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:
Regalis
2017-04-24 21:13:54 +03:00
parent 5eb01d4c50
commit 1dad5d9bf4
2 changed files with 215 additions and 157 deletions

View File

@@ -20,14 +20,20 @@ namespace Barotrauma.Items.Components
private List<RadarBlip> radarBlips;
private float prevPingRadius;
float prevPassivePingRadius;
private Vector2 center;
private float displayRadius;
private float displayScale;
[HasDefaultValue(10000.0f, false)]
public float Range
{
get { return range; }
set { range = MathHelper.Clamp(value, 0.0f, 100000.0f); }
}
[HasDefaultValue(false, false)]
public bool DetectSubmarineWalls
{
@@ -35,6 +41,20 @@ namespace Barotrauma.Items.Components
set;
}
public override bool IsActive
{
get
{
return base.IsActive;
}
set
{
base.IsActive = value;
if (isActiveTickBox != null) isActiveTickBox.Selected = value;
}
}
public Radar(Item item, XElement element)
: base(item, element)
{
@@ -52,8 +72,8 @@ namespace Barotrauma.Items.Components
break;
}
}
isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Sonar", Alignment.TopLeft, GuiFrame);
isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Active Sonar", Alignment.TopLeft, GuiFrame);
isActiveTickBox.OnSelected = (GUITickBox box) =>
{
IsActive = box.Selected;
@@ -61,8 +81,10 @@ namespace Barotrauma.Items.Components
return true;
};
GuiFrame.CanBeFocused = false;
IsActive = false;
}
public override void Update(float deltaTime, Camera cam)
@@ -70,23 +92,16 @@ namespace Barotrauma.Items.Components
currPowerConsumption = powerConsumption;
base.Update(deltaTime, cam);
for (int i = radarBlips.Count - 1; i >= 0; i-- )
{
radarBlips[i].FadeTimer -= deltaTime*0.5f;
if (radarBlips[i].FadeTimer <= 0.0f) radarBlips.RemoveAt(i);
}
if (voltage >= minVoltage || powerConsumption <= 0.0f)
{
pingState = pingState + deltaTime * 0.5f;
if (pingState>1.0f)
if (pingState > 1.0f)
{
if (item.CurrentHull != null) item.CurrentHull.AiTarget.SoundRange = Math.Max(Range * pingState, item.CurrentHull.AiTarget.SoundRange);
item.Use(deltaTime);
pingState = 0.0f;
}
if (item.CurrentHull != null) item.CurrentHull.AiTarget.SoundRange = Math.Max(Range * pingState, item.CurrentHull.AiTarget.SoundRange);
}
else
{
@@ -109,56 +124,60 @@ namespace Barotrauma.Items.Components
public override void UpdateHUD(Character character)
{
GuiFrame.Update((float)Timing.Step);
for (int i = radarBlips.Count - 1; i >= 0; i--)
{
radarBlips[i].FadeTimer -= (float)Timing.Step * 0.5f;
if (radarBlips[i].FadeTimer <= 0.0f) radarBlips.RemoveAt(i);
}
float radius = (GuiFrame.Rect.Height / 2 - 30);
if (IsActive)
{
float pingRadius = displayRadius * pingState;
Ping(item.WorldPosition, pingRadius, prevPingRadius, displayScale, range, 2.0f);
prevPingRadius = pingRadius;
}
float passivePingRadius = (float)Math.Sin(GameMain.Instance.TotalElapsedTime*10);
if (passivePingRadius > 0.0f)
{
foreach (AITarget t in AITarget.List)
{
if (t.SoundRange <= 0.0f) continue;
if (Vector2.Distance(t.WorldPosition, item.WorldPosition) < t.SoundRange)
{
Ping(t.WorldPosition, t.SoundRange * passivePingRadius * 0.2f, t.SoundRange * prevPassivePingRadius * 0.2f, displayScale, t.SoundRange, 0.5f);
radarBlips.Add(new RadarBlip(t.WorldPosition, 1.0f));
}
}
}
prevPassivePingRadius = passivePingRadius;
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
GuiFrame.Draw(spriteBatch);
if (voltage < minVoltage && powerConsumption > 0.0f) return;
int radius = GuiFrame.Rect.Height / 2 - 30;
DrawRadar(spriteBatch, new Rectangle((int)GuiFrame.Center.X - radius, (int)GuiFrame.Center.Y - radius, radius * 2, radius * 2));
}
private void DrawRadar(SpriteBatch spriteBatch, Rectangle rect)
{
Vector2 center = new Vector2(rect.X + rect.Width*0.5f, rect.Center.Y);
center = new Vector2(rect.X + rect.Width * 0.5f, rect.Center.Y);
displayRadius = rect.Width / 2.0f;
displayScale = displayRadius / range;
if (!IsActive) return;
float pingRadius = (rect.Width / 2.0f) * pingState;
pingCircle.Draw(spriteBatch, center, Color.White * (1.0f - pingState), 0.0f, (rect.Width / pingCircle.size.X) * pingState);
float radius = rect.Width / 2.0f;
float displayScale = radius / range;
foreach (Submarine submarine in Submarine.Loaded)
if (IsActive)
{
if (item.Submarine == submarine && !DetectSubmarineWalls) continue;
if (item.Submarine != null && item.Submarine.DockedTo.Contains(submarine)) continue;
if (submarine.HullVertices == null) continue;
for (int i = 0; i < submarine.HullVertices.Count; i++)
{
Vector2 start = ConvertUnits.ToDisplayUnits(submarine.HullVertices[i]);
Vector2 end = ConvertUnits.ToDisplayUnits(submarine.HullVertices[(i + 1) % submarine.HullVertices.Count]);
if (item.Submarine == submarine)
{
start += Rand.Vector(500.0f);
end += Rand.Vector(500.0f);
}
CreateBlipsForLine(
start + submarine.WorldPosition,
end + submarine.WorldPosition,
radius, displayScale, 200.0f, 2.0f);
}
pingCircle.Draw(spriteBatch, center, Color.White * (1.0f - pingState), 0.0f, (rect.Width / pingCircle.size.X) * pingState);
}
if (item.Submarine != null && !DetectSubmarineWalls)
{
float simScale = displayScale * Physics.DisplayToSimRation;
@@ -181,93 +200,18 @@ namespace Barotrauma.Items.Components
}
}
if (Level.Loaded != null && (item.CurrentHull == null || !DetectSubmarineWalls))
{
if (Level.Loaded.Size.Y - item.WorldPosition.Y < range)
{
CreateBlipsForLine(
new Vector2(item.WorldPosition.X - range, Level.Loaded.Size.Y),
new Vector2(item.WorldPosition.X + range, Level.Loaded.Size.Y),
radius, displayScale, 500.0f, 10.0f);
}
List<VoronoiCell> cells = Level.Loaded.GetCells(item.WorldPosition, 7);
foreach (VoronoiCell cell in cells)
{
foreach (GraphEdge edge in cell.edges)
{
if (!edge.isSolid) continue;
float cellDot = Vector2.Dot(cell.Center - item.WorldPosition, (edge.Center + cell.Translation) - cell.Center);
if (cellDot > 0) continue;
float facingDot = Vector2.Dot(
Vector2.Normalize(edge.point1 - edge.point2),
Vector2.Normalize(cell.Center - item.WorldPosition));
CreateBlipsForLine(edge.point1 + cell.Translation, edge.point2 + cell.Translation, radius, displayScale, 350.0f, 3.0f * (Math.Abs(facingDot) + 1.0f));
}
}
foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
{
if (!MathUtils.CircleIntersectsRectangle(item.WorldPosition, range, ruin.Area)) continue;
foreach (var ruinShape in ruin.RuinShapes)
{
foreach (RuinGeneration.Line wall in ruinShape.Walls)
{
float cellDot = Vector2.Dot(
Vector2.Normalize(ruinShape.Center - item.WorldPosition),
Vector2.Normalize((wall.A+wall.B)/2.0f - ruinShape.Center));
if (cellDot > 0) continue;
CreateBlipsForLine(wall.A, wall.B, radius, displayScale, 100.0f, 1000.0f);
}
}
}
}
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull != null) continue;
if (DetectSubmarineWalls && c.AnimController.CurrentHull == null && item.CurrentHull != null) continue;
foreach (Limb limb in c.AnimController.Limbs)
{
float pointDist = (limb.WorldPosition - item.WorldPosition).Length() * displayScale;
if (limb.SimPosition == Vector2.Zero || pointDist > radius) continue;
if (pointDist > prevPingRadius && pointDist < pingRadius)
{
for (int i = 0; i<=limb.Mass/100.0f; i++)
{
var blip = new RadarBlip(limb.WorldPosition+Rand.Vector(limb.Mass/10.0f), 1.0f);
radarBlips.Add(blip);
}
}
}
}
foreach (RadarBlip radarBlip in radarBlips)
{
DrawBlip(spriteBatch, radarBlip, center, Color.Green * radarBlip.FadeTimer, radius);
DrawBlip(spriteBatch, radarBlip, center, radarBlip.FadeTimer / 2.0f);
}
prevPingRadius = pingRadius;
if (screenOverlay != null)
{
screenOverlay.Draw(spriteBatch, center, 0.0f, rect.Width / screenOverlay.size.X);
}
//prevPingRadius = pingRadius;
if (GameMain.GameSession == null) return;
DrawMarker(spriteBatch,
GameMain.GameSession.StartLocation.Name,
(Level.Loaded.StartPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.5f));
@@ -307,7 +251,7 @@ namespace Barotrauma.Items.Components
foreach (WayPoint wp in steering.SteeringPath.Nodes)
{
Vector2 pos = (wp.Position - item.WorldPosition) * displayScale;
if (pos.Length() > radius) continue;
if (pos.Length() > displayRadius) continue;
pos.Y = -pos.Y;
pos += center;
@@ -323,14 +267,119 @@ namespace Barotrauma.Items.Components
}
}
private void CreateBlipsForLine(Vector2 point1, Vector2 point2, float radius, float displayScale, float lineStep, float zStep)
private void Ping(Vector2 pingSource, float pingRadius, float prevPingRadius, float displayScale, float range, float pingStrength = 1.0f)
{
float pingRadius = radius * pingState;
foreach (Submarine submarine in Submarine.Loaded)
{
if (item.Submarine == submarine && !DetectSubmarineWalls) continue;
if (item.Submarine != null && item.Submarine.DockedTo.Contains(submarine)) continue;
if (submarine.HullVertices == null) continue;
for (int i = 0; i < submarine.HullVertices.Count; i++)
{
Vector2 start = ConvertUnits.ToDisplayUnits(submarine.HullVertices[i]);
Vector2 end = ConvertUnits.ToDisplayUnits(submarine.HullVertices[(i + 1) % submarine.HullVertices.Count]);
if (item.Submarine == submarine)
{
start += Rand.Vector(500.0f);
end += Rand.Vector(500.0f);
}
CreateBlipsForLine(
start + submarine.WorldPosition,
end + submarine.WorldPosition,
pingRadius, prevPingRadius,
200.0f, 2.0f, range, 1.0f);
}
}
if (Level.Loaded != null && (item.CurrentHull == null || !DetectSubmarineWalls))
{
if (Level.Loaded.Size.Y - pingSource.Y < range)
{
CreateBlipsForLine(
new Vector2(pingSource.X - range, Level.Loaded.Size.Y),
new Vector2(pingSource.X + range, Level.Loaded.Size.Y),
pingRadius, prevPingRadius,
250.0f, 150.0f, range, pingStrength);
}
List<VoronoiCell> cells = Level.Loaded.GetCells(pingSource, 7);
foreach (VoronoiCell cell in cells)
{
foreach (GraphEdge edge in cell.edges)
{
if (!edge.isSolid) continue;
float cellDot = Vector2.Dot(cell.Center - pingSource, (edge.Center + cell.Translation) - cell.Center);
if (cellDot > 0) continue;
float facingDot = Vector2.Dot(
Vector2.Normalize(edge.point1 - edge.point2),
Vector2.Normalize(cell.Center - pingSource));
CreateBlipsForLine(
edge.point1 + cell.Translation,
edge.point2 + cell.Translation,
pingRadius, prevPingRadius,
350.0f, 3.0f * (Math.Abs(facingDot) + 1.0f), range, pingStrength);
}
}
foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
{
if (!MathUtils.CircleIntersectsRectangle(pingSource, range, ruin.Area)) continue;
foreach (var ruinShape in ruin.RuinShapes)
{
foreach (RuinGeneration.Line wall in ruinShape.Walls)
{
float cellDot = Vector2.Dot(
Vector2.Normalize(ruinShape.Center - pingSource),
Vector2.Normalize((wall.A + wall.B) / 2.0f - ruinShape.Center));
if (cellDot > 0) continue;
CreateBlipsForLine(
wall.A, wall.B,
pingRadius, prevPingRadius,
100.0f, 1000.0f, range, pingStrength);
}
}
}
}
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull != null || !c.Enabled) continue;
if (DetectSubmarineWalls && c.AnimController.CurrentHull == null && item.CurrentHull != null) continue;
foreach (Limb limb in c.AnimController.Limbs)
{
float pointDist = (limb.WorldPosition - pingSource).Length() * displayScale;
if (limb.SimPosition == Vector2.Zero || pointDist > displayRadius) continue;
if (pointDist > prevPingRadius && pointDist < pingRadius)
{
for (int i = 0; i <= limb.Mass / 100.0f; i++)
{
var blip = new RadarBlip(limb.WorldPosition + Rand.Vector(limb.Mass / 10.0f), MathHelper.Clamp(limb.Mass, 0.1f, pingStrength));
radarBlips.Add(blip);
}
}
}
}
}
private void CreateBlipsForLine(Vector2 point1, Vector2 point2, float pingRadius, float prevPingRadius,
float lineStep, float zStep, float range, float pingStrength)
{
float length = (point1 - point2).Length();
Vector2 lineDir = (point2 - point1) / length;
range *= displayScale;
for (float x = 0; x < length; x += lineStep*Rand.Range(0.8f,1.2f))
{
Vector2 point = point1 + lineDir * x;
@@ -338,44 +387,62 @@ namespace Barotrauma.Items.Components
float pointDist = Vector2.Distance(item.WorldPosition, point) * displayScale;
if (pointDist > radius) continue;
if (pointDist > displayRadius) continue;
if (pointDist < prevPingRadius || pointDist > pingRadius) continue;
//float step = 3.0f * (Math.Abs(facingDot) + 1.0f);
float alpha = Rand.Range(1.5f, 2.0f);
for (float z = 0; z < radius - pointDist; z += zStep)
float alpha = pingStrength * Rand.Range(1.5f, 2.0f);
for (float z = 0; z < displayRadius - pointDist * displayScale; z += zStep)
{
var blip = new RadarBlip(
point + Rand.Vector(150.0f) + Vector2.Normalize(point - item.WorldPosition) * z / displayScale,
alpha);
alpha * (1.0f - pointDist/range));
radarBlips.Add(blip);
zStep += 0.5f;
alpha -= (z == 0) ? 0.5f : 0.1f;
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)
{
float displayScale = radius / range;
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);
}
}
}

View File

@@ -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);