using System; using System.Xml.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Collections.Generic; using System.Linq; namespace Barotrauma.Items.Components { partial class MiniMap : Powered { public override void DrawHUD(SpriteBatch spriteBatch, Character character) { if (item.Submarine == null) return; int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height; int x = GuiFrame.Rect.X; int y = GuiFrame.Rect.Y; GuiFrame.Draw(spriteBatch); if (!hasPower) return; Rectangle miniMap = new Rectangle(x + 20, y + 40, width - 40, height - 60); float size = Math.Min((float)miniMap.Width / (float)item.Submarine.Borders.Width, (float)miniMap.Height / (float)item.Submarine.Borders.Height); foreach (Hull hull in Hull.hullList) { 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)); topLeft.X = (int)MathUtils.RoundTowardsClosest(topLeft.X, 4); topLeft.Y = (int)MathUtils.RoundTowardsClosest(topLeft.Y, 4); bottomRight.X = (int)MathUtils.RoundTowardsClosest(bottomRight.X, 4); bottomRight.Y = (int)MathUtils.RoundTowardsClosest(bottomRight.Y, 4); Rectangle hullRect = new Rectangle( topLeft, bottomRight - topLeft); HullData hullData; hullDatas.TryGetValue(hull, out hullData); Color borderColor = Color.Green; //hull integrity ----------------------------------- float? gapOpenSum = 0.0f; if (ShowHullIntegrity) { gapOpenSum = hull.ConnectedGaps.Where(g => !g.IsRoomToRoom).Sum(g => g.Open); borderColor = Color.Lerp(borderColor, Color.Red, Math.Min((float)gapOpenSum, 1.0f)); } //oxygen ----------------------------------- float? oxygenAmount = null; if (RequireOxygenDetectors && (hullData == null || hullData.Oxygen == null)) { borderColor *= 0.5f; } else { oxygenAmount = hullData != null && hullData.Oxygen != null ? (float)hullData.Oxygen : hull.OxygenPercentage; GUI.DrawRectangle(spriteBatch, hullRect, Color.Lerp(Color.Red * 0.5f, Color.Green * 0.3f, (float)oxygenAmount / 100.0f), true); } //water ----------------------------------- float? waterAmount = null; if (RequireWaterDetectors && (hullData == null || hullData.Water == null)) { borderColor *= 0.5f; } else { waterAmount = hullData != null && hullData.Water != null ? (float)hullData.Water : Math.Min(hull.Volume / hull.FullVolume, 1.0f); if (hullRect.Height * waterAmount > 3.0f) { Rectangle waterRect = new Rectangle( hullRect.X, (int)(hullRect.Y + hullRect.Height * (1.0f - waterAmount)), hullRect.Width, (int)(hullRect.Height * waterAmount)); waterRect.Inflate(-3, -3); GUI.DrawRectangle(spriteBatch, waterRect, Color.DarkBlue, true); GUI.DrawLine(spriteBatch, new Vector2(waterRect.X, waterRect.Y), new Vector2(waterRect.Right, waterRect.Y), Color.LightBlue); } } if (hullRect.Contains(PlayerInput.MousePosition)) { borderColor = Color.White; if (gapOpenSum > 0.1f) { GUI.DrawString(spriteBatch, new Vector2(x + 10, y + height - 60), "Hull breach", Color.Red, Color.Black * 0.5f, 2, GUI.SmallFont); } GUI.DrawString(spriteBatch, new Vector2(x + 10, y + height - 60), oxygenAmount == null ? "Air quality data not available" : "Air quality: " + (int)oxygenAmount + " %", oxygenAmount == null ? Color.Red : Color.Lerp(Color.Red, Color.LightGreen, (float)oxygenAmount / 100.0f), Color.Black * 0.5f, 2, GUI.SmallFont); GUI.DrawString(spriteBatch, new Vector2(x + 10, y + height - 40), waterAmount == null ? "Water level data not available" : "Water level: " + (int)(waterAmount * 100.0f) + " %", 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); } } } }