGradle = true;
                }
                else
                {
                    // Docked at payload
                    Debug.Log("Docked with payload");
                    isDockedToPayload = true;
                    // Reset
                    isInFrontOfTargetPort = false;
                    isAlignedWithPort     = false;
                    isOnHighway           = false;
                }
            }
        }
        else if (isInFrontOfTargetPort)
        {
            // Align with target port
            Vector3 targetVector = targetPort.transform.position - transform.position;
            if (RotateToAlignWithForwardAndUp(targetVector, targetPort.transform.up))
            {
                // Aligned with port
                isAlignedWithPort = true;
                Debug.Log("Aligned with port");
            }
        }
        else if (isInRoomWithTarget)
        {
            // Move to port
            if (MoveTowardsPoint(targetPort.getDockingNearLocation()))
            {
                isInFrontOfTargetPort = true;
                Debug.Log("Arrived at target port");
            }
        }
        else if (isOnHighway)
        {
            // Move along highway
            PathNode nextHighwayNode = highwayPath.GetCurrentNode();
            if (MoveTowardsPoint(nextHighwayNode.transform.position))
            {
                // Arrived at node
                highwayPath.AdvanceToNextNode();
                nextHighwayNode = highwayPath.GetCurrentNode();
                if (nextHighwayNode == null)
                {
                    // Arrived in target room
                    isInRoomWithTarget = true;
                    targetPort         = targetDock.GetFreeDockingPort();
                    Debug.Log("Arrived in target room");
                }
            }
        }
        else
        {
            // Move to highway
            Vector3 highwayIntersection = game.GetClosestPathIntersection(transform.position);

            if (MoveTowardsPoint(highwayIntersection))
            {
                // Arrived on highway, calculate highway path
                isOnHighway = true;
                PathNode exitNode = game.GetClosestPathNodeToTargetPosition(targetDock.transform.position);
                highwayPath = game.GetPathToNode(transform.position, exitNode);
                Debug.Log("Arrived at highway, nodes to go: " + highwayPath.nodes.Length + ", first node: " + highwayPath.GetCurrentNode());
            }
        }
    }
コード例 #15
0
 /// <summary>
 /// Determine the separation distance between the docking ports in Unity scene units.
 /// </summary>
 /// <param name="matePort"></param>
 /// <returns></returns>
 public Vector3 SeparationDistance(DockingPort matePort)
 {
     return(transform.position - matePort.gameObject.transform.position);
 }