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 events) { 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 selectedEventSets) { 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 events ) { 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; } } } }