Merge branch 'dedicated-server' (TODO: make sure I didn't break anything)
Conflicts: Barotrauma/Barotrauma.csproj Barotrauma/BarotraumaShared/Source/Characters/AI/AIController.cs Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs Barotrauma/BarotraumaShared/Source/Characters/AICharacter.cs Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs Barotrauma/BarotraumaShared/Source/Characters/Attack.cs Barotrauma/BarotraumaShared/Source/Characters/Character.cs Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs Barotrauma/BarotraumaShared/Source/Characters/Limb.cs Barotrauma/BarotraumaShared/Source/Events/MonsterEvent.cs Barotrauma/BarotraumaShared/Source/Map/Explosion.cs
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -16,4 +16,3 @@ bld/
|
||||
#performance reports & sessions
|
||||
*.vsp
|
||||
*.psess
|
||||
/packages/MonoGame.Framework.WindowsDX.3.4.0.459/lib/net40
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
305
Barotrauma/BarotraumaClient/BarotraumaClient.csproj
Normal file
305
Barotrauma/BarotraumaClient/BarotraumaClient.csproj
Normal file
@@ -0,0 +1,305 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
|
||||
<ProductVersion>8.0.30703</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{008C0F83-E914-4966-9135-EA885059EDD8}</ProjectGuid>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>Barotrauma</RootNamespace>
|
||||
<AssemblyName>Barotrauma</AssemblyName>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<PublishUrl>publish\</PublishUrl>
|
||||
<Install>true</Install>
|
||||
<InstallFrom>Disk</InstallFrom>
|
||||
<UpdateEnabled>false</UpdateEnabled>
|
||||
<UpdateMode>Foreground</UpdateMode>
|
||||
<UpdateInterval>7</UpdateInterval>
|
||||
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
|
||||
<UpdatePeriodically>false</UpdatePeriodically>
|
||||
<UpdateRequired>false</UpdateRequired>
|
||||
<MapFileExtensions>true</MapFileExtensions>
|
||||
<ApplicationRevision>0</ApplicationRevision>
|
||||
<ApplicationVersion>0.1.0.%2a</ApplicationVersion>
|
||||
<UseApplicationTrust>false</UseApplicationTrust>
|
||||
<BootstrapperEnabled>true</BootstrapperEnabled>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<TargetFrameworkProfile />
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>..\bin\Windows\Debug\</OutputPath>
|
||||
<DefineConstants>TRACE;DEBUG;WINDOWS;CLIENT</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<Prefer32Bit>false</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>..\bin\Windows\Release\</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS;CLIENT</DefineConstants>
|
||||
<AllowedReferenceRelatedFileExtensions>
|
||||
<!-- Prevent default XML and PDB files copied to output in RELEASE.
|
||||
Only *.allowedextension files will be included, which doesn't exist in my case.
|
||||
-->
|
||||
.allowedextension
|
||||
</AllowedReferenceRelatedFileExtensions>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<Prefer32Bit>false</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationIcon>..\BarotraumaShared\Icon.ico</ApplicationIcon>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Source\Camera.cs" />
|
||||
<Compile Include="Source\Characters\AICharacter.cs" />
|
||||
<Compile Include="Source\Characters\AI\AIController.cs" />
|
||||
<Compile Include="Source\Characters\AI\AITarget.cs" />
|
||||
<Compile Include="Source\Characters\AI\CrewCommander.cs" />
|
||||
<Compile Include="Source\Characters\AI\EnemyAIController.cs" />
|
||||
<Compile Include="Source\Characters\AI\HumanAIController.cs" />
|
||||
<Compile Include="Source\Characters\Animation\Ragdoll.cs" />
|
||||
<Compile Include="Source\Characters\Attack.cs" />
|
||||
<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreature.cs" />
|
||||
<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreatureManager.cs" />
|
||||
<Compile Include="Source\Characters\BackgroundSprite\BackgroundCreaturePrefab.cs" />
|
||||
<Compile Include="Source\Characters\BackgroundSprite\BackgroundSpriteManager.cs" />
|
||||
<Compile Include="Source\Characters\BackgroundSprite\BackgroundSpritePrefab.cs" />
|
||||
<Compile Include="Source\Characters\Character.cs" />
|
||||
<Compile Include="Source\Characters\CharacterHUD.cs" />
|
||||
<Compile Include="Source\Characters\CharacterInfo.cs" />
|
||||
<Compile Include="Source\Characters\CharacterNetworking.cs" />
|
||||
<Compile Include="Source\Characters\CharacterSound.cs" />
|
||||
<Compile Include="Source\Characters\HUDProgressBar.cs" />
|
||||
<Compile Include="Source\Characters\HuskInfection.cs" />
|
||||
<Compile Include="Source\Characters\Jobs\JobPrefab.cs" />
|
||||
<Compile Include="Source\Characters\Limb.cs" />
|
||||
<Compile Include="Source\DebugConsole.cs" />
|
||||
<Compile Include="Source\EventInput\EventInput.cs" />
|
||||
<Compile Include="Source\EventInput\KeyboardDispatcher.cs" />
|
||||
<Compile Include="Source\Events\Missions\Mission.cs" />
|
||||
<Compile Include="Source\Events\Missions\MissionMode.cs" />
|
||||
<Compile Include="Source\Fonts\ScalableFont.cs" />
|
||||
<Compile Include="Source\GameMain.cs" />
|
||||
<Compile Include="Source\GameSession\CrewManager.cs" />
|
||||
<Compile Include="Source\GameSession\GameMode.cs" />
|
||||
<Compile Include="Source\GameSession\GameModes\SinglePlayerMode.cs" />
|
||||
<Compile Include="Source\GameSession\GameModes\TraitorManager.cs" />
|
||||
<Compile Include="Source\GameSession\GameModes\Tutorials\BasicTutorial.cs" />
|
||||
<Compile Include="Source\GameSession\GameModes\Tutorials\EditorTutorial.cs" />
|
||||
<Compile Include="Source\GameSession\GameModes\Tutorials\TutorialMode.cs" />
|
||||
<Compile Include="Source\GameSession\GameModes\Tutorials\TutorialType.cs" />
|
||||
<Compile Include="Source\GameSession\GameSession.cs" />
|
||||
<Compile Include="Source\GameSession\HireManager.cs" />
|
||||
<Compile Include="Source\GameSession\ShiftSummary.cs" />
|
||||
<Compile Include="Source\GameSettings.cs" />
|
||||
<Compile Include="Source\GUI\ComponentStyle.cs" />
|
||||
<Compile Include="Source\GUI\GUI.cs" />
|
||||
<Compile Include="Source\GUI\GUIButton.cs" />
|
||||
<Compile Include="Source\GUI\GUIComponent.cs" />
|
||||
<Compile Include="Source\GUI\GUIDropDown.cs" />
|
||||
<Compile Include="Source\GUI\GUIFrame.cs" />
|
||||
<Compile Include="Source\GUI\GUIImage.cs" />
|
||||
<Compile Include="Source\GUI\GUIListBox.cs" />
|
||||
<Compile Include="Source\GUI\GUIMessage.cs" />
|
||||
<Compile Include="Source\GUI\GUIMessageBox.cs" />
|
||||
<Compile Include="Source\GUI\GUIProgressBar.cs" />
|
||||
<Compile Include="Source\GUI\GUIScrollBar.cs" />
|
||||
<Compile Include="Source\GUI\GUIStyle.cs" />
|
||||
<Compile Include="Source\GUI\GUITextBlock.cs" />
|
||||
<Compile Include="Source\GUI\GUITextBox.cs" />
|
||||
<Compile Include="Source\GUI\GUITickBox.cs" />
|
||||
<Compile Include="Source\GUI\LoadingScreen.cs" />
|
||||
<Compile Include="Source\Items\CharacterInventory.cs" />
|
||||
<Compile Include="Source\Items\Components\Door.cs" />
|
||||
<Compile Include="Source\Items\Components\ItemComponent.cs" />
|
||||
<Compile Include="Source\Items\Components\ItemContainer.cs" />
|
||||
<Compile Include="Source\Items\Components\ItemLabel.cs" />
|
||||
<Compile Include="Source\Items\Components\LightComponent.cs" />
|
||||
<Compile Include="Source\Items\Components\Machines\Deconstructor.cs" />
|
||||
<Compile Include="Source\Items\Components\Machines\Engine.cs" />
|
||||
<Compile Include="Source\Items\Components\Machines\Fabricator.cs" />
|
||||
<Compile Include="Source\Items\Components\Machines\MiniMap.cs" />
|
||||
<Compile Include="Source\Items\Components\Machines\Pump.cs" />
|
||||
<Compile Include="Source\Items\Components\Machines\Radar.cs" />
|
||||
<Compile Include="Source\Items\Components\Machines\Reactor.cs" />
|
||||
<Compile Include="Source\Items\Components\Machines\Steering.cs" />
|
||||
<Compile Include="Source\Items\Components\Power\PowerContainer.cs" />
|
||||
<Compile Include="Source\Items\Components\Power\Powered.cs" />
|
||||
<Compile Include="Source\Items\Components\Power\PowerTransfer.cs" />
|
||||
<Compile Include="Source\Items\Components\Signal\Connection.cs" />
|
||||
<Compile Include="Source\Items\Components\Signal\ConnectionPanel.cs" />
|
||||
<Compile Include="Source\Items\Components\Signal\Wire.cs" />
|
||||
<Compile Include="Source\Items\Components\StatusHUD.cs" />
|
||||
<Compile Include="Source\Items\Components\Turret.cs" />
|
||||
<Compile Include="Source\Items\DockingPort.cs" />
|
||||
<Compile Include="Source\Items\FixRequirement.cs" />
|
||||
<Compile Include="Source\Items\Inventory.cs" />
|
||||
<Compile Include="Source\Items\Item.cs" />
|
||||
<Compile Include="Source\Items\ItemPrefab.cs" />
|
||||
<Compile Include="Source\Items\Rope.cs" />
|
||||
<Compile Include="Source\Map\Explosion.cs" />
|
||||
<Compile Include="Source\Map\FireSource.cs" />
|
||||
<Compile Include="Source\Map\Gap.cs" />
|
||||
<Compile Include="Source\Map\Hull.cs" />
|
||||
<Compile Include="Source\Map\Levels\CaveGenerator.cs" />
|
||||
<Compile Include="Source\Map\Levels\Level.cs" />
|
||||
<Compile Include="Source\Map\Levels\LevelRenderer.cs" />
|
||||
<Compile Include="Source\Map\Levels\Ruins\RuinGenerator.cs" />
|
||||
<Compile Include="Source\Map\Levels\WaterRenderer.cs" />
|
||||
<Compile Include="Source\Map\Levels\WrappingWall.cs" />
|
||||
<Compile Include="Source\Map\Lights\ConvexHull.cs" />
|
||||
<Compile Include="Source\Map\Lights\LightManager.cs" />
|
||||
<Compile Include="Source\Map\Lights\LightSource.cs" />
|
||||
<Compile Include="Source\Map\LinkedSubmarine.cs" />
|
||||
<Compile Include="Source\Map\Map\Location.cs" />
|
||||
<Compile Include="Source\Map\Map.cs" />
|
||||
<Compile Include="Source\Map\MapEntity.cs" />
|
||||
<Compile Include="Source\Map\MapEntityPrefab.cs" />
|
||||
<Compile Include="Source\Map\Structure.cs" />
|
||||
<Compile Include="Source\Map\StructurePrefab.cs" />
|
||||
<Compile Include="Source\Map\Submarine.cs" />
|
||||
<Compile Include="Source\Map\WayPoint.cs" />
|
||||
<Compile Include="Source\Networking\BanList.cs" />
|
||||
<Compile Include="Source\Networking\EntitySpawner.cs" />
|
||||
<Compile Include="Source\Networking\FileTransfer\FileReceiver.cs" />
|
||||
<Compile Include="Source\Networking\GameClient.cs" />
|
||||
<Compile Include="Source\Networking\GameServer.cs" />
|
||||
<Compile Include="Source\Networking\GameServerSettings.cs" />
|
||||
<Compile Include="Source\Networking\NetEntityEvent\ClientEntityEventManager.cs" />
|
||||
<Compile Include="Source\Networking\NetEntityEvent\NetEntityEvent.cs" />
|
||||
<Compile Include="Source\Networking\NetStats.cs" />
|
||||
<Compile Include="Source\Networking\NetworkMember.cs" />
|
||||
<Compile Include="Source\Networking\ServerLog.cs" />
|
||||
<Compile Include="Source\Networking\Voting.cs" />
|
||||
<Compile Include="Source\Networking\WhiteList.cs" />
|
||||
<Compile Include="Source\Particles\Particle.cs" />
|
||||
<Compile Include="Source\Particles\ParticleEmitter.cs" />
|
||||
<Compile Include="Source\Particles\ParticleManager.cs" />
|
||||
<Compile Include="Source\Particles\ParticlePrefab.cs" />
|
||||
<Compile Include="Source\Physics\PhysicsBody.cs" />
|
||||
<Compile Include="Source\PlayerInput.cs" />
|
||||
<Compile Include="Source\Program.cs" />
|
||||
<Compile Include="Source\Screens\BlurEffect.cs" />
|
||||
<Compile Include="Source\Screens\EditCharacterScreen.cs" />
|
||||
<Compile Include="Source\Screens\EditMapScreen.cs" />
|
||||
<Compile Include="Source\Screens\GameScreen.cs" />
|
||||
<Compile Include="Source\Screens\LobbyScreen.cs" />
|
||||
<Compile Include="Source\Screens\MainMenuScreen.cs" />
|
||||
<Compile Include="Source\Screens\NetLobbyScreen.cs" />
|
||||
<Compile Include="Source\Screens\Screen.cs" />
|
||||
<Compile Include="Source\Screens\ServerListScreen.cs" />
|
||||
<Compile Include="Source\Sounds\OggSound.cs" />
|
||||
<Compile Include="Source\Sounds\OggStream.cs" />
|
||||
<Compile Include="Source\Sounds\Sound.cs" />
|
||||
<Compile Include="Source\Sounds\SoundManager.cs" />
|
||||
<Compile Include="Source\Sounds\SoundPlayer.cs" />
|
||||
<Compile Include="Source\Sprite\Sprite.cs" />
|
||||
<Compile Include="Source\Sprite\SpriteSheet.cs" />
|
||||
<Compile Include="Source\Utils\MathUtils.cs" />
|
||||
<Compile Include="Source\Utils\SaveUtil.cs" />
|
||||
<Compile Include="Source\Utils\TextureLoader.cs" />
|
||||
<Compile Include="Source\Utils\ToolBox.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="MonoGame.Framework, Version=3.6.0.1625, Culture=neutral, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\Libraries\NuGet\MonoGame.Framework.WindowsDX.3.6.0.1625\lib\net40\MonoGame.Framework.dll</HintPath>
|
||||
<Private>True</Private>
|
||||
</Reference>
|
||||
<Reference Include="NVorbis, Version=0.8.4.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\Libraries\NuGet\NVorbis.0.8.5.0\lib\NVorbis.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="OpenTK, Version=1.1.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\Libraries\NuGet\OpenTK.2.0.0\lib\net20\OpenTK.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="PresentationCore" />
|
||||
<Reference Include="RestSharp">
|
||||
<HintPath>..\..\Libraries\NuGet\RestSharp.105.2.3\lib\net45\RestSharp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="SharpDX, Version=2.6.3.0, Culture=neutral, PublicKeyToken=b4dcf0f35e5521f1, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\Libraries\NuGet\MonoGame.Framework.WindowsDX.3.6.0.1625\lib\net40\SharpDX.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.XML" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="freetype6.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="OpenAL32.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="wrap_oal.dll">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<BootstrapperPackage Include=".NETFramework,Version=v4.0">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Microsoft .NET Framework 4 %28x86 and x64%29</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5 SP1</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Windows.Installer.4.5">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>Windows Installer 4.5</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\Libraries\Farseer Physics Engine 3.5\Farseer Physics MonoGame.csproj">
|
||||
<Project>{0aad36e3-51a5-4a07-ab60-5c8a66bd38b7}</Project>
|
||||
<Name>Farseer Physics MonoGame</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\Hyper.ComponentModel\Hyper.ComponentModel.csproj">
|
||||
<Project>{3b8f9edb-6e5e-450c-abc2-ec49075d0b50}</Project>
|
||||
<Name>Hyper.ComponentModel</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\Lidgren.Network\Lidgren.Network.csproj">
|
||||
<Project>{49ba1c69-6104-41ac-a5d8-b54fa9f696e8}</Project>
|
||||
<Name>Lidgren.Network</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Libraries\SharpFont\Source\SharpFont\SharpFont.csproj">
|
||||
<Project>{c293db32-fa42-486d-b128-5a12522fae4e}</Project>
|
||||
<Name>SharpFont</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="OpenTK.dll.config" />
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="..\BarotraumaShared\BarotraumaShared.projitems" Label="Shared" />
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
||||
25
Barotrauma/BarotraumaClient/OpenTK.dll.config
Normal file
25
Barotrauma/BarotraumaClient/OpenTK.dll.config
Normal file
@@ -0,0 +1,25 @@
|
||||
<configuration>
|
||||
<dllmap os="linux" dll="opengl32.dll" target="libGL.so.1"/>
|
||||
<dllmap os="linux" dll="glu32.dll" target="libGLU.so.1"/>
|
||||
<dllmap os="linux" dll="openal32.dll" target="libopenal.so.1"/>
|
||||
<dllmap os="linux" dll="alut.dll" target="libalut.so.0"/>
|
||||
<dllmap os="linux" dll="opencl.dll" target="libOpenCL.so"/>
|
||||
<dllmap os="linux" dll="libX11" target="libX11.so.6"/>
|
||||
<dllmap os="linux" dll="libXi" target="libXi.so.6"/>
|
||||
<dllmap os="linux" dll="SDL2.dll" target="libSDL2-2.0.so.0"/>
|
||||
<dllmap os="osx" dll="opengl32.dll" target="/System/Library/Frameworks/OpenGL.framework/OpenGL"/>
|
||||
<dllmap os="osx" dll="openal32.dll" target="/System/Library/Frameworks/OpenAL.framework/OpenAL" />
|
||||
<dllmap os="osx" dll="alut.dll" target="/System/Library/Frameworks/OpenAL.framework/OpenAL" />
|
||||
<dllmap os="osx" dll="libGLES.dll" target="/System/Library/Frameworks/OpenGLES.framework/OpenGLES" />
|
||||
<dllmap os="osx" dll="libGLESv1_CM.dll" target="/System/Library/Frameworks/OpenGLES.framework/OpenGLES" />
|
||||
<dllmap os="osx" dll="libGLESv2.dll" target="/System/Library/Frameworks/OpenGLES.framework/OpenGLES" />
|
||||
<dllmap os="osx" dll="opencl.dll" target="/System/Library/Frameworks/OpenCL.framework/OpenCL"/>
|
||||
<dllmap os="osx" dll="SDL2.dll" target="libSDL2.dylib"/>
|
||||
<!-- XQuartz compatibility (X11 on Mac) -->
|
||||
<dllmap os="osx" dll="libGL.so.1" target="/usr/X11/lib/libGL.dylib"/>
|
||||
<dllmap os="osx" dll="libX11" target="/usr/X11/lib/libX11.dylib"/>
|
||||
<dllmap os="osx" dll="libXcursor.so.1" target="/usr/X11/lib/libXcursor.dylib"/>
|
||||
<dllmap os="osx" dll="libXi" target="/usr/X11/lib/libXi.dylib"/>
|
||||
<dllmap os="osx" dll="libXinerama" target="/usr/X11/lib/libXinerama.dylib"/>
|
||||
<dllmap os="osx" dll="libXrandr.so.2" target="/usr/X11/lib/libXrandr.dylib"/>
|
||||
</configuration>
|
||||
@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("0.6.0.2")]
|
||||
[assembly: AssemblyFileVersion("0.6.0.2")]
|
||||
[assembly: AssemblyVersion("0.6.0.1000")]
|
||||
[assembly: AssemblyFileVersion("0.6.0.1000")]
|
||||
@@ -0,0 +1,11 @@
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class AIController : ISteerable
|
||||
{
|
||||
public virtual void DebugDraw(SpriteBatch spriteBatch) { }
|
||||
}
|
||||
}
|
||||
31
Barotrauma/BarotraumaClient/Source/Characters/AI/AITarget.cs
Normal file
31
Barotrauma/BarotraumaClient/Source/Characters/AI/AITarget.cs
Normal file
@@ -0,0 +1,31 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class AITarget
|
||||
{
|
||||
public static bool ShowAITargets;
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!ShowAITargets) return;
|
||||
|
||||
var rangeSprite = GUI.SubmarineIcon;
|
||||
|
||||
if (soundRange > 0.0f)
|
||||
rangeSprite.Draw(spriteBatch,
|
||||
new Vector2(WorldPosition.X, -WorldPosition.Y),
|
||||
Color.Cyan * 0.1f, rangeSprite.Origin,
|
||||
0.0f, soundRange / rangeSprite.size.X);
|
||||
|
||||
if (sightRange > 0.0f)
|
||||
rangeSprite.Draw(spriteBatch,
|
||||
new Vector2(WorldPosition.X, -WorldPosition.Y),
|
||||
Color.Orange * 0.1f, rangeSprite.Origin,
|
||||
0.0f, sightRange / rangeSprite.size.X);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class EnemyAIController : AIController
|
||||
{
|
||||
public override void DebugDraw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (Character.IsDead) return;
|
||||
|
||||
Vector2 pos = Character.WorldPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
if (selectedAiTarget != null)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, pos, new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
|
||||
|
||||
if (wallAttackPos != Vector2.Zero)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, ConvertUnits.ToDisplayUnits(new Vector2(wallAttackPos.X, -wallAttackPos.Y)) - new Vector2(10.0f, 10.0f), new Vector2(20.0f, 20.0f), Color.Red, false);
|
||||
}
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 20.0f, Color.Red);
|
||||
}
|
||||
|
||||
if (selectedAiTarget != null)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
|
||||
}
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, Color.Red);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "updatetargets: " + updateTargetsTimer, pos - Vector2.UnitY * 100.0f, Color.Red);
|
||||
GUI.Font.DrawString(spriteBatch, "cooldown: " + coolDownTimer, pos - Vector2.UnitY * 120.0f, Color.Red);
|
||||
|
||||
|
||||
IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
|
||||
if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode == null) return;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
|
||||
for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
GUI.SmallFont.DrawString(spriteBatch,
|
||||
pathSteering.CurrentPath.Nodes[i].ID.ToString(),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10),
|
||||
Color.LightGreen);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class HumanAIController : AIController
|
||||
{
|
||||
partial void InitProjSpecific()
|
||||
{
|
||||
if (GameMain.GameSession != null && GameMain.GameSession.CrewManager != null)
|
||||
{
|
||||
CurrentOrder = Order.PrefabList.Find(o => o.Name.ToLowerInvariant() == "dismissed");
|
||||
objectiveManager.SetOrder(CurrentOrder, "");
|
||||
GameMain.GameSession.CrewManager.SetCharacterOrder(Character, CurrentOrder);
|
||||
}
|
||||
}
|
||||
|
||||
partial void SetOrderProjSpecific(Order order)
|
||||
{
|
||||
GameMain.GameSession.CrewManager.SetCharacterOrder(Character, order);
|
||||
}
|
||||
|
||||
public override void DebugDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
|
||||
{
|
||||
if (selectedAiTarget != null)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
|
||||
}
|
||||
|
||||
IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
|
||||
if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode == null) return;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
|
||||
for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
GUI.SmallFont.DrawString(spriteBatch,
|
||||
pathSteering.CurrentPath.Nodes[i].ID.ToString(),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10),
|
||||
Color.LightGreen);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
42
Barotrauma/BarotraumaClient/Source/Characters/AICharacter.cs
Normal file
42
Barotrauma/BarotraumaClient/Source/Characters/AICharacter.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class AICharacter : Character
|
||||
{
|
||||
partial void InitProjSpecific()
|
||||
{
|
||||
soundTimer = Rand.Range(0.0f, soundInterval);
|
||||
}
|
||||
|
||||
partial void SoundUpdate(float deltaTime)
|
||||
{
|
||||
if (soundTimer > 0)
|
||||
{
|
||||
soundTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (aiController.State)
|
||||
{
|
||||
case AIController.AIState.Attack:
|
||||
PlaySound(CharacterSound.SoundType.Attack);
|
||||
break;
|
||||
default:
|
||||
PlaySound(CharacterSound.SoundType.Idle);
|
||||
break;
|
||||
}
|
||||
soundTimer = soundInterval;
|
||||
}
|
||||
}
|
||||
|
||||
public override void DrawFront(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
base.DrawFront(spriteBatch, cam);
|
||||
|
||||
if (GameMain.DebugDraw && !IsDead) aiController.DebugDraw(spriteBatch);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,152 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Ragdoll
|
||||
{
|
||||
partial void ImpactProjSpecific(float impact, Body body)
|
||||
{
|
||||
float volume = Math.Min(impact - 3.0f, 1.0f);
|
||||
|
||||
if (body.UserData is Limb)
|
||||
{
|
||||
Limb limb = (Limb)body.UserData;
|
||||
|
||||
if (impact > 3.0f && limb.HitSound != null && limb.SoundTimer <= 0.0f)
|
||||
{
|
||||
limb.SoundTimer = Limb.SoundInterval;
|
||||
limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition);
|
||||
}
|
||||
}
|
||||
else if (body == Collider.FarseerBody)
|
||||
{
|
||||
if (!character.IsRemotePlayer || GameMain.Server != null)
|
||||
{
|
||||
if (impact > ImpactTolerance)
|
||||
{
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, strongestImpact, Collider);
|
||||
}
|
||||
}
|
||||
|
||||
if (Character.Controlled == character) GameMain.GameScreen.Cam.Shake = strongestImpact;
|
||||
}
|
||||
}
|
||||
|
||||
partial void Splash(Limb limb, Hull limbHull)
|
||||
{
|
||||
//create a splash particle
|
||||
GameMain.ParticleManager.CreateParticle("watersplash",
|
||||
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
|
||||
new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 20.0f)),
|
||||
0.0f, limbHull);
|
||||
|
||||
GameMain.ParticleManager.CreateParticle("bubbles",
|
||||
new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
|
||||
limb.LinearVelocity * 0.001f,
|
||||
0.0f, limbHull);
|
||||
|
||||
//if the Character dropped into water, create a wave
|
||||
if (limb.LinearVelocity.Y < 0.0f)
|
||||
{
|
||||
if (splashSoundTimer <= 0.0f)
|
||||
{
|
||||
SoundPlayer.PlaySplashSound(limb.WorldPosition, Math.Abs(limb.LinearVelocity.Y) + Rand.Range(-5.0f, 0.0f));
|
||||
splashSoundTimer = 0.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (simplePhysicsEnabled) return;
|
||||
|
||||
Collider.UpdateDrawPosition();
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
limb.Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
|
||||
public void DebugDraw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!GameMain.DebugDraw || !character.Enabled) return;
|
||||
if (simplePhysicsEnabled) return;
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
|
||||
if (limb.pullJoint != null)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(limb.pullJoint.WorldAnchorA);
|
||||
if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
|
||||
}
|
||||
|
||||
limb.body.DebugDraw(spriteBatch, inWater ? Color.Cyan : Color.White);
|
||||
}
|
||||
|
||||
Collider.DebugDraw(spriteBatch, frozen ? Color.Red : (inWater ? Color.SkyBlue : Color.Gray));
|
||||
GUI.Font.DrawString(spriteBatch, Collider.LinearVelocity.X.ToString(), new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y), Color.Orange);
|
||||
|
||||
foreach (RevoluteJoint joint in LimbJoints)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorA);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
|
||||
|
||||
pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorB);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
|
||||
}
|
||||
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb.body.TargetPosition != null)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits((Vector2)limb.body.TargetPosition);
|
||||
if (currentHull != null) pos += currentHull.Submarine.DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 10, (int)pos.Y - 10, 20, 20), Color.Cyan, false, 0.01f);
|
||||
GUI.DrawLine(spriteBatch, pos, new Vector2(limb.WorldPosition.X, -limb.WorldPosition.Y), Color.Cyan);
|
||||
}
|
||||
}
|
||||
|
||||
if (character.MemState.Count > 1)
|
||||
{
|
||||
Vector2 prevPos = ConvertUnits.ToDisplayUnits(character.MemState[0].Position);
|
||||
if (currentHull != null) prevPos += currentHull.Submarine.DrawPosition;
|
||||
prevPos.Y = -prevPos.Y;
|
||||
|
||||
for (int i = 1; i < character.MemState.Count; i++)
|
||||
{
|
||||
Vector2 currPos = ConvertUnits.ToDisplayUnits(character.MemState[i].Position);
|
||||
if (currentHull != null) currPos += currentHull.Submarine.DrawPosition;
|
||||
currPos.Y = -currPos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)currPos.X - 3, (int)currPos.Y - 3, 6, 6), Color.Cyan * 0.6f, true, 0.01f);
|
||||
GUI.DrawLine(spriteBatch, prevPos, currPos, Color.Cyan * 0.6f, 0, 3);
|
||||
|
||||
prevPos = currPos;
|
||||
}
|
||||
}
|
||||
|
||||
if (ignorePlatforms)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y),
|
||||
new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y + 50),
|
||||
Color.Orange, 0, 5);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
50
Barotrauma/BarotraumaClient/Source/Characters/Attack.cs
Normal file
50
Barotrauma/BarotraumaClient/Source/Characters/Attack.cs
Normal file
@@ -0,0 +1,50 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Particles;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Attack
|
||||
{
|
||||
private Sound sound;
|
||||
|
||||
private ParticleEmitterPrefab particleEmitterPrefab;
|
||||
|
||||
partial void InitProjSpecific(XElement element)
|
||||
{
|
||||
string soundPath = ToolBox.GetAttributeString(element, "sound", "");
|
||||
if (!string.IsNullOrWhiteSpace(soundPath))
|
||||
{
|
||||
sound = Sound.Load(soundPath);
|
||||
}
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "particleemitter":
|
||||
particleEmitterPrefab = new ParticleEmitterPrefab(subElement);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
partial void DamageParticles(Vector2 worldPosition)
|
||||
{
|
||||
if (particleEmitterPrefab != null)
|
||||
{
|
||||
particleEmitterPrefab.Emit(worldPosition);
|
||||
}
|
||||
|
||||
if (sound != null)
|
||||
{
|
||||
sound.Play(1.0f, 500.0f, worldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -64,14 +64,14 @@ namespace Barotrauma
|
||||
var wayPoints = WayPoint.WayPointList.FindAll(wp => wp.Submarine==null);
|
||||
if (wayPoints.Any())
|
||||
{
|
||||
WayPoint wp = wayPoints[Rand.Int(wayPoints.Count, false)];
|
||||
WayPoint wp = wayPoints[Rand.Int(wayPoints.Count, Rand.RandSync.ClientOnly)];
|
||||
|
||||
pos = new Vector2(wp.Rect.X, wp.Rect.Y);
|
||||
pos += Rand.Vector(200.0f, false);
|
||||
pos += Rand.Vector(200.0f, Rand.RandSync.ClientOnly);
|
||||
}
|
||||
else
|
||||
{
|
||||
pos = Rand.Vector(2000.0f, false);
|
||||
pos = Rand.Vector(2000.0f, Rand.RandSync.ClientOnly);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -80,9 +80,9 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
|
||||
var prefab = prefabs[Rand.Int(prefabs.Count, false)];
|
||||
var prefab = prefabs[Rand.Int(prefabs.Count, Rand.RandSync.ClientOnly)];
|
||||
|
||||
int amount = Rand.Range(prefab.SwarmMin, prefab.SwarmMax, false);
|
||||
int amount = Rand.Range(prefab.SwarmMin, prefab.SwarmMax, Rand.RandSync.ClientOnly);
|
||||
List<BackgroundCreature> swarmMembers = new List<BackgroundCreature>();
|
||||
|
||||
for (int n = 0; n < amount; n++)
|
||||
@@ -103,7 +103,7 @@ namespace Barotrauma
|
||||
activeSprites.Clear();
|
||||
}
|
||||
|
||||
public void Update(Camera cam, float deltaTime)
|
||||
public void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (checkActiveTimer<0.0f)
|
||||
{
|
||||
@@ -101,10 +101,10 @@ namespace Barotrauma
|
||||
rotation = MathUtils.VectorToAngle(new Vector2(edgeNormal.Y, edgeNormal.X));
|
||||
}
|
||||
|
||||
rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, false);
|
||||
rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, Rand.RandSync.ClientOnly);
|
||||
|
||||
var newSprite = new BackgroundSprite(prefab,
|
||||
new Vector3((Vector2)pos, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, false)), Rand.Range(prefab.Scale.X, prefab.Scale.Y, false), rotation);
|
||||
new Vector3((Vector2)pos, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.ClientOnly)), Rand.Range(prefab.Scale.X, prefab.Scale.Y, Rand.RandSync.ClientOnly), rotation);
|
||||
|
||||
//calculate the positions of the corners of the rotated sprite
|
||||
Vector2 halfSize = newSprite.Prefab.Sprite.size * newSprite.Scale / 2;
|
||||
@@ -155,8 +155,8 @@ namespace Barotrauma
|
||||
edgeNormal = Vector2.One;
|
||||
|
||||
Vector2 randomPos = new Vector2(
|
||||
Rand.Range(0.0f, level.Size.X, false),
|
||||
Rand.Range(0.0f, level.Size.Y, false));
|
||||
Rand.Range(0.0f, level.Size.X, Rand.RandSync.ClientOnly),
|
||||
Rand.Range(0.0f, level.Size.Y, Rand.RandSync.ClientOnly));
|
||||
|
||||
if (!prefab.SpawnOnWalls) return randomPos;
|
||||
|
||||
@@ -167,7 +167,7 @@ namespace Barotrauma
|
||||
|
||||
if (cells.Any())
|
||||
{
|
||||
VoronoiCell cell = cells[Rand.Int(cells.Count, false)];
|
||||
VoronoiCell cell = cells[Rand.Int(cells.Count, Rand.RandSync.ClientOnly)];
|
||||
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
@@ -220,13 +220,13 @@ namespace Barotrauma
|
||||
|
||||
if (!edges.Any()) return null;
|
||||
|
||||
int index = Rand.Int(edges.Count, false);
|
||||
int index = Rand.Int(edges.Count, Rand.RandSync.ClientOnly);
|
||||
closestEdge = edges[index];
|
||||
edgeNormal = normals[index];
|
||||
|
||||
float length = Vector2.Distance(closestEdge.point1, closestEdge.point2);
|
||||
Vector2 dir = (closestEdge.point1 - closestEdge.point2) / length;
|
||||
Vector2 pos = closestEdge.point2 + dir * Rand.Range(prefab.Sprite.size.X / 2.0f, length - prefab.Sprite.size.X / 2.0f, false);
|
||||
Vector2 pos = closestEdge.point2 + dir * Rand.Range(prefab.Sprite.size.X / 2.0f, length - prefab.Sprite.size.X / 2.0f, Rand.RandSync.ClientOnly);
|
||||
|
||||
return pos;
|
||||
}
|
||||
@@ -331,7 +331,7 @@ namespace Barotrauma
|
||||
totalCommonness += prefab.GetCommonness(levelType);
|
||||
}
|
||||
|
||||
float randomNumber = Rand.Int(totalCommonness+1, false);
|
||||
float randomNumber = Rand.Int(totalCommonness+1, Rand.RandSync.ClientOnly);
|
||||
|
||||
foreach (BackgroundSpritePrefab prefab in prefabs)
|
||||
{
|
||||
442
Barotrauma/BarotraumaClient/Source/Characters/Character.cs
Normal file
442
Barotrauma/BarotraumaClient/Source/Characters/Character.cs
Normal file
@@ -0,0 +1,442 @@
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Barotrauma.Networking;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Particles;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Character : Entity, IDamageable, IPropertyObject, IClientSerializable, IServerSerializable
|
||||
{
|
||||
protected float soundTimer;
|
||||
protected float soundInterval;
|
||||
|
||||
private List<CharacterSound> sounds;
|
||||
|
||||
//the Character that the player is currently controlling
|
||||
private static Character controlled;
|
||||
|
||||
public static Character Controlled
|
||||
{
|
||||
get { return controlled; }
|
||||
set
|
||||
{
|
||||
if (controlled == value) return;
|
||||
controlled = value;
|
||||
CharacterHUD.Reset();
|
||||
|
||||
if (controlled != null)
|
||||
{
|
||||
controlled.Enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private Dictionary<object, HUDProgressBar> hudProgressBars;
|
||||
|
||||
public Dictionary<object, HUDProgressBar> HUDProgressBars
|
||||
{
|
||||
get { return hudProgressBars; }
|
||||
}
|
||||
|
||||
partial void InitProjSpecific(XDocument doc)
|
||||
{
|
||||
soundInterval = ToolBox.GetAttributeFloat(doc.Root, "soundinterval", 10.0f);
|
||||
|
||||
keys = new Key[Enum.GetNames(typeof(InputType)).Length];
|
||||
|
||||
for (int i = 0; i < Enum.GetNames(typeof(InputType)).Length; i++)
|
||||
{
|
||||
keys[i] = new Key(GameMain.Config.KeyBind((InputType)i));
|
||||
}
|
||||
|
||||
var soundElements = doc.Root.Elements("sound").ToList();
|
||||
|
||||
sounds = new List<CharacterSound>();
|
||||
foreach (XElement soundElement in soundElements)
|
||||
{
|
||||
sounds.Add(new CharacterSound(soundElement));
|
||||
}
|
||||
|
||||
hudProgressBars = new Dictionary<object, HUDProgressBar>();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Control the Character according to player input
|
||||
/// </summary>
|
||||
public void ControlLocalPlayer(float deltaTime, Camera cam, bool moveCam = true)
|
||||
{
|
||||
if (!DisableControls)
|
||||
{
|
||||
for (int i = 0; i < keys.Length; i++)
|
||||
{
|
||||
keys[i].SetState();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (Key key in keys)
|
||||
{
|
||||
if (key == null) continue;
|
||||
key.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
if (moveCam)
|
||||
{
|
||||
if (needsAir &&
|
||||
pressureProtection < 80.0f &&
|
||||
(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure > 50.0f))
|
||||
{
|
||||
float pressure = AnimController.CurrentHull == null ? 100.0f : AnimController.CurrentHull.LethalPressure;
|
||||
|
||||
cam.Zoom = MathHelper.Lerp(cam.Zoom,
|
||||
(pressure / 50.0f) * Rand.Range(1.0f, 1.05f),
|
||||
(pressure - 50.0f) / 50.0f);
|
||||
}
|
||||
|
||||
if (IsHumanoid)
|
||||
{
|
||||
cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, 250.0f, deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
//increased visibility range when controlling large a non-humanoid
|
||||
cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, MathHelper.Clamp(Mass, 250.0f, 800.0f), deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
cursorPosition = cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
if (AnimController.CurrentHull != null && AnimController.CurrentHull.Submarine != null)
|
||||
{
|
||||
cursorPosition -= AnimController.CurrentHull.Submarine.Position;
|
||||
}
|
||||
|
||||
Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition);
|
||||
|
||||
if (Lights.LightManager.ViewTarget == this && Vector2.DistanceSquared(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f)
|
||||
{
|
||||
Body body = Submarine.PickBody(AnimController.Limbs[0].SimPosition, mouseSimPos);
|
||||
Structure structure = null;
|
||||
if (body != null) structure = body.UserData as Structure;
|
||||
if (structure != null)
|
||||
{
|
||||
if (!structure.CastShadow && moveCam)
|
||||
{
|
||||
cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, 500.0f, 0.05f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!LockHands)
|
||||
{
|
||||
//find the closest item if selectkey has been hit, or if the Character is being
|
||||
//controlled by the player (in order to highlight it)
|
||||
|
||||
if (findClosestTimer <= 0.0f || Screen.Selected == GameMain.EditMapScreen)
|
||||
{
|
||||
closestCharacter = FindClosestCharacter(mouseSimPos);
|
||||
if (closestCharacter != null && closestCharacter.info == null)
|
||||
{
|
||||
closestCharacter = null;
|
||||
}
|
||||
|
||||
float closestItemDist = 0.0f;
|
||||
closestItem = FindClosestItem(mouseSimPos, out closestItemDist);
|
||||
|
||||
if (closestCharacter != null && closestItem != null)
|
||||
{
|
||||
if (Vector2.DistanceSquared(closestCharacter.SimPosition, mouseSimPos) < ConvertUnits.ToSimUnits(closestItemDist) * ConvertUnits.ToSimUnits(closestItemDist))
|
||||
{
|
||||
if (selectedConstruction != closestItem) closestItem = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
closestCharacter = null;
|
||||
}
|
||||
}
|
||||
|
||||
findClosestTimer = 0.1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
findClosestTimer -= deltaTime;
|
||||
}
|
||||
|
||||
if (selectedCharacter == null && closestItem != null)
|
||||
{
|
||||
closestItem.IsHighlighted = true;
|
||||
if (!LockHands && closestItem.Pick(this))
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyHit(InputType.Select))
|
||||
{
|
||||
if (selectedCharacter != null)
|
||||
{
|
||||
DeselectCharacter();
|
||||
}
|
||||
else if (closestCharacter != null && closestCharacter.IsHumanoid && closestCharacter.CanBeSelected)
|
||||
{
|
||||
SelectCharacter(closestCharacter);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (selectedCharacter != null) DeselectCharacter();
|
||||
selectedConstruction = null;
|
||||
closestItem = null;
|
||||
closestCharacter = null;
|
||||
}
|
||||
|
||||
DisableControls = false;
|
||||
}
|
||||
|
||||
partial void UpdateControlled(float deltaTime,Camera cam)
|
||||
{
|
||||
if (controlled != this) return;
|
||||
|
||||
ControlLocalPlayer(deltaTime, cam);
|
||||
|
||||
Lights.LightManager.ViewTarget = this;
|
||||
CharacterHUD.Update(deltaTime, this);
|
||||
|
||||
foreach (HUDProgressBar progressBar in hudProgressBars.Values)
|
||||
{
|
||||
progressBar.Update(deltaTime);
|
||||
}
|
||||
|
||||
foreach (var pb in hudProgressBars.Where(pb => pb.Value.FadeTimer <= 0.0f).ToList())
|
||||
{
|
||||
hudProgressBars.Remove(pb.Key);
|
||||
}
|
||||
}
|
||||
|
||||
partial void DamageHUD(float amount)
|
||||
{
|
||||
if (controlled == this) CharacterHUD.TakeDamage(amount);
|
||||
}
|
||||
|
||||
partial void UpdateOxygenProjSpecific(float prevOxygen)
|
||||
{
|
||||
if (prevOxygen > 0.0f && Oxygen <= 0.0f && controlled == this)
|
||||
{
|
||||
SoundPlayer.PlaySound("drown");
|
||||
}
|
||||
}
|
||||
|
||||
partial void KillProjSpecific()
|
||||
{
|
||||
if (GameMain.NetworkMember != null && Character.controlled == this)
|
||||
{
|
||||
string chatMessage = InfoTextManager.GetInfoText("Self_CauseOfDeath." + causeOfDeath.ToString());
|
||||
if (GameMain.Client != null) chatMessage += " Your chat messages will only be visible to other dead players.";
|
||||
|
||||
GameMain.NetworkMember.AddChatMessage(chatMessage, ChatMessageType.Dead);
|
||||
GameMain.LightManager.LosEnabled = false;
|
||||
controlled = null;
|
||||
}
|
||||
|
||||
PlaySound(CharacterSound.SoundType.Die);
|
||||
}
|
||||
|
||||
partial void DisposeProjSpecific()
|
||||
{
|
||||
if (controlled == this) controlled = null;
|
||||
|
||||
if (GameMain.GameSession?.CrewManager != null &&
|
||||
GameMain.GameSession.CrewManager.characters.Contains(this))
|
||||
{
|
||||
GameMain.GameSession.CrewManager.characters.Remove(this);
|
||||
}
|
||||
|
||||
if (GameMain.Client != null && GameMain.Client.Character == this) GameMain.Client.Character = null;
|
||||
|
||||
if (Lights.LightManager.ViewTarget == this) Lights.LightManager.ViewTarget = null;
|
||||
}
|
||||
|
||||
public static void AddAllToGUIUpdateList()
|
||||
{
|
||||
for (int i = 0; i < CharacterList.Count; i++)
|
||||
{
|
||||
CharacterList[i].AddToGUIUpdateList();
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void AddToGUIUpdateList()
|
||||
{
|
||||
if (controlled == this)
|
||||
{
|
||||
CharacterHUD.AddToGUIUpdateList(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
|
||||
AnimController.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public void DrawHUD(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
CharacterHUD.Draw(spriteBatch, this, cam);
|
||||
}
|
||||
|
||||
public virtual void DrawFront(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
if (!Enabled) return;
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
AnimController.DebugDraw(spriteBatch);
|
||||
|
||||
if (aiTarget != null) aiTarget.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
/*if (memPos != null && memPos.Count > 0 && controlled == this)
|
||||
{
|
||||
PosInfo serverPos = memPos.Last();
|
||||
Vector2 remoteVec = ConvertUnits.ToDisplayUnits(serverPos.Position);
|
||||
if (Submarine != null)
|
||||
{
|
||||
remoteVec += Submarine.DrawPosition;
|
||||
}
|
||||
remoteVec.Y = -remoteVec.Y;
|
||||
|
||||
PosInfo localPos = memLocalPos.Find(m => m.ID == serverPos.ID);
|
||||
int mpind = memLocalPos.FindIndex(lp => lp.ID == localPos.ID);
|
||||
PosInfo localPos1 = mpind > 0 ? memLocalPos[mpind - 1] : null;
|
||||
PosInfo localPos2 = mpind < memLocalPos.Count-1 ? memLocalPos[mpind + 1] : null;
|
||||
|
||||
Vector2 localVec = ConvertUnits.ToDisplayUnits(localPos.Position);
|
||||
Vector2 localVec1 = localPos1 != null ? ConvertUnits.ToDisplayUnits(((PosInfo)localPos1).Position) : Vector2.Zero;
|
||||
Vector2 localVec2 = localPos2 != null ? ConvertUnits.ToDisplayUnits(((PosInfo)localPos2).Position) : Vector2.Zero;
|
||||
if (Submarine != null)
|
||||
{
|
||||
localVec += Submarine.DrawPosition;
|
||||
localVec1 += Submarine.DrawPosition;
|
||||
localVec2 += Submarine.DrawPosition;
|
||||
}
|
||||
localVec.Y = -localVec.Y;
|
||||
localVec1.Y = -localVec1.Y;
|
||||
localVec2.Y = -localVec2.Y;
|
||||
|
||||
//GUI.DrawLine(spriteBatch, remoteVec, localVec, Color.Yellow, 0, 10);
|
||||
if (localPos1 != null) GUI.DrawLine(spriteBatch, remoteVec, localVec1, Color.Lime, 0, 2);
|
||||
if (localPos2 != null) GUI.DrawLine(spriteBatch, remoteVec + Vector2.One, localVec2 + Vector2.One, Color.Red, 0, 2);
|
||||
}
|
||||
|
||||
Vector2 mouseDrawPos = CursorWorldPosition;
|
||||
mouseDrawPos.Y = -mouseDrawPos.Y;
|
||||
GUI.DrawLine(spriteBatch, mouseDrawPos - new Vector2(0, 5), mouseDrawPos + new Vector2(0, 5), Color.Red, 0, 10);
|
||||
|
||||
Vector2 closestItemPos = closestItem != null ? closestItem.DrawPosition : Vector2.Zero;
|
||||
closestItemPos.Y = -closestItemPos.Y;
|
||||
GUI.DrawLine(spriteBatch, closestItemPos - new Vector2(0, 5), closestItemPos + new Vector2(0, 5), Color.Lime, 0, 10);*/
|
||||
|
||||
if (this == controlled || GUI.DisableHUD) return;
|
||||
|
||||
Vector2 pos = DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
if (speechBubbleTimer > 0.0f)
|
||||
{
|
||||
GUI.SpeechBubbleIcon.Draw(spriteBatch, pos - Vector2.UnitY * 100.0f,
|
||||
speechBubbleColor * Math.Min(speechBubbleTimer, 1.0f), 0.0f,
|
||||
Math.Min((float)speechBubbleTimer, 1.0f));
|
||||
}
|
||||
|
||||
if (this == controlled) return;
|
||||
|
||||
if (info != null)
|
||||
{
|
||||
Vector2 namePos = new Vector2(pos.X, pos.Y - 110.0f - (5.0f / cam.Zoom)) - GUI.Font.MeasureString(Info.Name) * 0.5f / cam.Zoom;
|
||||
Color nameColor = Color.White;
|
||||
|
||||
if (Character.Controlled != null && TeamID != Character.Controlled.TeamID)
|
||||
{
|
||||
nameColor = Color.Red;
|
||||
}
|
||||
GUI.Font.DrawString(spriteBatch, Info.Name, namePos + new Vector2(1.0f / cam.Zoom, 1.0f / cam.Zoom), Color.Black, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.001f);
|
||||
GUI.Font.DrawString(spriteBatch, Info.Name, namePos, nameColor, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.0f);
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
GUI.Font.DrawString(spriteBatch, ID.ToString(), namePos - new Vector2(0.0f, 20.0f), Color.White);
|
||||
}
|
||||
}
|
||||
|
||||
if (isDead) return;
|
||||
|
||||
if (health < maxHealth * 0.98f)
|
||||
{
|
||||
Vector2 healthBarPos = new Vector2(pos.X - 50, DrawPosition.Y + 100.0f);
|
||||
|
||||
GUI.DrawProgressBar(spriteBatch, healthBarPos, new Vector2(100.0f, 15.0f), health / maxHealth, Color.Lerp(Color.Red, Color.Green, health / maxHealth) * 0.8f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a progress bar that's "linked" to the specified object (or updates an existing one if there's one already linked to the object)
|
||||
/// The progress bar will automatically fade out after 1 sec if the method hasn't been called during that time
|
||||
/// </summary>
|
||||
public HUDProgressBar UpdateHUDProgressBar(object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor)
|
||||
{
|
||||
if (controlled != this) return null;
|
||||
|
||||
HUDProgressBar progressBar = null;
|
||||
if (!hudProgressBars.TryGetValue(linkedObject, out progressBar))
|
||||
{
|
||||
progressBar = new HUDProgressBar(worldPosition, Submarine, emptyColor, fullColor);
|
||||
hudProgressBars.Add(linkedObject, progressBar);
|
||||
}
|
||||
|
||||
progressBar.WorldPosition = worldPosition;
|
||||
progressBar.FadeTimer = Math.Max(progressBar.FadeTimer, 1.0f);
|
||||
progressBar.Progress = progress;
|
||||
|
||||
return progressBar;
|
||||
}
|
||||
|
||||
public void PlaySound(CharacterSound.SoundType soundType)
|
||||
{
|
||||
if (sounds == null || sounds.Count == 0) return;
|
||||
|
||||
var matchingSounds = sounds.FindAll(s => s.Type == soundType);
|
||||
if (matchingSounds.Count == 0) return;
|
||||
|
||||
var selectedSound = matchingSounds[Rand.Int(matchingSounds.Count)];
|
||||
selectedSound.Sound.Play(1.0f, selectedSound.Range, AnimController.WorldPosition);
|
||||
}
|
||||
|
||||
partial void ImplodeFX()
|
||||
{
|
||||
Vector2 centerOfMass = AnimController.GetCenterOfMass();
|
||||
|
||||
SoundPlayer.PlaySound("implode", 1.0f, 150.0f, WorldPosition);
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
Particle p = GameMain.ParticleManager.CreateParticle("waterblood",
|
||||
ConvertUnits.ToDisplayUnits(centerOfMass) + Rand.Vector(5.0f),
|
||||
Rand.Vector(10.0f));
|
||||
if (p != null) p.Size *= 2.0f;
|
||||
|
||||
GameMain.ParticleManager.CreateParticle("bubbles",
|
||||
ConvertUnits.ToDisplayUnits(centerOfMass) + Rand.Vector(5.0f),
|
||||
new Vector2(Rand.Range(-50f, 50f), Rand.Range(-100f, 50f)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class CharacterInfo
|
||||
{
|
||||
|
||||
public GUIFrame CreateInfoFrame(Rectangle rect)
|
||||
{
|
||||
GUIFrame frame = new GUIFrame(rect, Color.Transparent);
|
||||
frame.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
|
||||
|
||||
return CreateInfoFrame(frame);
|
||||
}
|
||||
|
||||
public GUIFrame CreateInfoFrame(GUIFrame frame)
|
||||
{
|
||||
new GUIImage(new Rectangle(0, 0, 30, 30), HeadSprite, Alignment.TopLeft, frame);
|
||||
|
||||
ScalableFont font = frame.Rect.Width < 280 ? GUI.SmallFont : GUI.Font;
|
||||
|
||||
int x = 0, y = 0;
|
||||
new GUITextBlock(new Rectangle(x + 60, y, 200, 20), Name, "", frame, font);
|
||||
y += 20;
|
||||
|
||||
if (Job != null)
|
||||
{
|
||||
new GUITextBlock(new Rectangle(x + 60, y, 200, 20), Job.Name, "", frame, font);
|
||||
y += 30;
|
||||
|
||||
var skills = Job.Skills;
|
||||
skills.Sort((s1, s2) => -s1.Level.CompareTo(s2.Level));
|
||||
|
||||
new GUITextBlock(new Rectangle(x, y, 200, 20), "Skills:", "", frame, font);
|
||||
y += 20;
|
||||
foreach (Skill skill in skills)
|
||||
{
|
||||
Color textColor = Color.White * (0.5f + skill.Level / 200.0f);
|
||||
new GUITextBlock(new Rectangle(x, y, 200, 20), skill.Name, Color.Transparent, textColor, Alignment.Left, "", frame).Font = font;
|
||||
new GUITextBlock(new Rectangle(x, y, 200, 20), skill.Level.ToString(), Color.Transparent, textColor, Alignment.Right, "", frame).Font = font;
|
||||
y += 20;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return frame;
|
||||
}
|
||||
|
||||
public GUIFrame CreateCharacterFrame(GUIComponent parent, string text, object userData)
|
||||
{
|
||||
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 40), Color.Transparent, "ListBoxElement", parent);
|
||||
frame.UserData = userData;
|
||||
|
||||
GUITextBlock textBlock = new GUITextBlock(
|
||||
new Rectangle(40, 0, 0, 25),
|
||||
text,
|
||||
null, null,
|
||||
Alignment.Left, Alignment.Left,
|
||||
"", frame, false);
|
||||
textBlock.Font = GUI.SmallFont;
|
||||
textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
|
||||
|
||||
new GUIImage(new Rectangle(-5, -5, 0, 0), HeadSprite, Alignment.Left, frame);
|
||||
|
||||
return frame;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,296 @@
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Character
|
||||
{
|
||||
public virtual void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
if (GameMain.Server != null) return;
|
||||
|
||||
if (extraData != null)
|
||||
{
|
||||
switch ((NetEntityEvent.Type)extraData[0])
|
||||
{
|
||||
case NetEntityEvent.Type.InventoryState:
|
||||
msg.WriteRangedInteger(0, 2, 0);
|
||||
inventory.ClientWrite(msg, extraData);
|
||||
break;
|
||||
case NetEntityEvent.Type.Repair:
|
||||
msg.WriteRangedInteger(0, 2, 1);
|
||||
msg.Write(AnimController.Anim == AnimController.Animation.CPR);
|
||||
break;
|
||||
case NetEntityEvent.Type.Status:
|
||||
msg.WriteRangedInteger(0, 2, 2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write((byte)ClientNetObject.CHARACTER_INPUT);
|
||||
|
||||
if (memInput.Count > 60)
|
||||
{
|
||||
memInput.RemoveRange(60, memInput.Count - 60);
|
||||
}
|
||||
|
||||
msg.Write(LastNetworkUpdateID);
|
||||
byte inputCount = Math.Min((byte)memInput.Count, (byte)60);
|
||||
msg.Write(inputCount);
|
||||
for (int i = 0; i < inputCount; i++)
|
||||
{
|
||||
msg.WriteRangedInteger(0, (int)InputNetFlags.MaxVal, (int)memInput[i].states);
|
||||
if (memInput[i].states.HasFlag(InputNetFlags.Aim))
|
||||
{
|
||||
msg.Write(memInput[i].intAim);
|
||||
}
|
||||
if (memInput[i].states.HasFlag(InputNetFlags.Select) || memInput[i].states.HasFlag(InputNetFlags.Use))
|
||||
{
|
||||
msg.Write(memInput[i].interact);
|
||||
}
|
||||
}
|
||||
}
|
||||
msg.WritePadBits();
|
||||
}
|
||||
|
||||
public virtual void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (GameMain.Server != null) return;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case ServerNetObject.ENTITY_POSITION:
|
||||
bool facingRight = AnimController.Dir > 0.0f;
|
||||
|
||||
lastRecvPositionUpdateTime = (float)NetTime.Now;
|
||||
|
||||
AnimController.Frozen = false;
|
||||
Enabled = true;
|
||||
|
||||
UInt16 networkUpdateID = 0;
|
||||
if (msg.ReadBoolean())
|
||||
{
|
||||
networkUpdateID = msg.ReadUInt16();
|
||||
}
|
||||
else
|
||||
{
|
||||
bool aimInput = msg.ReadBoolean();
|
||||
keys[(int)InputType.Aim].Held = aimInput;
|
||||
keys[(int)InputType.Aim].SetState(false, aimInput);
|
||||
|
||||
bool useInput = msg.ReadBoolean();
|
||||
keys[(int)InputType.Use].Held = useInput;
|
||||
keys[(int)InputType.Use].SetState(false, useInput);
|
||||
|
||||
bool hasAttackLimb = msg.ReadBoolean();
|
||||
if (hasAttackLimb)
|
||||
{
|
||||
bool attackInput = msg.ReadBoolean();
|
||||
keys[(int)InputType.Attack].Held = attackInput;
|
||||
keys[(int)InputType.Attack].SetState(false, attackInput);
|
||||
}
|
||||
|
||||
if (aimInput)
|
||||
{
|
||||
double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI;
|
||||
cursorPosition = (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position)
|
||||
+ new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
|
||||
|
||||
TransformCursorPos();
|
||||
}
|
||||
facingRight = msg.ReadBoolean();
|
||||
}
|
||||
|
||||
bool entitySelected = msg.ReadBoolean();
|
||||
Entity selectedEntity = null;
|
||||
|
||||
AnimController.Animation animation = AnimController.Animation.None;
|
||||
if (entitySelected)
|
||||
{
|
||||
ushort entityID = msg.ReadUInt16();
|
||||
selectedEntity = FindEntityByID(entityID);
|
||||
if (selectedEntity is Character)
|
||||
{
|
||||
bool doingCpr = msg.ReadBoolean();
|
||||
if (doingCpr && selectedCharacter != null)
|
||||
{
|
||||
animation = AnimController.Animation.CPR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 pos = new Vector2(
|
||||
msg.ReadFloat(),
|
||||
msg.ReadFloat());
|
||||
|
||||
|
||||
int index = 0;
|
||||
if (GameMain.NetworkMember.Character == this && AllowInput)
|
||||
{
|
||||
var posInfo = new CharacterStateInfo(pos, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
||||
while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
|
||||
index++;
|
||||
|
||||
memState.Insert(index, posInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
var posInfo = new CharacterStateInfo(pos, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
||||
while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
|
||||
index++;
|
||||
|
||||
memState.Insert(index, posInfo);
|
||||
}
|
||||
|
||||
break;
|
||||
case ServerNetObject.ENTITY_EVENT:
|
||||
|
||||
int eventType = msg.ReadRangedInteger(0, 2);
|
||||
switch (eventType)
|
||||
{
|
||||
case 0:
|
||||
inventory.ClientRead(type, msg, sendingTime);
|
||||
break;
|
||||
case 1:
|
||||
byte ownerID = msg.ReadByte();
|
||||
ResetNetState();
|
||||
if (ownerID == GameMain.Client.ID)
|
||||
{
|
||||
if (controlled != null)
|
||||
{
|
||||
LastNetworkUpdateID = controlled.LastNetworkUpdateID;
|
||||
}
|
||||
|
||||
controlled = this;
|
||||
IsRemotePlayer = false;
|
||||
GameMain.Client.Character = this;
|
||||
}
|
||||
else if (controlled == this)
|
||||
{
|
||||
controlled = null;
|
||||
IsRemotePlayer = ownerID > 0;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
ReadStatus(msg);
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
public static Character ReadSpawnData(NetBuffer inc, bool spawn = true)
|
||||
{
|
||||
DebugConsole.NewMessage("READING CHARACTER SPAWN DATA", Color.Cyan);
|
||||
|
||||
if (GameMain.Server != null) return null;
|
||||
|
||||
bool noInfo = inc.ReadBoolean();
|
||||
ushort id = inc.ReadUInt16();
|
||||
string configPath = inc.ReadString();
|
||||
|
||||
Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
|
||||
|
||||
bool enabled = inc.ReadBoolean();
|
||||
|
||||
DebugConsole.Log("Received spawn data for " + configPath);
|
||||
|
||||
Character character = null;
|
||||
if (noInfo)
|
||||
{
|
||||
if (!spawn) return null;
|
||||
|
||||
character = Character.Create(configPath, position, null, true);
|
||||
character.ID = id;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool hasOwner = inc.ReadBoolean();
|
||||
int ownerId = hasOwner ? inc.ReadByte() : -1;
|
||||
|
||||
|
||||
string newName = inc.ReadString();
|
||||
byte teamID = inc.ReadByte();
|
||||
|
||||
bool hasAi = inc.ReadBoolean();
|
||||
bool isFemale = inc.ReadBoolean();
|
||||
int headSpriteID = inc.ReadByte();
|
||||
string jobName = inc.ReadString();
|
||||
|
||||
JobPrefab jobPrefab = null;
|
||||
Dictionary<string, int> skillLevels = new Dictionary<string, int>();
|
||||
if (!string.IsNullOrEmpty(jobName))
|
||||
{
|
||||
jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
|
||||
int skillCount = inc.ReadByte();
|
||||
for (int i = 0; i < skillCount; i++)
|
||||
{
|
||||
string skillName = inc.ReadString();
|
||||
int skillLevel = inc.ReadRangedInteger(0, 100);
|
||||
|
||||
skillLevels.Add(skillName, skillLevel);
|
||||
}
|
||||
}
|
||||
|
||||
if (!spawn) return null;
|
||||
|
||||
|
||||
CharacterInfo ch = new CharacterInfo(configPath, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
|
||||
ch.HeadSpriteId = headSpriteID;
|
||||
|
||||
System.Diagnostics.Debug.Assert(skillLevels.Count == ch.Job.Skills.Count);
|
||||
if (ch.Job != null)
|
||||
{
|
||||
foreach (KeyValuePair<string, int> skill in skillLevels)
|
||||
{
|
||||
Skill matchingSkill = ch.Job.Skills.Find(s => s.Name == skill.Key);
|
||||
if (matchingSkill == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Skill \"" + skill.Key + "\" not found in character \"" + newName + "\"");
|
||||
continue;
|
||||
}
|
||||
matchingSkill.Level = skill.Value;
|
||||
}
|
||||
}
|
||||
|
||||
character = Create(configPath, position, ch, GameMain.Client.ID != ownerId, hasAi);
|
||||
character.ID = id;
|
||||
character.TeamID = teamID;
|
||||
|
||||
if (GameMain.Client.ID == ownerId)
|
||||
{
|
||||
GameMain.Client.Character = character;
|
||||
Controlled = character;
|
||||
|
||||
GameMain.LightManager.LosEnabled = true;
|
||||
|
||||
character.memInput.Clear();
|
||||
character.memState.Clear();
|
||||
character.memLocalState.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
var ownerClient = GameMain.Client.ConnectedClients.Find(c => c.ID == ownerId);
|
||||
if (ownerClient != null)
|
||||
{
|
||||
ownerClient.Character = character;
|
||||
}
|
||||
}
|
||||
|
||||
if (configPath == Character.HumanConfigFile)
|
||||
{
|
||||
GameMain.GameSession.CrewManager.characters.Add(character);
|
||||
}
|
||||
}
|
||||
|
||||
character.Enabled = Controlled == character || enabled;
|
||||
|
||||
return character;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class HuskInfection
|
||||
{
|
||||
partial void UpdateProjSpecific(float prevTimer, Character character)
|
||||
{
|
||||
if (IncubationTimer < 0.5f)
|
||||
{
|
||||
if (prevTimer % 0.1f > 0.05f && IncubationTimer % 0.1f < 0.05f)
|
||||
{
|
||||
GUI.AddMessage(InfoTextManager.GetInfoText("HuskDormant"), Color.Red, 4.0f);
|
||||
}
|
||||
}
|
||||
else if (IncubationTimer < 1.0f)
|
||||
{
|
||||
if (state == InfectionState.Dormant && Character.Controlled == character)
|
||||
{
|
||||
new GUIMessageBox("", InfoTextManager.GetInfoText("HuskCantSpeak"));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Character.Controlled == character) new GUIMessageBox("", InfoTextManager.GetInfoText("HuskActivate"));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Xml.Linq;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class JobPrefab
|
||||
{
|
||||
public GUIFrame CreateInfoFrame()
|
||||
{
|
||||
int width = 500, height = 400;
|
||||
|
||||
GUIFrame backFrame = new GUIFrame(Rectangle.Empty, Color.Black * 0.5f);
|
||||
backFrame.Padding = Vector4.Zero;
|
||||
|
||||
GUIFrame frame = new GUIFrame(new Rectangle(GameMain.GraphicsWidth / 2 - width / 2, GameMain.GraphicsHeight / 2 - height / 2, width, height), "", backFrame);
|
||||
frame.Padding = new Vector4(30.0f, 30.0f, 30.0f, 30.0f);
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 0, 100, 20), Name, "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
|
||||
|
||||
var descriptionBlock = new GUITextBlock(new Rectangle(0, 40, 0, 0), Description, "", Alignment.TopLeft, Alignment.TopLeft, frame, true, GUI.SmallFont);
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 40 + descriptionBlock.Rect.Height + 20, 100, 20), "Skills: ", "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
|
||||
|
||||
int y = 40 + descriptionBlock.Rect.Height + 50;
|
||||
foreach (SkillPrefab skill in Skills)
|
||||
{
|
||||
string skillDescription = Skill.GetLevelName((int)skill.LevelRange.X);
|
||||
string skillDescription2 = Skill.GetLevelName((int)skill.LevelRange.Y);
|
||||
|
||||
if (skillDescription2 != skillDescription)
|
||||
{
|
||||
skillDescription += "/" + skillDescription2;
|
||||
}
|
||||
new GUITextBlock(new Rectangle(0, y, 100, 20),
|
||||
" - " + skill.Name + ": " + skillDescription, "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.SmallFont);
|
||||
|
||||
y += 20;
|
||||
}
|
||||
|
||||
new GUITextBlock(new Rectangle(250, 40 + descriptionBlock.Rect.Height + 20, 0, 20), "Items: ", "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
|
||||
|
||||
y = 40 + descriptionBlock.Rect.Height + 50;
|
||||
foreach (string itemName in ItemNames)
|
||||
{
|
||||
new GUITextBlock(new Rectangle(250, y, 100, 20),
|
||||
" - " + itemName, "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.SmallFont);
|
||||
|
||||
y += 20;
|
||||
}
|
||||
|
||||
return backFrame;
|
||||
}
|
||||
}
|
||||
}
|
||||
136
Barotrauma/BarotraumaClient/Source/Characters/Limb.cs
Normal file
136
Barotrauma/BarotraumaClient/Source/Characters/Limb.cs
Normal file
@@ -0,0 +1,136 @@
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Items.Components;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.Lights;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Limb
|
||||
{
|
||||
public LightSource LightSource
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
Sound hitSound;
|
||||
|
||||
public Sound HitSound
|
||||
{
|
||||
get { return hitSound; }
|
||||
}
|
||||
|
||||
partial void InitProjSpecific(XElement element)
|
||||
{
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "lightsource":
|
||||
LightSource = new LightSource(subElement);
|
||||
break;
|
||||
case "sound":
|
||||
hitSound = Sound.Load(ToolBox.GetAttributeString(subElement, "file", ""));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific()
|
||||
{
|
||||
if (LightSource != null)
|
||||
{
|
||||
LightSource.ParentSub = body.Submarine;
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
float brightness = 1.0f - (burnt / 100.0f) * 0.5f;
|
||||
Color color = new Color(brightness, brightness, brightness);
|
||||
|
||||
if (isSevered)
|
||||
{
|
||||
if (severedFadeOutTimer > SeveredFadeOutTime)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if (severedFadeOutTimer > SeveredFadeOutTime - 1.0f)
|
||||
{
|
||||
color *= SeveredFadeOutTime - severedFadeOutTimer;
|
||||
}
|
||||
}
|
||||
|
||||
body.Dir = Dir;
|
||||
|
||||
bool hideLimb = wearingItems.Any(w => w != null && w.HideLimb);
|
||||
if (!hideLimb)
|
||||
{
|
||||
body.Draw(spriteBatch, sprite, color, null, scale);
|
||||
}
|
||||
else
|
||||
{
|
||||
body.UpdateDrawPosition();
|
||||
}
|
||||
|
||||
if (LightSource != null)
|
||||
{
|
||||
LightSource.Position = body.DrawPosition;
|
||||
}
|
||||
|
||||
foreach (WearableSprite wearable in wearingItems)
|
||||
{
|
||||
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
||||
|
||||
Vector2 origin = wearable.Sprite.Origin;
|
||||
if (body.Dir == -1.0f) origin.X = wearable.Sprite.SourceRect.Width - origin.X;
|
||||
|
||||
float depth = sprite.Depth - 0.000001f;
|
||||
|
||||
if (wearable.DepthLimb != LimbType.None)
|
||||
{
|
||||
Limb depthLimb = character.AnimController.GetLimb(wearable.DepthLimb);
|
||||
if (depthLimb != null)
|
||||
{
|
||||
depth = depthLimb.sprite.Depth - 0.000001f;
|
||||
}
|
||||
}
|
||||
|
||||
wearable.Sprite.Draw(spriteBatch,
|
||||
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
|
||||
color, origin,
|
||||
-body.DrawRotation,
|
||||
scale, spriteEffect, depth);
|
||||
}
|
||||
|
||||
if (damage > 0.0f && damagedSprite != null && !hideLimb)
|
||||
{
|
||||
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
||||
|
||||
float depth = sprite.Depth - 0.0000015f;
|
||||
|
||||
damagedSprite.Draw(spriteBatch,
|
||||
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
|
||||
color * Math.Min(damage / 50.0f, 1.0f), sprite.Origin,
|
||||
-body.DrawRotation,
|
||||
1.0f, spriteEffect, depth);
|
||||
}
|
||||
|
||||
if (!GameMain.DebugDraw) return;
|
||||
|
||||
if (pullJoint != null)
|
||||
{
|
||||
Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
491
Barotrauma/BarotraumaClient/Source/DebugConsole.cs
Normal file
491
Barotrauma/BarotraumaClient/Source/DebugConsole.cs
Normal file
@@ -0,0 +1,491 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Items.Components;
|
||||
using System.Text;
|
||||
using FarseerPhysics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
static partial class DebugConsole
|
||||
{
|
||||
static bool isOpen;
|
||||
|
||||
//used for keeping track of the message entered when pressing up/down
|
||||
static int selectedIndex;
|
||||
|
||||
public static bool IsOpen
|
||||
{
|
||||
get
|
||||
{
|
||||
return isOpen;
|
||||
}
|
||||
}
|
||||
|
||||
static GUIFrame frame;
|
||||
static GUIListBox listBox;
|
||||
static GUITextBox textBox;
|
||||
|
||||
public static void Init(GameWindow window)
|
||||
{
|
||||
int x = 20, y = 20;
|
||||
int width = 800, height = 500;
|
||||
|
||||
frame = new GUIFrame(new Rectangle(x, y, width, height), new Color(0.4f, 0.4f, 0.4f, 0.8f));
|
||||
frame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
|
||||
|
||||
listBox = new GUIListBox(new Rectangle(0, 0, 0, frame.Rect.Height - 40), Color.Black, "", frame);
|
||||
//listBox.Color = Color.Black * 0.7f;
|
||||
|
||||
textBox = new GUITextBox(new Rectangle(0, 0, 0, 20), Color.Black, Color.White, Alignment.BottomLeft, Alignment.Left, "", frame);
|
||||
//textBox.Color = Color.Black * 0.7f;
|
||||
|
||||
//messages already added before initialization -> add them to the listbox
|
||||
List<ColoredText> unInitializedMessages = new List<ColoredText>(Messages);
|
||||
Messages.Clear();
|
||||
|
||||
foreach (ColoredText msg in unInitializedMessages)
|
||||
{
|
||||
NewMessage(msg.Text, msg.Color);
|
||||
}
|
||||
|
||||
NewMessage("Press F3 to open/close the debug console", Color.Cyan);
|
||||
NewMessage("Enter \"help\" for a list of available console commands", Color.Cyan);
|
||||
|
||||
}
|
||||
|
||||
public static void AddToGUIUpdateList()
|
||||
{
|
||||
if (isOpen)
|
||||
{
|
||||
frame.AddToGUIUpdateList();
|
||||
}
|
||||
}
|
||||
|
||||
public static void Update(GameMain game, float deltaTime)
|
||||
{
|
||||
if (PlayerInput.KeyHit(Keys.F3))
|
||||
{
|
||||
isOpen = !isOpen;
|
||||
if (isOpen)
|
||||
{
|
||||
textBox.Select();
|
||||
AddToGUIUpdateList();
|
||||
}
|
||||
else
|
||||
{
|
||||
GUIComponent.ForceMouseOn(null);
|
||||
textBox.Deselect();
|
||||
}
|
||||
|
||||
//keyboardDispatcher.Subscriber = (isOpen) ? textBox : null;
|
||||
}
|
||||
|
||||
if (isOpen)
|
||||
{
|
||||
frame.Update(deltaTime);
|
||||
|
||||
Character.DisableControls = true;
|
||||
|
||||
if (PlayerInput.KeyHit(Keys.Up))
|
||||
{
|
||||
SelectMessage(-1);
|
||||
}
|
||||
else if (PlayerInput.KeyHit(Keys.Down))
|
||||
{
|
||||
SelectMessage(1);
|
||||
}
|
||||
|
||||
//textBox.Update(deltaTime);
|
||||
|
||||
if (PlayerInput.KeyDown(Keys.Enter) && textBox.Text != "")
|
||||
{
|
||||
ExecuteCommand(textBox.Text, game);
|
||||
textBox.Text = "";
|
||||
|
||||
//selectedIndex = messages.Count;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void SelectMessage(int direction)
|
||||
{
|
||||
int messageCount = listBox.children.Count;
|
||||
if (messageCount == 0) return;
|
||||
|
||||
direction = Math.Min(Math.Max(-1, direction), 1);
|
||||
|
||||
selectedIndex += direction;
|
||||
if (selectedIndex < 0) selectedIndex = messageCount - 1;
|
||||
selectedIndex = selectedIndex % messageCount;
|
||||
|
||||
textBox.Text = (listBox.children[selectedIndex] as GUITextBlock).Text;
|
||||
}
|
||||
|
||||
public static void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!isOpen) return;
|
||||
|
||||
frame.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
private static bool IsCommandPermitted(string command, GameClient client)
|
||||
{
|
||||
switch (command)
|
||||
{
|
||||
case "kick":
|
||||
return client.HasPermission(ClientPermissions.Kick);
|
||||
case "ban":
|
||||
case "banip":
|
||||
return client.HasPermission(ClientPermissions.Ban);
|
||||
case "netstats":
|
||||
case "help":
|
||||
case "dumpids":
|
||||
case "admin":
|
||||
case "entitylist":
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private static bool ExecProjSpecific(string[] commands)
|
||||
{
|
||||
switch (commands[0].ToLowerInvariant())
|
||||
{
|
||||
case "startclient":
|
||||
if (commands.Length == 1) return true;
|
||||
if (GameMain.Client == null)
|
||||
{
|
||||
GameMain.NetworkMember = new GameClient("Name");
|
||||
GameMain.Client.ConnectToServer(commands[1]);
|
||||
}
|
||||
break;
|
||||
case "mainmenuscreen":
|
||||
case "mainmenu":
|
||||
case "menu":
|
||||
GameMain.GameSession = null;
|
||||
|
||||
List<Character> characters = new List<Character>(Character.CharacterList);
|
||||
foreach (Character c in characters)
|
||||
{
|
||||
c.Remove();
|
||||
}
|
||||
|
||||
GameMain.MainMenuScreen.Select();
|
||||
break;
|
||||
case "gamescreen":
|
||||
case "game":
|
||||
GameMain.GameScreen.Select();
|
||||
break;
|
||||
case "editmapscreen":
|
||||
case "editmap":
|
||||
case "edit":
|
||||
if (commands.Length > 1)
|
||||
{
|
||||
Submarine.Load(string.Join(" ", commands.Skip(1)), true);
|
||||
}
|
||||
GameMain.EditMapScreen.Select();
|
||||
break;
|
||||
case "editcharacter":
|
||||
case "editchar":
|
||||
GameMain.EditCharacterScreen.Select();
|
||||
break;
|
||||
case "controlcharacter":
|
||||
case "control":
|
||||
{
|
||||
if (commands.Length < 2) break;
|
||||
|
||||
var character = FindMatchingCharacter(commands, true);
|
||||
|
||||
if (character != null)
|
||||
{
|
||||
Character.Controlled = character;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "setclientcharacter":
|
||||
{
|
||||
if (GameMain.Server == null) break;
|
||||
|
||||
int separatorIndex = Array.IndexOf(commands, ";");
|
||||
|
||||
if (separatorIndex == -1 || commands.Length < 4)
|
||||
{
|
||||
ThrowError("Invalid parameters. The command should be formatted as \"setclientcharacter [client] ; [character]\"");
|
||||
break;
|
||||
}
|
||||
|
||||
string[] commandsLeft = commands.Take(separatorIndex).ToArray();
|
||||
string[] commandsRight = commands.Skip(separatorIndex).ToArray();
|
||||
|
||||
string clientName = String.Join(" ", commandsLeft.Skip(1));
|
||||
|
||||
var client = GameMain.Server.ConnectedClients.Find(c => c.name == clientName);
|
||||
if (client == null)
|
||||
{
|
||||
ThrowError("Client \"" + clientName + "\" not found.");
|
||||
}
|
||||
|
||||
var character = FindMatchingCharacter(commandsRight, false);
|
||||
GameMain.Server.SetClientCharacter(client, character);
|
||||
}
|
||||
break;
|
||||
case "test":
|
||||
Submarine.Load("aegir mark ii", true);
|
||||
GameMain.DebugDraw = true;
|
||||
GameMain.LightManager.LosEnabled = false;
|
||||
GameMain.EditMapScreen.Select();
|
||||
break;
|
||||
case "shake":
|
||||
GameMain.GameScreen.Cam.Shake = 10.0f;
|
||||
break;
|
||||
case "losenabled":
|
||||
case "los":
|
||||
case "drawlos":
|
||||
GameMain.LightManager.LosEnabled = !GameMain.LightManager.LosEnabled;
|
||||
break;
|
||||
case "lighting":
|
||||
case "lightingenabled":
|
||||
case "light":
|
||||
case "lights":
|
||||
GameMain.LightManager.LightingEnabled = !GameMain.LightManager.LightingEnabled;
|
||||
break;
|
||||
case "tutorial":
|
||||
TutorialMode.StartTutorial(Tutorials.TutorialType.TutorialTypes[0]);
|
||||
break;
|
||||
case "editortutorial":
|
||||
GameMain.EditMapScreen.Select();
|
||||
GameMain.EditMapScreen.StartTutorial();
|
||||
break;
|
||||
case "lobbyscreen":
|
||||
case "lobby":
|
||||
GameMain.LobbyScreen.Select();
|
||||
break;
|
||||
case "savemap":
|
||||
case "savesub":
|
||||
case "save":
|
||||
if (commands.Length < 2) break;
|
||||
|
||||
if (GameMain.EditMapScreen.CharacterMode)
|
||||
{
|
||||
GameMain.EditMapScreen.ToggleCharacterMode();
|
||||
}
|
||||
|
||||
string fileName = string.Join(" ", commands.Skip(1));
|
||||
if (fileName.Contains("../"))
|
||||
{
|
||||
DebugConsole.ThrowError("Illegal symbols in filename (../)");
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Submarine.SaveCurrent(System.IO.Path.Combine(Submarine.SavePath, fileName + ".sub")))
|
||||
{
|
||||
NewMessage("Sub saved", Color.Green);
|
||||
//Submarine.Loaded.First().CheckForErrors();
|
||||
}
|
||||
|
||||
break;
|
||||
case "loadmap":
|
||||
case "loadsub":
|
||||
case "load":
|
||||
if (commands.Length < 2) break;
|
||||
|
||||
Submarine.Load(string.Join(" ", commands.Skip(1)), true);
|
||||
break;
|
||||
case "cleansub":
|
||||
for (int i = MapEntity.mapEntityList.Count - 1; i >= 0; i--)
|
||||
{
|
||||
MapEntity me = MapEntity.mapEntityList[i];
|
||||
|
||||
if (me.SimPosition.Length() > 2000.0f)
|
||||
{
|
||||
DebugConsole.NewMessage("Removed " + me.Name + " (simposition " + me.SimPosition + ")", Color.Orange);
|
||||
MapEntity.mapEntityList.RemoveAt(i);
|
||||
}
|
||||
else if (me.MoveWithLevel)
|
||||
{
|
||||
DebugConsole.NewMessage("Removed " + me.Name + " (MoveWithLevel==true)", Color.Orange);
|
||||
MapEntity.mapEntityList.RemoveAt(i);
|
||||
}
|
||||
else if (me is Item)
|
||||
{
|
||||
Item item = me as Item;
|
||||
var wire = item.GetComponent<Wire>();
|
||||
if (wire == null) continue;
|
||||
|
||||
if (wire.GetNodes().Count > 0 && !wire.Connections.Any(c => c != null))
|
||||
{
|
||||
wire.Item.Drop(null);
|
||||
DebugConsole.NewMessage("Dropped wire (ID: " + wire.Item.ID + ") - attached on wall but no connections found", Color.Orange);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
break;
|
||||
case "messagebox":
|
||||
if (commands.Length < 3) break;
|
||||
new GUIMessageBox(commands[1], commands[2]);
|
||||
break;
|
||||
case "debugdraw":
|
||||
GameMain.DebugDraw = !GameMain.DebugDraw;
|
||||
break;
|
||||
case "disablehud":
|
||||
case "hud":
|
||||
GUI.DisableHUD = !GUI.DisableHUD;
|
||||
GameMain.Instance.IsMouseVisible = !GameMain.Instance.IsMouseVisible;
|
||||
break;
|
||||
case "followsub":
|
||||
Camera.FollowSub = !Camera.FollowSub;
|
||||
break;
|
||||
case "drawaitargets":
|
||||
case "showaitargets":
|
||||
AITarget.ShowAITargets = !AITarget.ShowAITargets;
|
||||
break;
|
||||
#if DEBUG
|
||||
case "spamevents":
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
for (int i = 0; i<item.components.Count; i++)
|
||||
{
|
||||
if (item.components[i] is IServerSerializable)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, i });
|
||||
}
|
||||
var itemContainer = item.GetComponent<ItemContainer>();
|
||||
if (itemContainer != null)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.InventoryState });
|
||||
}
|
||||
|
||||
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.Status });
|
||||
|
||||
item.NeedsPositionUpdate = true;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(c, new object[] { NetEntityEvent.Type.Status });
|
||||
}
|
||||
|
||||
foreach (Structure wall in Structure.WallList)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(wall);
|
||||
}
|
||||
break;
|
||||
case "spamchatmessages":
|
||||
int msgCount = 1000;
|
||||
if (commands.Length > 1) int.TryParse(commands[1], out msgCount);
|
||||
int msgLength = 50;
|
||||
if (commands.Length > 2) int.TryParse(commands[2], out msgLength);
|
||||
|
||||
for (int i = 0; i < msgCount; i++)
|
||||
{
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
GameMain.Server.SendChatMessage(ToolBox.RandomSeed(msgLength), ChatMessageType.Default);
|
||||
}
|
||||
else
|
||||
{
|
||||
GameMain.Client.SendChatMessage(ToolBox.RandomSeed(msgLength));
|
||||
}
|
||||
}
|
||||
break;
|
||||
#endif
|
||||
case "cleanbuild":
|
||||
GameMain.Config.MusicVolume = 0.5f;
|
||||
GameMain.Config.SoundVolume = 0.5f;
|
||||
DebugConsole.NewMessage("Music and sound volume set to 0.5", Color.Green);
|
||||
|
||||
GameMain.Config.GraphicsWidth = 0;
|
||||
GameMain.Config.GraphicsHeight = 0;
|
||||
GameMain.Config.WindowMode = WindowMode.Fullscreen;
|
||||
DebugConsole.NewMessage("Resolution set to 0 x 0 (screen resolution will be used)", Color.Green);
|
||||
DebugConsole.NewMessage("Fullscreen enabled", Color.Green);
|
||||
|
||||
GameSettings.VerboseLogging = false;
|
||||
|
||||
if (GameMain.Config.MasterServerUrl != "http://www.undertowgames.com/baromaster")
|
||||
{
|
||||
DebugConsole.ThrowError("MasterServerUrl \"" + GameMain.Config.MasterServerUrl + "\"!");
|
||||
}
|
||||
|
||||
GameMain.Config.Save("config.xml");
|
||||
|
||||
var saveFiles = System.IO.Directory.GetFiles(SaveUtil.SaveFolder);
|
||||
|
||||
foreach (string saveFile in saveFiles)
|
||||
{
|
||||
System.IO.File.Delete(saveFile);
|
||||
DebugConsole.NewMessage("Deleted " + saveFile, Color.Green);
|
||||
}
|
||||
|
||||
if (System.IO.Directory.Exists(System.IO.Path.Combine(SaveUtil.SaveFolder, "temp")))
|
||||
{
|
||||
System.IO.Directory.Delete(System.IO.Path.Combine(SaveUtil.SaveFolder, "temp"), true);
|
||||
DebugConsole.NewMessage("Deleted temp save folder", Color.Green);
|
||||
}
|
||||
|
||||
if (System.IO.Directory.Exists(ServerLog.SavePath))
|
||||
{
|
||||
var logFiles = System.IO.Directory.GetFiles(ServerLog.SavePath);
|
||||
|
||||
foreach (string logFile in logFiles)
|
||||
{
|
||||
System.IO.File.Delete(logFile);
|
||||
DebugConsole.NewMessage("Deleted " + logFile, Color.Green);
|
||||
}
|
||||
}
|
||||
|
||||
if (System.IO.File.Exists("filelist.xml"))
|
||||
{
|
||||
System.IO.File.Delete("filelist.xml");
|
||||
DebugConsole.NewMessage("Deleted filelist", Color.Green);
|
||||
}
|
||||
|
||||
|
||||
if (System.IO.File.Exists("Submarines/TutorialSub.sub"))
|
||||
{
|
||||
System.IO.File.Delete("Submarines/TutorialSub.sub");
|
||||
|
||||
DebugConsole.NewMessage("Deleted TutorialSub from the submarine folder", Color.Green);
|
||||
}
|
||||
|
||||
if (System.IO.File.Exists(GameServer.SettingsFile))
|
||||
{
|
||||
System.IO.File.Delete(GameServer.SettingsFile);
|
||||
DebugConsole.NewMessage("Deleted server settings", Color.Green);
|
||||
}
|
||||
|
||||
if (System.IO.File.Exists(GameServer.ClientPermissionsFile))
|
||||
{
|
||||
System.IO.File.Delete(GameServer.ClientPermissionsFile);
|
||||
DebugConsole.NewMessage("Deleted client permission file", Color.Green);
|
||||
|
||||
}
|
||||
|
||||
if (System.IO.File.Exists("crashreport.txt"))
|
||||
{
|
||||
System.IO.File.Delete("crashreport.txt");
|
||||
DebugConsole.NewMessage("Deleted crashreport.txt", Color.Green);
|
||||
}
|
||||
|
||||
if (!System.IO.File.Exists("Content/Map/TutorialSub.sub"))
|
||||
{
|
||||
DebugConsole.ThrowError("TutorialSub.sub not found!");
|
||||
}
|
||||
|
||||
break;
|
||||
default:
|
||||
return false; //command not found
|
||||
break;
|
||||
}
|
||||
return true; //command found
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Mission
|
||||
{
|
||||
public void ShowMessage(int index)
|
||||
{
|
||||
if (index >= headers.Count && index >= messages.Count) return;
|
||||
|
||||
string header = index < headers.Count ? headers[index] : "";
|
||||
string message = index < messages.Count ? messages[index] : "";
|
||||
|
||||
GameServer.Log("Mission info: " + header + " - " + message, ServerLog.MessageType.ServerMessage);
|
||||
|
||||
new GUIMessageBox(header, message);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class MissionMode : GameMode
|
||||
{
|
||||
public override void MsgBox()
|
||||
{
|
||||
if (mission == null) return;
|
||||
|
||||
var missionMsg = new GUIMessageBox(mission.Name, mission.Description, 400, 400);
|
||||
missionMsg.UserData = "missionstartmessage";
|
||||
|
||||
Networking.GameServer.Log("Mission: " + mission.Name, Networking.ServerLog.MessageType.ServerMessage);
|
||||
Networking.GameServer.Log(mission.Description, Networking.ServerLog.MessageType.ServerMessage);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6,15 +6,6 @@ using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
[Flags]
|
||||
public enum Alignment
|
||||
{
|
||||
CenterX = 1, Left = 2, Right = 4, CenterY = 8, Top = 16, Bottom = 32,
|
||||
TopLeft = (Top | Left), TopCenter = (CenterX | Top), TopRight = (Top | Right),
|
||||
CenterLeft = (Left | CenterY), Center = (CenterX | CenterY), CenterRight = (Right | CenterY),
|
||||
BottomLeft = (Bottom | Left), BottomCenter = (CenterX | Bottom), BottomRight = (Bottom | Right),
|
||||
}
|
||||
|
||||
public enum GUISoundType
|
||||
{
|
||||
Message,
|
||||
@@ -44,6 +44,7 @@ namespace Barotrauma
|
||||
set
|
||||
{
|
||||
loadState = value;
|
||||
DebugConsole.NewMessage("Loading: " + value.ToString() + "%",Color.Yellow);
|
||||
DrawLoadingText = true;
|
||||
}
|
||||
}
|
||||
@@ -3,11 +3,11 @@ using System.Diagnostics;
|
||||
using System.Reflection;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Particles;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -106,7 +106,7 @@ namespace Barotrauma
|
||||
{
|
||||
GraphicsDeviceManager = new GraphicsDeviceManager(this);
|
||||
Window.Title = "Barotrauma";
|
||||
|
||||
|
||||
Instance = this;
|
||||
|
||||
Config = new GameSettings("config.xml");
|
||||
@@ -141,6 +141,12 @@ namespace Barotrauma
|
||||
GraphicsHeight = Config.GraphicsHeight;
|
||||
GraphicsDeviceManager.SynchronizeWithVerticalRetrace = Config.VSyncEnabled;
|
||||
|
||||
//for whatever reason, window isn't centered automatically
|
||||
//since MonoGame 3.6 (nuget package might be broken), so
|
||||
//let's do it manually
|
||||
Window.Position = new Point((GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width - GraphicsWidth) / 2,
|
||||
(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height - GraphicsHeight) / 2);
|
||||
|
||||
GraphicsDeviceManager.HardwareModeSwitch = Config.WindowMode != WindowMode.BorderlessWindowed;
|
||||
|
||||
GraphicsDeviceManager.IsFullScreen = Config.WindowMode == WindowMode.Fullscreen || Config.WindowMode == WindowMode.BorderlessWindowed;
|
||||
@@ -192,6 +198,7 @@ namespace Barotrauma
|
||||
|
||||
private IEnumerable<object> Load()
|
||||
{
|
||||
DebugConsole.NewMessage("LOADING COROUTINE", Color.Lime);
|
||||
GUI.GraphicsDevice = base.GraphicsDevice;
|
||||
GUI.Init(Content);
|
||||
|
||||
@@ -274,6 +281,7 @@ namespace Barotrauma
|
||||
|
||||
TitleScreen.LoadState = 100.0f;
|
||||
hasLoaded = true;
|
||||
DebugConsole.NewMessage("LOADING COROUTINE FINISHED", Color.Lime);
|
||||
yield return CoroutineStatus.Success;
|
||||
|
||||
}
|
||||
@@ -365,7 +373,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
GUI.Update((float)Timing.Step);
|
||||
}
|
||||
}
|
||||
|
||||
CoroutineManager.Update((float)Timing.Step, paused ? 0.0f : (float)Timing.Step);
|
||||
|
||||
@@ -418,6 +426,5 @@ namespace Barotrauma
|
||||
|
||||
base.OnExiting(sender, args);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -281,7 +281,7 @@ namespace Barotrauma
|
||||
listBox.ClearChildren();
|
||||
characters.Clear();
|
||||
|
||||
WayPoint[] waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
|
||||
WayPoint[] waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub, false);
|
||||
|
||||
for (int i = 0; i < waypoints.Length; i++)
|
||||
{
|
||||
10
Barotrauma/BarotraumaClient/Source/GameSession/GameMode.cs
Normal file
10
Barotrauma/BarotraumaClient/Source/GameSession/GameMode.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class GameMode
|
||||
{
|
||||
public virtual void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
using Barotrauma.Networking;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class TraitorManager
|
||||
{
|
||||
public static void CreateStartPopUp(string targetName)
|
||||
{
|
||||
new GUIMessageBox("You are the Traitor!",
|
||||
"Your secret task is to assassinate " + targetName + "! Discretion is an utmost concern; sinking the submarine and killing the entire crew "
|
||||
+ "will arouse suspicion amongst the Fleet. If possible, make the death look like an accident.", 400, 350);
|
||||
}
|
||||
}
|
||||
}
|
||||
197
Barotrauma/BarotraumaClient/Source/GameSession/GameSession.cs
Normal file
197
Barotrauma/BarotraumaClient/Source/GameSession/GameSession.cs
Normal file
@@ -0,0 +1,197 @@
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class GameSession
|
||||
{
|
||||
private InfoFrameTab selectedTab;
|
||||
private GUIButton infoButton;
|
||||
private GUIFrame infoFrame;
|
||||
|
||||
public Map Map
|
||||
{
|
||||
get
|
||||
{
|
||||
SinglePlayerMode mode = (gameMode as SinglePlayerMode);
|
||||
return (mode == null) ? null : mode.Map;
|
||||
}
|
||||
}
|
||||
|
||||
private ShiftSummary shiftSummary;
|
||||
|
||||
public ShiftSummary ShiftSummary
|
||||
{
|
||||
get { return shiftSummary; }
|
||||
}
|
||||
|
||||
public bool LoadPrevious(GUIButton button, object obj)
|
||||
{
|
||||
Submarine.Unload();
|
||||
|
||||
SaveUtil.LoadGame(saveFile);
|
||||
|
||||
GameMain.LobbyScreen.Select();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool ToggleInfoFrame(GUIButton button, object obj)
|
||||
{
|
||||
if (infoFrame == null)
|
||||
{
|
||||
if (CrewManager != null && CrewManager.CrewCommander != null && CrewManager.CrewCommander.IsOpen)
|
||||
{
|
||||
CrewManager.CrewCommander.ToggleGUIFrame();
|
||||
}
|
||||
|
||||
CreateInfoFrame();
|
||||
SelectInfoFrameTab(null, selectedTab);
|
||||
}
|
||||
else
|
||||
{
|
||||
infoFrame = null;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void CreateInfoFrame()
|
||||
{
|
||||
int width = 600, height = 400;
|
||||
|
||||
|
||||
infoFrame = new GUIFrame(
|
||||
Rectangle.Empty, Color.Black * 0.8f, null);
|
||||
|
||||
var innerFrame = new GUIFrame(
|
||||
new Rectangle(GameMain.GraphicsWidth / 2 - width / 2, GameMain.GraphicsHeight / 2 - height / 2, width, height), "", infoFrame);
|
||||
|
||||
innerFrame.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
|
||||
|
||||
var crewButton = new GUIButton(new Rectangle(0, -30, 100, 20), "Crew", "", innerFrame);
|
||||
crewButton.UserData = InfoFrameTab.Crew;
|
||||
crewButton.OnClicked = SelectInfoFrameTab;
|
||||
|
||||
var missionButton = new GUIButton(new Rectangle(100, -30, 100, 20), "Mission", "", innerFrame);
|
||||
missionButton.UserData = InfoFrameTab.Mission;
|
||||
missionButton.OnClicked = SelectInfoFrameTab;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
var manageButton = new GUIButton(new Rectangle(200, -30, 130, 20), "Manage players", "", innerFrame);
|
||||
manageButton.UserData = InfoFrameTab.ManagePlayers;
|
||||
manageButton.OnClicked = SelectInfoFrameTab;
|
||||
}
|
||||
|
||||
var closeButton = new GUIButton(new Rectangle(0, 0, 80, 20), "Close", Alignment.BottomCenter, "", innerFrame);
|
||||
closeButton.OnClicked = ToggleInfoFrame;
|
||||
|
||||
}
|
||||
|
||||
private bool SelectInfoFrameTab(GUIButton button, object userData)
|
||||
{
|
||||
selectedTab = (InfoFrameTab)userData;
|
||||
|
||||
CreateInfoFrame();
|
||||
|
||||
switch (selectedTab)
|
||||
{
|
||||
case InfoFrameTab.Crew:
|
||||
CrewManager.CreateCrewFrame(CrewManager.characters, infoFrame.children[0] as GUIFrame);
|
||||
break;
|
||||
case InfoFrameTab.Mission:
|
||||
CreateMissionInfo(infoFrame.children[0] as GUIFrame);
|
||||
break;
|
||||
case InfoFrameTab.ManagePlayers:
|
||||
GameMain.Server.ManagePlayersFrame(infoFrame.children[0] as GUIFrame);
|
||||
break;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void CreateMissionInfo(GUIFrame infoFrame)
|
||||
{
|
||||
if (Mission == null)
|
||||
{
|
||||
new GUITextBlock(new Rectangle(0, 0, 0, 50), "No mission", "", infoFrame, true);
|
||||
return;
|
||||
}
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 0, 0, 40), Mission.Name, "", infoFrame, GUI.LargeFont);
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 50, 0, 20), "Reward: " + Mission.Reward, "", infoFrame, true);
|
||||
new GUITextBlock(new Rectangle(0, 70, 0, 50), Mission.Description, "", infoFrame, true);
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void AddToGUIUpdateList()
|
||||
{
|
||||
infoButton.AddToGUIUpdateList();
|
||||
|
||||
if (gameMode != null) gameMode.AddToGUIUpdateList();
|
||||
|
||||
if (infoFrame != null) infoFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
TaskManager.Update(deltaTime);
|
||||
|
||||
if (GUI.DisableHUD) return;
|
||||
|
||||
//guiRoot.Update(deltaTime);
|
||||
infoButton.Update(deltaTime);
|
||||
|
||||
if (gameMode != null) gameMode.Update(deltaTime);
|
||||
if (Mission != null) Mission.Update(deltaTime);
|
||||
if (infoFrame != null)
|
||||
{
|
||||
infoFrame.Update(deltaTime);
|
||||
|
||||
if (CrewManager != null && CrewManager.CrewCommander != null && CrewManager.CrewCommander.IsOpen)
|
||||
{
|
||||
infoFrame = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (GUI.DisableHUD) return;
|
||||
|
||||
infoButton.Draw(spriteBatch);
|
||||
|
||||
if (gameMode != null) gameMode.Draw(spriteBatch);
|
||||
if (infoFrame != null) infoFrame.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public void Save(string filePath)
|
||||
{
|
||||
XDocument doc = new XDocument(
|
||||
new XElement("Gamesession"));
|
||||
|
||||
var now = DateTime.Now;
|
||||
doc.Root.Add(new XAttribute("savetime", now.ToShortTimeString() + ", " + now.ToShortDateString()));
|
||||
|
||||
doc.Root.Add(new XAttribute("submarine", submarine == null ? "" : submarine.Name));
|
||||
|
||||
doc.Root.Add(new XAttribute("mapseed", Map.Seed));
|
||||
|
||||
((SinglePlayerMode)gameMode).Save(doc.Root);
|
||||
|
||||
try
|
||||
{
|
||||
doc.Save(filePath);
|
||||
}
|
||||
catch
|
||||
{
|
||||
DebugConsole.ThrowError("Saving gamesession to \"" + filePath + "\" failed!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,11 +14,11 @@ namespace Barotrauma
|
||||
Windowed, Fullscreen, BorderlessWindowed
|
||||
}
|
||||
|
||||
public class GameSettings
|
||||
public partial class GameSettings
|
||||
{
|
||||
private GUIFrame settingsFrame;
|
||||
private GUIButton applyButton;
|
||||
|
||||
|
||||
private float soundVolume, musicVolume;
|
||||
|
||||
private WindowMode windowMode;
|
||||
@@ -28,10 +28,10 @@ namespace Barotrauma
|
||||
private KeyOrMouse[] keyMapping;
|
||||
|
||||
private bool unsavedSettings;
|
||||
|
||||
|
||||
public GUIFrame SettingsFrame
|
||||
{
|
||||
get
|
||||
get
|
||||
{
|
||||
if (settingsFrame == null) CreateSettingsFrame();
|
||||
return settingsFrame;
|
||||
@@ -43,11 +43,13 @@ namespace Barotrauma
|
||||
return keyMapping[(int)inputType];
|
||||
}
|
||||
|
||||
public int GraphicsWidth { get; set; }
|
||||
public int GraphicsHeight { get; set; }
|
||||
public int GraphicsWidth { get; set; }
|
||||
public int GraphicsHeight { get; set; }
|
||||
|
||||
public bool VSyncEnabled { get; set; }
|
||||
|
||||
public bool EnableSplashScreen { get; set; }
|
||||
|
||||
//public bool FullScreenEnabled { get; set; }
|
||||
|
||||
public WindowMode WindowMode
|
||||
@@ -55,9 +57,7 @@ namespace Barotrauma
|
||||
get { return windowMode; }
|
||||
set { windowMode = value; }
|
||||
}
|
||||
|
||||
public ContentPackage SelectedContentPackage { get; set; }
|
||||
|
||||
|
||||
public List<string> JobNamePreferences
|
||||
{
|
||||
get { return jobNamePreferences; }
|
||||
@@ -70,15 +70,7 @@ namespace Barotrauma
|
||||
jobNamePreferences = value;
|
||||
}
|
||||
}
|
||||
|
||||
public string MasterServerUrl { get; set; }
|
||||
public bool AutoCheckUpdates { get; set; }
|
||||
public bool WasGameUpdated { get; set; }
|
||||
|
||||
public static bool VerboseLogging { get; set; }
|
||||
|
||||
public bool EnableSplashScreen { get; set; }
|
||||
|
||||
|
||||
public bool UnsavedSettings
|
||||
{
|
||||
get
|
||||
@@ -100,7 +92,7 @@ namespace Barotrauma
|
||||
|
||||
public float SoundVolume
|
||||
{
|
||||
get { return soundVolume; }
|
||||
get { return soundVolume; }
|
||||
set
|
||||
{
|
||||
soundVolume = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
@@ -118,24 +110,13 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public GameSettings(string filePath)
|
||||
partial void InitProjSpecific(XDocument doc)
|
||||
{
|
||||
ContentPackage.LoadAll(ContentPackage.Folder);
|
||||
|
||||
Load(filePath);
|
||||
}
|
||||
|
||||
public void Load(string filePath)
|
||||
{
|
||||
XDocument doc = ToolBox.TryLoadXml(filePath);
|
||||
|
||||
if (doc == null)
|
||||
{
|
||||
DebugConsole.ThrowError("No config file found");
|
||||
|
||||
GraphicsWidth = 1024;
|
||||
GraphicsHeight = 678;
|
||||
|
||||
|
||||
MasterServerUrl = "";
|
||||
|
||||
SelectedContentPackage = ContentPackage.list.Any() ? ContentPackage.list[0] : new ContentPackage("");
|
||||
@@ -145,16 +126,15 @@ namespace Barotrauma
|
||||
{
|
||||
JobNamePreferences.Add(job.Name);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
XElement graphicsMode = doc.Root.Element("graphicsmode");
|
||||
GraphicsWidth = ToolBox.GetAttributeInt(graphicsMode, "width", 0);
|
||||
GraphicsHeight = ToolBox.GetAttributeInt(graphicsMode, "height", 0);
|
||||
VSyncEnabled = ToolBox.GetAttributeBool(graphicsMode, "vsync", true);
|
||||
|
||||
if (GraphicsWidth==0 || GraphicsHeight==0)
|
||||
if (GraphicsWidth == 0 || GraphicsHeight == 0)
|
||||
{
|
||||
GraphicsWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
|
||||
GraphicsHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
|
||||
@@ -168,46 +148,31 @@ namespace Barotrauma
|
||||
windowMode = WindowMode.Fullscreen;
|
||||
}
|
||||
|
||||
MasterServerUrl = ToolBox.GetAttributeString(doc.Root, "masterserverurl", "");
|
||||
|
||||
AutoCheckUpdates = ToolBox.GetAttributeBool(doc.Root, "autocheckupdates", true);
|
||||
WasGameUpdated = ToolBox.GetAttributeBool(doc.Root, "wasgameupdated", false);
|
||||
|
||||
SoundVolume = ToolBox.GetAttributeFloat(doc.Root, "soundvolume", 1.0f);
|
||||
MusicVolume = ToolBox.GetAttributeFloat(doc.Root, "musicvolume", 0.3f);
|
||||
|
||||
VerboseLogging = ToolBox.GetAttributeBool(doc.Root, "verboselogging", false);
|
||||
|
||||
EnableSplashScreen = ToolBox.GetAttributeBool(doc.Root, "enablesplashscreen", true);
|
||||
|
||||
keyMapping = new KeyOrMouse[Enum.GetNames(typeof(InputType)).Length];
|
||||
keyMapping[(int)InputType.Up] = new KeyOrMouse(Keys.W);
|
||||
keyMapping[(int)InputType.Down] = new KeyOrMouse(Keys.S);
|
||||
keyMapping[(int)InputType.Left] = new KeyOrMouse(Keys.A);
|
||||
keyMapping[(int)InputType.Right] = new KeyOrMouse(Keys.D);
|
||||
keyMapping[(int)InputType.Run] = new KeyOrMouse(Keys.LeftShift);
|
||||
keyMapping[(int)InputType.Up] = new KeyOrMouse(Keys.W);
|
||||
keyMapping[(int)InputType.Down] = new KeyOrMouse(Keys.S);
|
||||
keyMapping[(int)InputType.Left] = new KeyOrMouse(Keys.A);
|
||||
keyMapping[(int)InputType.Right] = new KeyOrMouse(Keys.D);
|
||||
keyMapping[(int)InputType.Run] = new KeyOrMouse(Keys.LeftShift);
|
||||
|
||||
|
||||
keyMapping[(int)InputType.Chat] = new KeyOrMouse(Keys.Tab);
|
||||
keyMapping[(int)InputType.CrewOrders] = new KeyOrMouse(Keys.C);
|
||||
keyMapping[(int)InputType.Chat] = new KeyOrMouse(Keys.Tab);
|
||||
keyMapping[(int)InputType.CrewOrders] = new KeyOrMouse(Keys.C);
|
||||
|
||||
keyMapping[(int)InputType.Select] = new KeyOrMouse(Keys.E);
|
||||
keyMapping[(int)InputType.Select] = new KeyOrMouse(Keys.E);
|
||||
|
||||
keyMapping[(int)InputType.Use] = new KeyOrMouse(0);
|
||||
keyMapping[(int)InputType.Aim] = new KeyOrMouse(1);
|
||||
|
||||
|
||||
foreach (XElement subElement in doc.Root.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "contentpackage":
|
||||
string path = ToolBox.GetAttributeString(subElement, "path", "");
|
||||
|
||||
|
||||
SelectedContentPackage = ContentPackage.list.Find(cp => cp.Path == path);
|
||||
|
||||
if (SelectedContentPackage == null) SelectedContentPackage = new ContentPackage(path);
|
||||
break;
|
||||
case "keymapping":
|
||||
foreach (XAttribute attribute in subElement.Attributes())
|
||||
{
|
||||
@@ -222,7 +187,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
Keys key;
|
||||
if (Enum.TryParse(attribute.Value.ToString(), true, out key))
|
||||
if (Enum.TryParse(attribute.Value.ToString(), true, out key))
|
||||
{
|
||||
keyMapping[(int)inputType] = new KeyOrMouse(key);
|
||||
}
|
||||
@@ -241,12 +206,12 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
|
||||
{
|
||||
if (keyMapping[(int)inputType]==null)
|
||||
{
|
||||
if (keyMapping[(int)inputType] == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Key binding for the input type \"" + inputType + " not set!");
|
||||
keyMapping[(int)inputType] = new KeyOrMouse(Keys.D1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -257,7 +222,7 @@ namespace Barotrauma
|
||||
{
|
||||
UnsavedSettings = false;
|
||||
|
||||
XDocument doc = new XDocument();
|
||||
XDocument doc = new XDocument();
|
||||
|
||||
if (doc.Root == null)
|
||||
{
|
||||
@@ -275,7 +240,7 @@ namespace Barotrauma
|
||||
if (WasGameUpdated)
|
||||
{
|
||||
doc.Root.Add(new XAttribute("wasgameupdated", true));
|
||||
}
|
||||
}
|
||||
|
||||
XElement gMode = doc.Root.Element("graphicsmode");
|
||||
if (gMode == null)
|
||||
@@ -284,7 +249,7 @@ namespace Barotrauma
|
||||
doc.Root.Add(gMode);
|
||||
}
|
||||
|
||||
if (GraphicsWidth==0 || GraphicsHeight==0)
|
||||
if (GraphicsWidth == 0 || GraphicsHeight == 0)
|
||||
{
|
||||
gMode.ReplaceAttributes(new XAttribute("displaymode", windowMode));
|
||||
}
|
||||
@@ -300,15 +265,15 @@ namespace Barotrauma
|
||||
|
||||
if (SelectedContentPackage != null)
|
||||
{
|
||||
doc.Root.Add(new XElement("contentpackage",
|
||||
doc.Root.Add(new XElement("contentpackage",
|
||||
new XAttribute("path", SelectedContentPackage.Path)));
|
||||
}
|
||||
|
||||
var keyMappingElement = new XElement("keymapping");
|
||||
doc.Root.Add(keyMappingElement);
|
||||
for (int i = 0; i<keyMapping.Length;i++)
|
||||
doc.Root.Add(keyMappingElement);
|
||||
for (int i = 0; i < keyMapping.Length; i++)
|
||||
{
|
||||
if (keyMapping[i].MouseButton==null)
|
||||
if (keyMapping[i].MouseButton == null)
|
||||
{
|
||||
keyMappingElement.Add(new XAttribute(((InputType)i).ToString(), keyMapping[i].Key));
|
||||
}
|
||||
@@ -349,7 +314,7 @@ namespace Barotrauma
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public void ResetSettingsFrame()
|
||||
{
|
||||
settingsFrame = null;
|
||||
@@ -401,7 +366,7 @@ namespace Barotrauma
|
||||
|
||||
y += 70;
|
||||
|
||||
GUITickBox vsyncTickBox = new GUITickBox(new Rectangle(0, y, 20, 20), "Enable vertical sync",Alignment.CenterY | Alignment.Left,settingsFrame);
|
||||
GUITickBox vsyncTickBox = new GUITickBox(new Rectangle(0, y, 20, 20), "Enable vertical sync", Alignment.CenterY | Alignment.Left, settingsFrame);
|
||||
vsyncTickBox.OnSelected = (GUITickBox box) =>
|
||||
{
|
||||
VSyncEnabled = !VSyncEnabled;
|
||||
@@ -444,10 +409,10 @@ namespace Barotrauma
|
||||
new GUITextBlock(new Rectangle(x, y, 100, 20), "Controls:", "", settingsFrame);
|
||||
y += 30;
|
||||
var inputNames = Enum.GetNames(typeof(InputType));
|
||||
for (int i = 0; i< inputNames.Length; i++)
|
||||
for (int i = 0; i < inputNames.Length; i++)
|
||||
{
|
||||
new GUITextBlock(new Rectangle(x, y, 100, 18), inputNames[i]+": ", "", Alignment.TopLeft, Alignment.CenterLeft, settingsFrame);
|
||||
var keyBox = new GUITextBox(new Rectangle(x + 100, y, 120, 18), null,null, Alignment.TopLeft, Alignment.CenterLeft, "", settingsFrame);
|
||||
new GUITextBlock(new Rectangle(x, y, 100, 18), inputNames[i] + ": ", "", Alignment.TopLeft, Alignment.CenterLeft, settingsFrame);
|
||||
var keyBox = new GUITextBox(new Rectangle(x + 100, y, 120, 18), null, null, Alignment.TopLeft, Alignment.CenterLeft, "", settingsFrame);
|
||||
|
||||
keyBox.Text = keyMapping[i].ToString();
|
||||
keyBox.UserData = i;
|
||||
@@ -502,7 +467,7 @@ namespace Barotrauma
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
|
||||
while (keyBox.Selected && PlayerInput.GetKeyboardState.GetPressedKeys().Length==0
|
||||
while (keyBox.Selected && PlayerInput.GetKeyboardState.GetPressedKeys().Length == 0
|
||||
&& !PlayerInput.LeftButtonClicked() && !PlayerInput.RightButtonClicked())
|
||||
{
|
||||
if (Screen.Selected != GameMain.MainMenuScreen && !GUI.SettingsMenuOpen) yield return CoroutineStatus.Success;
|
||||
@@ -534,7 +499,7 @@ namespace Barotrauma
|
||||
{
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
|
||||
keyBox.Deselect();
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
169
Barotrauma/BarotraumaClient/Source/Items/CharacterInventory.cs
Normal file
169
Barotrauma/BarotraumaClient/Source/Items/CharacterInventory.cs
Normal file
@@ -0,0 +1,169 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.Items.Components;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class CharacterInventory : Inventory
|
||||
{
|
||||
private static Texture2D icons;
|
||||
|
||||
public Vector2[] SlotPositions;
|
||||
|
||||
private GUIButton[] useOnSelfButton;
|
||||
|
||||
partial void InitProjSpecific()
|
||||
{
|
||||
useOnSelfButton = new GUIButton[2];
|
||||
|
||||
if (icons == null) icons = TextureLoader.FromFile("Content/UI/inventoryIcons.png");
|
||||
|
||||
SlotPositions = new Vector2[limbSlots.Length];
|
||||
|
||||
int rectWidth = 40, rectHeight = 40;
|
||||
int spacing = 10;
|
||||
for (int i = 0; i < SlotPositions.Length; i++)
|
||||
{
|
||||
switch (i)
|
||||
{
|
||||
//head, torso, legs
|
||||
case 0:
|
||||
case 1:
|
||||
case 2:
|
||||
SlotPositions[i] = new Vector2(
|
||||
spacing,
|
||||
GameMain.GraphicsHeight - (spacing + rectHeight) * (3 - i));
|
||||
break;
|
||||
//lefthand, righthand
|
||||
case 3:
|
||||
case 4:
|
||||
SlotPositions[i] = new Vector2(
|
||||
spacing * 2 + rectWidth + (spacing + rectWidth) * (i - 2),
|
||||
GameMain.GraphicsHeight - (spacing + rectHeight) * 3);
|
||||
|
||||
useOnSelfButton[i - 3] = new GUIButton(
|
||||
new Rectangle((int)SlotPositions[i].X, (int)(SlotPositions[i].Y - spacing - rectHeight),
|
||||
rectWidth, rectHeight), "Use", "")
|
||||
{
|
||||
UserData = i,
|
||||
OnClicked = UseItemOnSelf
|
||||
};
|
||||
|
||||
|
||||
break;
|
||||
case 5:
|
||||
SlotPositions[i] = new Vector2(
|
||||
spacing * 2 + rectWidth + (spacing + rectWidth) * (i - 5),
|
||||
GameMain.GraphicsHeight - (spacing + rectHeight) * 3);
|
||||
|
||||
break;
|
||||
default:
|
||||
SlotPositions[i] = new Vector2(
|
||||
spacing * 2 + rectWidth + (spacing + rectWidth) * ((i - 6) % 5),
|
||||
GameMain.GraphicsHeight - (spacing + rectHeight) * ((i > 10) ? 2 : 1));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool UseItemOnSelf(GUIButton button, object obj)
|
||||
{
|
||||
if (!(obj is int)) return false;
|
||||
|
||||
int slotIndex = (int)obj;
|
||||
|
||||
return UseItemOnSelf(slotIndex);
|
||||
}
|
||||
|
||||
protected override void CreateSlots()
|
||||
{
|
||||
if (slots == null) slots = new InventorySlot[capacity];
|
||||
|
||||
int rectWidth = 40, rectHeight = 40;
|
||||
|
||||
Rectangle slotRect = new Rectangle(0, 0, rectWidth, rectHeight);
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (slots[i] == null) slots[i] = new InventorySlot(slotRect);
|
||||
|
||||
slots[i].Disabled = false;
|
||||
|
||||
slotRect.X = (int)(SlotPositions[i].X + DrawOffset.X);
|
||||
slotRect.Y = (int)(SlotPositions[i].Y + DrawOffset.Y);
|
||||
|
||||
slots[i].Rect = slotRect;
|
||||
|
||||
slots[i].Color = limbSlots[i] == InvSlotType.Any ? Color.White * 0.2f : Color.White * 0.4f;
|
||||
}
|
||||
|
||||
MergeSlots();
|
||||
}
|
||||
|
||||
public void DrawOwn(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (slots == null) CreateSlots();
|
||||
|
||||
Rectangle slotRect = new Rectangle(0, 0, 40, 40);
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
slotRect.X = (int)(SlotPositions[i].X + DrawOffset.X);
|
||||
slotRect.Y = (int)(SlotPositions[i].Y + DrawOffset.Y);
|
||||
|
||||
if (i == 1) //head
|
||||
{
|
||||
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
|
||||
new Rectangle(0, 0, 56, 128), Color.White * 0.7f, 0.0f,
|
||||
new Vector2(28.0f, 64.0f), Vector2.One,
|
||||
SpriteEffects.None, 0.1f);
|
||||
}
|
||||
else if (i == 3 || i == 4)
|
||||
{
|
||||
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
|
||||
new Rectangle(92, 41 * (4 - i), 36, 40), Color.White * 0.7f, 0.0f,
|
||||
new Vector2(18.0f, 20.0f), Vector2.One,
|
||||
SpriteEffects.None, 0.1f);
|
||||
}
|
||||
else if (i == 5)
|
||||
{
|
||||
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
|
||||
new Rectangle(57, 0, 31, 32), Color.White * 0.7f, 0.0f,
|
||||
new Vector2(15.0f, 16.0f), Vector2.One,
|
||||
SpriteEffects.None, 0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
base.Draw(spriteBatch);
|
||||
|
||||
if (character == Character.Controlled)
|
||||
{
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (selectedSlot != i &&
|
||||
Items[i] != null && Items[i].CanUseOnSelf && character.HasSelectedItem(Items[i]))
|
||||
{
|
||||
useOnSelfButton[i - 3].Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedSlot > -1)
|
||||
{
|
||||
DrawSubInventory(spriteBatch, selectedSlot);
|
||||
|
||||
if (selectedSlot > -1 &&
|
||||
!slots[selectedSlot].IsHighlighted &&
|
||||
(draggingItem == null || draggingItem.Container != Items[selectedSlot]))
|
||||
{
|
||||
selectedSlot = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
142
Barotrauma/BarotraumaClient/Source/Items/Components/Door.cs
Normal file
142
Barotrauma/BarotraumaClient/Source/Items/Components/Door.cs
Normal file
@@ -0,0 +1,142 @@
|
||||
using Barotrauma.Lights;
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Door : ItemComponent, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
private ConvexHull convexHull;
|
||||
private ConvexHull convexHull2;
|
||||
|
||||
private Vector2[] GetConvexHullCorners(Rectangle rect)
|
||||
{
|
||||
Vector2[] corners = new Vector2[4];
|
||||
corners[0] = new Vector2(rect.X, rect.Y - rect.Height);
|
||||
corners[1] = new Vector2(rect.X, rect.Y);
|
||||
corners[2] = new Vector2(rect.Right, rect.Y);
|
||||
corners[3] = new Vector2(rect.Right, rect.Y - rect.Height);
|
||||
|
||||
return corners;
|
||||
}
|
||||
|
||||
private void UpdateConvexHulls()
|
||||
{
|
||||
doorRect = new Rectangle(
|
||||
item.Rect.Center.X - (int)(doorSprite.size.X / 2),
|
||||
item.Rect.Y - item.Rect.Height / 2 + (int)(doorSprite.size.Y / 2.0f),
|
||||
(int)doorSprite.size.X,
|
||||
(int)doorSprite.size.Y);
|
||||
|
||||
Rectangle rect = doorRect;
|
||||
if (isHorizontal)
|
||||
{
|
||||
rect.Width = (int)(rect.Width * (1.0f - openState));
|
||||
}
|
||||
else
|
||||
{
|
||||
rect.Height = (int)(rect.Height * (1.0f - openState));
|
||||
}
|
||||
|
||||
if (window.Height > 0 && window.Width > 0)
|
||||
{
|
||||
rect.Height = -window.Y;
|
||||
|
||||
rect.Y += (int)(doorRect.Height * openState);
|
||||
rect.Height = Math.Max(rect.Height - (rect.Y - doorRect.Y), 0);
|
||||
rect.Y = Math.Min(doorRect.Y, rect.Y);
|
||||
|
||||
if (convexHull2 != null)
|
||||
{
|
||||
Rectangle rect2 = doorRect;
|
||||
rect2.Y = rect2.Y + window.Y - window.Height;
|
||||
|
||||
rect2.Y += (int)(doorRect.Height * openState);
|
||||
rect2.Y = Math.Min(doorRect.Y, rect2.Y);
|
||||
rect2.Height = rect2.Y - (doorRect.Y - (int)(doorRect.Height * (1.0f - openState)));
|
||||
//convexHull2.SetVertices(GetConvexHullCorners(rect2));
|
||||
|
||||
if (rect2.Height == 0)
|
||||
{
|
||||
convexHull2.Enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
convexHull2.Enabled = true;
|
||||
convexHull2.SetVertices(GetConvexHullCorners(rect2));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (convexHull == null) return;
|
||||
|
||||
if (rect.Height == 0 || rect.Width == 0)
|
||||
{
|
||||
convexHull.Enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
convexHull.Enabled = true;
|
||||
convexHull.SetVertices(GetConvexHullCorners(rect));
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
Color color = (item.IsSelected) ? Color.Green : Color.White;
|
||||
color = color * (item.Condition / 100.0f);
|
||||
color.A = 255;
|
||||
|
||||
//prefab.sprite.Draw(spriteBatch, new Vector2(rect.X, -rect.Y), new Vector2(rect.Width, rect.Height), color);
|
||||
|
||||
if (stuck > 0.0f && weldedSprite != null)
|
||||
{
|
||||
Vector2 weldSpritePos = new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height / 2.0f);
|
||||
if (item.Submarine != null) weldSpritePos += item.Submarine.Position;
|
||||
weldSpritePos.Y = -weldSpritePos.Y;
|
||||
|
||||
weldedSprite.Draw(spriteBatch,
|
||||
weldSpritePos, Color.White * (stuck / 100.0f), 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
if (openState == 1.0f)
|
||||
{
|
||||
body.Enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (isHorizontal)
|
||||
{
|
||||
Vector2 pos = new Vector2(item.Rect.X, item.Rect.Y - item.Rect.Height / 2);
|
||||
if (item.Submarine != null) pos += item.Submarine.DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
spriteBatch.Draw(doorSprite.Texture, pos,
|
||||
new Rectangle((int)(doorSprite.SourceRect.X + doorSprite.size.X * openState), (int)doorSprite.SourceRect.Y,
|
||||
(int)(doorSprite.size.X * (1.0f - openState)), (int)doorSprite.size.Y),
|
||||
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 pos = new Vector2(item.Rect.Center.X, item.Rect.Y);
|
||||
if (item.Submarine != null) pos += item.Submarine.DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
spriteBatch.Draw(doorSprite.Texture, pos,
|
||||
new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.SourceRect.Y + doorSprite.size.Y * openState),
|
||||
(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
|
||||
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,273 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Xml.Linq;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Networking;
|
||||
using System.IO;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class ItemSound
|
||||
{
|
||||
public readonly Sound Sound;
|
||||
public readonly ActionType Type;
|
||||
|
||||
public string VolumeProperty;
|
||||
|
||||
public float VolumeMultiplier;
|
||||
|
||||
public readonly float Range;
|
||||
|
||||
public readonly bool Loop;
|
||||
|
||||
public ItemSound(Sound sound, ActionType type, float range, bool loop = false)
|
||||
{
|
||||
this.Sound = sound;
|
||||
this.Type = type;
|
||||
this.Range = range;
|
||||
|
||||
this.Loop = loop;
|
||||
}
|
||||
}
|
||||
|
||||
partial class ItemComponent : IPropertyObject
|
||||
{
|
||||
private Dictionary<ActionType, List<ItemSound>> sounds;
|
||||
|
||||
private GUIFrame guiFrame;
|
||||
|
||||
protected GUIFrame GuiFrame
|
||||
{
|
||||
get
|
||||
{
|
||||
if (guiFrame == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error: the component " + name + " in " + item.Name + " doesn't have a GuiFrame component");
|
||||
guiFrame = new GUIFrame(new Rectangle(0, 0, 100, 100), Color.Black);
|
||||
}
|
||||
return guiFrame;
|
||||
}
|
||||
}
|
||||
|
||||
private ItemSound loopingSound;
|
||||
private int loopingSoundIndex;
|
||||
public void PlaySound(ActionType type, Vector2 position)
|
||||
{
|
||||
if (loopingSound != null)
|
||||
{
|
||||
loopingSoundIndex = loopingSound.Sound.Loop(loopingSoundIndex, GetSoundVolume(loopingSound), position, loopingSound.Range);
|
||||
return;
|
||||
}
|
||||
|
||||
List<ItemSound> matchingSounds;
|
||||
if (!sounds.TryGetValue(type, out matchingSounds)) return;
|
||||
|
||||
ItemSound itemSound = null;
|
||||
if (!Sounds.SoundManager.IsPlaying(loopingSoundIndex))
|
||||
{
|
||||
int index = Rand.Int(matchingSounds.Count);
|
||||
itemSound = matchingSounds[index];
|
||||
}
|
||||
|
||||
if (itemSound == null) return;
|
||||
|
||||
if (itemSound.Loop)
|
||||
{
|
||||
loopingSound = itemSound;
|
||||
|
||||
loopingSoundIndex = loopingSound.Sound.Loop(loopingSoundIndex, GetSoundVolume(loopingSound), position, loopingSound.Range);
|
||||
}
|
||||
else
|
||||
{
|
||||
float volume = GetSoundVolume(itemSound);
|
||||
if (volume == 0.0f) return;
|
||||
itemSound.Sound.Play(volume, itemSound.Range, position);
|
||||
}
|
||||
}
|
||||
|
||||
public void StopSounds(ActionType type)
|
||||
{
|
||||
if (loopingSoundIndex <= 0) return;
|
||||
|
||||
if (loopingSound == null) return;
|
||||
|
||||
if (loopingSound.Type != type) return;
|
||||
|
||||
if (Sounds.SoundManager.IsPlaying(loopingSoundIndex))
|
||||
{
|
||||
Sounds.SoundManager.Stop(loopingSoundIndex);
|
||||
loopingSound = null;
|
||||
loopingSoundIndex = -1;
|
||||
}
|
||||
}
|
||||
|
||||
private float GetSoundVolume(ItemSound sound)
|
||||
{
|
||||
if (sound == null) return 0.0f;
|
||||
if (sound.VolumeProperty == "") return 1.0f;
|
||||
|
||||
ObjectProperty op = null;
|
||||
if (properties.TryGetValue(sound.VolumeProperty.ToLowerInvariant(), out op))
|
||||
{
|
||||
float newVolume = 0.0f;
|
||||
try
|
||||
{
|
||||
newVolume = (float)op.GetValue();
|
||||
}
|
||||
catch
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
newVolume *= sound.VolumeMultiplier;
|
||||
|
||||
return MathHelper.Clamp(newVolume, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
//public virtual void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
//{
|
||||
// item.drawableComponents = Array.FindAll(item.drawableComponents, i => i != this);
|
||||
//}
|
||||
|
||||
public virtual void DrawHUD(SpriteBatch spriteBatch, Character character) { }
|
||||
|
||||
public virtual void AddToGUIUpdateList() { }
|
||||
|
||||
public virtual void UpdateHUD(Character character) { }
|
||||
|
||||
private bool LoadElemProjSpecific(XElement subElement)
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "guiframe":
|
||||
string rectStr = ToolBox.GetAttributeString(subElement, "rect", "0.0,0.0,0.5,0.5");
|
||||
|
||||
string[] components = rectStr.Split(',');
|
||||
if (components.Length < 4) break;
|
||||
|
||||
Vector4 rect = ToolBox.GetAttributeVector4(subElement, "rect", Vector4.One);
|
||||
if (components[0].Contains(".")) rect.X *= GameMain.GraphicsWidth;
|
||||
if (components[1].Contains(".")) rect.Y *= GameMain.GraphicsHeight;
|
||||
if (components[2].Contains(".")) rect.Z *= GameMain.GraphicsWidth;
|
||||
if (components[3].Contains(".")) rect.W *= GameMain.GraphicsHeight;
|
||||
|
||||
string style = ToolBox.GetAttributeString(subElement, "style", "");
|
||||
|
||||
Vector4 color = ToolBox.GetAttributeVector4(subElement, "color", Vector4.One);
|
||||
|
||||
Alignment alignment = Alignment.Center;
|
||||
try
|
||||
{
|
||||
alignment = (Alignment)Enum.Parse(typeof(Alignment),
|
||||
ToolBox.GetAttributeString(subElement, "alignment", "Center"), true);
|
||||
}
|
||||
catch
|
||||
{
|
||||
DebugConsole.ThrowError("Error in " + subElement.Parent + "! \"" + subElement.Parent.Attribute("type").Value + "\" is not a valid alignment");
|
||||
}
|
||||
|
||||
guiFrame = new GUIFrame(
|
||||
new Rectangle((int)rect.X, (int)rect.Y, (int)rect.Z, (int)rect.W),
|
||||
new Color(color.X, color.Y, color.Z) * color.W,
|
||||
alignment, style);
|
||||
|
||||
break;
|
||||
case "sound":
|
||||
string filePath = ToolBox.GetAttributeString(subElement, "file", "");
|
||||
|
||||
if (filePath == "") filePath = ToolBox.GetAttributeString(subElement, "sound", "");
|
||||
|
||||
if (filePath == "")
|
||||
{
|
||||
DebugConsole.ThrowError("Error when instantiating item \"" + item.Name + "\" - sound with no file path set");
|
||||
break;
|
||||
}
|
||||
|
||||
if (!filePath.Contains("/") && !filePath.Contains("\\") && !filePath.Contains(Path.DirectorySeparatorChar))
|
||||
{
|
||||
filePath = Path.Combine(Path.GetDirectoryName(item.Prefab.ConfigFile), filePath);
|
||||
}
|
||||
|
||||
ActionType type;
|
||||
|
||||
try
|
||||
{
|
||||
type = (ActionType)Enum.Parse(typeof(ActionType), ToolBox.GetAttributeString(subElement, "type", ""), true);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid sound type in " + subElement + "!", e);
|
||||
break;
|
||||
}
|
||||
|
||||
Sound sound = Sound.Load(filePath);
|
||||
|
||||
float range = ToolBox.GetAttributeFloat(subElement, "range", 800.0f);
|
||||
bool loop = ToolBox.GetAttributeBool(subElement, "loop", false);
|
||||
ItemSound itemSound = new ItemSound(sound, type, range, loop);
|
||||
itemSound.VolumeProperty = ToolBox.GetAttributeString(subElement, "volume", "");
|
||||
itemSound.VolumeMultiplier = ToolBox.GetAttributeFloat(subElement, "volumemultiplier", 1.0f);
|
||||
|
||||
List<ItemSound> soundList = null;
|
||||
if (!sounds.TryGetValue(itemSound.Type, out soundList))
|
||||
{
|
||||
soundList = new List<ItemSound>();
|
||||
sounds.Add(itemSound.Type, soundList);
|
||||
}
|
||||
|
||||
soundList.Add(itemSound);
|
||||
break;
|
||||
default:
|
||||
return false; //unknown element
|
||||
}
|
||||
return true; //element processed
|
||||
}
|
||||
|
||||
//Starts a coroutine that will read the correct state of the component from the NetBuffer when correctionTimer reaches zero.
|
||||
protected void StartDelayedCorrection(ServerNetObject type, NetBuffer buffer, float sendingTime)
|
||||
{
|
||||
if (delayedCorrectionCoroutine != null) CoroutineManager.StopCoroutines(delayedCorrectionCoroutine);
|
||||
|
||||
delayedCorrectionCoroutine = CoroutineManager.StartCoroutine(DoDelayedCorrection(type, buffer, sendingTime));
|
||||
}
|
||||
|
||||
private IEnumerable<object> DoDelayedCorrection(ServerNetObject type, NetBuffer buffer, float sendingTime)
|
||||
{
|
||||
while (correctionTimer > 0.0f)
|
||||
{
|
||||
correctionTimer -= CoroutineManager.DeltaTime;
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
((IServerSerializable)this).ClientRead(type, buffer, sendingTime);
|
||||
|
||||
correctionTimer = 0.0f;
|
||||
delayedCorrectionCoroutine = null;
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
public virtual XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement componentElement = new XElement(name);
|
||||
|
||||
foreach (RelatedItem ri in requiredItems)
|
||||
{
|
||||
XElement newElement = new XElement("requireditem");
|
||||
ri.Save(newElement);
|
||||
componentElement.Add(newElement);
|
||||
}
|
||||
|
||||
ObjectProperty.SaveProperties(this, componentElement);
|
||||
|
||||
parentElement.Add(componentElement);
|
||||
return componentElement;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class ItemContainer : ItemComponent, IDrawableComponent
|
||||
{
|
||||
//TODO: shouldn't this be overriding the base method?
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
if (hideItems || (item.body != null && !item.body.Enabled)) return;
|
||||
|
||||
Vector2 transformedItemPos = itemPos;
|
||||
Vector2 transformedItemInterval = itemInterval;
|
||||
float currentRotation = itemRotation;
|
||||
|
||||
if (item.body == null)
|
||||
{
|
||||
transformedItemPos = new Vector2(item.Rect.X, item.Rect.Y);
|
||||
if (item.Submarine != null) transformedItemPos += item.Submarine.DrawPosition;
|
||||
transformedItemPos = transformedItemPos + itemPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
//item.body.Enabled = true;
|
||||
|
||||
Matrix transform = Matrix.CreateRotationZ(item.body.Rotation);
|
||||
|
||||
if (item.body.Dir == -1.0f)
|
||||
{
|
||||
transformedItemPos.X = -transformedItemPos.X;
|
||||
transformedItemInterval.X = -transformedItemInterval.X;
|
||||
}
|
||||
transformedItemPos = Vector2.Transform(transformedItemPos, transform);
|
||||
transformedItemInterval = Vector2.Transform(transformedItemInterval, transform);
|
||||
|
||||
transformedItemPos += item.DrawPosition;
|
||||
|
||||
currentRotation += item.body.Rotation;
|
||||
}
|
||||
|
||||
foreach (Item containedItem in Inventory.Items)
|
||||
{
|
||||
if (containedItem == null) continue;
|
||||
|
||||
containedItem.Sprite.Draw(
|
||||
spriteBatch,
|
||||
new Vector2(transformedItemPos.X, -transformedItemPos.Y),
|
||||
-currentRotation,
|
||||
1.0f,
|
||||
(item.body != null && item.body.Dir == -1) ? SpriteEffects.FlipHorizontally : SpriteEffects.None);
|
||||
|
||||
transformedItemPos += transformedItemInterval;
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
Inventory.Update((float)Timing.Step);
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
Inventory.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement componentElement = base.Save(parentElement);
|
||||
|
||||
string[] itemIdStrings = new string[Inventory.Items.Length];
|
||||
for (int i = 0; i < Inventory.Items.Length; i++)
|
||||
{
|
||||
itemIdStrings[i] = (Inventory.Items[i] == null) ? "0" : Inventory.Items[i].ID.ToString();
|
||||
}
|
||||
|
||||
componentElement.Add(new XAttribute("contained", string.Join(",", itemIdStrings)));
|
||||
|
||||
return componentElement;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,21 +1,24 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class ItemLabel : ItemComponent, IDrawableComponent
|
||||
partial class ItemLabel : ItemComponent, IDrawableComponent
|
||||
{
|
||||
private GUITextBlock textBlock;
|
||||
|
||||
private Color textColor;
|
||||
|
||||
[HasDefaultValue("", true), Editable(100)]
|
||||
public string Text
|
||||
{
|
||||
get { return textBlock.Text.Replace("\n", ""); }
|
||||
set
|
||||
set
|
||||
{
|
||||
if (value == TextBlock.Text || item.Rect.Width < 5) return;
|
||||
|
||||
if (textBlock.Rect.Width != item.Rect.Width || textBlock.Rect.Height != item.Rect.Height)
|
||||
if (textBlock.Rect.Width != item.Rect.Width || textBlock.Rect.Height != item.Rect.Height)
|
||||
{
|
||||
textBlock = null;
|
||||
}
|
||||
@@ -24,7 +27,6 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private Color textColor;
|
||||
[Editable, HasDefaultValue("0.0,0.0,0.0,1.0", true)]
|
||||
public string TextColor
|
||||
{
|
||||
@@ -35,7 +37,7 @@ namespace Barotrauma.Items.Components
|
||||
if (textBlock != null) textBlock.TextColor = textColor;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[Editable, HasDefaultValue(1.0f, true)]
|
||||
public float TextScale
|
||||
{
|
||||
@@ -48,23 +50,23 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private GUITextBlock TextBlock
|
||||
{
|
||||
get
|
||||
{
|
||||
get
|
||||
{
|
||||
if (textBlock == null)
|
||||
{
|
||||
textBlock = new GUITextBlock(new Rectangle(item.Rect.X,-item.Rect.Y,item.Rect.Width, item.Rect.Height), "",
|
||||
Color.Transparent, textColor,
|
||||
Alignment.TopLeft, Alignment.Center,
|
||||
textBlock = new GUITextBlock(new Rectangle(item.Rect.X, -item.Rect.Y, item.Rect.Width, item.Rect.Height), "",
|
||||
Color.Transparent, textColor,
|
||||
Alignment.TopLeft, Alignment.Center,
|
||||
null, null, true);
|
||||
textBlock.Font = GUI.SmallFont;
|
||||
textBlock.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
|
||||
textBlock.TextDepth = item.Sprite.Depth - 0.0001f;
|
||||
textBlock.TextScale = TextScale;
|
||||
}
|
||||
return textBlock;
|
||||
return textBlock;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public override void Move(Vector2 amount)
|
||||
{
|
||||
textBlock.Rect = new Rectangle(item.Rect.X, -item.Rect.Y, item.Rect.Width, item.Rect.Height);
|
||||
@@ -74,14 +76,14 @@ namespace Barotrauma.Items.Components
|
||||
: base(item, element)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
var drawPos = new Vector2(
|
||||
item.DrawPosition.X - item.Rect.Width/2.0f,
|
||||
-(item.DrawPosition.Y + item.Rect.Height/2.0f));
|
||||
item.DrawPosition.X - item.Rect.Width / 2.0f,
|
||||
-(item.DrawPosition.Y + item.Rect.Height / 2.0f));
|
||||
|
||||
textBlock.Draw(spriteBatch, drawPos - textBlock.Rect.Location.ToVector2());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Lights;
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class LightComponent : Powered, IServerSerializable, IDrawableComponent
|
||||
{
|
||||
private LightSource light;
|
||||
|
||||
public void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
if (light.LightSprite != null && (item.body == null || item.body.Enabled))
|
||||
{
|
||||
light.LightSprite.Draw(spriteBatch, new Vector2(item.DrawPosition.X, -item.DrawPosition.Y), lightColor * lightBrightness, 0.0f, 1.0f, Microsoft.Xna.Framework.Graphics.SpriteEffects.None, item.Sprite.Depth - 0.0001f);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
IsOn = msg.ReadBoolean();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,61 @@
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Deconstructor : Powered, IServerSerializable, IClientSerializable
|
||||
{
|
||||
GUIProgressBar progressBar;
|
||||
GUIButton activateButton;
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update((float)Timing.Step);
|
||||
}
|
||||
|
||||
private bool ToggleActive(GUIButton button, object obj)
|
||||
{
|
||||
SetActive(!IsActive, Character.Controlled);
|
||||
|
||||
currPowerConsumption = IsActive ? powerConsumption : 0.0f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
SetActive(msg.ReadBoolean());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Engine : Powered
|
||||
{
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
//isActive = true;
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
//int width = 300, height = 300;
|
||||
//int x = Game1.GraphicsWidth / 2 - width / 2;
|
||||
//int y = Game1.GraphicsHeight / 2 - height / 2 - 50;
|
||||
|
||||
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Force: " + (int)(targetForce) + " %", new Vector2(GuiFrame.Rect.X + 30, GuiFrame.Rect.Y + 30), Color.White);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,243 @@
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Fabricator : Powered, IServerSerializable, IClientSerializable
|
||||
{
|
||||
private GUIListBox itemList;
|
||||
|
||||
private GUIFrame selectedItemFrame;
|
||||
|
||||
private GUIProgressBar progressBar;
|
||||
private GUIButton activateButton;
|
||||
|
||||
partial void InitProjSpecific()
|
||||
{
|
||||
GuiFrame.Padding = new Vector4(20.0f, 20.0f, 20.0f, 20.0f);
|
||||
|
||||
itemList = new GUIListBox(new Rectangle(0, 0, GuiFrame.Rect.Width / 2 - 20, 0), "", GuiFrame);
|
||||
itemList.OnSelected = SelectItem;
|
||||
|
||||
foreach (FabricableItem fi in fabricableItems)
|
||||
{
|
||||
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 50), Color.Transparent, null, itemList)
|
||||
{
|
||||
UserData = fi,
|
||||
Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f),
|
||||
HoverColor = Color.Gold * 0.2f,
|
||||
SelectedColor = Color.Gold * 0.5f,
|
||||
ToolTip = fi.TargetItem.Description
|
||||
};
|
||||
|
||||
GUITextBlock textBlock = new GUITextBlock(
|
||||
new Rectangle(40, 0, 0, 25),
|
||||
fi.TargetItem.Name,
|
||||
Color.Transparent, Color.White,
|
||||
Alignment.Left, Alignment.Left,
|
||||
null, frame);
|
||||
textBlock.ToolTip = fi.TargetItem.Description;
|
||||
textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
|
||||
|
||||
if (fi.TargetItem.sprite != null)
|
||||
{
|
||||
GUIImage img = new GUIImage(new Rectangle(0, 0, 40, 40), fi.TargetItem.sprite, Alignment.Left, frame);
|
||||
img.Scale = Math.Min(Math.Min(40.0f / img.SourceRect.Width, 40.0f / img.SourceRect.Height), 1.0f);
|
||||
img.Color = fi.TargetItem.SpriteColor;
|
||||
img.ToolTip = fi.TargetItem.Description;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool SelectItem(GUIComponent component, object obj)
|
||||
{
|
||||
FabricableItem targetItem = obj as FabricableItem;
|
||||
if (targetItem == null) return false;
|
||||
|
||||
if (selectedItemFrame != null) GuiFrame.RemoveChild(selectedItemFrame);
|
||||
|
||||
//int width = 200, height = 150;
|
||||
selectedItemFrame = new GUIFrame(new Rectangle(0, 0, (int)(GuiFrame.Rect.Width * 0.4f), 300), Color.Black * 0.8f, Alignment.CenterY | Alignment.Right, null, GuiFrame);
|
||||
|
||||
selectedItemFrame.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
|
||||
|
||||
progressBar = new GUIProgressBar(new Rectangle(0, 0, 0, 20), Color.Green, "", 0.0f, Alignment.BottomCenter, selectedItemFrame);
|
||||
progressBar.IsHorizontal = true;
|
||||
|
||||
if (targetItem.TargetItem.sprite != null)
|
||||
{
|
||||
int y = 0;
|
||||
|
||||
GUIImage img = new GUIImage(new Rectangle(10, 0, 40, 40), targetItem.TargetItem.sprite, Alignment.TopLeft, selectedItemFrame);
|
||||
img.Scale = Math.Min(Math.Min(40.0f / img.SourceRect.Width, 40.0f / img.SourceRect.Height), 1.0f);
|
||||
img.Color = targetItem.TargetItem.SpriteColor;
|
||||
|
||||
new GUITextBlock(
|
||||
new Rectangle(60, 0, 0, 25),
|
||||
targetItem.TargetItem.Name,
|
||||
Color.Transparent, Color.White,
|
||||
Alignment.TopLeft,
|
||||
Alignment.TopLeft, null,
|
||||
selectedItemFrame, true);
|
||||
|
||||
y += 40;
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(targetItem.TargetItem.Description))
|
||||
{
|
||||
var description = new GUITextBlock(
|
||||
new Rectangle(0, y, 0, 0),
|
||||
targetItem.TargetItem.Description,
|
||||
"", Alignment.TopLeft, Alignment.TopLeft,
|
||||
selectedItemFrame, true, GUI.SmallFont);
|
||||
|
||||
y += description.Rect.Height + 10;
|
||||
}
|
||||
|
||||
|
||||
List<Skill> inadequateSkills = new List<Skill>();
|
||||
|
||||
if (Character.Controlled != null)
|
||||
{
|
||||
inadequateSkills = targetItem.RequiredSkills.FindAll(skill => Character.Controlled.GetSkillLevel(skill.Name) < skill.Level);
|
||||
}
|
||||
|
||||
Color textColor = Color.White;
|
||||
string text;
|
||||
if (!inadequateSkills.Any())
|
||||
{
|
||||
text = "Required items:\n";
|
||||
foreach (Tuple<ItemPrefab, int> ip in targetItem.RequiredItems)
|
||||
{
|
||||
text += " - " + ip.Item1.Name + " x" + ip.Item2 + "\n";
|
||||
}
|
||||
text += "Required time: " + targetItem.RequiredTime + " s";
|
||||
}
|
||||
else
|
||||
{
|
||||
text = "Skills required to calibrate:\n";
|
||||
foreach (Skill skill in inadequateSkills)
|
||||
{
|
||||
text += " - " + skill.Name + " lvl " + skill.Level + "\n";
|
||||
}
|
||||
|
||||
textColor = Color.Red;
|
||||
}
|
||||
|
||||
new GUITextBlock(
|
||||
new Rectangle(0, y, 0, 25),
|
||||
text,
|
||||
Color.Transparent, textColor,
|
||||
Alignment.TopLeft,
|
||||
Alignment.TopLeft, null,
|
||||
selectedItemFrame);
|
||||
|
||||
activateButton = new GUIButton(new Rectangle(0, -30, 100, 20), "Create", Color.White, Alignment.CenterX | Alignment.Bottom, "", selectedItemFrame);
|
||||
activateButton.OnClicked = StartButtonClicked;
|
||||
activateButton.UserData = targetItem;
|
||||
activateButton.Enabled = false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool StartButtonClicked(GUIButton button, object obj)
|
||||
{
|
||||
if (fabricatedItem == null)
|
||||
{
|
||||
StartFabricating(obj as FabricableItem, Character.Controlled);
|
||||
}
|
||||
else
|
||||
{
|
||||
CancelFabricating(Character.Controlled);
|
||||
}
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
FabricableItem targetItem = itemList.SelectedData as FabricableItem;
|
||||
if (targetItem != null)
|
||||
{
|
||||
activateButton.Enabled = CanBeFabricated(targetItem, character);
|
||||
}
|
||||
|
||||
if (character != null)
|
||||
{
|
||||
bool itemsChanged = false;
|
||||
if (prevContainedItems == null)
|
||||
{
|
||||
itemsChanged = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
var itemContainer = item.GetComponent<ItemContainer>();
|
||||
for (int i = 0; i < itemContainer.Inventory.Items.Length; i++)
|
||||
{
|
||||
if (prevContainedItems[i] != itemContainer.Inventory.Items[i])
|
||||
{
|
||||
itemsChanged = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (itemsChanged) CheckFabricableItems(character);
|
||||
}
|
||||
|
||||
|
||||
GuiFrame.Update((float)Timing.Step);
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
int itemIndex = fabricatedItem == null ? -1 : fabricableItems.IndexOf(fabricatedItem);
|
||||
msg.WriteRangedInteger(-1, fabricableItems.Count - 1, itemIndex);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
|
||||
|
||||
if (itemIndex == -1)
|
||||
{
|
||||
CancelFabricating();
|
||||
}
|
||||
else
|
||||
{
|
||||
//if already fabricating the selected item, return
|
||||
if (fabricatedItem != null && fabricableItems.IndexOf(fabricatedItem) == itemIndex) return;
|
||||
if (itemIndex < 0 || itemIndex >= fabricableItems.Count) return;
|
||||
|
||||
SelectItem(null, fabricableItems[itemIndex]);
|
||||
StartFabricating(fabricableItems[itemIndex]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,76 +7,8 @@ using System.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class MiniMap : Powered
|
||||
partial class MiniMap : Powered
|
||||
{
|
||||
class HullData
|
||||
{
|
||||
public float? Oxygen;
|
||||
public float? Water;
|
||||
}
|
||||
|
||||
private DateTime resetDataTime;
|
||||
|
||||
bool hasPower;
|
||||
|
||||
[Editable, HasDefaultValue(false, true)]
|
||||
public bool RequireWaterDetectors
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(true, true)]
|
||||
public bool RequireOxygenDetectors
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(false, true)]
|
||||
public bool ShowHullIntegrity
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
|
||||
private Dictionary<Hull, HullData> hullDatas;
|
||||
|
||||
public MiniMap(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
|
||||
hullDatas = new Dictionary<Hull, HullData>();
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
//periodically reset all hull data
|
||||
//(so that outdated hull info won't be shown if detectors stop sending signals)
|
||||
if (DateTime.Now > resetDataTime)
|
||||
{
|
||||
hullDatas.Clear();
|
||||
resetDataTime = DateTime.Now + new TimeSpan(0, 0, 1);
|
||||
}
|
||||
|
||||
currPowerConsumption = powerConsumption;
|
||||
|
||||
hasPower = voltage > minVoltage;
|
||||
|
||||
voltage = 0.0f;
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
if (picker == null) return false;
|
||||
|
||||
//picker.SelectedConstruction = item;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
if (item.Submarine == null) return;
|
||||
@@ -97,7 +29,7 @@ namespace Barotrauma.Items.Components
|
||||
Point topLeft = new Point(
|
||||
miniMap.X + (int)((hull.Rect.X - item.Submarine.HiddenSubPosition.X - item.Submarine.Borders.X) * size),
|
||||
miniMap.Y - (int)((hull.Rect.Y - item.Submarine.HiddenSubPosition.Y - item.Submarine.Borders.Y) * size));
|
||||
|
||||
|
||||
Point bottomRight = new Point(
|
||||
topLeft.X + (int)(hull.Rect.Width * size),
|
||||
topLeft.Y + (int)(hull.Rect.Height * size));
|
||||
@@ -112,7 +44,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
HullData hullData;
|
||||
hullDatas.TryGetValue(hull, out hullData);
|
||||
|
||||
|
||||
Color borderColor = Color.Green;
|
||||
|
||||
|
||||
@@ -154,9 +86,9 @@ namespace Barotrauma.Items.Components
|
||||
if (hullRect.Height * waterAmount > 3.0f)
|
||||
{
|
||||
Rectangle waterRect = new Rectangle(
|
||||
hullRect.X,
|
||||
hullRect.X,
|
||||
(int)(hullRect.Y + hullRect.Height * (1.0f - waterAmount)),
|
||||
hullRect.Width,
|
||||
hullRect.Width,
|
||||
(int)(hullRect.Height * waterAmount));
|
||||
|
||||
waterRect.Inflate(-3, -3);
|
||||
@@ -174,7 +106,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
GUI.DrawString(spriteBatch,
|
||||
new Vector2(x + 10, y + height - 60),
|
||||
"Hull breach", Color.Red, Color.Black * 0.5f, 2, GUI.SmallFont);
|
||||
"Hull breach", Color.Red, Color.Black * 0.5f, 2, GUI.SmallFont);
|
||||
}
|
||||
|
||||
GUI.DrawString(spriteBatch,
|
||||
@@ -189,51 +121,9 @@ namespace Barotrauma.Items.Components
|
||||
waterAmount == null ? Color.Red : Color.Lerp(Color.LightGreen, Color.Red, (float)waterAmount),
|
||||
Color.Black * 0.5f, 2, GUI.SmallFont);
|
||||
}
|
||||
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, hullRect, borderColor, false, 0.0f, 2);
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0)
|
||||
{
|
||||
base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power);
|
||||
|
||||
if (sender == null || sender.CurrentHull == null) return;
|
||||
|
||||
Hull senderHull = sender.CurrentHull;
|
||||
|
||||
HullData hullData;
|
||||
if (!hullDatas.TryGetValue(senderHull, out hullData))
|
||||
{
|
||||
hullData = new HullData();
|
||||
hullDatas.Add(senderHull, hullData);
|
||||
}
|
||||
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "water_data_in":
|
||||
//cheating a bit because water detectors don't actually send the water level
|
||||
if (source.GetComponent<WaterDetector>() == null)
|
||||
{
|
||||
hullData.Water = Rand.Range(0.0f, 1.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
hullData.Water = Math.Min(senderHull.Volume / senderHull.FullVolume, 1.0f);
|
||||
}
|
||||
break;
|
||||
case "oxygen_data_in":
|
||||
float oxy;
|
||||
|
||||
if (!float.TryParse(signal, System.Globalization.NumberStyles.Float, System.Globalization.CultureInfo.InvariantCulture, out oxy))
|
||||
{
|
||||
oxy = Rand.Range(0.0f, 100.0f);
|
||||
}
|
||||
|
||||
hullData.Oxygen = oxy;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,117 @@
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Specialized;
|
||||
using System.Globalization;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Pump : Powered, IServerSerializable, IClientSerializable
|
||||
{
|
||||
private GUITickBox isActiveTickBox;
|
||||
|
||||
partial void InitProjSpecific()
|
||||
{
|
||||
isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Running", Alignment.TopLeft, GuiFrame);
|
||||
isActiveTickBox.OnSelected = (GUITickBox box) =>
|
||||
{
|
||||
targetLevel = null;
|
||||
IsActive = !IsActive;
|
||||
if (!IsActive) currPowerConsumption = 0.0f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
GameServer.Log(Character.Controlled + (IsActive ? " turned on " : " turned off ") + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
correctionTimer = CorrectionDelay;
|
||||
item.CreateClientEvent(this);
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
var button = new GUIButton(new Rectangle(160, 40, 35, 30), "OUT", "", GuiFrame);
|
||||
button.OnClicked = (GUIButton btn, object obj) =>
|
||||
{
|
||||
FlowPercentage -= 10.0f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
GameServer.Log(Character.Controlled + " set the pumping speed of " + item.Name + " to " + (int)(flowPercentage) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
correctionTimer = CorrectionDelay;
|
||||
item.CreateClientEvent(this);
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(210, 40, 35, 30), "IN", "", GuiFrame);
|
||||
button.OnClicked = (GUIButton btn, object obj) =>
|
||||
{
|
||||
FlowPercentage += 10.0f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
GameServer.Log(Character.Controlled + " set the pumping speed of " + item.Name + " to " + (int)(flowPercentage) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
correctionTimer = CorrectionDelay;
|
||||
item.CreateClientEvent(this);
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Pumping speed: " + (int)flowPercentage + " %", new Vector2(x + 40, y + 85), Color.White);
|
||||
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
public void ClientWrite(Lidgren.Network.NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
//flowpercentage can only be adjusted at 10% intervals -> no need for more accuracy than this
|
||||
msg.WriteRangedInteger(-10, 10, (int)(flowPercentage / 10.0f));
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (correctionTimer > 0.0f)
|
||||
{
|
||||
StartDelayedCorrection(type, msg.ExtractBits(5 + 1), sendingTime);
|
||||
return;
|
||||
}
|
||||
|
||||
FlowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
|
||||
IsActive = msg.ReadBoolean();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9,130 +9,11 @@ using Voronoi2;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Radar : Powered, IServerSerializable, IClientSerializable
|
||||
partial class Radar : Powered, IServerSerializable, IClientSerializable
|
||||
{
|
||||
private float range;
|
||||
|
||||
private float pingState;
|
||||
|
||||
private readonly Sprite pingCircle, screenOverlay;
|
||||
|
||||
private readonly Sprite radarBlip;
|
||||
|
||||
private GUITickBox isActiveTickBox;
|
||||
|
||||
private List<RadarBlip> radarBlips;
|
||||
private float prevPingRadius;
|
||||
|
||||
float prevPassivePingRadius;
|
||||
|
||||
private Vector2 center;
|
||||
private float displayRadius;
|
||||
private float displayScale;
|
||||
|
||||
private float displayBorderSize;
|
||||
|
||||
[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
|
||||
{
|
||||
get;
|
||||
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)
|
||||
{
|
||||
radarBlips = new List<RadarBlip>();
|
||||
|
||||
displayBorderSize = ToolBox.GetAttributeFloat(element, "displaybordersize", 0.0f);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "pingcircle":
|
||||
pingCircle = new Sprite(subElement);
|
||||
break;
|
||||
case "screenoverlay":
|
||||
screenOverlay = new Sprite(subElement);
|
||||
break;
|
||||
case "blip":
|
||||
radarBlip = new Sprite(subElement);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Active Sonar", Alignment.TopLeft, GuiFrame);
|
||||
isActiveTickBox.OnSelected = (GUITickBox box) =>
|
||||
{
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
correctionTimer = CorrectionDelay;
|
||||
}
|
||||
IsActive = box.Selected;
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
GuiFrame.CanBeFocused = false;
|
||||
|
||||
IsActive = false;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
currPowerConsumption = powerConsumption;
|
||||
|
||||
base.Update(deltaTime, cam);
|
||||
|
||||
if (voltage >= minVoltage || powerConsumption <= 0.0f)
|
||||
{
|
||||
pingState = pingState + deltaTime * 0.5f;
|
||||
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;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pingState = 0.0f;
|
||||
}
|
||||
|
||||
Voltage -= deltaTime;
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
return pingState > 1.0f;
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
@@ -142,13 +23,13 @@ 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);
|
||||
}
|
||||
|
||||
|
||||
if (IsActive)
|
||||
{
|
||||
float pingRadius = displayRadius * pingState;
|
||||
@@ -162,11 +43,11 @@ namespace Barotrauma.Items.Components
|
||||
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));
|
||||
}
|
||||
}
|
||||
@@ -178,11 +59,11 @@ namespace Barotrauma.Items.Components
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
|
||||
int radius = GuiFrame.Rect.Height / 2 - 10;
|
||||
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)
|
||||
{
|
||||
center = new Vector2(rect.X + rect.Width * 0.5f, rect.Center.Y);
|
||||
@@ -191,9 +72,9 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (IsActive)
|
||||
{
|
||||
pingCircle.Draw(spriteBatch, center, Color.White * (1.0f - pingState), 0.0f, (displayRadius*2 / pingCircle.size.X) * pingState);
|
||||
pingCircle.Draw(spriteBatch, center, Color.White * (1.0f - pingState), 0.0f, (displayRadius * 2 / pingCircle.size.X) * pingState);
|
||||
}
|
||||
|
||||
|
||||
if (item.Submarine != null && !DetectSubmarineWalls)
|
||||
{
|
||||
float simScale = displayScale * Physics.DisplayToSimRation;
|
||||
@@ -239,7 +120,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
screenOverlay.Draw(spriteBatch, center, 0.0f, rect.Width / screenOverlay.size.X);
|
||||
}
|
||||
|
||||
|
||||
if (GameMain.GameSession == null) return;
|
||||
|
||||
DrawMarker(spriteBatch,
|
||||
@@ -267,7 +148,7 @@ namespace Barotrauma.Items.Components
|
||||
if (!sub.OnRadar) continue;
|
||||
if (item.Submarine == sub || sub.DockedTo.Contains(item.Submarine)) continue;
|
||||
if (sub.WorldPosition.Y > Level.Loaded.Size.Y) continue;
|
||||
|
||||
|
||||
DrawMarker(spriteBatch, sub.Name, sub.WorldPosition - item.WorldPosition, displayScale, center, (rect.Width * 0.45f));
|
||||
}
|
||||
|
||||
@@ -297,6 +178,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void Ping(Vector2 pingSource, float pingRadius, float prevPingRadius, float displayScale, float range, float pingStrength = 1.0f)
|
||||
{
|
||||
foreach (Submarine submarine in Submarine.Loaded)
|
||||
@@ -409,8 +291,8 @@ namespace Barotrauma.Items.Components
|
||||
Vector2 lineDir = (point2 - point1) / length;
|
||||
|
||||
range *= displayScale;
|
||||
|
||||
for (float x = 0; x < length; x += lineStep*Rand.Range(0.8f,1.2f))
|
||||
|
||||
for (float x = 0; x < length; x += lineStep * Rand.Range(0.8f, 1.2f))
|
||||
{
|
||||
Vector2 point = point1 + lineDir * x;
|
||||
//point += cell.Translation;
|
||||
@@ -419,7 +301,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (pointDist > displayRadius) continue;
|
||||
if (pointDist < prevPingRadius || pointDist > pingRadius) continue;
|
||||
|
||||
|
||||
float alpha = pingStrength * Rand.Range(1.5f, 2.0f);
|
||||
for (float z = 0; z < displayRadius - pointDist * displayScale; z += zStep)
|
||||
{
|
||||
@@ -442,7 +324,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
alpha -= 0.1f;
|
||||
}
|
||||
|
||||
|
||||
if (alpha < 0) break;
|
||||
}
|
||||
|
||||
@@ -461,8 +343,8 @@ namespace Barotrauma.Items.Components
|
||||
new Color(255, 255, 255) };
|
||||
|
||||
float scaledT = strength * (colors.Length - 1);
|
||||
Color color = Color.Lerp(colors[(int)scaledT], colors[(int)Math.Min(scaledT+1, colors.Length-1)], (scaledT - (int)scaledT));
|
||||
|
||||
Color color = Color.Lerp(colors[(int)scaledT], colors[(int)Math.Min(scaledT + 1, colors.Length - 1)], (scaledT - (int)scaledT));
|
||||
|
||||
Vector2 pos = (blip.Position - item.WorldPosition) * displayScale;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
@@ -471,7 +353,7 @@ namespace Barotrauma.Items.Components
|
||||
blip.FadeTimer = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
float posDist = pos.Length();
|
||||
Vector2 dir = pos / posDist;
|
||||
float distFactor = (posDist / displayRadius);
|
||||
@@ -486,9 +368,9 @@ namespace Barotrauma.Items.Components
|
||||
return;
|
||||
}
|
||||
|
||||
radarBlip.Draw(spriteBatch, center + pos, color, radarBlip.Origin, MathUtils.VectorToAngle(pos),
|
||||
radarBlip.Draw(spriteBatch, center + pos, color, radarBlip.Origin, MathUtils.VectorToAngle(pos),
|
||||
new Vector2(scale * 0.3f, scale) * 0.04f, SpriteEffects.None, 0);
|
||||
|
||||
|
||||
pos += Rand.Range(0.0f, 1.0f) * dir + Rand.Range(-scale, scale) * normal;
|
||||
|
||||
radarBlip.Draw(spriteBatch, center + pos, color * 0.5f, radarBlip.Origin, MathUtils.VectorToAngle(pos),
|
||||
@@ -508,7 +390,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
Vector2 dir = Vector2.Normalize(position);
|
||||
|
||||
Vector2 markerPos = (dist*scale>radius) ? dir * radius : position;
|
||||
Vector2 markerPos = (dist * scale > radius) ? dir * radius : position;
|
||||
markerPos += center;
|
||||
|
||||
markerPos.X = (int)markerPos.X;
|
||||
@@ -516,47 +398,24 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)markerPos.X, (int)markerPos.Y, 5, 5), Color.LightBlue);
|
||||
|
||||
if (dir.X < 0.0f) markerPos.X -= GUI.SmallFont.MeasureString(label).X+10;
|
||||
if (dir.X < 0.0f) markerPos.X -= GUI.SmallFont.MeasureString(label).X + 10;
|
||||
|
||||
string wrappedLabel = ToolBox.WrapText(label, 150, GUI.SmallFont);
|
||||
|
||||
wrappedLabel += "\n"+((int)(dist * Physics.DisplayToRealWorldRatio) + " m");
|
||||
wrappedLabel += "\n" + ((int)(dist * Physics.DisplayToRealWorldRatio) + " m");
|
||||
|
||||
GUI.DrawString(spriteBatch,
|
||||
new Vector2(markerPos.X + 10, markerPos.Y),
|
||||
wrappedLabel,
|
||||
Color.LightBlue * textAlpha, Color.Black * textAlpha * 0.5f,
|
||||
2, GUI.SmallFont);
|
||||
GUI.DrawString(spriteBatch,
|
||||
new Vector2(markerPos.X + 10, markerPos.Y),
|
||||
wrappedLabel,
|
||||
Color.LightBlue * textAlpha, Color.Black * textAlpha * 0.5f,
|
||||
2, GUI.SmallFont);
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
if (pingCircle!=null) pingCircle.Remove();
|
||||
if (screenOverlay != null) screenOverlay.Remove();
|
||||
}
|
||||
|
||||
|
||||
public void ClientWrite(Lidgren.Network.NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c)
|
||||
{
|
||||
bool isActive = msg.ReadBoolean();
|
||||
|
||||
if (!item.CanClientAccess(c)) return;
|
||||
|
||||
IsActive = isActive;
|
||||
isActiveTickBox.Selected = IsActive;
|
||||
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
|
||||
public void ServerWrite(Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (correctionTimer > 0.0f)
|
||||
@@ -567,7 +426,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
IsActive = msg.ReadBoolean();
|
||||
isActiveTickBox.Selected = IsActive;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class RadarBlip
|
||||
@@ -0,0 +1,265 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Networking;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Reactor : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
|
||||
{
|
||||
private GUITickBox autoTempTickBox;
|
||||
|
||||
partial void InitProjSpecific()
|
||||
{
|
||||
var button = new GUIButton(new Rectangle(410, 70, 40, 40), "-", "", GuiFrame);
|
||||
button.OnPressed = () =>
|
||||
{
|
||||
lastUser = Character.Controlled;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
unsentChanges = true;
|
||||
ShutDownTemp -= 100.0f;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(460, 70, 40, 40), "+", "", GuiFrame);
|
||||
button.OnPressed = () =>
|
||||
{
|
||||
lastUser = Character.Controlled;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
unsentChanges = true;
|
||||
ShutDownTemp += 100.0f;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
autoTempTickBox = new GUITickBox(new Rectangle(410, 170, 20, 20), "Automatic temperature control", Alignment.TopLeft, GuiFrame);
|
||||
autoTempTickBox.OnSelected = ToggleAutoTemp;
|
||||
|
||||
button = new GUIButton(new Rectangle(210, 290, 40, 40), "+", "", GuiFrame);
|
||||
button.OnPressed = () =>
|
||||
{
|
||||
lastUser = Character.Controlled;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
unsentChanges = true;
|
||||
FissionRate += 1.0f;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(210, 340, 40, 40), "-", "", GuiFrame);
|
||||
button.OnPressed = () =>
|
||||
{
|
||||
lastUser = Character.Controlled;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
unsentChanges = true;
|
||||
FissionRate -= 1.0f;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(500, 290, 40, 40), "+", "", GuiFrame);
|
||||
button.OnPressed = () =>
|
||||
{
|
||||
lastUser = Character.Controlled;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
unsentChanges = true;
|
||||
CoolingRate += 1.0f;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(500, 340, 40, 40), "-", "", GuiFrame);
|
||||
button.OnPressed = () =>
|
||||
{
|
||||
lastUser = Character.Controlled;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
unsentChanges = true;
|
||||
CoolingRate -= 1.0f;
|
||||
|
||||
return false;
|
||||
};
|
||||
}
|
||||
|
||||
private void UpdateGraph(float deltaTime)
|
||||
{
|
||||
graphTimer += deltaTime * 1000.0f;
|
||||
|
||||
if (graphTimer > updateGraphInterval)
|
||||
{
|
||||
UpdateGraph(fissionRateGraph, fissionRate);
|
||||
UpdateGraph(coolingRateGraph, coolingRate);
|
||||
UpdateGraph(tempGraph, temperature);
|
||||
|
||||
UpdateGraph(loadGraph, load);
|
||||
|
||||
graphTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(item.Rect.X + item.Rect.Width / 2 - 6, -item.Rect.Y + 29),
|
||||
new Vector2(12, 42), Color.Black);
|
||||
|
||||
if (temperature > 0)
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(item.Rect.X + item.Rect.Width / 2 - 5, -item.Rect.Y + 30 + (40.0f * (1.0f - temperature / 10000.0f))),
|
||||
new Vector2(10, 40 * (temperature / 10000.0f)), new Color(temperature / 10000.0f, 1.0f - (temperature / 10000.0f), 0.0f, 1.0f), true);
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
IsActive = true;
|
||||
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
float xOffset = graphTimer / updateGraphInterval;
|
||||
|
||||
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Output: " + (int)temperature + " kW",
|
||||
new Vector2(x + 450, y + 30), Color.Red);
|
||||
GUI.Font.DrawString(spriteBatch, "Grid load: " + (int)load + " kW",
|
||||
new Vector2(x + 600, y + 30), Color.Yellow);
|
||||
|
||||
float maxLoad = 0.0f;
|
||||
foreach (float loadVal in loadGraph)
|
||||
{
|
||||
maxLoad = Math.Max(maxLoad, loadVal);
|
||||
}
|
||||
|
||||
DrawGraph(tempGraph, spriteBatch,
|
||||
new Rectangle(x + 30, y + 30, 400, 250), Math.Max(10000.0f, maxLoad), xOffset, Color.Red);
|
||||
|
||||
DrawGraph(loadGraph, spriteBatch,
|
||||
new Rectangle(x + 30, y + 30, 400, 250), Math.Max(10000.0f, maxLoad), xOffset, Color.Yellow);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Shutdown Temperature: " + (int)shutDownTemp, new Vector2(x + 450, y + 80), Color.White);
|
||||
|
||||
//GUI.Font.DrawString(spriteBatch, "Automatic Temperature Control: " + ((autoTemp) ? "ON" : "OFF"), new Vector2(x + 450, y + 180), Color.White);
|
||||
|
||||
y += 300;
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Fission rate: " + (int)fissionRate + " %", new Vector2(x + 30, y), Color.White);
|
||||
DrawGraph(fissionRateGraph, spriteBatch,
|
||||
new Rectangle(x + 30, y + 30, 200, 100), 100.0f, xOffset, Color.Orange);
|
||||
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Cooling rate: " + (int)coolingRate + " %", new Vector2(x + 320, y), Color.White);
|
||||
DrawGraph(coolingRateGraph, spriteBatch,
|
||||
new Rectangle(x + 320, y + 30, 200, 100), 100.0f, xOffset, Color.LightBlue);
|
||||
|
||||
|
||||
//y = y - 260;
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
private bool ToggleAutoTemp(GUITickBox tickBox)
|
||||
{
|
||||
unsentChanges = true;
|
||||
autoTemp = tickBox.Selected;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void UpdateGraph<T>(IList<T> graph, T newValue)
|
||||
{
|
||||
for (int i = graph.Count - 1; i > 0; i--)
|
||||
{
|
||||
graph[i] = graph[i - 1];
|
||||
}
|
||||
graph[0] = newValue;
|
||||
}
|
||||
|
||||
static void DrawGraph(IList<float> graph, SpriteBatch spriteBatch, Rectangle rect, float maxVal, float xOffset, Color color)
|
||||
{
|
||||
float lineWidth = (float)rect.Width / (float)(graph.Count - 2);
|
||||
float yScale = (float)rect.Height / maxVal;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, rect, Color.White);
|
||||
|
||||
Vector2 prevPoint = new Vector2(rect.Right, rect.Bottom - (graph[1] + (graph[0] - graph[1]) * xOffset) * yScale);
|
||||
|
||||
float currX = rect.Right - ((xOffset - 1.0f) * lineWidth);
|
||||
|
||||
for (int i = 1; i < graph.Count - 1; i++)
|
||||
{
|
||||
currX -= lineWidth;
|
||||
|
||||
Vector2 newPoint = new Vector2(currX, rect.Bottom - graph[i] * yScale);
|
||||
|
||||
GUI.DrawLine(spriteBatch, prevPoint, newPoint - new Vector2(1.0f, 0), color);
|
||||
|
||||
prevPoint = newPoint;
|
||||
}
|
||||
|
||||
Vector2 lastPoint = new Vector2(rect.X,
|
||||
rect.Bottom - (graph[graph.Count - 1] + (graph[graph.Count - 2] - graph[graph.Count - 1]) * xOffset) * yScale);
|
||||
|
||||
GUI.DrawLine(spriteBatch, prevPoint, lastPoint, color);
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
msg.Write(autoTemp);
|
||||
msg.WriteRangedSingle(shutDownTemp, 0.0f, 10000.0f, 15);
|
||||
|
||||
msg.WriteRangedSingle(coolingRate, 0.0f, 100.0f, 8);
|
||||
msg.WriteRangedSingle(fissionRate, 0.0f, 100.0f, 8);
|
||||
|
||||
correctionTimer = CorrectionDelay;
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (correctionTimer > 0.0f)
|
||||
{
|
||||
StartDelayedCorrection(type, msg.ExtractBits(16 + 1 + 15 + 8 + 8), sendingTime);
|
||||
return;
|
||||
}
|
||||
|
||||
Temperature = msg.ReadRangedSingle(0.0f, 10000.0f, 16);
|
||||
|
||||
AutoTemp = msg.ReadBoolean();
|
||||
ShutDownTemp = msg.ReadRangedSingle(0.0f, 10000.0f, 15);
|
||||
|
||||
CoolingRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
FissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,268 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Steering : Powered, IServerSerializable, IClientSerializable
|
||||
{
|
||||
private GUITickBox autopilotTickBox, maintainPosTickBox;
|
||||
private GUITickBox levelEndTickBox, levelStartTickBox;
|
||||
|
||||
public bool LevelStartSelected
|
||||
{
|
||||
get { return levelStartTickBox.Selected; }
|
||||
set { levelStartTickBox.Selected = value; }
|
||||
}
|
||||
|
||||
public bool LevelEndSelected
|
||||
{
|
||||
get { return levelEndTickBox.Selected; }
|
||||
set { levelEndTickBox.Selected = value; }
|
||||
}
|
||||
|
||||
public bool MaintainPos
|
||||
{
|
||||
get { return maintainPosTickBox.Selected; }
|
||||
set { maintainPosTickBox.Selected = value; }
|
||||
}
|
||||
|
||||
partial void InitProjSpecific()
|
||||
{
|
||||
autopilotTickBox = new GUITickBox(new Rectangle(0, 25, 20, 20), "Autopilot", Alignment.TopLeft, GuiFrame);
|
||||
autopilotTickBox.OnSelected = (GUITickBox box) =>
|
||||
{
|
||||
AutoPilot = box.Selected;
|
||||
unsentChanges = true;
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
maintainPosTickBox = new GUITickBox(new Rectangle(5, 50, 15, 15), "Maintain position", Alignment.TopLeft, GUI.SmallFont, GuiFrame);
|
||||
maintainPosTickBox.Enabled = false;
|
||||
maintainPosTickBox.OnSelected = ToggleMaintainPosition;
|
||||
|
||||
levelStartTickBox = new GUITickBox(
|
||||
new Rectangle(5, 70, 15, 15),
|
||||
GameMain.GameSession == null ? "" : ToolBox.LimitString(GameMain.GameSession.StartLocation.Name, 20),
|
||||
Alignment.TopLeft, GUI.SmallFont, GuiFrame);
|
||||
levelStartTickBox.Enabled = false;
|
||||
levelStartTickBox.OnSelected = SelectDestination;
|
||||
|
||||
levelEndTickBox = new GUITickBox(
|
||||
new Rectangle(5, 90, 15, 15),
|
||||
GameMain.GameSession == null ? "" : ToolBox.LimitString(GameMain.GameSession.EndLocation.Name, 20),
|
||||
Alignment.TopLeft, GUI.SmallFont, GuiFrame);
|
||||
levelEndTickBox.Enabled = false;
|
||||
levelEndTickBox.OnSelected = SelectDestination;
|
||||
}
|
||||
|
||||
private bool ToggleMaintainPosition(GUITickBox tickBox)
|
||||
{
|
||||
unsentChanges = true;
|
||||
|
||||
levelStartTickBox.Selected = false;
|
||||
levelEndTickBox.Selected = false;
|
||||
|
||||
if (item.Submarine == null)
|
||||
{
|
||||
posToMaintain = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
posToMaintain = item.Submarine.WorldPosition;
|
||||
}
|
||||
|
||||
tickBox.Selected = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
//if (voltage < minVoltage) return;
|
||||
|
||||
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
if (voltage < minVoltage && powerConsumption > 0.0f) return;
|
||||
|
||||
Rectangle velRect = new Rectangle(x + 20, y + 20, width - 40, height - 40);
|
||||
//GUI.DrawRectangle(spriteBatch, velRect, Color.White, false);
|
||||
|
||||
if (item.Submarine != null && Level.Loaded != null)
|
||||
{
|
||||
Vector2 realWorldVelocity = ConvertUnits.ToDisplayUnits(item.Submarine.Velocity * Physics.DisplayToRealWorldRatio) * 3.6f;
|
||||
float realWorldDepth = Math.Abs(item.Submarine.Position.Y - Level.Loaded.Size.Y) * Physics.DisplayToRealWorldRatio;
|
||||
GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 65),
|
||||
"Velocity: " + (int)realWorldVelocity.X + " km/h", Color.LightGreen, null, 0, GUI.SmallFont);
|
||||
GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 50),
|
||||
"Descent velocity: " + -(int)realWorldVelocity.Y + " km/h", Color.LightGreen, null, 0, GUI.SmallFont);
|
||||
|
||||
GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 30),
|
||||
"Depth: " + (int)realWorldDepth + " m", Color.LightGreen, null, 0, GUI.SmallFont);
|
||||
}
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(velRect.Center.X, velRect.Center.Y),
|
||||
new Vector2(velRect.Center.X + currVelocity.X, velRect.Center.Y - currVelocity.Y),
|
||||
Color.Gray);
|
||||
|
||||
Vector2 targetVelPos = new Vector2(velRect.Center.X + targetVelocity.X, velRect.Center.Y - targetVelocity.Y);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(velRect.Center.X, velRect.Center.Y),
|
||||
targetVelPos,
|
||||
Color.LightGray);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)targetVelPos.X - 5, (int)targetVelPos.Y - 5, 10, 10), Color.White);
|
||||
|
||||
if (Vector2.Distance(PlayerInput.MousePosition, new Vector2(velRect.Center.X, velRect.Center.Y)) < 200.0f)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)targetVelPos.X - 10, (int)targetVelPos.Y - 10, 20, 20), Color.Red);
|
||||
}
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
|
||||
if (Vector2.Distance(PlayerInput.MousePosition, new Vector2(GuiFrame.Rect.Center.X, GuiFrame.Rect.Center.Y)) < 200.0f)
|
||||
{
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
TargetVelocity = PlayerInput.MousePosition - new Vector2(GuiFrame.Rect.Center.X, GuiFrame.Rect.Center.Y);
|
||||
targetVelocity.Y = -targetVelocity.Y;
|
||||
|
||||
unsentChanges = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool SelectDestination(GUITickBox tickBox)
|
||||
{
|
||||
unsentChanges = true;
|
||||
|
||||
if (tickBox == levelStartTickBox)
|
||||
{
|
||||
levelEndTickBox.Selected = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
levelStartTickBox.Selected = false;
|
||||
}
|
||||
|
||||
maintainPosTickBox.Selected = false;
|
||||
posToMaintain = null;
|
||||
tickBox.Selected = true;
|
||||
|
||||
UpdatePath();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void ClientWrite(Lidgren.Network.NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
msg.Write(autoPilot);
|
||||
|
||||
if (!autoPilot)
|
||||
{
|
||||
//no need to write steering info if autopilot is controlling
|
||||
msg.Write(targetVelocity.X);
|
||||
msg.Write(targetVelocity.Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(posToMaintain != null);
|
||||
if (posToMaintain != null)
|
||||
{
|
||||
msg.Write(((Vector2)posToMaintain).X);
|
||||
msg.Write(((Vector2)posToMaintain).Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(LevelStartSelected);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
|
||||
{
|
||||
long msgStartPos = msg.Position;
|
||||
|
||||
bool autoPilot = msg.ReadBoolean();
|
||||
Vector2 newTargetVelocity = targetVelocity;
|
||||
bool maintainPos = false;
|
||||
Vector2? newPosToMaintain = null;
|
||||
bool headingToStart = false;
|
||||
|
||||
if (autoPilot)
|
||||
{
|
||||
maintainPos = msg.ReadBoolean();
|
||||
if (maintainPos)
|
||||
{
|
||||
newPosToMaintain = new Vector2(
|
||||
msg.ReadFloat(),
|
||||
msg.ReadFloat());
|
||||
}
|
||||
else
|
||||
{
|
||||
headingToStart = msg.ReadBoolean();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
newTargetVelocity = new Vector2(msg.ReadFloat(), msg.ReadFloat());
|
||||
}
|
||||
|
||||
if (correctionTimer > 0.0f)
|
||||
{
|
||||
int msgLength = (int)(msg.Position - msgStartPos);
|
||||
msg.Position = msgStartPos;
|
||||
StartDelayedCorrection(type, msg.ExtractBits(msgLength), sendingTime);
|
||||
return;
|
||||
}
|
||||
|
||||
AutoPilot = autoPilot;
|
||||
|
||||
if (!AutoPilot)
|
||||
{
|
||||
targetVelocity = newTargetVelocity;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
MaintainPos = newPosToMaintain != null;
|
||||
posToMaintain = newPosToMaintain;
|
||||
|
||||
if (posToMaintain == null)
|
||||
{
|
||||
LevelStartSelected = headingToStart;
|
||||
LevelEndSelected = !headingToStart;
|
||||
UpdatePath();
|
||||
}
|
||||
else
|
||||
{
|
||||
LevelStartSelected = false;
|
||||
LevelEndSelected = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,110 @@
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class PowerContainer : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
|
||||
{
|
||||
partial void InitProjSpecific()
|
||||
{
|
||||
if (canBeSelected)
|
||||
{
|
||||
var button = new GUIButton(new Rectangle(160, 50, 30, 30), "-", "", GuiFrame);
|
||||
button.OnClicked = (GUIButton btn, object obj) =>
|
||||
{
|
||||
RechargeSpeed = rechargeSpeed - maxRechargeSpeed * 0.1f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
GameServer.Log(Character.Controlled + " set the recharge speed of " + item.Name + " to " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
correctionTimer = CorrectionDelay;
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(200, 50, 30, 30), "+", "", GuiFrame);
|
||||
button.OnClicked = (GUIButton btn, object obj) =>
|
||||
{
|
||||
RechargeSpeed = rechargeSpeed + maxRechargeSpeed * 0.1f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
GameServer.Log(Character.Controlled + " set the recharge speed of " + item.Name + " to " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
correctionTimer = CorrectionDelay;
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(item.DrawPosition.X - 4, -item.DrawPosition.Y),
|
||||
new Vector2(8, 22), Color.Black);
|
||||
|
||||
if (charge > 0)
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(item.DrawPosition.X - 3, -item.DrawPosition.Y + 1 + (20.0f * (1.0f - charge / capacity))),
|
||||
new Vector2(6, 20 * (charge / capacity)), Color.Green, true);
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch,
|
||||
"Charge: " + (int)charge + "/" + (int)capacity + " kWm (" + (int)((charge / capacity) * 100.0f) + " %)",
|
||||
new Vector2(x + 30, y + 30), Color.White);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Recharge rate: " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", new Vector2(x + 30, y + 95), Color.White);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData)
|
||||
{
|
||||
msg.WriteRangedInteger(0, 10, (int)(rechargeSpeed / MaxRechargeSpeed * 10));
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (correctionTimer > 0.0f)
|
||||
{
|
||||
StartDelayedCorrection(type, msg.ExtractBits(4 + 8), sendingTime);
|
||||
return;
|
||||
}
|
||||
|
||||
RechargeSpeed = msg.ReadRangedInteger(0, 10) / 10.0f * maxRechargeSpeed;
|
||||
Charge = msg.ReadRangedSingle(0.0f, 1.0f, 8) * capacity;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class PowerTransfer : Powered
|
||||
{
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
if (!canBeSelected) return;
|
||||
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Power: " + (int)(-currPowerConsumption) + " kW", new Vector2(x + 30, y + 30), Color.White);
|
||||
GUI.Font.DrawString(spriteBatch, "Load: " + (int)powerLoad + " kW", new Vector2(x + 30, y + 100), Color.White);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Powered : ItemComponent
|
||||
{
|
||||
protected static Sound[] sparkSounds;
|
||||
|
||||
private bool powerOnSoundPlayed;
|
||||
|
||||
private static Sound powerOnSound;
|
||||
}
|
||||
}
|
||||
@@ -7,190 +7,12 @@ using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
|
||||
class Connection
|
||||
partial class Connection
|
||||
{
|
||||
private static Texture2D panelTexture;
|
||||
private static Sprite connector;
|
||||
private static Sprite wireVertical;
|
||||
|
||||
//how many wires can be linked to a single connector
|
||||
public const int MaxLinked = 5;
|
||||
|
||||
public readonly string Name;
|
||||
|
||||
public Wire[] Wires;
|
||||
|
||||
private Item item;
|
||||
|
||||
public readonly bool IsOutput;
|
||||
|
||||
private static Wire draggingConnected;
|
||||
|
||||
private List<StatusEffect> effects;
|
||||
|
||||
public readonly ushort[] wireId;
|
||||
|
||||
public bool IsPower
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public List<Connection> Recipients
|
||||
{
|
||||
get
|
||||
{
|
||||
List<Connection> recipients = new List<Connection>();
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null) continue;
|
||||
Connection recipient = Wires[i].OtherConnection(this);
|
||||
if (recipient != null) recipients.Add(recipient);
|
||||
}
|
||||
return recipients;
|
||||
}
|
||||
}
|
||||
|
||||
public Item Item
|
||||
{
|
||||
get { return item; }
|
||||
}
|
||||
|
||||
public Connection(XElement element, Item item)
|
||||
{
|
||||
|
||||
if (connector == null)
|
||||
{
|
||||
panelTexture = Sprite.LoadTexture("Content/Items/connectionpanel.png");
|
||||
|
||||
connector = new Sprite(panelTexture, new Rectangle(470, 102, 19, 43), Vector2.Zero, 0.0f);
|
||||
connector.Origin = new Vector2(9.5f, 10.0f);
|
||||
|
||||
wireVertical = new Sprite(panelTexture, new Rectangle(408, 1, 11, 102), Vector2.Zero, 0.0f);
|
||||
}
|
||||
|
||||
this.item = item;
|
||||
|
||||
//recipient = new Connection[MaxLinked];
|
||||
Wires = new Wire[MaxLinked];
|
||||
|
||||
IsOutput = (element.Name.ToString() == "output");
|
||||
Name = ToolBox.GetAttributeString(element, "name", (IsOutput) ? "output" : "input");
|
||||
|
||||
IsPower = Name == "power_in" || Name == "power" || Name == "power_out";
|
||||
|
||||
effects = new List<StatusEffect>();
|
||||
|
||||
wireId = new ushort[MaxLinked];
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "link":
|
||||
int index = -1;
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (wireId[i] < 1) index = i;
|
||||
}
|
||||
if (index == -1) break;
|
||||
|
||||
int id = ToolBox.GetAttributeInt(subElement, "w", 0);
|
||||
if (id < 0) id = 0;
|
||||
wireId[index] = (ushort)id;
|
||||
|
||||
break;
|
||||
|
||||
case "statuseffect":
|
||||
effects.Add(StatusEffect.Load(subElement));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int FindEmptyIndex()
|
||||
{
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
//public int FindLinkIndex(Item item)
|
||||
//{
|
||||
// for (int i = 0; i < MaxLinked; i++)
|
||||
// {
|
||||
// if (item == null && recipient[i] == null) return i;
|
||||
// if (recipient[i]!=null && recipient[i].item == item) return i;
|
||||
// }
|
||||
// return -1;
|
||||
//}
|
||||
|
||||
public int FindWireIndex(Item wireItem)
|
||||
{
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null && wireItem == null) return i;
|
||||
if (Wires[i] != null && Wires[i].Item == wireItem) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
public void TryAddLink(Wire wire)
|
||||
{
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null)
|
||||
{
|
||||
Wires[i] = wire;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void AddLink(int index, Wire wire)
|
||||
{
|
||||
Wires[index] = wire;
|
||||
}
|
||||
|
||||
public void SendSignal(int stepsTaken, string signal, Item source, Character sender, float power)
|
||||
{
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null) continue;
|
||||
|
||||
Connection recipient = Wires[i].OtherConnection(this);
|
||||
if (recipient == null) continue;
|
||||
if (recipient.item == this.item || recipient.item == source) continue;
|
||||
|
||||
foreach (ItemComponent ic in recipient.item.components)
|
||||
{
|
||||
ic.ReceiveSignal(stepsTaken, signal, recipient, item, sender, power);
|
||||
}
|
||||
|
||||
foreach (StatusEffect effect in recipient.effects)
|
||||
{
|
||||
|
||||
//effect.Apply(ActionType.OnUse, 1.0f, recipient.item, recipient.item);
|
||||
recipient.item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearConnections()
|
||||
{
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null) continue;
|
||||
|
||||
Wires[i].RemoveConnection(this);
|
||||
Wires[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static void DrawConnections(SpriteBatch spriteBatch, ConnectionPanel panel, Character character)
|
||||
{
|
||||
|
||||
@@ -438,7 +260,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name));
|
||||
|
||||
Array.Sort(Wires, delegate(Wire wire1, Wire wire2)
|
||||
Array.Sort(Wires, delegate (Wire wire1, Wire wire2)
|
||||
{
|
||||
if (wire1 == null) return 1;
|
||||
if (wire2 == null) return -1;
|
||||
@@ -458,29 +280,5 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
parentElement.Add(newElement);
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void ConnectLinked()
|
||||
{
|
||||
if (wireId == null) return;
|
||||
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (wireId[i] == 0) continue;
|
||||
|
||||
Item wireItem = MapEntity.FindEntityByID(wireId[i]) as Item;
|
||||
|
||||
if (wireItem == null) continue;
|
||||
Wires[i] = wireItem.GetComponent<Wire>();
|
||||
|
||||
if (Wires[i] != null)
|
||||
{
|
||||
if (Wires[i].Item.body != null) Wires[i].Item.body.Enabled = false;
|
||||
Wires[i].Connect(this, false, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using Lidgren.Network;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable
|
||||
{
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
if (character != Character.Controlled || character != user) return;
|
||||
|
||||
if (Screen.Selected != GameMain.EditMapScreen &&
|
||||
character.IsKeyHit(InputType.Select) &&
|
||||
character.SelectedConstruction == this.item) character.SelectedConstruction = null;
|
||||
|
||||
if (HighlightedWire != null)
|
||||
{
|
||||
HighlightedWire.Item.IsHighlighted = true;
|
||||
if (HighlightedWire.Connections[0] != null && HighlightedWire.Connections[0].Item != null) HighlightedWire.Connections[0].Item.IsHighlighted = true;
|
||||
if (HighlightedWire.Connections[1] != null && HighlightedWire.Connections[1].Item != null) HighlightedWire.Connections[1].Item.IsHighlighted = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
if (character != Character.Controlled || character != user) return;
|
||||
|
||||
HighlightedWire = null;
|
||||
Connection.DrawConnections(spriteBatch, this, character);
|
||||
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement componentElement = base.Save(parentElement);
|
||||
|
||||
foreach (Connection c in Connections)
|
||||
{
|
||||
c.Save(componentElement);
|
||||
}
|
||||
|
||||
return componentElement;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,256 @@
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Wire : ItemComponent, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
partial class WireSection
|
||||
{
|
||||
public void Draw(SpriteBatch spriteBatch, Color color, Vector2 offset, float depth, float width = 0.3f)
|
||||
{
|
||||
spriteBatch.Draw(wireSprite.Texture,
|
||||
new Vector2(start.X + offset.X, -(start.Y + offset.Y)), null, color,
|
||||
-angle,
|
||||
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
|
||||
new Vector2(length / wireSprite.Texture.Width, width),
|
||||
SpriteEffects.None,
|
||||
depth);
|
||||
}
|
||||
|
||||
public static void Draw(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float depth, float width = 0.3f)
|
||||
{
|
||||
start.Y = -start.Y;
|
||||
end.Y = -end.Y;
|
||||
|
||||
spriteBatch.Draw(wireSprite.Texture,
|
||||
start, null, color,
|
||||
MathUtils.VectorToAngle(end - start),
|
||||
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
|
||||
new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, width),
|
||||
SpriteEffects.None,
|
||||
depth);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
if (sections.Count == 0 && !IsActive)
|
||||
{
|
||||
Drawable = false;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 drawOffset = Vector2.Zero;
|
||||
if (item.Submarine != null)
|
||||
{
|
||||
drawOffset = item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
|
||||
}
|
||||
|
||||
float depth = item.IsSelected ? 0.0f : wireSprite.Depth + ((item.ID % 100) * 0.00001f);
|
||||
|
||||
if (item.IsHighlighted)
|
||||
{
|
||||
foreach (WireSection section in sections)
|
||||
{
|
||||
section.Draw(spriteBatch, Color.Gold, drawOffset, depth + 0.00001f, 0.7f);
|
||||
}
|
||||
}
|
||||
else if (item.IsSelected)
|
||||
{
|
||||
foreach (WireSection section in sections)
|
||||
{
|
||||
section.Draw(spriteBatch, Color.Red, drawOffset, depth + 0.00001f, 0.7f);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (WireSection section in sections)
|
||||
{
|
||||
section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f);
|
||||
}
|
||||
|
||||
if (IsActive && nodes.Count > 0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
|
||||
{
|
||||
WireSection.Draw(
|
||||
spriteBatch,
|
||||
new Vector2(nodes[nodes.Count - 1].X, nodes[nodes.Count - 1].Y) + drawOffset,
|
||||
new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
|
||||
item.Color * 0.5f,
|
||||
depth,
|
||||
0.3f);
|
||||
}
|
||||
|
||||
if (!editing || !GameMain.EditMapScreen.WiringMode) return;
|
||||
|
||||
for (int i = 0; i < nodes.Count; i++)
|
||||
{
|
||||
Vector2 drawPos = nodes[i];
|
||||
if (item.Submarine != null) drawPos += item.Submarine.Position + item.Submarine.HiddenSubPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
if (item.IsSelected)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-5, -5), new Vector2(10, 10), item.Color, true, 0.0f);
|
||||
|
||||
if (highlightedNodeIndex == i)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-3, -3), new Vector2(6, 6), item.Color, true, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateEditing(List<Wire> wires)
|
||||
{
|
||||
//dragging a node of some wire
|
||||
if (draggingWire != null)
|
||||
{
|
||||
//cancel dragging
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
draggingWire = null;
|
||||
selectedNodeIndex = null;
|
||||
}
|
||||
//update dragging
|
||||
else
|
||||
{
|
||||
MapEntity.DisableSelect = true;
|
||||
|
||||
Submarine sub = null;
|
||||
if (draggingWire.connections[0] != null && draggingWire.connections[0].Item.Submarine != null) sub = draggingWire.connections[0].Item.Submarine;
|
||||
if (draggingWire.connections[1] != null && draggingWire.connections[1].Item.Submarine != null) sub = draggingWire.connections[1].Item.Submarine;
|
||||
|
||||
Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - sub.HiddenSubPosition - sub.Position;// Nodes[(int)selectedNodeIndex];
|
||||
|
||||
nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f);
|
||||
nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f);
|
||||
|
||||
draggingWire.nodes[(int)selectedNodeIndex] = nodeWorldPos;
|
||||
draggingWire.UpdateSections();
|
||||
|
||||
MapEntity.SelectEntity(draggingWire.item);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//a wire has been selected -> check if we should start dragging one of the nodes
|
||||
float nodeSelectDist = 10, sectionSelectDist = 5;
|
||||
highlightedNodeIndex = null;
|
||||
if (MapEntity.SelectedList.Count == 1 && MapEntity.SelectedList[0] is Item)
|
||||
{
|
||||
Wire selectedWire = ((Item)MapEntity.SelectedList[0]).GetComponent<Wire>();
|
||||
|
||||
if (selectedWire != null)
|
||||
{
|
||||
Vector2 mousePos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
if (selectedWire.item.Submarine != null) mousePos -= (selectedWire.item.Submarine.Position + selectedWire.item.Submarine.HiddenSubPosition);
|
||||
|
||||
//left click while holding ctrl -> check if the cursor is on a wire section,
|
||||
//and add a new node if it is
|
||||
if (PlayerInput.KeyDown(Keys.RightControl) || PlayerInput.KeyDown(Keys.LeftControl))
|
||||
{
|
||||
if (PlayerInput.LeftButtonClicked())
|
||||
{
|
||||
float temp = 0.0f;
|
||||
int closestSectionIndex = selectedWire.GetClosestSectionIndex(mousePos, sectionSelectDist, out temp);
|
||||
|
||||
if (closestSectionIndex > -1)
|
||||
{
|
||||
selectedWire.nodes.Insert(closestSectionIndex + 1, mousePos);
|
||||
selectedWire.UpdateSections();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//check if close enough to a node
|
||||
float temp = 0.0f;
|
||||
int closestIndex = selectedWire.GetClosestNodeIndex(mousePos, nodeSelectDist, out temp);
|
||||
if (closestIndex > -1)
|
||||
{
|
||||
highlightedNodeIndex = closestIndex;
|
||||
//start dragging the node
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
draggingWire = selectedWire;
|
||||
selectedNodeIndex = closestIndex;
|
||||
}
|
||||
//remove the node
|
||||
else if (PlayerInput.RightButtonClicked() && closestIndex > 0 && closestIndex < selectedWire.nodes.Count - 1)
|
||||
{
|
||||
selectedWire.nodes.RemoveAt(closestIndex);
|
||||
selectedWire.UpdateSections();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//check which wire is highlighted with the cursor
|
||||
Wire highlighted = null;
|
||||
float closestDist = 0.0f;
|
||||
foreach (Wire w in wires)
|
||||
{
|
||||
Vector2 mousePos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
if (w.item.Submarine != null) mousePos -= (w.item.Submarine.Position + w.item.Submarine.HiddenSubPosition);
|
||||
|
||||
float dist = 0.0f;
|
||||
if (w.GetClosestNodeIndex(mousePos, highlighted == null ? nodeSelectDist : closestDist, out dist) > -1)
|
||||
{
|
||||
highlighted = w;
|
||||
closestDist = dist;
|
||||
}
|
||||
|
||||
if (w.GetClosestSectionIndex(mousePos, highlighted == null ? sectionSelectDist : closestDist, out dist) > -1)
|
||||
{
|
||||
highlighted = w;
|
||||
closestDist = dist;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (highlighted != null)
|
||||
{
|
||||
highlighted.item.IsHighlighted = true;
|
||||
|
||||
if (PlayerInput.LeftButtonClicked())
|
||||
{
|
||||
MapEntity.DisableSelect = true;
|
||||
MapEntity.SelectEntity(highlighted.item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement componentElement = base.Save(parentElement);
|
||||
|
||||
if (nodes == null || nodes.Count == 0) return componentElement;
|
||||
|
||||
string[] nodeCoords = new string[nodes.Count * 2];
|
||||
for (int i = 0; i < nodes.Count; i++)
|
||||
{
|
||||
nodeCoords[i * 2] = nodes[i].X.ToString(CultureInfo.InvariantCulture);
|
||||
nodeCoords[i * 2 + 1] = nodes[i].Y.ToString(CultureInfo.InvariantCulture);
|
||||
}
|
||||
|
||||
componentElement.Add(new XAttribute("nodes", string.Join(";", nodeCoords)));
|
||||
|
||||
return componentElement;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,19 +8,8 @@ using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class StatusHUD : ItemComponent
|
||||
partial class StatusHUD : ItemComponent
|
||||
{
|
||||
private static readonly string[] BleedingTexts = {"Minor bleeding", "Bleeding", "Bleeding heavily", "Catastrophic Bleeding"};
|
||||
|
||||
private static readonly string[] HealthTexts = { "No visible injuries", "Minor injuries", "Injured", "Major injuries", "Critically injured" };
|
||||
|
||||
private static readonly string[] OxygenTexts = { "Oxygen level normal", "Gasping for air", "Signs of oxygen deprivation", "Not breathing" };
|
||||
|
||||
public StatusHUD(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
if (character == null) return;
|
||||
@@ -0,0 +1,63 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using FarseerPhysics;
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Turret : Powered, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
Vector2 drawPos = new Vector2(item.Rect.X, item.Rect.Y);
|
||||
if (item.Submarine != null) drawPos += item.Submarine.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
if (barrelSprite != null)
|
||||
{
|
||||
barrelSprite.Draw(spriteBatch,
|
||||
drawPos + barrelPos, Color.White,
|
||||
rotation + MathHelper.PiOver2, 1.0f,
|
||||
SpriteEffects.None, item.Sprite.Depth + 0.01f);
|
||||
}
|
||||
|
||||
if (!editing) return;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
drawPos + barrelPos,
|
||||
drawPos + barrelPos + new Vector2((float)Math.Cos(minRotation), (float)Math.Sin(minRotation)) * 60.0f,
|
||||
Color.Green);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
drawPos + barrelPos,
|
||||
drawPos + barrelPos + new Vector2((float)Math.Cos(maxRotation), (float)Math.Sin(maxRotation)) * 60.0f,
|
||||
Color.Green);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
drawPos + barrelPos,
|
||||
drawPos + barrelPos + new Vector2((float)Math.Cos((maxRotation + minRotation) / 2), (float)Math.Sin((maxRotation + minRotation) / 2)) * 60.0f,
|
||||
Color.LightGreen);
|
||||
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
UInt16 projectileID = msg.ReadUInt16();
|
||||
Item projectile = Entity.FindEntityByID(projectileID) as Item;
|
||||
|
||||
if (projectile == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to launch a projectile - item with the ID \"" + projectileID + " not found");
|
||||
return;
|
||||
}
|
||||
|
||||
Launch(projectile);
|
||||
PlaySound(ActionType.OnUse, item.WorldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
75
Barotrauma/BarotraumaClient/Source/Items/DockingPort.cs
Normal file
75
Barotrauma/BarotraumaClient/Source/Items/DockingPort.cs
Normal file
@@ -0,0 +1,75 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class DockingPort : ItemComponent, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
if (dockingState == 0.0f) return;
|
||||
|
||||
Vector2 drawPos = item.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
var rect = overlaySprite.SourceRect;
|
||||
|
||||
if (IsHorizontal)
|
||||
{
|
||||
drawPos.Y -= rect.Height / 2;
|
||||
|
||||
if (dockingDir == 1)
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos,
|
||||
new Rectangle(
|
||||
rect.Center.X + (int)(rect.Width / 2 * (1.0f - dockingState)), rect.Y,
|
||||
(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos - Vector2.UnitX * (rect.Width / 2 * dockingState),
|
||||
new Rectangle(
|
||||
rect.X, rect.Y,
|
||||
(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
drawPos.X -= rect.Width / 2;
|
||||
|
||||
if (dockingDir == 1)
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos - Vector2.UnitY * (rect.Height / 2 * dockingState),
|
||||
new Rectangle(
|
||||
rect.X, rect.Y,
|
||||
rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
|
||||
}
|
||||
else
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos,
|
||||
new Rectangle(
|
||||
rect.X, rect.Y + rect.Height / 2 + (int)(rect.Height / 2 * (1.0f - dockingState)),
|
||||
rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -9,58 +9,20 @@ using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class FixRequirement
|
||||
partial class FixRequirement
|
||||
{
|
||||
string name;
|
||||
|
||||
private static GUIFrame frame;
|
||||
|
||||
List<Skill> requiredSkills;
|
||||
List<string> requiredItems;
|
||||
|
||||
public bool Fixed;
|
||||
|
||||
public FixRequirement(XElement element)
|
||||
{
|
||||
name = ToolBox.GetAttributeString(element, "name", "");
|
||||
|
||||
requiredSkills = new List<Skill>();
|
||||
requiredItems = new List<string>();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "skill":
|
||||
string skillName = ToolBox.GetAttributeString(subElement, "name", "");
|
||||
int level = ToolBox.GetAttributeInt(subElement, "level", 1);
|
||||
|
||||
requiredSkills.Add(new Skill(skillName, level));
|
||||
break;
|
||||
case "item":
|
||||
string itemName = ToolBox.GetAttributeString(subElement, "name", "");
|
||||
|
||||
requiredItems.Add(itemName);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanBeFixed(Character character, GUIComponent reqFrame = null)
|
||||
{
|
||||
if (character == null) return false;
|
||||
|
||||
bool success = true;
|
||||
foreach (string itemName in requiredItems)
|
||||
{
|
||||
Item item = character.Inventory.FindItem(itemName);
|
||||
bool itemFound = (item != null);
|
||||
|
||||
if (!itemFound) success = false;
|
||||
|
||||
|
||||
if (reqFrame != null)
|
||||
{
|
||||
GUIComponent component = reqFrame.children.Find(c => c.UserData as string == itemName);
|
||||
GUIComponent component = reqFrame.children.Find(c => c.UserData as string == itemName);
|
||||
GUITextBlock text = component as GUITextBlock;
|
||||
if (text != null) text.TextColor = itemFound ? Color.LightGreen : Color.Red;
|
||||
}
|
||||
@@ -71,8 +33,6 @@ namespace Barotrauma
|
||||
float characterSkill = character.GetSkillLevel(skill.Name);
|
||||
bool sufficientSkill = characterSkill >= skill.Level;
|
||||
|
||||
if (!sufficientSkill) success = false;
|
||||
|
||||
if (reqFrame != null)
|
||||
{
|
||||
GUIComponent component = reqFrame.children.Find(c => c.UserData as Skill == skill);
|
||||
@@ -81,9 +41,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
return success;
|
||||
return CanBeFixed(character);
|
||||
}
|
||||
|
||||
|
||||
private static void CreateGUIFrame(Item item)
|
||||
{
|
||||
int width = 400, height = 500;
|
||||
@@ -93,13 +53,13 @@ namespace Barotrauma
|
||||
frame.Padding = new Vector4(20.0f, 20.0f, 20.0f, 20.0f);
|
||||
frame.UserData = item;
|
||||
|
||||
new GUITextBlock(new Rectangle(0,0,200,20), "Attempting to fix " + item.Name, "", frame);
|
||||
new GUITextBlock(new Rectangle(0, 0, 200, 20), "Attempting to fix " + item.Name, "", frame);
|
||||
|
||||
y = y + 40;
|
||||
foreach (FixRequirement requirement in item.FixRequirements)
|
||||
{
|
||||
GUIFrame reqFrame = new GUIFrame(
|
||||
new Rectangle(0, y, 0, 20 + Math.Max(requirement.requiredItems.Count, requirement.requiredSkills.Count) * 15),
|
||||
new Rectangle(0, y, 0, 20 + Math.Max(requirement.requiredItems.Count, requirement.requiredSkills.Count) * 15),
|
||||
Color.Transparent, null, frame);
|
||||
reqFrame.UserData = requirement;
|
||||
|
||||
@@ -108,7 +68,7 @@ namespace Barotrauma
|
||||
fixButton.OnClicked = FixButtonPressed;
|
||||
fixButton.UserData = requirement;
|
||||
|
||||
var tickBox = new GUITickBox(new Rectangle(70, 0, 20,20), requirement.name, Alignment.Left, reqFrame);
|
||||
var tickBox = new GUITickBox(new Rectangle(70, 0, 20, 20), requirement.name, Alignment.Left, reqFrame);
|
||||
tickBox.Enabled = false;
|
||||
|
||||
int y2 = 20;
|
||||
@@ -117,10 +77,10 @@ namespace Barotrauma
|
||||
var itemBlock = new GUITextBlock(new Rectangle(30, y2, 200, 15), itemName, "", reqFrame);
|
||||
itemBlock.Font = GUI.SmallFont;
|
||||
itemBlock.UserData = itemName;
|
||||
|
||||
|
||||
y2 += 15;
|
||||
}
|
||||
|
||||
|
||||
y2 = 20;
|
||||
foreach (Skill skill in requirement.requiredSkills)
|
||||
{
|
||||
@@ -148,7 +108,7 @@ namespace Barotrauma
|
||||
|
||||
if (GameMain.Client != null)
|
||||
{
|
||||
GameMain.Client.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.Repair, item.FixRequirements.IndexOf(requirement)});
|
||||
GameMain.Client.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.Repair, item.FixRequirements.IndexOf(requirement) });
|
||||
}
|
||||
else if (GameMain.Server != null)
|
||||
{
|
||||
@@ -159,7 +119,7 @@ namespace Barotrauma
|
||||
{
|
||||
requirement.Fixed = true;
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
203
Barotrauma/BarotraumaClient/Source/Items/Inventory.cs
Normal file
203
Barotrauma/BarotraumaClient/Source/Items/Inventory.cs
Normal file
@@ -0,0 +1,203 @@
|
||||
using System.Linq;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Barotrauma.Networking;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.Items.Components;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class InventorySlot
|
||||
{
|
||||
public GUIComponent.ComponentState State;
|
||||
|
||||
public bool IsHighlighted
|
||||
{
|
||||
get
|
||||
{
|
||||
return State == GUIComponent.ComponentState.Hover;
|
||||
}
|
||||
}
|
||||
|
||||
public Color Color;
|
||||
|
||||
public Color BorderHighlightColor;
|
||||
private CoroutineHandle BorderHighlightCoroutine;
|
||||
|
||||
public void ShowBorderHighlight(Color color, float fadeInDuration, float fadeOutDuration)
|
||||
{
|
||||
if (BorderHighlightCoroutine != null)
|
||||
{
|
||||
BorderHighlightCoroutine = null;
|
||||
}
|
||||
|
||||
BorderHighlightCoroutine = CoroutineManager.StartCoroutine(UpdateBorderHighlight(color, fadeInDuration, fadeOutDuration));
|
||||
}
|
||||
|
||||
private IEnumerable<object> UpdateBorderHighlight(Color color, float fadeInDuration, float fadeOutDuration)
|
||||
{
|
||||
float t = 0.0f;
|
||||
while (t < fadeInDuration + fadeOutDuration)
|
||||
{
|
||||
BorderHighlightColor = (t < fadeInDuration) ?
|
||||
Color.Lerp(Color.Transparent, color, t / fadeInDuration) :
|
||||
Color.Lerp(color, Color.Transparent, (t - fadeInDuration) / fadeOutDuration);
|
||||
|
||||
t += CoroutineManager.DeltaTime;
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
}
|
||||
|
||||
partial class Inventory
|
||||
{
|
||||
public virtual void Draw(SpriteBatch spriteBatch, bool subInventory = false)
|
||||
{
|
||||
if (slots == null || isSubInventory != subInventory) return;
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (slots[i].Disabled) continue;
|
||||
|
||||
//don't draw the item if it's being dragged out of the slot
|
||||
bool drawItem = draggingItem == null || draggingItem != Items[i] || slots[i].IsHighlighted;
|
||||
|
||||
DrawSlot(spriteBatch, slots[i], Items[i], drawItem);
|
||||
}
|
||||
|
||||
if (draggingItem != null &&
|
||||
(draggingSlot == null || (!draggingSlot.Rect.Contains(PlayerInput.MousePosition) && draggingItem.ParentInventory == this)))
|
||||
{
|
||||
Rectangle dragRect = new Rectangle(
|
||||
(int)PlayerInput.MousePosition.X - 10,
|
||||
(int)PlayerInput.MousePosition.Y - 10,
|
||||
40, 40);
|
||||
|
||||
DrawSlot(spriteBatch, new InventorySlot(dragRect), draggingItem);
|
||||
}
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (slots[i].IsHighlighted && !slots[i].Disabled && Items[i] != null)
|
||||
{
|
||||
string toolTip = "";
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
toolTip = Items[i].ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
toolTip = string.IsNullOrEmpty(Items[i].Description) ?
|
||||
Items[i].Name :
|
||||
Items[i].Name + '\n' + Items[i].Description;
|
||||
}
|
||||
|
||||
DrawToolTip(spriteBatch, toolTip, slots[i].Rect);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void DrawToolTip(SpriteBatch spriteBatch, string toolTip, Rectangle highlightedSlot)
|
||||
{
|
||||
int maxWidth = 300;
|
||||
|
||||
toolTip = ToolBox.WrapText(toolTip, maxWidth, GUI.Font);
|
||||
|
||||
Vector2 textSize = GUI.Font.MeasureString(toolTip);
|
||||
Vector2 rectSize = textSize * 1.2f;
|
||||
|
||||
Vector2 pos = new Vector2(highlightedSlot.Right, highlightedSlot.Y - rectSize.Y);
|
||||
pos.X = (int)(pos.X + 3);
|
||||
pos.Y = (int)pos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, pos, rectSize, Color.Black * 0.8f, true);
|
||||
GUI.Font.DrawString(spriteBatch, toolTip,
|
||||
new Vector2((int)(pos.X + rectSize.X * 0.5f), (int)(pos.Y + rectSize.Y * 0.5f)),
|
||||
Color.White, 0.0f,
|
||||
new Vector2((int)(textSize.X * 0.5f), (int)(textSize.Y * 0.5f)),
|
||||
1.0f, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
public void DrawSubInventory(SpriteBatch spriteBatch, int slotIndex)
|
||||
{
|
||||
var item = Items[slotIndex];
|
||||
if (item == null) return;
|
||||
|
||||
var container = item.GetComponent<ItemContainer>();
|
||||
if (container == null) return;
|
||||
|
||||
if (container.Inventory.slots == null || !container.Inventory.isSubInventory) return;
|
||||
|
||||
int itemCapacity = container.Capacity;
|
||||
|
||||
#if DEBUG
|
||||
System.Diagnostics.Debug.Assert(slotIndex >= 0 && slotIndex < Items.Length);
|
||||
#else
|
||||
if (slotIndex < 0 || slotIndex >= Items.Length) return;
|
||||
#endif
|
||||
|
||||
var slot = slots[slotIndex];
|
||||
Rectangle containerRect = new Rectangle(slot.Rect.X - 5, slot.Rect.Y - (40 + 10) * itemCapacity - 5,
|
||||
slot.Rect.Width + 10, slot.Rect.Height + (40 + 10) * itemCapacity + 10);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(containerRect.X, containerRect.Y, containerRect.Width, containerRect.Height - slot.Rect.Height - 5), Color.Black * 0.8f, true);
|
||||
GUI.DrawRectangle(spriteBatch, containerRect, Color.White);
|
||||
|
||||
container.Inventory.Draw(spriteBatch, true);
|
||||
|
||||
if (!containerRect.Contains(PlayerInput.MousePosition))
|
||||
{
|
||||
if (draggingItem == null || draggingItem.Container != item) selectedSlot = -1;
|
||||
}
|
||||
}
|
||||
|
||||
protected void DrawSlot(SpriteBatch spriteBatch, InventorySlot slot, Item item, bool drawItem = true)
|
||||
{
|
||||
Rectangle rect = slot.Rect;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, rect, (slot.IsHighlighted ? Color.Red * 0.4f : slot.Color), true);
|
||||
|
||||
if (item != null && drawItem)
|
||||
{
|
||||
if (item.Condition < 100.0f)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, rect.Bottom - 8, rect.Width, 8), Color.Black * 0.8f, true);
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Rectangle(rect.X, rect.Bottom - 8, (int)(rect.Width * item.Condition / 100.0f), 8),
|
||||
Color.Lerp(Color.Red, Color.Green, item.Condition / 100.0f) * 0.8f, true);
|
||||
}
|
||||
|
||||
var containedItems = item.ContainedItems;
|
||||
if (containedItems != null && containedItems.Length == 1 && containedItems[0].Condition < 100.0f)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, rect.Y, rect.Width, 8), Color.Black * 0.8f, true);
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Rectangle(rect.X, rect.Y, (int)(rect.Width * containedItems[0].Condition / 100.0f), 8),
|
||||
Color.Lerp(Color.Red, Color.Green, containedItems[0].Condition / 100.0f) * 0.8f, true);
|
||||
}
|
||||
}
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, rect, (slot.IsHighlighted ? Color.Red * 0.4f : slot.Color), false);
|
||||
|
||||
if (slot.BorderHighlightColor != Color.Transparent)
|
||||
{
|
||||
Rectangle highlightRect = slot.Rect;
|
||||
highlightRect.Inflate(3, 3);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, highlightRect, slot.BorderHighlightColor, false, 0, 5);
|
||||
}
|
||||
|
||||
if (item == null || !drawItem) return;
|
||||
|
||||
item.Sprite.Draw(spriteBatch, new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2), item.Color);
|
||||
}
|
||||
}
|
||||
}
|
||||
575
Barotrauma/BarotraumaClient/Source/Items/Item.cs
Normal file
575
Barotrauma/BarotraumaClient/Source/Items/Item.cs
Normal file
@@ -0,0 +1,575 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using System.ComponentModel;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Item : MapEntity, IDamageable, IPropertyObject, IServerSerializable, IClientSerializable
|
||||
{
|
||||
public override Sprite Sprite
|
||||
{
|
||||
get { return prefab.sprite; }
|
||||
}
|
||||
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
|
||||
{
|
||||
if (!Visible) return;
|
||||
Color color = (IsSelected && editing) ? color = Color.Red : spriteColor;
|
||||
if (isHighlighted) color = Color.Orange;
|
||||
|
||||
SpriteEffects oldEffects = prefab.sprite.effects;
|
||||
prefab.sprite.effects ^= SpriteEffects;
|
||||
|
||||
if (prefab.sprite != null)
|
||||
{
|
||||
float depth = Sprite.Depth;
|
||||
depth += (ID % 255) * 0.000001f;
|
||||
|
||||
if (body == null)
|
||||
{
|
||||
if (prefab.ResizeHorizontal || prefab.ResizeVertical || SpriteEffects.HasFlag(SpriteEffects.FlipHorizontally) || SpriteEffects.HasFlag(SpriteEffects.FlipVertically))
|
||||
{
|
||||
prefab.sprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color);
|
||||
}
|
||||
else
|
||||
{
|
||||
prefab.sprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y), color, 0.0f, 1.0f, SpriteEffects.None, depth);
|
||||
}
|
||||
|
||||
}
|
||||
else if (body.Enabled)
|
||||
{
|
||||
var holdable = GetComponent<Holdable>();
|
||||
if (holdable != null && holdable.Picker?.AnimController != null)
|
||||
{
|
||||
if (holdable.Picker.SelectedItems[0] == this)
|
||||
{
|
||||
depth = holdable.Picker.AnimController.GetLimb(LimbType.RightHand).sprite.Depth + 0.000001f;
|
||||
}
|
||||
else if (holdable.Picker.SelectedItems[1] == this)
|
||||
{
|
||||
depth = holdable.Picker.AnimController.GetLimb(LimbType.LeftArm).sprite.Depth - 0.000001f;
|
||||
}
|
||||
|
||||
body.Draw(spriteBatch, prefab.sprite, color, depth);
|
||||
}
|
||||
else
|
||||
{
|
||||
body.Draw(spriteBatch, prefab.sprite, color, depth);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
prefab.sprite.effects = oldEffects;
|
||||
|
||||
List<IDrawableComponent> staticDrawableComponents = new List<IDrawableComponent>(drawableComponents); //static list to compensate for drawable toggling
|
||||
for (int i = 0; i < staticDrawableComponents.Count; i++)
|
||||
{
|
||||
staticDrawableComponents[i].Draw(spriteBatch, editing);
|
||||
}
|
||||
|
||||
if (GameMain.DebugDraw && aiTarget != null) aiTarget.Draw(spriteBatch);
|
||||
|
||||
if (!editing || (body != null && !body.Enabled))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsSelected || isHighlighted)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), Color.Green, false, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
|
||||
|
||||
foreach (Rectangle t in prefab.Triggers)
|
||||
{
|
||||
Rectangle transformedTrigger = TransformTrigger(t);
|
||||
|
||||
Vector2 rectWorldPos = new Vector2(transformedTrigger.X, transformedTrigger.Y);
|
||||
if (Submarine != null) rectWorldPos += Submarine.Position;
|
||||
rectWorldPos.Y = -rectWorldPos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
rectWorldPos,
|
||||
new Vector2(transformedTrigger.Width, transformedTrigger.Height),
|
||||
Color.Green,
|
||||
false,
|
||||
0,
|
||||
(int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
if (!ShowLinks) return;
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(WorldPosition.X, -WorldPosition.Y),
|
||||
new Vector2(e.WorldPosition.X, -e.WorldPosition.Y),
|
||||
Color.Red * 0.3f);
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateEditing(Camera cam)
|
||||
{
|
||||
if (editingHUD == null || editingHUD.UserData as Item != this)
|
||||
{
|
||||
editingHUD = CreateEditingHUD(Screen.Selected != GameMain.EditMapScreen);
|
||||
}
|
||||
|
||||
editingHUD.Update((float)Timing.Step);
|
||||
|
||||
if (Screen.Selected != GameMain.EditMapScreen) return;
|
||||
|
||||
if (!prefab.IsLinkable) return;
|
||||
|
||||
if (!PlayerInput.LeftButtonClicked() || !PlayerInput.KeyDown(Keys.Space)) return;
|
||||
|
||||
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
|
||||
foreach (MapEntity entity in mapEntityList)
|
||||
{
|
||||
if (entity == this || !entity.IsHighlighted) continue;
|
||||
if (linkedTo.Contains(entity)) continue;
|
||||
if (!entity.IsMouseOn(position)) continue;
|
||||
|
||||
linkedTo.Add(entity);
|
||||
if (entity.IsLinkable && entity.linkedTo != null) entity.linkedTo.Add(this);
|
||||
}
|
||||
}
|
||||
|
||||
public override void DrawEditing(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
if (editingHUD != null) editingHUD.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
private GUIComponent CreateEditingHUD(bool inGame = false)
|
||||
{
|
||||
List<ObjectProperty> editableProperties = inGame ? GetProperties<InGameEditable>() : GetProperties<Editable>();
|
||||
|
||||
int requiredItemCount = 0;
|
||||
if (!inGame)
|
||||
{
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
requiredItemCount += ic.requiredItems.Count;
|
||||
}
|
||||
}
|
||||
|
||||
int width = 450;
|
||||
int height = 80 + requiredItemCount * 20;
|
||||
int x = GameMain.GraphicsWidth / 2 - width / 2, y = 10;
|
||||
foreach (var objectProperty in editableProperties)
|
||||
{
|
||||
var editable = objectProperty.Attributes.OfType<Editable>().FirstOrDefault();
|
||||
if (editable != null) height += (int)(Math.Ceiling(editable.MaxLength / 40.0f) * 18.0f) + 5;
|
||||
}
|
||||
|
||||
editingHUD = new GUIFrame(new Rectangle(x, y, width, height), "");
|
||||
editingHUD.Padding = new Vector4(10, 10, 0, 0);
|
||||
editingHUD.UserData = this;
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 0, 100, 20), prefab.Name, "",
|
||||
Alignment.TopLeft, Alignment.TopLeft, editingHUD, false, GUI.LargeFont);
|
||||
|
||||
y += 25;
|
||||
|
||||
if (!inGame)
|
||||
{
|
||||
if (prefab.IsLinkable)
|
||||
{
|
||||
new GUITextBlock(new Rectangle(0, 5, 0, 20), "Hold space to link to another item",
|
||||
"", Alignment.TopRight, Alignment.TopRight, editingHUD).Font = GUI.SmallFont;
|
||||
}
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
foreach (RelatedItem relatedItem in ic.requiredItems)
|
||||
{
|
||||
new GUITextBlock(new Rectangle(0, y, 100, 15), ic.Name + ": " + relatedItem.Type.ToString() + " required", "", Alignment.TopLeft, Alignment.CenterLeft, editingHUD, false, GUI.SmallFont);
|
||||
GUITextBox namesBox = new GUITextBox(new Rectangle(-10, y, 160, 15), Alignment.Right, "", editingHUD);
|
||||
namesBox.Font = GUI.SmallFont;
|
||||
|
||||
PropertyDescriptorCollection properties = TypeDescriptor.GetProperties(relatedItem);
|
||||
PropertyDescriptor property = properties.Find("JoinedNames", false);
|
||||
|
||||
namesBox.Text = relatedItem.JoinedNames;
|
||||
namesBox.UserData = new ObjectProperty(property, relatedItem);
|
||||
namesBox.OnEnterPressed = EnterProperty;
|
||||
namesBox.OnTextChanged = PropertyChanged;
|
||||
|
||||
y += 20;
|
||||
}
|
||||
}
|
||||
if (requiredItemCount > 0) y += 10;
|
||||
}
|
||||
|
||||
foreach (var objectProperty in editableProperties)
|
||||
{
|
||||
int boxHeight = 18;
|
||||
var editable = objectProperty.Attributes.OfType<Editable>().FirstOrDefault();
|
||||
if (editable != null) boxHeight = (int)(Math.Ceiling(editable.MaxLength / 40.0f) * 18.0f);
|
||||
|
||||
object value = objectProperty.GetValue();
|
||||
|
||||
if (value is bool)
|
||||
{
|
||||
GUITickBox propertyTickBox = new GUITickBox(new Rectangle(10, y, 18, 18), objectProperty.Name,
|
||||
Alignment.Left, editingHUD);
|
||||
propertyTickBox.Font = GUI.SmallFont;
|
||||
|
||||
propertyTickBox.Selected = (bool)value;
|
||||
|
||||
propertyTickBox.UserData = objectProperty;
|
||||
propertyTickBox.OnSelected = EnterProperty;
|
||||
}
|
||||
else
|
||||
{
|
||||
new GUITextBlock(new Rectangle(0, y, 100, 18), objectProperty.Name, "", Alignment.TopLeft, Alignment.Left, editingHUD, false, GUI.SmallFont);
|
||||
|
||||
GUITextBox propertyBox = new GUITextBox(new Rectangle(180, y, 250, boxHeight), "", editingHUD);
|
||||
propertyBox.Font = GUI.SmallFont;
|
||||
if (boxHeight > 18) propertyBox.Wrap = true;
|
||||
|
||||
if (value != null)
|
||||
{
|
||||
if (value is float)
|
||||
{
|
||||
propertyBox.Text = ((float)value).ToString("G", System.Globalization.CultureInfo.InvariantCulture);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
propertyBox.Text = value.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
propertyBox.UserData = objectProperty;
|
||||
propertyBox.OnEnterPressed = EnterProperty;
|
||||
propertyBox.OnTextChanged = PropertyChanged;
|
||||
|
||||
}
|
||||
y = y + boxHeight + 5;
|
||||
|
||||
}
|
||||
return editingHUD;
|
||||
}
|
||||
|
||||
public virtual void UpdateHUD(Camera cam, Character character)
|
||||
{
|
||||
if (condition <= 0.0f)
|
||||
{
|
||||
FixRequirement.UpdateHud(this, character);
|
||||
return;
|
||||
}
|
||||
|
||||
if (HasInGameEditableProperties)
|
||||
{
|
||||
UpdateEditing(cam);
|
||||
}
|
||||
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
if (ic.CanBeSelected) ic.UpdateHUD(character);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void DrawHUD(SpriteBatch spriteBatch, Camera cam, Character character)
|
||||
{
|
||||
if (condition <= 0.0f)
|
||||
{
|
||||
FixRequirement.DrawHud(spriteBatch, this, character);
|
||||
return;
|
||||
}
|
||||
|
||||
if (HasInGameEditableProperties)
|
||||
{
|
||||
DrawEditing(spriteBatch, cam);
|
||||
}
|
||||
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
if (ic.CanBeSelected) ic.DrawHUD(spriteBatch, character);
|
||||
}
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
if (Screen.Selected is EditMapScreen)
|
||||
{
|
||||
if (editingHUD != null) editingHUD.AddToGUIUpdateList();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (HasInGameEditableProperties)
|
||||
{
|
||||
if (editingHUD != null) editingHUD.AddToGUIUpdateList();
|
||||
}
|
||||
}
|
||||
|
||||
if (Character.Controlled != null && Character.Controlled.SelectedConstruction == this)
|
||||
{
|
||||
if (condition <= 0.0f)
|
||||
{
|
||||
FixRequirement.AddToGUIUpdateList();
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
if (ic.CanBeSelected) ic.AddToGUIUpdateList();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool EnterProperty(GUITickBox tickBox)
|
||||
{
|
||||
var objectProperty = tickBox.UserData as ObjectProperty;
|
||||
if (objectProperty == null) return false;
|
||||
|
||||
objectProperty.TrySetValue(tickBox.Selected);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool EnterProperty(GUITextBox textBox, string text)
|
||||
{
|
||||
textBox.Color = Color.DarkGreen;
|
||||
|
||||
var objectProperty = textBox.UserData as ObjectProperty;
|
||||
if (objectProperty == null) return false;
|
||||
|
||||
object prevValue = objectProperty.GetValue();
|
||||
|
||||
textBox.Deselect();
|
||||
|
||||
if (objectProperty.TrySetValue(text))
|
||||
{
|
||||
textBox.Text = text;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ChangeProperty, objectProperty });
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
GameMain.Client.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ChangeProperty, objectProperty });
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (prevValue != null)
|
||||
{
|
||||
textBox.Text = prevValue.ToString();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private bool PropertyChanged(GUITextBox textBox, string text)
|
||||
{
|
||||
textBox.Color = Color.Red;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement element = new XElement("Item");
|
||||
|
||||
element.Add(new XAttribute("name", prefab.Name),
|
||||
new XAttribute("ID", ID));
|
||||
|
||||
System.Diagnostics.Debug.Assert(Submarine != null);
|
||||
|
||||
if (ResizeHorizontal || ResizeVertical)
|
||||
{
|
||||
element.Add(new XAttribute("rect",
|
||||
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
|
||||
(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
|
||||
rect.Width + "," + rect.Height));
|
||||
}
|
||||
else
|
||||
{
|
||||
element.Add(new XAttribute("rect",
|
||||
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
|
||||
(int)(rect.Y - Submarine.HiddenSubPosition.Y)));
|
||||
}
|
||||
|
||||
if (linkedTo != null && linkedTo.Count > 0)
|
||||
{
|
||||
string[] linkedToIDs = new string[linkedTo.Count];
|
||||
|
||||
for (int i = 0; i < linkedTo.Count; i++)
|
||||
{
|
||||
linkedToIDs[i] = linkedTo[i].ID.ToString();
|
||||
}
|
||||
|
||||
element.Add(new XAttribute("linked", string.Join(",", linkedToIDs)));
|
||||
}
|
||||
|
||||
|
||||
ObjectProperty.SaveProperties(this, element);
|
||||
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
ic.Save(element);
|
||||
}
|
||||
|
||||
parentElement.Add(element);
|
||||
|
||||
return element;
|
||||
}
|
||||
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (type == ServerNetObject.ENTITY_POSITION)
|
||||
{
|
||||
ClientReadPosition(type, msg, sendingTime);
|
||||
return;
|
||||
}
|
||||
|
||||
NetEntityEvent.Type eventType =
|
||||
(NetEntityEvent.Type)msg.ReadRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1);
|
||||
|
||||
switch (eventType)
|
||||
{
|
||||
case NetEntityEvent.Type.ComponentState:
|
||||
int componentIndex = msg.ReadRangedInteger(0, components.Count - 1);
|
||||
(components[componentIndex] as IServerSerializable).ClientRead(type, msg, sendingTime);
|
||||
break;
|
||||
case NetEntityEvent.Type.InventoryState:
|
||||
ownInventory.ClientRead(type, msg, sendingTime);
|
||||
break;
|
||||
case NetEntityEvent.Type.Status:
|
||||
condition = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
|
||||
if (FixRequirements.Count > 0)
|
||||
{
|
||||
if (Condition <= 0.0f)
|
||||
{
|
||||
for (int i = 0; i < FixRequirements.Count; i++)
|
||||
FixRequirements[i].Fixed = msg.ReadBoolean();
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < FixRequirements.Count; i++)
|
||||
FixRequirements[i].Fixed = true;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case NetEntityEvent.Type.ApplyStatusEffect:
|
||||
ActionType actionType = (ActionType)msg.ReadRangedInteger(0, Enum.GetValues(typeof(ActionType)).Length - 1);
|
||||
ushort targetID = msg.ReadUInt16();
|
||||
|
||||
Character target = FindEntityByID(targetID) as Character;
|
||||
ApplyStatusEffects(actionType, (float)Timing.Step, target, true);
|
||||
break;
|
||||
case NetEntityEvent.Type.ChangeProperty:
|
||||
ReadPropertyChange(msg);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
if (extraData == null || extraData.Length == 0 || !(extraData[0] is NetEntityEvent.Type))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
NetEntityEvent.Type eventType = (NetEntityEvent.Type)extraData[0];
|
||||
msg.WriteRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1, (int)eventType);
|
||||
switch (eventType)
|
||||
{
|
||||
case NetEntityEvent.Type.ComponentState:
|
||||
int componentIndex = (int)extraData[1];
|
||||
msg.WriteRangedInteger(0, components.Count - 1, componentIndex);
|
||||
|
||||
(components[componentIndex] as IClientSerializable).ClientWrite(msg, extraData);
|
||||
break;
|
||||
case NetEntityEvent.Type.InventoryState:
|
||||
ownInventory.ClientWrite(msg, extraData);
|
||||
break;
|
||||
case NetEntityEvent.Type.Repair:
|
||||
if (FixRequirements.Count > 0)
|
||||
{
|
||||
int requirementIndex = (int)extraData[1];
|
||||
msg.WriteRangedInteger(0, FixRequirements.Count - 1, requirementIndex);
|
||||
}
|
||||
break;
|
||||
case NetEntityEvent.Type.ApplyStatusEffect:
|
||||
//no further data needed, the server applies the effect
|
||||
//on the character of the client who sent the message
|
||||
break;
|
||||
case NetEntityEvent.Type.ChangeProperty:
|
||||
WritePropertyChange(msg, extraData);
|
||||
break;
|
||||
}
|
||||
msg.WritePadBits();
|
||||
}
|
||||
|
||||
public void ClientReadPosition(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
Vector2 newPosition = new Vector2(msg.ReadFloat(), msg.ReadFloat());
|
||||
float newRotation = msg.ReadRangedSingle(0.0f, MathHelper.TwoPi, 7);
|
||||
bool awake = msg.ReadBoolean();
|
||||
Vector2 newVelocity = Vector2.Zero;
|
||||
|
||||
if (awake)
|
||||
{
|
||||
newVelocity = new Vector2(
|
||||
msg.ReadRangedSingle(-MaxVel, MaxVel, 12),
|
||||
msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
|
||||
}
|
||||
|
||||
if (body == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Received a position update for an item with no physics body (" + Name + ")");
|
||||
return;
|
||||
}
|
||||
|
||||
body.FarseerBody.Awake = awake;
|
||||
if (body.FarseerBody.Awake)
|
||||
{
|
||||
if ((newVelocity - body.LinearVelocity).Length() > 8.0f) body.LinearVelocity = newVelocity;
|
||||
}
|
||||
else
|
||||
{
|
||||
body.FarseerBody.Enabled = false;
|
||||
}
|
||||
|
||||
if ((newPosition - SimPosition).Length() > body.LinearVelocity.Length() * 2.0f)
|
||||
{
|
||||
body.SetTransform(newPosition, newRotation);
|
||||
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
|
||||
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
|
||||
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateClientEvent<T>(T ic) where T : ItemComponent, IClientSerializable
|
||||
{
|
||||
if (GameMain.Client == null) return;
|
||||
|
||||
int index = components.IndexOf(ic);
|
||||
if (index == -1) return;
|
||||
|
||||
GameMain.Client.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ComponentState, index });
|
||||
}
|
||||
}
|
||||
}
|
||||
53
Barotrauma/BarotraumaClient/Source/Items/ItemPrefab.cs
Normal file
53
Barotrauma/BarotraumaClient/Source/Items/ItemPrefab.cs
Normal file
@@ -0,0 +1,53 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class ItemPrefab : MapEntityPrefab
|
||||
{
|
||||
public override void DrawPlacing(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
|
||||
|
||||
if (PlayerInput.RightButtonClicked())
|
||||
{
|
||||
selected = null;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!resizeHorizontal && !resizeVertical)
|
||||
{
|
||||
sprite.Draw(spriteBatch, new Vector2(position.X + sprite.size.X / 2.0f, -position.Y + sprite.size.Y / 2.0f), SpriteColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 placeSize = size;
|
||||
|
||||
if (placePosition == Vector2.Zero)
|
||||
{
|
||||
if (PlayerInput.LeftButtonHeld()) placePosition = position;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (resizeHorizontal)
|
||||
placeSize.X = Math.Max(position.X - placePosition.X, size.X);
|
||||
if (resizeVertical)
|
||||
placeSize.Y = Math.Max(placePosition.Y - position.Y, size.Y);
|
||||
|
||||
position = placePosition;
|
||||
}
|
||||
|
||||
if (sprite != null) sprite.DrawTiled(spriteBatch, new Vector2(position.X, -position.Y), placeSize, SpriteColor);
|
||||
}
|
||||
|
||||
//if (PlayerInput.GetMouseState.RightButton == ButtonState.Pressed) selected = null;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
53
Barotrauma/BarotraumaClient/Source/Items/Rope.cs
Normal file
53
Barotrauma/BarotraumaClient/Source/Items/Rope.cs
Normal file
@@ -0,0 +1,53 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Collision.Shapes;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Rope : ItemComponent, IDrawableComponent
|
||||
{
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
if (!IsActive) return;
|
||||
|
||||
RevoluteJoint firstJoint = null;
|
||||
|
||||
for (int i = 0; i < ropeBodies.Length - 1; i++)
|
||||
{
|
||||
if (!ropeBodies[i].Enabled) continue;
|
||||
|
||||
if (firstJoint == null) firstJoint = ropeJoints[i];
|
||||
|
||||
DrawSection(spriteBatch, ropeJoints[i].WorldAnchorA, ropeJoints[i + 1].WorldAnchorA, i);
|
||||
}
|
||||
|
||||
if (gunJoint == null || firstJoint == null) return;
|
||||
|
||||
DrawSection(spriteBatch, gunJoint.WorldAnchorA, firstJoint.WorldAnchorA, 0);
|
||||
|
||||
}
|
||||
|
||||
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, int i)
|
||||
{
|
||||
start.Y = -start.Y;
|
||||
end.Y = -end.Y;
|
||||
|
||||
spriteBatch.Draw(sprite.Texture,
|
||||
ConvertUnits.ToDisplayUnits(start), null, Color.White,
|
||||
MathUtils.VectorToAngle(end - start),
|
||||
new Vector2(0.0f, sprite.size.Y / 2.0f),
|
||||
new Vector2((ConvertUnits.ToDisplayUnits(Vector2.Distance(start, end))) / sprite.Texture.Width, 1.0f),
|
||||
SpriteEffects.None,
|
||||
sprite.Depth + i * 0.00001f);
|
||||
}
|
||||
}
|
||||
}
|
||||
73
Barotrauma/BarotraumaClient/Source/Map/Explosion.cs
Normal file
73
Barotrauma/BarotraumaClient/Source/Map/Explosion.cs
Normal file
@@ -0,0 +1,73 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Lights;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Explosion
|
||||
{
|
||||
partial void ExplodeProjSpecific(Vector2 worldPosition,Hull hull)
|
||||
{
|
||||
|
||||
if (shockwave)
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle("shockwave", worldPosition,
|
||||
Vector2.Zero, 0.0f, hull);
|
||||
}
|
||||
|
||||
for (int i = 0; i < attack.Range * 0.1f; i++)
|
||||
{
|
||||
Vector2 bubblePos = Rand.Vector(attack.Range * 0.5f);
|
||||
GameMain.ParticleManager.CreateParticle("bubbles", worldPosition + bubblePos,
|
||||
bubblePos, 0.0f, hull);
|
||||
|
||||
if (sparks)
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle("spark", worldPosition,
|
||||
Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f, hull);
|
||||
}
|
||||
if (flames)
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle("explosionfire", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
|
||||
Rand.Vector(Rand.Range(50.0f, 100.0f)), 0.0f, hull);
|
||||
}
|
||||
if (smoke)
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle("smoke", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
|
||||
Rand.Vector(Rand.Range(1.0f, 10.0f)), 0.0f, hull);
|
||||
}
|
||||
}
|
||||
|
||||
float displayRange = attack.Range;
|
||||
if (displayRange < 0.1f) return;
|
||||
|
||||
var light = new LightSource(worldPosition, displayRange, Color.LightYellow, null);
|
||||
CoroutineManager.StartCoroutine(DimLight(light));
|
||||
|
||||
}
|
||||
|
||||
private IEnumerable<object> DimLight(LightSource light)
|
||||
{
|
||||
float currBrightness = 1.0f;
|
||||
float startRange = light.Range;
|
||||
|
||||
while (light.Color.A > 0.0f)
|
||||
{
|
||||
light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
|
||||
light.Range = startRange * currBrightness;
|
||||
|
||||
currBrightness -= CoroutineManager.DeltaTime * 20.0f;
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
light.Remove();
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
}
|
||||
}
|
||||
86
Barotrauma/BarotraumaClient/Source/Map/FireSource.cs
Normal file
86
Barotrauma/BarotraumaClient/Source/Map/FireSource.cs
Normal file
@@ -0,0 +1,86 @@
|
||||
using Barotrauma.Lights;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Barotrauma.Networking;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class FireSource
|
||||
{
|
||||
static Sound fireSoundBasic, fireSoundLarge;
|
||||
|
||||
private LightSource lightSource;
|
||||
|
||||
partial void UpdateProjSpecific(float growModifier)
|
||||
{
|
||||
if (hull.FireSources.Any(fs => fs != this && fs.size.X > size.X))
|
||||
{
|
||||
if (basicSoundIndex > 0)
|
||||
{
|
||||
Sounds.SoundManager.Stop(basicSoundIndex);
|
||||
basicSoundIndex = -1;
|
||||
}
|
||||
if (largeSoundIndex > 0)
|
||||
{
|
||||
Sounds.SoundManager.Stop(largeSoundIndex);
|
||||
largeSoundIndex = -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (fireSoundBasic != null)
|
||||
{
|
||||
basicSoundIndex = fireSoundBasic.Loop(basicSoundIndex,
|
||||
Math.Min(size.X / 100.0f, 1.0f), WorldPosition + size / 2.0f, 1000.0f);
|
||||
|
||||
}
|
||||
if (fireSoundLarge != null)
|
||||
{
|
||||
largeSoundIndex = fireSoundLarge.Loop(largeSoundIndex,
|
||||
MathHelper.Clamp((size.X - 200.0f) / 100.0f, 0.0f, 1.0f), WorldPosition + size / 2.0f, 1000.0f);
|
||||
}
|
||||
}
|
||||
|
||||
float count = Rand.Range(0.0f, size.X / 50.0f);
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Vector2 particlePos = new Vector2(
|
||||
WorldPosition.X + Rand.Range(0.0f, size.X),
|
||||
Rand.Range(WorldPosition.Y - size.Y, WorldPosition.Y + 20.0f));
|
||||
|
||||
Vector2 particleVel = new Vector2(
|
||||
(particlePos.X - (WorldPosition.X + size.X / 2.0f)),
|
||||
(float)Math.Sqrt(size.X) * Rand.Range(0.0f, 15.0f) * growModifier);
|
||||
|
||||
var particle = GameMain.ParticleManager.CreateParticle("flame",
|
||||
particlePos, particleVel, 0.0f, hull);
|
||||
|
||||
if (particle == null) continue;
|
||||
|
||||
//make some of the particles create another firesource when they enter another hull
|
||||
if (Rand.Int(20) == 1) particle.OnChangeHull = OnChangeHull;
|
||||
|
||||
particle.Size *= MathHelper.Clamp(size.X / 60.0f * Math.Max(hull.Oxygen / hull.FullVolume, 0.4f), 0.5f, 1.0f);
|
||||
|
||||
if (Rand.Int(5) == 1)
|
||||
{
|
||||
var smokeParticle = GameMain.ParticleManager.CreateParticle("smoke",
|
||||
particlePos, new Vector2(particleVel.X, particleVel.Y * 0.1f), 0.0f, hull);
|
||||
|
||||
if (smokeParticle != null)
|
||||
{
|
||||
smokeParticle.Size *= MathHelper.Clamp(size.X / 100.0f * Math.Max(hull.Oxygen / hull.FullVolume, 0.4f), 0.5f, 1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
lightSource.Range = Math.Max(size.X, size.Y) * 10.0f / 2.0f;
|
||||
lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f);
|
||||
lightSource.Position = position + Vector2.UnitY * 30.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
95
Barotrauma/BarotraumaClient/Source/Map/Gap.cs
Normal file
95
Barotrauma/BarotraumaClient/Source/Map/Gap.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Collections.ObjectModel;
|
||||
using Barotrauma.Items.Components;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Gap : MapEntity
|
||||
{
|
||||
public override void Draw(SpriteBatch sb, bool editing, bool back = true)
|
||||
{
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
Vector2 center = new Vector2(WorldRect.X + rect.Width / 2.0f, -(WorldRect.Y - rect.Height / 2.0f));
|
||||
|
||||
GUI.DrawLine(sb, center, center + new Vector2(flowForce.X, -flowForce.Y) / 10.0f, Color.Red);
|
||||
|
||||
GUI.DrawLine(sb, center + Vector2.One * 5.0f, center + new Vector2(lerpedFlowForce.X, -lerpedFlowForce.Y) / 10.0f + Vector2.One * 5.0f, Color.Orange);
|
||||
}
|
||||
|
||||
if (!editing || !ShowGaps) return;
|
||||
|
||||
Color clr = (open == 0.0f) ? Color.Red : Color.Cyan;
|
||||
if (isHighlighted) clr = Color.Gold;
|
||||
|
||||
float depth = (ID % 255) * 0.000001f;
|
||||
|
||||
GUI.DrawRectangle(
|
||||
sb, new Rectangle(WorldRect.X, -WorldRect.Y, rect.Width, rect.Height),
|
||||
clr * 0.5f, true,
|
||||
depth,
|
||||
(int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
|
||||
|
||||
for (int i = 0; i < linkedTo.Count; i++)
|
||||
{
|
||||
Vector2 dir = isHorizontal ?
|
||||
new Vector2(Math.Sign(linkedTo[i].Rect.Center.X - rect.Center.X), 0.0f)
|
||||
: new Vector2(0.0f, Math.Sign((linkedTo[i].Rect.Y - linkedTo[i].Rect.Height / 2.0f) - (rect.Y - rect.Height / 2.0f)));
|
||||
|
||||
Vector2 arrowPos = new Vector2(WorldRect.Center.X, -(WorldRect.Y - WorldRect.Height / 2));
|
||||
arrowPos += new Vector2(dir.X * (WorldRect.Width / 2 + 10), dir.Y * (WorldRect.Height / 2 + 10));
|
||||
|
||||
GUI.Arrow.Draw(sb,
|
||||
arrowPos, clr * 0.8f,
|
||||
GUI.Arrow.Origin, MathUtils.VectorToAngle(dir) + MathHelper.PiOver2,
|
||||
isHorizontal ? new Vector2(rect.Height / 16.0f, 1.0f) : new Vector2(rect.Width / 16.0f, 1.0f),
|
||||
SpriteEffects.None, depth);
|
||||
}
|
||||
|
||||
if (IsSelected)
|
||||
{
|
||||
GUI.DrawRectangle(sb,
|
||||
new Vector2(WorldRect.X - 5, -WorldRect.Y - 5),
|
||||
new Vector2(rect.Width + 10, rect.Height + 10),
|
||||
Color.Red,
|
||||
false,
|
||||
depth,
|
||||
(int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement element = new XElement("Gap");
|
||||
|
||||
element.Add(
|
||||
new XAttribute("ID", ID),
|
||||
new XAttribute("horizontal", isHorizontal ? "true" : "false"));
|
||||
|
||||
element.Add(new XAttribute("rect",
|
||||
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
|
||||
(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
|
||||
rect.Width + "," + rect.Height));
|
||||
|
||||
//if (linkedTo != null)
|
||||
//{
|
||||
// int i = 0;
|
||||
// foreach (Entity e in linkedTo)
|
||||
// {
|
||||
// if (e == null) continue;
|
||||
// element.Add(new XAttribute("linkedto" + i, e.ID));
|
||||
// i += 1;
|
||||
// }
|
||||
//}
|
||||
|
||||
parentElement.Add(element);
|
||||
|
||||
return element;
|
||||
}
|
||||
}
|
||||
}
|
||||
205
Barotrauma/BarotraumaClient/Source/Map/Hull.cs
Normal file
205
Barotrauma/BarotraumaClient/Source/Map/Hull.cs
Normal file
@@ -0,0 +1,205 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Lidgren.Network;
|
||||
using Barotrauma.Networking;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Hull : MapEntity, IPropertyObject, IServerSerializable
|
||||
{
|
||||
public static WaterRenderer renderer;
|
||||
|
||||
private Sound currentFlowSound;
|
||||
private int soundIndex;
|
||||
private float soundVolume;
|
||||
|
||||
public override bool IsMouseOn(Vector2 position)
|
||||
{
|
||||
if (!GameMain.DebugDraw && !ShowHulls) return false;
|
||||
|
||||
return (Submarine.RectContains(WorldRect, position) &&
|
||||
!Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -8), position));
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
|
||||
{
|
||||
//if (back) return;
|
||||
Rectangle drawRect;
|
||||
if (!Visible)
|
||||
{
|
||||
drawRect =
|
||||
Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(drawRect.X, -drawRect.Y),
|
||||
new Vector2(rect.Width, rect.Height),
|
||||
Color.Black, true,
|
||||
0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
|
||||
}
|
||||
|
||||
if (!ShowHulls && !GameMain.DebugDraw) return;
|
||||
|
||||
if (!editing && !GameMain.DebugDraw) return;
|
||||
|
||||
if (aiTarget != null) aiTarget.Draw(spriteBatch);
|
||||
|
||||
drawRect =
|
||||
Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(drawRect.X, -drawRect.Y),
|
||||
new Vector2(rect.Width, rect.Height),
|
||||
Color.Blue, false, (ID % 255) * 0.000001f, (int)Math.Max((1.5f / Screen.Selected.Cam.Zoom), 1.0f));
|
||||
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height),
|
||||
Color.Red * ((100.0f - OxygenPercentage) / 400.0f), true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
GUI.SmallFont.DrawString(spriteBatch, "Pressure: " + ((int)pressure - rect.Y).ToString() +
|
||||
" - Oxygen: " + ((int)OxygenPercentage), new Vector2(drawRect.X + 5, -drawRect.Y + 5), Color.White);
|
||||
GUI.SmallFont.DrawString(spriteBatch, volume + " / " + FullVolume, new Vector2(drawRect.X + 5, -drawRect.Y + 20), Color.White);
|
||||
|
||||
foreach (FireSource fs in fireSources)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)fs.WorldPosition.X, (int)-fs.WorldPosition.Y, (int)fs.Size.X, (int)fs.Size.Y), Color.Orange, false);
|
||||
}
|
||||
}
|
||||
|
||||
if ((IsSelected || isHighlighted) && editing)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(drawRect.X + 5, -drawRect.Y + 5),
|
||||
new Vector2(rect.Width - 10, rect.Height - 10),
|
||||
isHighlighted ? Color.LightBlue * 0.5f : Color.Red * 0.5f, true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
public void Render(GraphicsDevice graphicsDevice, Camera cam)
|
||||
{
|
||||
if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
|
||||
|
||||
Vector2 submarinePos = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
|
||||
|
||||
//calculate where the surface should be based on the water volume
|
||||
float top = rect.Y + submarinePos.Y;
|
||||
float bottom = top - rect.Height;
|
||||
|
||||
float drawSurface = surface + submarinePos.Y;
|
||||
|
||||
Matrix transform = cam.Transform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
if (bottom > cam.WorldView.Y || top < cam.WorldView.Y - cam.WorldView.Height) return;
|
||||
|
||||
if (!update)
|
||||
{
|
||||
// create the four corners of our triangle.
|
||||
|
||||
Vector3[] corners = new Vector3[4];
|
||||
|
||||
corners[0] = new Vector3(rect.X, rect.Y, 0.0f);
|
||||
corners[1] = new Vector3(rect.X + rect.Width, rect.Y, 0.0f);
|
||||
|
||||
corners[2] = new Vector3(corners[1].X, rect.Y - rect.Height, 0.0f);
|
||||
corners[3] = new Vector3(corners[0].X, corners[2].Y, 0.0f);
|
||||
|
||||
Vector2[] uvCoords = new Vector2[4];
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
corners[i] += new Vector3(submarinePos, 0.0f);
|
||||
uvCoords[i] = Vector2.Transform(new Vector2(corners[i].X, -corners[i].Y), transform);
|
||||
}
|
||||
|
||||
renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
|
||||
|
||||
renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
|
||||
|
||||
renderer.PositionInBuffer += 6;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
float x = rect.X + Submarine.DrawPosition.X;
|
||||
int start = (int)Math.Floor((cam.WorldView.X - x) / WaveWidth);
|
||||
start = Math.Max(start, 0);
|
||||
|
||||
int end = (waveY.Length - 1)
|
||||
- (int)Math.Floor((float)((x + rect.Width) - (cam.WorldView.X + cam.WorldView.Width)) / WaveWidth);
|
||||
end = Math.Min(end, waveY.Length - 1);
|
||||
|
||||
x += start * WaveWidth;
|
||||
|
||||
for (int i = start; i < end; i++)
|
||||
{
|
||||
if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
|
||||
|
||||
Vector3[] corners = new Vector3[4];
|
||||
|
||||
corners[0] = new Vector3(x, top, 0.0f);
|
||||
corners[3] = new Vector3(corners[0].X, drawSurface + waveY[i], 0.0f);
|
||||
|
||||
//skip adjacent "water rects" if the surface of the water is roughly at the same position
|
||||
int width = WaveWidth;
|
||||
while (i < end - 1 && Math.Abs(waveY[i + 1] - waveY[i]) < 1.0f)
|
||||
{
|
||||
width += WaveWidth;
|
||||
i++;
|
||||
}
|
||||
|
||||
corners[1] = new Vector3(x + width, top, 0.0f);
|
||||
corners[2] = new Vector3(corners[1].X, drawSurface + waveY[i + 1], 0.0f);
|
||||
|
||||
Vector2[] uvCoords = new Vector2[4];
|
||||
for (int n = 0; n < 4; n++)
|
||||
{
|
||||
uvCoords[n] = Vector2.Transform(new Vector2(corners[n].X, -corners[n].Y), transform);
|
||||
}
|
||||
|
||||
renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
|
||||
|
||||
renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
|
||||
renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
|
||||
|
||||
renderer.PositionInBuffer += 6;
|
||||
|
||||
x += width;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement element = new XElement("Hull");
|
||||
|
||||
element.Add
|
||||
(
|
||||
new XAttribute("ID", ID),
|
||||
new XAttribute("rect",
|
||||
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
|
||||
(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
|
||||
rect.Width + "," + rect.Height),
|
||||
new XAttribute("water", volume)
|
||||
);
|
||||
|
||||
parentElement.Add(element);
|
||||
|
||||
return element;
|
||||
}
|
||||
}
|
||||
}
|
||||
166
Barotrauma/BarotraumaClient/Source/Map/Levels/CaveGenerator.cs
Normal file
166
Barotrauma/BarotraumaClient/Source/Map/Levels/CaveGenerator.cs
Normal file
@@ -0,0 +1,166 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Voronoi2;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Factories;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
static partial class CaveGenerator
|
||||
{
|
||||
public static List<VertexPositionTexture> GenerateRenderVerticeList(List<Vector2[]> triangles)
|
||||
{
|
||||
var verticeList = new List<VertexPositionTexture>();
|
||||
for (int i = 0; i < triangles.Count; i++)
|
||||
{
|
||||
foreach (Vector2 vertex in triangles[i])
|
||||
{
|
||||
//shift the coordinates around a bit to make the texture repetition less obvious
|
||||
Vector2 uvCoords = new Vector2(
|
||||
vertex.X / 2000.0f + (float)Math.Sin(vertex.X / 500.0f) * 0.15f,
|
||||
vertex.Y / 2000.0f + (float)Math.Sin(vertex.Y / 700.0f) * 0.15f);
|
||||
|
||||
verticeList.Add(new VertexPositionTexture(new Vector3(vertex, 1.0f), uvCoords));
|
||||
}
|
||||
}
|
||||
|
||||
return verticeList;
|
||||
}
|
||||
|
||||
public static VertexPositionTexture[] GenerateWallShapes(List<VoronoiCell> cells)
|
||||
{
|
||||
float inwardThickness = 500.0f, outWardThickness = 30.0f;
|
||||
|
||||
List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
//if (cell.body == null) continue;
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
if (edge.cell1 != null && edge.cell1.body == null && edge.cell1.CellType != CellType.Empty) edge.cell1 = null;
|
||||
if (edge.cell2 != null && edge.cell2.body == null && edge.cell2.CellType != CellType.Empty) edge.cell2 = null;
|
||||
|
||||
CompareCCW compare = new CompareCCW(cell.Center);
|
||||
if (compare.Compare(edge.point1, edge.point2) == -1)
|
||||
{
|
||||
var temp = edge.point1;
|
||||
edge.point1 = edge.point2;
|
||||
edge.point2 = temp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
//if (cell.body == null) continue;
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
if (!edge.isSolid) continue;
|
||||
|
||||
GraphEdge leftEdge = cell.edges.Find(e => e != edge && (edge.point1 == e.point1 || edge.point1 == e.point2));
|
||||
GraphEdge rightEdge = cell.edges.Find(e => e != edge && (edge.point2 == e.point1 || edge.point2 == e.point2));
|
||||
|
||||
Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
|
||||
|
||||
if (leftEdge == null)
|
||||
{
|
||||
leftNormal = GetEdgeNormal(edge, cell);
|
||||
}
|
||||
else
|
||||
{
|
||||
leftNormal = (leftEdge.isSolid) ?
|
||||
Vector2.Normalize(GetEdgeNormal(leftEdge) + GetEdgeNormal(edge, cell)) :
|
||||
Vector2.Normalize(leftEdge.Center - edge.point1);
|
||||
}
|
||||
|
||||
|
||||
if (!MathUtils.IsValid(leftNormal))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Invalid left normal");
|
||||
#endif
|
||||
if (cell.body != null)
|
||||
{
|
||||
GameMain.World.RemoveBody(cell.body);
|
||||
cell.body = null;
|
||||
}
|
||||
leftNormal = Vector2.UnitX;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
if (rightEdge == null)
|
||||
{
|
||||
rightNormal = GetEdgeNormal(edge, cell);
|
||||
}
|
||||
else
|
||||
{
|
||||
rightNormal = (rightEdge.isSolid) ?
|
||||
Vector2.Normalize(GetEdgeNormal(rightEdge) + GetEdgeNormal(edge, cell)) :
|
||||
Vector2.Normalize(rightEdge.Center - edge.point2);
|
||||
}
|
||||
|
||||
if (!MathUtils.IsValid(rightNormal))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Invalid right normal");
|
||||
#endif
|
||||
if (cell.body != null)
|
||||
{
|
||||
GameMain.World.RemoveBody(cell.body);
|
||||
cell.body = null;
|
||||
}
|
||||
rightNormal = Vector2.UnitX;
|
||||
break;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Vector2[] verts = new Vector2[3];
|
||||
VertexPositionTexture[] vertPos = new VertexPositionTexture[3];
|
||||
|
||||
|
||||
if (i == 0)
|
||||
{
|
||||
verts[0] = edge.point1 - leftNormal * outWardThickness;
|
||||
verts[1] = edge.point2 - rightNormal * outWardThickness;
|
||||
verts[2] = edge.point1 + leftNormal * inwardThickness;
|
||||
|
||||
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), Vector2.Zero);
|
||||
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), Vector2.UnitX);
|
||||
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(0, 0.5f));
|
||||
}
|
||||
else
|
||||
{
|
||||
verts[0] = edge.point1 + leftNormal * inwardThickness;
|
||||
verts[1] = edge.point2 - rightNormal * outWardThickness;
|
||||
verts[2] = edge.point2 + rightNormal * inwardThickness;
|
||||
|
||||
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), new Vector2(0.0f, 0.5f));
|
||||
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), Vector2.UnitX);
|
||||
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(1.0f, 0.5f));
|
||||
}
|
||||
|
||||
var comparer = new CompareCCW((verts[0] + verts[1] + verts[2]) / 3.0f);
|
||||
Array.Sort(verts, vertPos, comparer);
|
||||
|
||||
for (int j = 0; j < 3; j++)
|
||||
{
|
||||
verticeList.Add(vertPos[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return verticeList.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
59
Barotrauma/BarotraumaClient/Source/Map/Levels/Level.cs
Normal file
59
Barotrauma/BarotraumaClient/Source/Map/Levels/Level.cs
Normal file
@@ -0,0 +1,59 @@
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Factories;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using Voronoi2;
|
||||
using Barotrauma.RuinGeneration;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Level
|
||||
{
|
||||
private LevelRenderer renderer;
|
||||
|
||||
public void DrawFront(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (renderer == null) return;
|
||||
renderer.Draw(spriteBatch);
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
foreach (InterestingPosition pos in positionsOfInterest)
|
||||
{
|
||||
Color color = Color.Yellow;
|
||||
if (pos.PositionType == PositionType.Cave)
|
||||
{
|
||||
color = Color.DarkOrange;
|
||||
}
|
||||
else if (pos.PositionType == PositionType.Ruin)
|
||||
{
|
||||
color = Color.LightGray;
|
||||
}
|
||||
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X - 15.0f, -pos.Position.Y - 15.0f), new Vector2(30.0f, 30.0f), color, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
|
||||
{
|
||||
float brightness = MathHelper.Clamp(50.0f + (cam.Position.Y - Size.Y) / 2000.0f, 10.0f, 40.0f);
|
||||
|
||||
float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3;
|
||||
GameMain.LightManager.AmbientLight = new Color(backgroundColor * (brightness / avgValue), 1.0f);
|
||||
|
||||
graphics.Clear(backgroundColor);
|
||||
|
||||
if (renderer == null) return;
|
||||
renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager);
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user