Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)
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using Barotrauma.Lights;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma
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{
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class FireSource
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{
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const float OxygenConsumption = 10.0f;
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const float GrowSpeed = 5.0f;
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Hull hull;
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LightSource lightSource;
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Vector2 position;
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Vector2 size;
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public Vector2 Size
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{
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get { return size; }
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}
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public FireSource(Vector2 position)
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{
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hull = Hull.FindHull(position);
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if (hull == null) return;
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lightSource = new LightSource(position, 50.0f, new Color(1.0f, 0.9f, 0.6f));
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hull.AddFireSource(this);
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this.position = position - new Vector2(-5.0f, 5.0f);
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this.position.Y = hull.Rect.Y - hull.Rect.Height;
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size = new Vector2(10.0f, 10.0f);
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}
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private void LimitSize()
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{
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position.X = Math.Max(hull.Rect.X, position.X);
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position.Y = Math.Min(hull.Rect.Y, position.Y);
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size.X = Math.Min(hull.Rect.Width - (position.X - hull.Rect.X), size.X);
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size.Y = Math.Min(hull.Rect.Height - (hull.Rect.Y - position.Y), size.Y);
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}
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public static void UpdateAll(List<FireSource> fireSources, float deltaTime)
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{
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for (int i = fireSources.Count - 1; i >= 0; i--)
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{
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fireSources[i].Update(deltaTime);
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}
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//combine overlapping fires
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for (int i = fireSources.Count - 1; i >= 0; i--)
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{
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for (int j = i-1; j>=0 ; j--)
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{
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if (!fireSources[i].CheckOverLap(fireSources[j])) continue;
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fireSources[j].position.X = Math.Min(fireSources[i].position.X, fireSources[j].position.X);
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fireSources[j].size.X =
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Math.Max(fireSources[i].position.X + fireSources[i].size.X, fireSources[j].position.X + fireSources[j].size.X)
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- fireSources[j].position.X;
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fireSources[i].Remove();
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}
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}
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}
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private bool CheckOverLap(FireSource fireSource)
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{
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return !(position.X > fireSource.position.X + fireSource.size.X &&
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position.X + size.X < fireSource.position.X);
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}
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public void Update(float deltaTime)
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{
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float count = Rand.Range(0.0f, (float)Math.Sqrt(size.X)/2.0f);
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for (int i = 0; i < count; i++ )
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{
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float normalizedPos = 0.5f-(i / count);
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Vector2 spawnPos = new Vector2(position.X + Rand.Range(0.0f, size.X), Rand.Range(position.Y - size.Y, position.Y)+10.0f);
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Vector2 speed = new Vector2((spawnPos.X - (position.X + size.X/2.0f)), (float)Math.Sqrt(size.X)*Rand.Range(10.0f,15.0f));
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var particle = GameMain.ParticleManager.CreateParticle("flame",
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spawnPos, speed, 0.0f, hull);
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if (particle == null) continue;
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if (Rand.Int(20) == 1) particle.OnChangeHull = OnChangeHull;
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particle.Size *= MathHelper.Clamp(size.X/100.0f * (hull.Oxygen/hull.FullVolume), 0.5f, 4.0f);
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}
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DamageCharacters(deltaTime);
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if (hull.Volume > 0.0f) Extinquish(deltaTime);
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lightSource.Range = Math.Max(size.X, size.Y)*Rand.Range(8.0f, 10.0f)/2.0f;
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lightSource.Color = new Color(1.0f, 0.9f, 0.6f) * Rand.Range(0.8f, 1.0f);
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hull.Oxygen -= size.X*deltaTime*OxygenConsumption;
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float growModifier = hull.OxygenPercentage < 20.0f ? hull.OxygenPercentage/20.0f : 1.0f;
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position.X -= GrowSpeed * growModifier * 0.5f * deltaTime;
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//position.Y += GrowSpeed*0.5f * deltaTime;
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size.X += GrowSpeed * growModifier * deltaTime;
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//size.Y += GrowSpeed * deltaTime;
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LimitSize();
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}
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private void OnChangeHull(Vector2 pos, Hull particleHull)
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{
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if (particleHull == hull || particleHull==null) return;
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if (particleHull.FireSources.Find(fs => pos.X > fs.position.X && pos.X < fs.position.X+fs.size.X)!=null) return;
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new FireSource(new Vector2(pos.X, particleHull.Rect.Y-particleHull.Rect.Height + 5.0f));
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}
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private void DamageCharacters(float deltaTime)
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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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float range = (float)Math.Sqrt(size.X) * 10.0f;
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if (c.Position.X < position.X - range || c.Position.X > position.X + size.X + range) continue;
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if (c.Position.Y < position.Y - size.Y || c.Position.Y > hull.Rect.Y) continue;
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c.Health -= (float)Math.Sqrt(size.X) * deltaTime;
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}
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}
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private void Extinquish(float deltaTime)
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{
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float extinquishAmount = Math.Min(hull.Volume / 100.0f, size.X);
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float steamCount = Rand.Range(-5.0f, (float)Math.Sqrt(extinquishAmount));
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for (int i = 0; i < steamCount; i++)
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{
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Vector2 spawnPos = new Vector2(position.X + size.X * (i / steamCount) + Rand.Range(-5.0f, 5.0f), Rand.Range(position.Y - size.Y, position.Y) + 10.0f);
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Vector2 speed = new Vector2((spawnPos.X - (position.X + size.X / 2.0f)), (float)Math.Sqrt(size.X) * Rand.Range(20.0f, 25.0f));
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var particle = GameMain.ParticleManager.CreateParticle("steam",
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spawnPos, speed, 0.0f, hull);
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if (particle == null) continue;
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particle.Size *= MathHelper.Clamp(size.X / 10.0f, 0.5f, 3.0f);
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}
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position.X += extinquishAmount * 0.1f / 2.0f;
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size.X -= extinquishAmount * 0.1f;
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hull.Volume -= extinquishAmount;
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if (size.X < 1.0f) Remove();
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}
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public void Remove()
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{
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lightSource.Remove();
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hull.RemoveFire(this);
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}
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}
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}
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