Passive sonar: when not active, the sonar shows nearby sources of sound and a faint outline of the structures around them. Now it's much easier to monitor how much noise the sub is making and to hide from enemies.
+ Changed the visuals of the sonar a bit. The current rendering method is very inefficient though, todo: write a shader
This commit is contained in:
@@ -20,14 +20,20 @@ namespace Barotrauma.Items.Components
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private List<RadarBlip> radarBlips;
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private float prevPingRadius;
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float prevPassivePingRadius;
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private Vector2 center;
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private float displayRadius;
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private float displayScale;
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[HasDefaultValue(10000.0f, false)]
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public float Range
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{
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get { return range; }
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set { range = MathHelper.Clamp(value, 0.0f, 100000.0f); }
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}
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[HasDefaultValue(false, false)]
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public bool DetectSubmarineWalls
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{
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@@ -35,6 +41,20 @@ namespace Barotrauma.Items.Components
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set;
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}
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public override bool IsActive
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{
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get
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{
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return base.IsActive;
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}
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set
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{
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base.IsActive = value;
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if (isActiveTickBox != null) isActiveTickBox.Selected = value;
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}
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}
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public Radar(Item item, XElement element)
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: base(item, element)
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{
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@@ -52,8 +72,8 @@ namespace Barotrauma.Items.Components
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break;
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}
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}
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isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Sonar", Alignment.TopLeft, GuiFrame);
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isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Active Sonar", Alignment.TopLeft, GuiFrame);
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isActiveTickBox.OnSelected = (GUITickBox box) =>
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{
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IsActive = box.Selected;
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@@ -61,8 +81,10 @@ namespace Barotrauma.Items.Components
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return true;
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};
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GuiFrame.CanBeFocused = false;
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IsActive = false;
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}
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public override void Update(float deltaTime, Camera cam)
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@@ -70,23 +92,16 @@ namespace Barotrauma.Items.Components
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currPowerConsumption = powerConsumption;
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base.Update(deltaTime, cam);
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for (int i = radarBlips.Count - 1; i >= 0; i-- )
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{
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radarBlips[i].FadeTimer -= deltaTime*0.5f;
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if (radarBlips[i].FadeTimer <= 0.0f) radarBlips.RemoveAt(i);
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}
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if (voltage >= minVoltage || powerConsumption <= 0.0f)
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{
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pingState = pingState + deltaTime * 0.5f;
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if (pingState>1.0f)
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if (pingState > 1.0f)
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{
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if (item.CurrentHull != null) item.CurrentHull.AiTarget.SoundRange = Math.Max(Range * pingState, item.CurrentHull.AiTarget.SoundRange);
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item.Use(deltaTime);
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pingState = 0.0f;
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}
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if (item.CurrentHull != null) item.CurrentHull.AiTarget.SoundRange = Math.Max(Range * pingState, item.CurrentHull.AiTarget.SoundRange);
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}
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else
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{
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@@ -109,56 +124,60 @@ namespace Barotrauma.Items.Components
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update((float)Timing.Step);
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for (int i = radarBlips.Count - 1; i >= 0; i--)
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{
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radarBlips[i].FadeTimer -= (float)Timing.Step * 0.5f;
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if (radarBlips[i].FadeTimer <= 0.0f) radarBlips.RemoveAt(i);
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}
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float radius = (GuiFrame.Rect.Height / 2 - 30);
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if (IsActive)
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{
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float pingRadius = displayRadius * pingState;
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Ping(item.WorldPosition, pingRadius, prevPingRadius, displayScale, range, 2.0f);
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prevPingRadius = pingRadius;
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}
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float passivePingRadius = (float)Math.Sin(GameMain.Instance.TotalElapsedTime*10);
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if (passivePingRadius > 0.0f)
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{
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foreach (AITarget t in AITarget.List)
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{
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if (t.SoundRange <= 0.0f) continue;
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if (Vector2.Distance(t.WorldPosition, item.WorldPosition) < t.SoundRange)
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{
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Ping(t.WorldPosition, t.SoundRange * passivePingRadius * 0.2f, t.SoundRange * prevPassivePingRadius * 0.2f, displayScale, t.SoundRange, 0.5f);
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radarBlips.Add(new RadarBlip(t.WorldPosition, 1.0f));
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}
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}
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}
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prevPassivePingRadius = passivePingRadius;
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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GuiFrame.Draw(spriteBatch);
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if (voltage < minVoltage && powerConsumption > 0.0f) return;
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int radius = GuiFrame.Rect.Height / 2 - 30;
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DrawRadar(spriteBatch, new Rectangle((int)GuiFrame.Center.X - radius, (int)GuiFrame.Center.Y - radius, radius * 2, radius * 2));
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}
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private void DrawRadar(SpriteBatch spriteBatch, Rectangle rect)
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{
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Vector2 center = new Vector2(rect.X + rect.Width*0.5f, rect.Center.Y);
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center = new Vector2(rect.X + rect.Width * 0.5f, rect.Center.Y);
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displayRadius = rect.Width / 2.0f;
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displayScale = displayRadius / range;
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if (!IsActive) return;
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float pingRadius = (rect.Width / 2.0f) * pingState;
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pingCircle.Draw(spriteBatch, center, Color.White * (1.0f - pingState), 0.0f, (rect.Width / pingCircle.size.X) * pingState);
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float radius = rect.Width / 2.0f;
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float displayScale = radius / range;
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foreach (Submarine submarine in Submarine.Loaded)
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if (IsActive)
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{
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if (item.Submarine == submarine && !DetectSubmarineWalls) continue;
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if (item.Submarine != null && item.Submarine.DockedTo.Contains(submarine)) continue;
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if (submarine.HullVertices == null) continue;
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for (int i = 0; i < submarine.HullVertices.Count; i++)
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{
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Vector2 start = ConvertUnits.ToDisplayUnits(submarine.HullVertices[i]);
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Vector2 end = ConvertUnits.ToDisplayUnits(submarine.HullVertices[(i + 1) % submarine.HullVertices.Count]);
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if (item.Submarine == submarine)
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{
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start += Rand.Vector(500.0f);
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end += Rand.Vector(500.0f);
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}
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CreateBlipsForLine(
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start + submarine.WorldPosition,
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end + submarine.WorldPosition,
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radius, displayScale, 200.0f, 2.0f);
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}
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pingCircle.Draw(spriteBatch, center, Color.White * (1.0f - pingState), 0.0f, (rect.Width / pingCircle.size.X) * pingState);
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}
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if (item.Submarine != null && !DetectSubmarineWalls)
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{
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float simScale = displayScale * Physics.DisplayToSimRation;
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@@ -181,93 +200,18 @@ namespace Barotrauma.Items.Components
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}
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}
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if (Level.Loaded != null && (item.CurrentHull == null || !DetectSubmarineWalls))
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{
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if (Level.Loaded.Size.Y - item.WorldPosition.Y < range)
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{
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CreateBlipsForLine(
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new Vector2(item.WorldPosition.X - range, Level.Loaded.Size.Y),
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new Vector2(item.WorldPosition.X + range, Level.Loaded.Size.Y),
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radius, displayScale, 500.0f, 10.0f);
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}
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List<VoronoiCell> cells = Level.Loaded.GetCells(item.WorldPosition, 7);
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foreach (VoronoiCell cell in cells)
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{
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foreach (GraphEdge edge in cell.edges)
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{
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if (!edge.isSolid) continue;
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float cellDot = Vector2.Dot(cell.Center - item.WorldPosition, (edge.Center + cell.Translation) - cell.Center);
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if (cellDot > 0) continue;
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float facingDot = Vector2.Dot(
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Vector2.Normalize(edge.point1 - edge.point2),
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Vector2.Normalize(cell.Center - item.WorldPosition));
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CreateBlipsForLine(edge.point1 + cell.Translation, edge.point2 + cell.Translation, radius, displayScale, 350.0f, 3.0f * (Math.Abs(facingDot) + 1.0f));
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}
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}
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foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
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{
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if (!MathUtils.CircleIntersectsRectangle(item.WorldPosition, range, ruin.Area)) continue;
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foreach (var ruinShape in ruin.RuinShapes)
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{
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foreach (RuinGeneration.Line wall in ruinShape.Walls)
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{
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float cellDot = Vector2.Dot(
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Vector2.Normalize(ruinShape.Center - item.WorldPosition),
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Vector2.Normalize((wall.A+wall.B)/2.0f - ruinShape.Center));
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if (cellDot > 0) continue;
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CreateBlipsForLine(wall.A, wall.B, radius, displayScale, 100.0f, 1000.0f);
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}
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}
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}
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}
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foreach (Character c in Character.CharacterList)
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{
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if (c.AnimController.CurrentHull != null) continue;
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if (DetectSubmarineWalls && c.AnimController.CurrentHull == null && item.CurrentHull != null) continue;
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foreach (Limb limb in c.AnimController.Limbs)
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{
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float pointDist = (limb.WorldPosition - item.WorldPosition).Length() * displayScale;
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if (limb.SimPosition == Vector2.Zero || pointDist > radius) continue;
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if (pointDist > prevPingRadius && pointDist < pingRadius)
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{
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for (int i = 0; i<=limb.Mass/100.0f; i++)
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{
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var blip = new RadarBlip(limb.WorldPosition+Rand.Vector(limb.Mass/10.0f), 1.0f);
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radarBlips.Add(blip);
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}
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}
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}
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}
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foreach (RadarBlip radarBlip in radarBlips)
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{
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DrawBlip(spriteBatch, radarBlip, center, Color.Green * radarBlip.FadeTimer, radius);
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DrawBlip(spriteBatch, radarBlip, center, radarBlip.FadeTimer / 2.0f);
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}
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prevPingRadius = pingRadius;
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if (screenOverlay != null)
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{
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screenOverlay.Draw(spriteBatch, center, 0.0f, rect.Width / screenOverlay.size.X);
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}
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//prevPingRadius = pingRadius;
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if (GameMain.GameSession == null) return;
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DrawMarker(spriteBatch,
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GameMain.GameSession.StartLocation.Name,
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(Level.Loaded.StartPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.5f));
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@@ -307,7 +251,7 @@ namespace Barotrauma.Items.Components
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foreach (WayPoint wp in steering.SteeringPath.Nodes)
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{
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Vector2 pos = (wp.Position - item.WorldPosition) * displayScale;
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if (pos.Length() > radius) continue;
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if (pos.Length() > displayRadius) continue;
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pos.Y = -pos.Y;
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pos += center;
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@@ -323,14 +267,119 @@ namespace Barotrauma.Items.Components
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}
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}
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private void CreateBlipsForLine(Vector2 point1, Vector2 point2, float radius, float displayScale, float lineStep, float zStep)
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private void Ping(Vector2 pingSource, float pingRadius, float prevPingRadius, float displayScale, float range, float pingStrength = 1.0f)
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{
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float pingRadius = radius * pingState;
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foreach (Submarine submarine in Submarine.Loaded)
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{
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if (item.Submarine == submarine && !DetectSubmarineWalls) continue;
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if (item.Submarine != null && item.Submarine.DockedTo.Contains(submarine)) continue;
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if (submarine.HullVertices == null) continue;
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for (int i = 0; i < submarine.HullVertices.Count; i++)
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{
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Vector2 start = ConvertUnits.ToDisplayUnits(submarine.HullVertices[i]);
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Vector2 end = ConvertUnits.ToDisplayUnits(submarine.HullVertices[(i + 1) % submarine.HullVertices.Count]);
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if (item.Submarine == submarine)
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{
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start += Rand.Vector(500.0f);
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end += Rand.Vector(500.0f);
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}
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CreateBlipsForLine(
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start + submarine.WorldPosition,
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end + submarine.WorldPosition,
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pingRadius, prevPingRadius,
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200.0f, 2.0f, range, 1.0f);
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}
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}
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if (Level.Loaded != null && (item.CurrentHull == null || !DetectSubmarineWalls))
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{
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if (Level.Loaded.Size.Y - pingSource.Y < range)
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{
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CreateBlipsForLine(
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new Vector2(pingSource.X - range, Level.Loaded.Size.Y),
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new Vector2(pingSource.X + range, Level.Loaded.Size.Y),
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pingRadius, prevPingRadius,
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250.0f, 150.0f, range, pingStrength);
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}
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List<VoronoiCell> cells = Level.Loaded.GetCells(pingSource, 7);
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foreach (VoronoiCell cell in cells)
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{
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foreach (GraphEdge edge in cell.edges)
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{
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if (!edge.isSolid) continue;
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float cellDot = Vector2.Dot(cell.Center - pingSource, (edge.Center + cell.Translation) - cell.Center);
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if (cellDot > 0) continue;
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float facingDot = Vector2.Dot(
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Vector2.Normalize(edge.point1 - edge.point2),
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Vector2.Normalize(cell.Center - pingSource));
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CreateBlipsForLine(
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edge.point1 + cell.Translation,
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edge.point2 + cell.Translation,
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pingRadius, prevPingRadius,
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350.0f, 3.0f * (Math.Abs(facingDot) + 1.0f), range, pingStrength);
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}
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}
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foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
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{
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if (!MathUtils.CircleIntersectsRectangle(pingSource, range, ruin.Area)) continue;
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foreach (var ruinShape in ruin.RuinShapes)
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{
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foreach (RuinGeneration.Line wall in ruinShape.Walls)
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{
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float cellDot = Vector2.Dot(
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Vector2.Normalize(ruinShape.Center - pingSource),
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Vector2.Normalize((wall.A + wall.B) / 2.0f - ruinShape.Center));
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if (cellDot > 0) continue;
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CreateBlipsForLine(
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wall.A, wall.B,
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pingRadius, prevPingRadius,
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100.0f, 1000.0f, range, pingStrength);
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}
|
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}
|
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}
|
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}
|
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|
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foreach (Character c in Character.CharacterList)
|
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{
|
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if (c.AnimController.CurrentHull != null || !c.Enabled) continue;
|
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if (DetectSubmarineWalls && c.AnimController.CurrentHull == null && item.CurrentHull != null) continue;
|
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foreach (Limb limb in c.AnimController.Limbs)
|
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{
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float pointDist = (limb.WorldPosition - pingSource).Length() * displayScale;
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if (limb.SimPosition == Vector2.Zero || pointDist > displayRadius) continue;
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|
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if (pointDist > prevPingRadius && pointDist < pingRadius)
|
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{
|
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for (int i = 0; i <= limb.Mass / 100.0f; i++)
|
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{
|
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var blip = new RadarBlip(limb.WorldPosition + Rand.Vector(limb.Mass / 10.0f), MathHelper.Clamp(limb.Mass, 0.1f, pingStrength));
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radarBlips.Add(blip);
|
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}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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private void CreateBlipsForLine(Vector2 point1, Vector2 point2, float pingRadius, float prevPingRadius,
|
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float lineStep, float zStep, float range, float pingStrength)
|
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{
|
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float length = (point1 - point2).Length();
|
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|
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Vector2 lineDir = (point2 - point1) / length;
|
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|
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range *= displayScale;
|
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|
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for (float x = 0; x < length; x += lineStep*Rand.Range(0.8f,1.2f))
|
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{
|
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Vector2 point = point1 + lineDir * x;
|
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@@ -338,44 +387,62 @@ namespace Barotrauma.Items.Components
|
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|
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float pointDist = Vector2.Distance(item.WorldPosition, point) * displayScale;
|
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|
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if (pointDist > radius) continue;
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if (pointDist > displayRadius) continue;
|
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if (pointDist < prevPingRadius || pointDist > pingRadius) continue;
|
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|
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|
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//float step = 3.0f * (Math.Abs(facingDot) + 1.0f);
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float alpha = Rand.Range(1.5f, 2.0f);
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for (float z = 0; z < radius - pointDist; z += zStep)
|
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|
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float alpha = pingStrength * Rand.Range(1.5f, 2.0f);
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for (float z = 0; z < displayRadius - pointDist * displayScale; z += zStep)
|
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{
|
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|
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var blip = new RadarBlip(
|
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point + Rand.Vector(150.0f) + Vector2.Normalize(point - item.WorldPosition) * z / displayScale,
|
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alpha);
|
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alpha * (1.0f - pointDist/range));
|
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|
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radarBlips.Add(blip);
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zStep += 0.5f;
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alpha -= (z == 0) ? 0.5f : 0.1f;
|
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if (alpha < 0) break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawBlip(SpriteBatch spriteBatch, RadarBlip blip, Vector2 center, Color color, float radius)
|
||||
private void DrawBlip(SpriteBatch spriteBatch, RadarBlip blip, Vector2 center, float strength)
|
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{
|
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float displayScale = radius / range;
|
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strength = MathHelper.Clamp(strength, 0.0f, 1.0f);
|
||||
|
||||
Color[] colors = new Color[] {
|
||||
Color.TransparentBlack,
|
||||
new Color(0, 50, 160),
|
||||
new Color(0, 133, 166),
|
||||
new Color(2, 159, 30),
|
||||
new Color(255, 255, 255) };
|
||||
|
||||
float scaledT = strength * (colors.Length - 1);
|
||||
Color color = Color.Lerp(colors[(int)scaledT], colors[(int)scaledT], (scaledT - (int)scaledT));
|
||||
|
||||
Vector2 pos = (blip.Position - item.WorldPosition) * displayScale;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
if (pos.Length() > radius)
|
||||
if (pos.Length() > displayRadius)
|
||||
{
|
||||
blip.FadeTimer = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
pos.X = MathUtils.Round(pos.X, 4);
|
||||
pos.Y = MathUtils.Round(pos.Y, 2);
|
||||
/*pos.X = MathUtils.Round(pos.X, 4);
|
||||
pos.Y = MathUtils.Round(pos.Y, 2);*/
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, center + pos, new Vector2(4, 2), color, true);
|
||||
|
||||
float posDist = pos.Length();
|
||||
Vector2 dir = pos / posDist;
|
||||
float distFactor = (posDist / displayRadius);
|
||||
|
||||
Vector2 normal = new Vector2(dir.Y, -dir.X) * (strength + 1.0f) * distFactor * 5.0f;
|
||||
|
||||
GUI.DrawLine(spriteBatch, center + pos - normal, center + pos + normal, color * (1.0f - distFactor), 0, 2);
|
||||
|
||||
pos += Rand.Range(0.0f, 1.0f) * dir + Rand.Range(-1.0f, 1.0f) * normal;
|
||||
GUI.DrawLine(spriteBatch, center + pos - normal, center + pos + normal, color * 0.2f, 0, 3);
|
||||
}
|
||||
|
||||
private void DrawMarker(SpriteBatch spriteBatch, string label, Vector2 position, float scale, Vector2 center, float radius)
|
||||
@@ -431,7 +498,6 @@ namespace Barotrauma.Items.Components
|
||||
try
|
||||
{
|
||||
IsActive = message.ReadBoolean();
|
||||
isActiveTickBox.Selected = IsActive;
|
||||
}
|
||||
catch
|
||||
{
|
||||
@@ -448,7 +514,7 @@ namespace Barotrauma.Items.Components
|
||||
public RadarBlip(Vector2 pos, float fadeTimer)
|
||||
{
|
||||
Position = pos;
|
||||
FadeTimer = fadeTimer;
|
||||
FadeTimer = Math.Max(fadeTimer, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -295,22 +295,14 @@ namespace Barotrauma.Items.Components
|
||||
FissionRate += (MathHelper.Clamp(load - target, -10.0f, 10.0f) - 1.0f) * deltaTime;
|
||||
CoolingRate += (MathHelper.Clamp(target - load, -5.0f, 5.0f) - 1.0f) * deltaTime;
|
||||
}
|
||||
|
||||
//fission rate can't be lowered below a certain amount if the core is too hot
|
||||
//FissionRate = Math.Max(fissionRate, heat / 200.0f);
|
||||
|
||||
//the power generated by the reactor is equal to the temperature
|
||||
currPowerConsumption = -temperature*powerPerTemp;
|
||||
|
||||
//foreach (Item i in item.ContainedItems)
|
||||
//{
|
||||
// i.Condition = 5.0f;
|
||||
//}
|
||||
|
||||
|
||||
if (item.CurrentHull != null)
|
||||
{
|
||||
//the sound can be heard from 20 000 display units away when everything running at 100%
|
||||
item.CurrentHull.SoundRange = Math.Max((coolingRate + fissionRate) * 100, item.CurrentHull.AiTarget.SoundRange);
|
||||
//the sound can be heard from 20 000 display units away when running at full power
|
||||
item.CurrentHull.SoundRange = Math.Max(temperature * 2, item.CurrentHull.AiTarget.SoundRange);
|
||||
}
|
||||
|
||||
UpdateGraph(deltaTime);
|
||||
|
||||
Reference in New Issue
Block a user