Build 0.18.5.0

This commit is contained in:
Markus Isberg
2022-06-03 22:29:04 +09:00
parent 64db1a6a44
commit 6be757a45b
72 changed files with 869 additions and 439 deletions
@@ -1,55 +1,61 @@
using Barotrauma.Networking;
using Barotrauma.RuinGeneration;
using Barotrauma.Sounds;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Immutable;
using Barotrauma.IO;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Items.Components;
namespace Barotrauma
{
partial class Submarine : Entity, IServerPositionSync
{
public static Vector2 MouseToWorldGrid(Camera cam, Submarine sub)
{
Vector2 position = PlayerInput.MousePosition;
position = cam.ScreenToWorld(position);
Vector2 worldGridPos = VectorToWorldGrid(position);
if (sub != null)
{
worldGridPos.X += sub.Position.X % GridSize.X;
worldGridPos.Y += sub.Position.Y % GridSize.Y;
}
return worldGridPos;
}
//drawing ----------------------------------------------------
private static readonly HashSet<Submarine> visibleSubs = new HashSet<Submarine>();
private static double prevCullTime;
private static Rectangle prevCullArea;
/// <summary>
/// Interval at which we force culled entites to be updated, regardless if the camera has moved
/// </summary>
private const float CullInterval = 0.25f;
/// <summary>
/// Margin applied around the view area when culling entities (i.e. entities that are this far outside the view are still considered visible)
/// </summary>
private const int CullMargin = 500;
/// <summary>
/// Update entity culling when any corner of the view has moved more than this
/// </summary>
private const int CullMoveThreshold = 50;
public static void CullEntities(Camera cam)
{
Rectangle camView = cam.WorldView;
camView = new Rectangle(camView.X - CullMargin, camView.Y + CullMargin, camView.Width + CullMargin * 2, camView.Height + CullMargin * 2);
if (Math.Abs(camView.X - prevCullArea.X) < CullMoveThreshold &&
Math.Abs(camView.Y - prevCullArea.Y) < CullMoveThreshold &&
Math.Abs(camView.Right - prevCullArea.Right) < CullMoveThreshold &&
Math.Abs(camView.Bottom - prevCullArea.Bottom) < CullMoveThreshold &&
prevCullTime > Timing.TotalTime - CullInterval)
{
return;
}
visibleSubs.Clear();
foreach (Submarine sub in Loaded)
{
if (Level.Loaded != null && sub.WorldPosition.Y < Level.MaxEntityDepth) { continue; }
int margin = 500;
Rectangle worldBorders = new Rectangle(
sub.VisibleBorders.X + (int)sub.WorldPosition.X - margin,
sub.VisibleBorders.Y + (int)sub.WorldPosition.Y + margin,
sub.VisibleBorders.Width + margin * 2,
sub.VisibleBorders.Height + margin * 2);
sub.VisibleBorders.X + (int)sub.WorldPosition.X,
sub.VisibleBorders.Y + (int)sub.WorldPosition.Y,
sub.VisibleBorders.Width,
sub.VisibleBorders.Height);
if (RectsOverlap(worldBorders, cam.WorldView))
if (RectsOverlap(worldBorders, camView))
{
visibleSubs.Add(sub);
}
@@ -64,16 +70,22 @@ namespace Barotrauma
visibleEntities.Clear();
}
Rectangle worldView = cam.WorldView;
foreach (MapEntity entity in MapEntity.mapEntityList)
{
if (entity.Submarine != null)
{
if (!visibleSubs.Contains(entity.Submarine)) { continue; }
}
if (entity.IsVisible(worldView)) { visibleEntities.Add(entity); }
if (entity.IsVisible(camView)) { visibleEntities.Add(entity); }
}
prevCullArea = camView;
prevCullTime = Timing.TotalTime;
}
public static void ForceVisibilityRecheck()
{
prevCullTime = 0;
}
public static void Draw(SpriteBatch spriteBatch, bool editing = false)
@@ -148,7 +160,7 @@ namespace Barotrauma
{
if (predicate != null)
{
if (!predicate(e)) continue;
if (!predicate(e)) { continue; }
}
float drawDepth = structure.GetDrawDepth();
int i = 0;
@@ -679,6 +691,22 @@ namespace Barotrauma
return GameMain.LightManager.Lights.Count(l => l.CastShadows && !l.IsBackground) - disabledItemLightCount;
}
public static Vector2 MouseToWorldGrid(Camera cam, Submarine sub)
{
Vector2 position = PlayerInput.MousePosition;
position = cam.ScreenToWorld(position);
Vector2 worldGridPos = VectorToWorldGrid(position);
if (sub != null)
{
worldGridPos.X += sub.Position.X % GridSize.X;
worldGridPos.Y += sub.Position.Y % GridSize.Y;
}
return worldGridPos;
}
public void ClientReadPosition(IReadMessage msg, float sendingTime)
{
var posInfo = PhysicsBody.ClientRead(msg, sendingTime, parentDebugName: Info.Name);