(77d1794a) Tester's build January 10th, 2020
This commit is contained in:
@@ -0,0 +1,128 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class EventManager
|
||||
{
|
||||
private Graph intensityGraph;
|
||||
private Graph targetIntensityGraph;
|
||||
private float intensityGraphUpdateInterval;
|
||||
private float lastIntensityUpdate;
|
||||
|
||||
public void DebugDraw(SpriteBatch spriteBatch)
|
||||
{
|
||||
foreach (ScriptedEvent ev in activeEvents)
|
||||
{
|
||||
Vector2 drawPos = ev.DebugDrawPos;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
var textOffset = new Vector2(-150, 0);
|
||||
ShapeExtensions.DrawCircle(spriteBatch, drawPos, 600, 6, Color.White, thickness: 20);
|
||||
GUI.DrawString(spriteBatch, drawPos + textOffset, ev.ToString(), Color.White, Color.Black, 0, GUI.LargeFont);
|
||||
}
|
||||
}
|
||||
|
||||
public void DebugDrawHUD(SpriteBatch spriteBatch, int y)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, new Vector2(10, y), "EventManager", Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
|
||||
GUI.DrawString(spriteBatch, new Vector2(15, y + 20), "Event cooldown: " + eventCoolDown, Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
|
||||
GUI.DrawString(spriteBatch, new Vector2(15, y + 35), "Current intensity: " + (int)(currentIntensity * 100), Color.Lerp(Color.White, Color.Red, currentIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);
|
||||
GUI.DrawString(spriteBatch, new Vector2(15, y + 50), "Target intensity: " + (int)(targetIntensity * 100), Color.Lerp(Color.White, Color.Red, targetIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);
|
||||
|
||||
GUI.DrawString(spriteBatch, new Vector2(15, y + 65), "AvgHealth: " + (int)(avgCrewHealth * 100), Color.Lerp(Color.Red, Color.Green, avgCrewHealth), Color.Black * 0.6f, 0, GUI.SmallFont);
|
||||
GUI.DrawString(spriteBatch, new Vector2(15, y + 80), "AvgHullIntegrity: " + (int)(avgHullIntegrity * 100), Color.Lerp(Color.Red, Color.Green, avgHullIntegrity), Color.Black * 0.6f, 0, GUI.SmallFont);
|
||||
GUI.DrawString(spriteBatch, new Vector2(15, y + 95), "FloodingAmount: " + (int)(floodingAmount * 100), Color.Lerp(Color.Green, Color.Red, floodingAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
|
||||
GUI.DrawString(spriteBatch, new Vector2(15, y + 110), "FireAmount: " + (int)(fireAmount * 100), Color.Lerp(Color.Green, Color.Red, fireAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
|
||||
GUI.DrawString(spriteBatch, new Vector2(15, y + 125), "EnemyDanger: " + (int)(enemyDanger * 100), Color.Lerp(Color.Green, Color.Red, enemyDanger), Color.Black * 0.6f, 0, GUI.SmallFont);
|
||||
|
||||
#if DEBUG
|
||||
if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.LeftAlt) &&
|
||||
PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.T))
|
||||
{
|
||||
eventCoolDown = 1.0f;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (intensityGraph == null)
|
||||
{
|
||||
intensityGraph = new Graph();
|
||||
targetIntensityGraph = new Graph();
|
||||
}
|
||||
|
||||
intensityGraphUpdateInterval = 5.0f;
|
||||
if (Timing.TotalTime > lastIntensityUpdate + intensityGraphUpdateInterval)
|
||||
{
|
||||
intensityGraph.Update(currentIntensity);
|
||||
targetIntensityGraph.Update(targetIntensity);
|
||||
lastIntensityUpdate = (float)Timing.TotalTime;
|
||||
}
|
||||
|
||||
Rectangle graphRect = new Rectangle(15, y + 150, 150, 50);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, graphRect, Color.Black * 0.5f, true);
|
||||
intensityGraph.Draw(spriteBatch, graphRect, 1.0f, 0.0f, Color.Lerp(Color.White, Color.Red, currentIntensity));
|
||||
targetIntensityGraph.Draw(spriteBatch, graphRect, 1.0f, 0.0f, Color.Lerp(Color.White, Color.Red, targetIntensity) * 0.5f);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(graphRect.Right, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)),
|
||||
new Vector2(graphRect.Right + 5, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)), Color.Orange, 0, 1);
|
||||
|
||||
y = graphRect.Bottom + 20;
|
||||
if (eventCoolDown > 0.0f)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), "Event cooldown active: " + (int)eventCoolDown, Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
|
||||
y += 15;
|
||||
}
|
||||
else if (currentIntensity > eventThreshold)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
|
||||
"Intensity too high for new events: " + (int)(currentIntensity * 100) + "%/" + (int)(eventThreshold * 100) + "%", Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
|
||||
y += 15;
|
||||
}
|
||||
foreach (ScriptedEventSet eventSet in pendingEventSets)
|
||||
{
|
||||
float distanceTraveled = MathHelper.Clamp(
|
||||
(Submarine.MainSub.WorldPosition.X - level.StartPosition.X) / (level.EndPosition.X - level.StartPosition.X),
|
||||
0.0f, 1.0f);
|
||||
|
||||
GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), "New event (ID " + eventSet.DebugIdentifier + ") after: ", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
|
||||
y += 12;
|
||||
|
||||
if ((Submarine.MainSub == null || distanceTraveled < eventSet.MinDistanceTraveled) &&
|
||||
roundDuration < eventSet.MinMissionTime)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
|
||||
" " + (int)(eventSet.MinDistanceTraveled * 100.0f) + "% travelled (current: " + (int)(distanceTraveled * 100.0f) + " %)",
|
||||
Color.Orange * 0.8f, null, 0, GUI.SmallFont);
|
||||
y += 12;
|
||||
}
|
||||
if (CurrentIntensity < eventSet.MinIntensity || CurrentIntensity > eventSet.MaxIntensity)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
|
||||
" intensity between " + ((int)eventSet.MinIntensity) + " and " + ((int)eventSet.MaxIntensity),
|
||||
Color.Orange * 0.8f, null, 0, GUI.SmallFont);
|
||||
y += 12;
|
||||
}
|
||||
if (roundDuration < eventSet.MinMissionTime)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y),
|
||||
" " + (int)(eventSet.MinMissionTime - roundDuration) + " s",
|
||||
Color.Orange * 0.8f, null, 0, GUI.SmallFont);
|
||||
}
|
||||
|
||||
y += 15;
|
||||
}
|
||||
|
||||
|
||||
GUI.DrawString(spriteBatch, new Vector2(graphRect.X, y), "Current events: ", Color.White * 0.9f, null, 0, GUI.SmallFont);
|
||||
y += 12;
|
||||
foreach (ScriptedEvent scriptedEvent in activeEvents)
|
||||
{
|
||||
if (scriptedEvent.IsFinished) { continue; }
|
||||
GUI.DrawString(spriteBatch, new Vector2(graphRect.X + 5, y), scriptedEvent.ToString(), Color.White * 0.8f, null, 0, GUI.SmallFont);
|
||||
y += 12;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class CombatMission
|
||||
{
|
||||
public override string Description
|
||||
{
|
||||
get
|
||||
{
|
||||
if (descriptions == null) return "";
|
||||
|
||||
if (GameMain.Client?.Character == null)
|
||||
{
|
||||
//non-team-specific description
|
||||
return descriptions[0];
|
||||
}
|
||||
|
||||
//team specific
|
||||
return descriptions[GameMain.Client.Character.TeamID == Character.TeamType.Team1 ? 1 : 2];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
using Barotrauma.Networking;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class Mission
|
||||
{
|
||||
partial void ShowMessageProjSpecific(int missionState)
|
||||
{
|
||||
int messageIndex = missionState - 1;
|
||||
if (messageIndex >= Headers.Count && messageIndex >= Messages.Count) { return; }
|
||||
if (messageIndex < 0) { return; }
|
||||
|
||||
string header = messageIndex < Headers.Count ? Headers[messageIndex] : "";
|
||||
string message = messageIndex < Messages.Count ? Messages[messageIndex] : "";
|
||||
|
||||
new GUIMessageBox(header, message, buttons: new string[0], type: GUIMessageBox.Type.InGame, icon: Prefab.Icon)
|
||||
{
|
||||
IconColor = Prefab.IconColor
|
||||
};
|
||||
}
|
||||
|
||||
public void ClientRead(IReadMessage msg)
|
||||
{
|
||||
State = msg.ReadInt16();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class MissionMode : GameMode
|
||||
{
|
||||
public override void ShowStartMessage()
|
||||
{
|
||||
if (mission == null) return;
|
||||
|
||||
new GUIMessageBox(mission.Name, mission.Description, new string[0], type: GUIMessageBox.Type.InGame, icon: mission.Prefab.Icon)
|
||||
{
|
||||
IconColor = mission.Prefab.IconColor,
|
||||
UserData = "missionstartmessage"
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class MissionPrefab
|
||||
{
|
||||
public Sprite Icon
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Color IconColor
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
partial void InitProjSpecific(XElement element)
|
||||
{
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() != "icon") { continue; }
|
||||
Icon = new Sprite(subElement);
|
||||
IconColor = subElement.GetAttributeColor("color", Color.White);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user