(61d00a474) v0.9.7.1
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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namespace Barotrauma
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{
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partial class EventManager
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{
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private Graph intensityGraph;
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private Graph targetIntensityGraph;
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private float intensityGraphUpdateInterval;
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private float lastIntensityUpdate;
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public void DebugDraw(SpriteBatch spriteBatch)
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{
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foreach (ScriptedEvent ev in activeEvents)
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{
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Vector2 drawPos = ev.DebugDrawPos;
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drawPos.Y = -drawPos.Y;
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var textOffset = new Vector2(-150, 0);
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ShapeExtensions.DrawCircle(spriteBatch, drawPos, 600, 6, Color.White, thickness: 20);
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GUI.DrawString(spriteBatch, drawPos + textOffset, ev.ToString(), Color.White, Color.Black, 0, GUI.LargeFont);
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}
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}
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public void DebugDrawHUD(SpriteBatch spriteBatch, int y)
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{
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GUI.DrawString(spriteBatch, new Vector2(10, y), "EventManager", Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 20), "Event cooldown: " + eventCoolDown, Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 35), "Current intensity: " + (int)Math.Round(currentIntensity * 100), Color.Lerp(Color.White, GUI.Style.Red, currentIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 50), "Target intensity: " + (int)Math.Round(targetIntensity * 100), Color.Lerp(Color.White, GUI.Style.Red, targetIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 65), "AvgHealth: " + (int)Math.Round(avgCrewHealth * 100), Color.Lerp(GUI.Style.Red, GUI.Style.Green, avgCrewHealth), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 80), "AvgHullIntegrity: " + (int)Math.Round(avgHullIntegrity * 100), Color.Lerp(GUI.Style.Red, GUI.Style.Green, avgHullIntegrity), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 95), "FloodingAmount: " + (int)Math.Round(floodingAmount * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, floodingAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 110), "FireAmount: " + (int)Math.Round(fireAmount * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, fireAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(15, y + 125), "EnemyDanger: " + (int)Math.Round(enemyDanger * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, enemyDanger), Color.Black * 0.6f, 0, GUI.SmallFont);
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#if DEBUG
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if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.LeftAlt) &&
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PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.T))
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{
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eventCoolDown = 1.0f;
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}
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#endif
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if (intensityGraph == null)
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{
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intensityGraph = new Graph();
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targetIntensityGraph = new Graph();
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}
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intensityGraphUpdateInterval = 5.0f;
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if (Timing.TotalTime > lastIntensityUpdate + intensityGraphUpdateInterval)
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{
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intensityGraph.Update(currentIntensity);
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targetIntensityGraph.Update(targetIntensity);
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lastIntensityUpdate = (float)Timing.TotalTime;
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}
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Rectangle graphRect = new Rectangle(15, y + 150, 150, 50);
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GUI.DrawRectangle(spriteBatch, graphRect, Color.Black * 0.5f, true);
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intensityGraph.Draw(spriteBatch, graphRect, 1.0f, 0.0f, Color.Lerp(Color.White, GUI.Style.Red, currentIntensity));
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targetIntensityGraph.Draw(spriteBatch, graphRect, 1.0f, 0.0f, Color.Lerp(Color.White, GUI.Style.Red, targetIntensity) * 0.5f);
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GUI.DrawLine(spriteBatch,
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new Vector2(graphRect.Right, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)),
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new Vector2(graphRect.Right + 5, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)), Color.Orange, 0, 1);
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y = graphRect.Bottom + 20;
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if (eventCoolDown > 0.0f)
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), "Event cooldown active: " + (int)eventCoolDown, Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
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y += 15;
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}
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else if (currentIntensity > eventThreshold)
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
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"Intensity too high for new events: " + (int)(currentIntensity * 100) + "%/" + (int)(eventThreshold * 100) + "%", Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
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y += 15;
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}
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foreach (ScriptedEventSet eventSet in pendingEventSets)
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{
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float distanceTraveled = MathHelper.Clamp(
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(Submarine.MainSub.WorldPosition.X - level.StartPosition.X) / (level.EndPosition.X - level.StartPosition.X),
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0.0f, 1.0f);
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), "New event (ID " + eventSet.DebugIdentifier + ") after: ", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
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y += 12;
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if ((Submarine.MainSub == null || distanceTraveled < eventSet.MinDistanceTraveled) &&
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roundDuration < eventSet.MinMissionTime)
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
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" " + (int)(eventSet.MinDistanceTraveled * 100.0f) + "% travelled (current: " + (int)(distanceTraveled * 100.0f) + " %)",
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Color.Orange * 0.8f, null, 0, GUI.SmallFont);
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y += 12;
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}
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if (CurrentIntensity < eventSet.MinIntensity || CurrentIntensity > eventSet.MaxIntensity)
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
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" intensity between " + ((int)eventSet.MinIntensity) + " and " + ((int)eventSet.MaxIntensity),
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Color.Orange * 0.8f, null, 0, GUI.SmallFont);
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y += 12;
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}
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if (roundDuration < eventSet.MinMissionTime)
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{
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
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" " + (int)(eventSet.MinMissionTime - roundDuration) + " s",
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Color.Orange * 0.8f, null, 0, GUI.SmallFont);
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}
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y += 15;
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}
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), "Current events: ", Color.White * 0.9f, null, 0, GUI.SmallFont);
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y += 12;
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foreach (ScriptedEvent scriptedEvent in activeEvents)
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{
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if (scriptedEvent.IsFinished) { continue; }
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GUI.DrawString(spriteBatch, new Vector2(graphRect.X + 5, y), scriptedEvent.ToString(), Color.White * 0.8f, null, 0, GUI.SmallFont);
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y += 12;
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}
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}
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}
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}
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