Unstable v0.1300.0.0 (February 19th 2021)

This commit is contained in:
Joonas Rikkonen
2021-02-25 13:44:23 +02:00
parent b772654326
commit 24cbef485a
441 changed files with 21343 additions and 8562 deletions
@@ -31,11 +31,20 @@ namespace Barotrauma
List<VertexPositionTexture> vertices = new List<VertexPositionTexture>();
foreach (VoronoiCell cell in cells)
{
Vector2 minVert = cell.Edges[0].Point1;
Vector2 maxVert = cell.Edges[0].Point1;
float circumference = 0.0f;
foreach (GraphEdge edge in cell.Edges)
{
circumference += Vector2.Distance(edge.Point1, edge.Point2);
minVert = new Vector2(
Math.Min(minVert.X, edge.Point1.X),
Math.Min(minVert.Y, edge.Point1.Y));
maxVert = new Vector2(
Math.Max(maxVert.X, edge.Point1.X),
Math.Max(maxVert.Y, edge.Point1.Y));
}
Vector2 center = (minVert + maxVert) / 2;
foreach (GraphEdge edge in cell.Edges)
{
if (!edge.IsSolid) { continue; }
@@ -130,8 +139,8 @@ namespace Barotrauma
break;
}
float point1UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point1 - cell.Center));
float point2UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point2 - cell.Center));
float point1UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point1 - center));
float point2UV = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(edge.Point2 - center));
//handle wrapping around 0/360
if (point1UV - point2UV > MathHelper.Pi)
{
@@ -43,10 +43,10 @@ namespace Barotrauma
}
}
public void DrawFront(SpriteBatch spriteBatch, Camera cam)
public void DrawDebugOverlay(SpriteBatch spriteBatch, Camera cam)
{
if (renderer == null) { return; }
renderer.Draw(spriteBatch, cam);
renderer.DrawDebugOverlay(spriteBatch, cam);
if (GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.1f)
{
@@ -114,10 +114,13 @@ namespace Barotrauma
graphics.Clear(BackgroundColor);
if (renderer == null) return;
renderer.DrawBackground(spriteBatch, cam, LevelObjectManager, backgroundCreatureManager);
renderer?.DrawBackground(spriteBatch, cam, LevelObjectManager, backgroundCreatureManager);
}
public void DrawFront(SpriteBatch spriteBatch, Camera cam)
{
renderer?.DrawForeground(spriteBatch, cam, LevelObjectManager);
}
public void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime)
{
bool isGlobalUpdate = msg.ReadBoolean();
@@ -3,9 +3,11 @@ using Barotrauma.Networking;
using Barotrauma.Particles;
using Barotrauma.Sounds;
using Barotrauma.SpriteDeformations;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
@@ -72,6 +74,18 @@ namespace Barotrauma
private set;
}
public bool VisibleOnSonar
{
get;
private set;
}
public float SonarRadius
{
get;
private set;
}
partial void InitProjSpecific()
{
Sprite?.EnsureLazyLoaded();
@@ -135,6 +149,13 @@ namespace Barotrauma
}
}
}
VisibleOnSonar = Prefab.SonarDisruption > 0.0f || Prefab.OverrideProperties.Any(p => p != null && p.SonarDisruption > 0.0f) ||
(Triggers != null && Triggers.Any(t => !MathUtils.NearlyEqual(t.Force, Vector2.Zero) && t.ForceMode != LevelTrigger.TriggerForceMode.LimitVelocity || !string.IsNullOrWhiteSpace(t.InfectIdentifier)));
if (VisibleOnSonar && Triggers.Any())
{
SonarRadius = Triggers.Select(t => t.ColliderRadius * 1.5f).Max();
}
}
public void Update(float deltaTime)
@@ -220,6 +241,7 @@ namespace Barotrauma
private void UpdateDeformations(float deltaTime)
{
if (ActivePrefab.DeformableSprite == null) { return; }
foreach (SpriteDeformation deformation in spriteDeformations)
{
if (deformation is PositionalDeformation positionalDeformation)
@@ -10,6 +10,7 @@ namespace Barotrauma
partial class LevelObjectManager
{
private readonly List<LevelObject> visibleObjectsBack = new List<LevelObject>();
private readonly List<LevelObject> visibleObjectsMid = new List<LevelObject>();
private readonly List<LevelObject> visibleObjectsFront = new List<LevelObject>();
private double NextRefreshTime;
@@ -26,6 +27,10 @@ namespace Barotrauma
{
obj.Update(deltaTime);
}
foreach (LevelObject obj in visibleObjectsMid)
{
obj.Update(deltaTime);
}
foreach (LevelObject obj in visibleObjectsFront)
{
obj.Update(deltaTime);
@@ -34,7 +39,7 @@ namespace Barotrauma
public IEnumerable<LevelObject> GetVisibleObjects()
{
return visibleObjectsBack.Union(visibleObjectsFront);
return visibleObjectsBack.Union(visibleObjectsMid).Union(visibleObjectsFront);
}
/// <summary>
@@ -43,6 +48,7 @@ namespace Barotrauma
private void RefreshVisibleObjects(Rectangle currentIndices, float zoom)
{
visibleObjectsBack.Clear();
visibleObjectsMid.Clear();
visibleObjectsFront.Clear();
float minSizeToDraw = MathHelper.Lerp(10.0f, 5.0f, Math.Min(zoom * 20.0f, 1.0f));
@@ -70,7 +76,10 @@ namespace Barotrauma
}
}
var objectList = obj.Position.Z >= 0 ? visibleObjectsBack : visibleObjectsFront;
var objectList =
obj.Position.Z >= 0 ?
visibleObjectsBack :
(obj.Position.Z < -1 ? visibleObjectsFront : visibleObjectsMid);
int drawOrderIndex = 0;
for (int i = 0; i < objectList.Count; i++)
{
@@ -102,8 +111,31 @@ namespace Barotrauma
currentGridIndices = currentIndices;
}
/// <summary>
/// Draw the objects behind the level walls
/// </summary>
public void DrawObjectsBack(SpriteBatch spriteBatch, Camera cam)
{
DrawObjects(spriteBatch, cam, visibleObjectsBack);
}
public void DrawObjects(SpriteBatch spriteBatch, Camera cam, bool drawFront)
/// <summary>
/// Draw the objects in front of the level walls, but behind characters
/// </summary>
public void DrawObjectsMid(SpriteBatch spriteBatch, Camera cam)
{
DrawObjects(spriteBatch, cam, visibleObjectsMid);
}
/// <summary>
/// Draw the objects in front of the level walls and characters
/// </summary>
public void DrawObjectsFront(SpriteBatch spriteBatch, Camera cam)
{
DrawObjects(spriteBatch, cam, visibleObjectsFront);
}
private void DrawObjects(SpriteBatch spriteBatch, Camera cam, List<LevelObject> objectList)
{
Rectangle indices = Rectangle.Empty;
indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize);
@@ -132,7 +164,6 @@ namespace Barotrauma
}
}
var objectList = drawFront ? visibleObjectsFront : visibleObjectsBack;
foreach (LevelObject obj in objectList)
{
Vector2 camDiff = new Vector2(obj.Position.X, obj.Position.Y) - cam.WorldViewCenter;
@@ -220,7 +220,7 @@ namespace Barotrauma
SamplerState.LinearWrap, DepthStencilState.DepthRead, null, null,
cam.Transform);
backgroundSpriteManager?.DrawObjects(spriteBatch, cam, drawFront: false);
backgroundSpriteManager?.DrawObjectsBack(spriteBatch, cam);
if (cam.Zoom > 0.05f)
{
backgroundCreatureManager?.Draw(spriteBatch, cam);
@@ -262,8 +262,6 @@ namespace Barotrauma
color: Color.White * alpha, textureScale: new Vector2(texScale));
}
}
spriteBatch.End();
RenderWalls(GameMain.Instance.GraphicsDevice, cam);
@@ -272,11 +270,21 @@ namespace Barotrauma
BlendState.NonPremultiplied,
SamplerState.LinearClamp, DepthStencilState.DepthRead, null, null,
cam.Transform);
if (backgroundSpriteManager != null) backgroundSpriteManager.DrawObjects(spriteBatch, cam, drawFront: true);
backgroundSpriteManager?.DrawObjectsMid(spriteBatch, cam);
spriteBatch.End();
}
public void Draw(SpriteBatch spriteBatch, Camera cam)
public void DrawForeground(SpriteBatch spriteBatch, Camera cam, LevelObjectManager backgroundSpriteManager = null)
{
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.NonPremultiplied,
SamplerState.LinearClamp, DepthStencilState.DepthRead, null, null,
cam.Transform);
backgroundSpriteManager?.DrawObjectsFront(spriteBatch, cam);
spriteBatch.End();
}
public void DrawDebugOverlay(SpriteBatch spriteBatch, Camera cam)
{
if (GameMain.DebugDraw && cam.Zoom > 0.1f)
{
@@ -294,7 +302,7 @@ namespace Barotrauma
{
GUI.DrawLine(spriteBatch, new Vector2(edge.Point1.X + cell.Translation.X, -(edge.Point1.Y + cell.Translation.Y)),
new Vector2(edge.Point2.X + cell.Translation.X, -(edge.Point2.Y + cell.Translation.Y)), edge.NextToCave ? Color.Red : (cell.Body == null ? Color.Cyan * 0.5f : (edge.IsSolid ? Color.White : Color.Gray)),
width: edge.NextToCave ? 8 :1);
width: edge.NextToCave ? 8 : 1);
}
foreach (Vector2 point in cell.BodyVertices)
@@ -314,6 +322,11 @@ namespace Barotrauma
}
}*/
foreach (var abyssIsland in level.AbyssIslands)
{
GUI.DrawRectangle(spriteBatch, new Vector2(abyssIsland.Area.X, -abyssIsland.Area.Y - abyssIsland.Area.Height), abyssIsland.Area.Size.ToVector2(), Color.Cyan, thickness: 5);
}
foreach (var ruin in level.Ruins)
{
ruin.DebugDraw(spriteBatch);
@@ -395,20 +408,20 @@ namespace Barotrauma
graphicsDevice.SetVertexBuffer(wall.WallBuffer);
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallBuffer.VertexCount / 3.0f));
if (destructibleWall.Damage > 0.0f)
{
wallCenterEffect.Texture = level.GenerationParams.WallSpriteDestroyed.Texture;
wallCenterEffect.Alpha = MathHelper.Lerp(0.2f, 1.0f, destructibleWall.Damage / destructibleWall.MaxHealth) * wall.Alpha;
wallCenterEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallEdgeBuffer.VertexCount / 3.0f));
}
wallEdgeEffect.Texture = level.GenerationParams.DestructibleWallEdgeSprite?.Texture ?? level.GenerationParams.WallEdgeSprite.Texture;
wallEdgeEffect.World = wall.GetTransform() * transformMatrix;
wallEdgeEffect.Alpha = wall.Alpha;
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.SetVertexBuffer(wall.WallEdgeBuffer);
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallEdgeBuffer.VertexCount / 3.0f));
if (destructibleWall.Damage <= 0.0f) { continue; }
wallEdgeEffect.Texture = level.GenerationParams.WallSpriteDestroyed.Texture;
wallEdgeEffect.Alpha = MathHelper.Lerp(0.2f, 1.0f, destructibleWall.Damage / destructibleWall.MaxHealth) * wall.Alpha;
wallEdgeEffect.World = wall.GetTransform() * transformMatrix;
wallEdgeEffect.CurrentTechnique.Passes[0].Apply();
graphicsDevice.SetVertexBuffer(wall.WallEdgeBuffer);
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wall.WallEdgeBuffer.VertexCount / 3.0f));
}
}