Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Map/Hull.cs
Eero 046483b9da Revert "OBT1.1.0 Merge branch 'dev_pte' into dev"
This reverts commit 177cf89756, reversing
changes made to 42ba733cd4.
2025-12-29 11:18:11 +08:00

1813 lines
68 KiB
C#

using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.MapCreatures.Behavior;
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
namespace Barotrauma
{
partial class BackgroundSection
{
public Rectangle Rect;
public ushort Index;
public ushort RowIndex;
private Vector4 colorVector4;
private Color color;
public readonly Vector2 Noise;
public readonly Color DirtColor;
#if CLIENT
public Sprite GrimeSprite;
#endif
public float ColorStrength
{
get;
protected set;
}
public Color Color
{
get { return color; }
protected set
{
color = value;
colorVector4 = new Vector4(value.R / 255.0f, value.G / 255.0f, value.B / 255.0f, value.A / 255.0f);
}
}
public BackgroundSection(Rectangle rect, ushort index, ushort rowIndex)
{
Rect = rect;
Index = index;
ColorStrength = 0.0f;
RowIndex = rowIndex;
Noise = new Vector2(
PerlinNoise.GetPerlin(Rect.X / 1000.0f, Rect.Y / 1000.0f),
PerlinNoise.GetPerlin(Rect.Y / 1000.0f + 0.5f, Rect.X / 1000.0f + 0.5f));
Color = DirtColor = Color.Lerp(new Color(10, 10, 10, 100), new Color(54, 57, 28, 200), Noise.X);
#if CLIENT
GrimeSprite = DecalManager.GrimeSprites[$"{nameof(GrimeSprite)}{index % DecalManager.GrimeSpriteCount}"].Sprite;
#endif
}
public BackgroundSection(Rectangle rect, ushort index, float colorStrength, Color color, ushort rowIndex)
{
System.Diagnostics.Debug.Assert(rect.Width > 0 && rect.Height > 0);
Rect = rect;
Index = index;
ColorStrength = colorStrength;
Color = color;
RowIndex = rowIndex;
Noise = new Vector2(
PerlinNoise.GetPerlin(Rect.X / 1000.0f, Rect.Y / 1000.0f),
PerlinNoise.GetPerlin(Rect.Y / 1000.0f + 0.5f, Rect.X / 1000.0f + 0.5f));
DirtColor = Color.Lerp(new Color(10, 10, 10, 100), new Color(54, 57, 28, 200), Noise.X);
#if CLIENT
GrimeSprite = DecalManager.GrimeSprites[$"{nameof(GrimeSprite)}{index % DecalManager.GrimeSpriteCount}"].Sprite;
#endif
}
public bool SetColor(Color color)
{
if (Color == color) { return false; }
Color = color;
return true;
}
public float SetColorStrength(float colorStrength)
{
if (ColorStrength == colorStrength) { return -1f; }
float previous = ColorStrength;
ColorStrength = colorStrength;
return previous;
}
public bool LerpColor(Color to, float amount)
{
if (Color == to) { return false; }
colorVector4 = Vector4.Lerp(colorVector4, to.ToVector4(), amount);
color = new Color(colorVector4);
return true;
}
public Color GetStrengthAdjustedColor()
{
return Color * ColorStrength;
}
}
partial class Hull : MapEntity, ISerializableEntity, IServerSerializable
{
public readonly static List<Hull> HullList = new List<Hull>();
public readonly static List<EntityGrid> EntityGrids = new List<EntityGrid>();
public static bool ShowHulls = true;
public static bool EditWater, EditFire;
public const float OxygenDistributionSpeed = 30000.0f;
public const float OxygenDeteriorationSpeed = 0.3f;
public const float OxygenConsumptionSpeed = 700.0f;
public const int WaveWidth = 32;
public static float WaveStiffness = 0.01f;
public static float WaveSpread = 0.02f;
public static float WaveDampening = 0.02f;
//how much excess water the room can contain, relative to the volume of the room.
//needed to make it possible for pressure to "push" water up through U-shaped hull configurations
public const float MaxCompress = 1.05f;
public const int BackgroundSectionSize = 16;
public const int BackgroundSectionsPerNetworkEvent = 16;
public readonly Dictionary<Identifier, SerializableProperty> properties;
public Dictionary<Identifier, SerializableProperty> SerializableProperties
{
get { return properties; }
}
/// <summary>
/// How fast the pressure in the hull builds up when there's a gap leading outside
/// </summary>
public const float PressureBuildUpSpeed = 15.0f;
/// <summary>
/// How fast the pressure in the hull goes back to normal when it's no longer full of water
/// </summary>
public const float PressureDropSpeed = 10.0f;
private float lethalPressure;
private float surface;
private float waterVolume;
private float pressure;
private float oxygen;
private bool update;
public bool Visible = true;
private float[] waveY; //displacement from the surface of the water
private float[] waveVel; //velocity of the point
private float[] leftDelta;
private float[] rightDelta;
public const int MaxDecalsPerHull = 10;
private readonly List<Decal> decals = new List<Decal>();
public readonly List<Gap> ConnectedGaps = new List<Gap>();
public override string Name => "Hull";
public LocalizedString DisplayName
{
get;
private set;
}
private readonly HashSet<Identifier> moduleTags = new HashSet<Identifier>();
/// <summary>
/// Inherited flags from outpost generation.
/// </summary>
public IEnumerable<Identifier> OutpostModuleTags => moduleTags;
private string roomName;
[Editable, Serialize("", IsPropertySaveable.Yes, translationTextTag: "RoomName.")]
public string RoomName
{
get { return roomName; }
set
{
if (roomName == value) { return; }
roomName = value;
DisplayName = TextManager.Get(roomName).Fallback(roomName);
if (!IsWetRoom && ForceAsWetRoom)
{
IsWetRoom = true;
}
}
}
public Color? OriginalAmbientLight = null;
private Color ambientLight;
[Editable, Serialize("0,0,0,0", IsPropertySaveable.Yes)]
public Color AmbientLight
{
get { return ambientLight; }
set
{
ambientLight = value;
#if CLIENT
lastAmbientLightEditTime = Timing.TotalTime;
#endif
}
}
public override Rectangle Rect
{
get
{
return base.Rect;
}
set
{
float prevOxygenPercentage = OxygenPercentage;
if (value.Width != rect.Width)
{
int arraySize = (int)Math.Ceiling((float)value.Width / WaveWidth + 1);
waveY = new float[arraySize];
waveVel = new float[arraySize];
leftDelta = new float[arraySize];
rightDelta = new float[arraySize];
}
base.Rect = value;
if (Submarine == null || !Submarine.Loading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
OxygenPercentage = prevOxygenPercentage;
surface = rect.Y - rect.Height + WaterVolume / rect.Width;
#if CLIENT
drawSurface = surface;
#endif
Pressure = surface;
CreateBackgroundSections();
}
}
public override bool Linkable
{
get { return true; }
}
public float LethalPressure
{
get { return lethalPressure; }
set { lethalPressure = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public Vector2 Size
{
get { return new Vector2(rect.Width, rect.Height); }
}
public float CeilingHeight
{
get;
private set;
}
public float Surface
{
get { return surface; }
}
public float WorldSurface
{
get { return Submarine == null ? surface : surface + Submarine.Position.Y; }
}
public float WaterVolume
{
get { return waterVolume; }
set
{
if (!MathUtils.IsValid(value)) { return; }
waterVolume = MathHelper.Clamp(value, 0.0f, Volume * MaxCompress);
if (waterVolume <= Volume)
{
//recalculate pressure, but only if there's less water than the volume, above that point the "overpressure" logic kicks in
Pressure = rect.Y - rect.Height + waterVolume / rect.Width;
}
if (waterVolume > 0.0f)
{
update = true;
}
}
}
[Serialize(100000.0f, IsPropertySaveable.Yes)]
public float Oxygen
{
get { return oxygen; }
set
{
if (!MathUtils.IsValid(value)) return;
oxygen = MathHelper.Clamp(value, 0.0f, Volume);
}
}
public bool IsAirlock { get; private set; }
private bool ForceAsWetRoom =>
roomName != null && (
roomName.Contains("ballast", StringComparison.OrdinalIgnoreCase) ||
roomName.Contains("bilge", StringComparison.OrdinalIgnoreCase) ||
roomName.Contains("airlock", StringComparison.OrdinalIgnoreCase) ||
roomName.Contains("dockingport", StringComparison.OrdinalIgnoreCase));
private bool isWetRoom;
[Editable, Serialize(false, IsPropertySaveable.Yes, description: "It's normal for this hull to be filled with water. If the room name contains 'ballast', 'bilge', or 'airlock', you can't disable this setting.")]
public bool IsWetRoom
{
get { return isWetRoom; }
set
{
isWetRoom = value;
if (ForceAsWetRoom)
{
isWetRoom = true;
}
}
}
private bool avoidStaying;
[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Bots avoid staying here, but they are still allowed to access the room when needed and go through it. Forced true for wet rooms.")]
public bool AvoidStaying
{
get { return avoidStaying || IsWetRoom; }
set
{
avoidStaying = value;
if (IsWetRoom)
{
avoidStaying = true;
}
}
}
public float WaterPercentage => MathUtils.Percentage(WaterVolume, Volume);
public float OxygenPercentage
{
get { return Volume <= 0.0f ? 100.0f : oxygen / Volume * 100.0f; }
set { Oxygen = (value / 100.0f) * Volume; }
}
public float Volume
{
get { return rect.Width * rect.Height; }
}
public float Pressure
{
get { return pressure; }
set { pressure = value; }
}
public float[] WaveY
{
get { return waveY; }
}
public float[] WaveVel
{
get { return waveVel; }
}
// sections of a decorative background that can be painted
public List<BackgroundSection> BackgroundSections
{
get;
private set;
}
/// <summary>
/// Note that sector != section: a sector is a group of <see cref="BackgroundSectionsPerNetworkEvent"/> sections that are updated together in a single network event.
/// </summary>
private readonly HashSet<int> pendingSectorUpdates = new HashSet<int>();
public int xBackgroundMax, yBackgroundMax;
public bool SupportsPaintedColors
{
get
{
return BackgroundSections != null;
}
}
private const int SectionWidth = 4;
private const int SectionHeight = 4;
private const float minColorStrength = 0.0f;
private const float maxColorStrength = 0.7f;
private bool networkUpdatePending;
private float networkUpdateTimer;
/// <summary>
/// Average color of the background sections
/// </summary>
public Color AveragePaintedColor { get; private set; }
/// <summary>
/// Returns true if the red component of the background color is twice as bright as the blue and green. Can be used by StatusEffects.
/// </summary>
public bool IsRed => ColorExtensions.IsRedDominant(AveragePaintedColor, minimumAlpha: 100);
/// <summary>
/// Returns true if the green component of the background color is twice as bright as the red and blue. Can be used by StatusEffects.
/// </summary>
public bool IsGreen => ColorExtensions.IsGreenDominant(AveragePaintedColor, minimumAlpha: 100);
/// <summary>
/// Returns true if the blue component of the background color is twice as bright as the red and green. Can be used by StatusEffects.
/// </summary>
public bool IsBlue => ColorExtensions.IsBlueDominant(AveragePaintedColor, minimumAlpha: 100);
public const int MaxFireSources = 16;
public List<FireSource> FireSources { get; private set; }
public List<DummyFireSource> FakeFireSources { get; private set; }
/// <summary>
/// Can be used by conditionals
/// </summary>
public int FireCount => FireSources?.Count ?? 0;
public BallastFloraBehavior BallastFlora { get; set; }
public Hull(Rectangle rectangle)
: this (rectangle, Submarine.MainSub)
{
#if CLIENT
if (SubEditorScreen.IsSubEditor())
{
SubEditorScreen.StoreCommand(new AddOrDeleteCommand(new List<MapEntity> { this }, false));
}
#endif
}
public Hull(Rectangle rectangle, Submarine submarine, ushort id = Entity.NullEntityID)
: base (CoreEntityPrefab.HullPrefab, submarine, id)
{
rect = rectangle;
if (BackgroundSections == null) { CreateBackgroundSections(); }
OxygenPercentage = 100.0f;
FireSources = new List<FireSource>();
FakeFireSources = new List<DummyFireSource>();
properties = SerializableProperty.GetProperties(this);
int arraySize = (int)Math.Ceiling((float)rectangle.Width / WaveWidth + 1);
waveY = new float[arraySize];
waveVel = new float[arraySize];
leftDelta = new float[arraySize];
rightDelta = new float[arraySize];
surface = rect.Y - rect.Height;
if (submarine?.Info != null && !submarine.Info.IsWreck)
{
aiTarget = new AITarget(this)
{
MinSightRange = 1000,
MaxSightRange = 5000,
SoundRange = 0
};
}
HullList.Add(this);
if (submarine == null || !submarine.Loading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
CreateBackgroundSections();
WaterVolume = 0.0f;
InsertToList();
DebugConsole.Log("Created hull (" + ID + ")");
}
public static Rectangle GetBorders()
{
if (!HullList.Any()) return Rectangle.Empty;
Rectangle rect = HullList[0].rect;
foreach (Hull hull in HullList)
{
if (hull.Rect.X < rect.X)
{
rect.Width += rect.X - hull.rect.X;
rect.X = hull.rect.X;
}
if (hull.rect.Right > rect.Right) rect.Width = hull.rect.Right - rect.X;
if (hull.rect.Y > rect.Y)
{
rect.Height += hull.rect.Y - rect.Y;
rect.Y = hull.rect.Y;
}
if (hull.rect.Y - hull.rect.Height < rect.Y - rect.Height) rect.Height = rect.Y - (hull.rect.Y - hull.rect.Height);
}
return rect;
}
public override MapEntity Clone()
{
var clone = new Hull(rect, Submarine);
foreach (KeyValuePair<Identifier, SerializableProperty> property in SerializableProperties)
{
if (!property.Value.Attributes.OfType<Serialize>().Any()) { continue; }
clone.SerializableProperties[property.Key].TrySetValue(clone, property.Value.GetValue(this));
}
#if CLIENT
clone.lastAmbientLightEditTime = 0.0;
#endif
return clone;
}
public static EntityGrid GenerateEntityGrid(Rectangle worldRect)
{
var newGrid = new EntityGrid(worldRect, 200.0f);
EntityGrids.Add(newGrid);
return newGrid;
}
public static EntityGrid GenerateEntityGrid(Submarine submarine)
{
var newGrid = new EntityGrid(submarine, 200.0f);
EntityGrids.Add(newGrid);
foreach (Hull hull in HullList)
{
if (hull.Submarine == submarine && !hull.IdFreed) { newGrid.InsertEntity(hull); }
}
return newGrid;
}
public void SetModuleTags(IEnumerable<Identifier> tags)
{
moduleTags.Clear();
foreach (Identifier tag in tags)
{
moduleTags.Add(tag);
}
}
public override void OnMapLoaded()
{
CeilingHeight = Rect.Height;
Body lowerPickedBody = Submarine.PickBody(SimPosition, SimPosition - new Vector2(0.0f, ConvertUnits.ToSimUnits(rect.Height / 2.0f + 0.1f)), null, Physics.CollisionWall);
if (lowerPickedBody != null)
{
Vector2 lowerPickedPos = Submarine.LastPickedPosition;
if (Submarine.PickBody(SimPosition, SimPosition + new Vector2(0.0f, ConvertUnits.ToSimUnits(rect.Height / 2.0f + 0.1f)), null, Physics.CollisionWall) != null)
{
Vector2 upperPickedPos = Submarine.LastPickedPosition;
CeilingHeight = ConvertUnits.ToDisplayUnits(upperPickedPos.Y - lowerPickedPos.Y);
}
}
Pressure = rect.Y - rect.Height + waterVolume / rect.Width;
DetermineIsAirlock();
BallastFlora?.OnMapLoaded();
#if CLIENT
lastAmbientLightEditTime = 0.0;
#endif
}
public void AddToGrid(Submarine submarine)
{
foreach (EntityGrid grid in EntityGrids)
{
if (grid.Submarine != submarine) continue;
rect.Location -= MathUtils.ToPoint(submarine.HiddenSubPosition);
grid.InsertEntity(this);
rect.Location += MathUtils.ToPoint(submarine.HiddenSubPosition);
return;
}
}
public int GetWaveIndex(Vector2 position)
{
return GetWaveIndex(position.X);
}
public int GetWaveIndex(float xPos)
{
int index = (int)(xPos - rect.X) / WaveWidth;
index = (int)MathHelper.Clamp(index, 0, waveY.Length - 1);
return index;
}
public override void Move(Vector2 amount, bool ignoreContacts = true)
{
if (!MathUtils.IsValid(amount))
{
DebugConsole.ThrowError($"Attempted to move a hull by an invalid amount ({amount})\n{Environment.StackTrace.CleanupStackTrace()}");
return;
}
rect.X += (int)amount.X;
rect.Y += (int)amount.Y;
if (Submarine == null || !Submarine.Loading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
surface = rect.Y - rect.Height + WaterVolume / rect.Width;
#if CLIENT
drawSurface = surface;
#endif
Pressure = surface;
}
public override void ShallowRemove()
{
base.Remove();
HullList.Remove(this);
if (Submarine == null || (!Submarine.Loading && !Submarine.Unloading))
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
List<FireSource> fireSourcesToRemove = new List<FireSource>(FireSources);
fireSourcesToRemove.AddRange(FakeFireSources);
foreach (FireSource fireSource in fireSourcesToRemove)
{
fireSource.Remove();
}
FireSources.Clear();
FakeFireSources.Clear();
if (EntityGrids != null)
{
foreach (EntityGrid entityGrid in EntityGrids)
{
entityGrid.RemoveEntity(this);
}
}
}
public override void Remove()
{
base.Remove();
HullList.Remove(this);
BallastFlora?.Remove();
if (Submarine != null && !Submarine.Loading && !Submarine.Unloading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
BackgroundSections?.Clear();
List<FireSource> fireSourcesToRemove = new List<FireSource>(FireSources);
foreach (FireSource fireSource in fireSourcesToRemove)
{
fireSource.Remove();
}
FireSources.Clear();
if (EntityGrids != null)
{
foreach (EntityGrid entityGrid in EntityGrids)
{
entityGrid.RemoveEntity(this);
}
}
}
public void AddFireSource(FireSource fireSource)
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
{
//clients aren't allowed to create fire sources in hulls whose IDs have been freed (dynamic hulls between docking ports), because they can't be synced
if (IdFreed) { return; }
}
if (fireSource is DummyFireSource dummyFire)
{
FakeFireSources.Add(dummyFire);
}
else
{
if (FireSources.Count >= MaxFireSources)
{
return;
}
FireSources.Add(fireSource);
}
}
public Decal AddDecal(UInt32 decalId, Vector2 worldPosition, float scale, bool isNetworkEvent, int? spriteIndex = null)
{
//clients are only allowed to create decals when the server says so
if (!isNetworkEvent && GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
{
return null;
}
var decal = DecalManager.Prefabs.Find(p => p.UintIdentifier == decalId);
if (decal == null)
{
DebugConsole.ThrowError($"Could not find a decal prefab with the UInt identifier {decalId}!");
return null;
}
return AddDecal(decal.Name, worldPosition, scale, isNetworkEvent, spriteIndex);
}
public Decal AddDecal(string decalName, Vector2 worldPosition, float scale, bool isNetworkEvent, int? spriteIndex = null)
{
//clients are only allowed to create decals when the server says so
if (!isNetworkEvent && GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
{
return null;
}
if (decals.Count >= MaxDecalsPerHull) { return null; }
var decal = DecalManager.CreateDecal(decalName, scale, worldPosition, this, spriteIndex);
if (decal != null)
{
if (GameMain.NetworkMember is { IsServer: true })
{
GameMain.NetworkMember.CreateEntityEvent(this, new DecalEventData());
}
decals.Add(decal);
}
return decal;
}
#region Shared network write
private void SharedStatusWrite(IWriteMessage msg)
{
msg.WriteSingle(waterVolume);
System.Diagnostics.Debug.Assert(FireSources.Count <= MaxFireSources, $"Too many fire sources ({FireSources.Count}) in hull {ID} (max {MaxFireSources}).");
msg.WriteRangedInteger(Math.Min(FireSources.Count, MaxFireSources), 0, MaxFireSources);
for (int i = 0; i < Math.Min(FireSources.Count, MaxFireSources); i++)
{
var fireSource = FireSources[i];
Vector2 normalizedPos = new Vector2(
(fireSource.Position.X - rect.X) / rect.Width,
(fireSource.Position.Y - (rect.Y - rect.Height)) / rect.Height);
msg.WriteRangedSingle(MathHelper.Clamp(normalizedPos.X, 0.0f, 1.0f), 0.0f, 1.0f, 8);
msg.WriteRangedSingle(MathHelper.Clamp(normalizedPos.Y, 0.0f, 1.0f), 0.0f, 1.0f, 8);
msg.WriteRangedSingle(MathHelper.Clamp(fireSource.Size.X / rect.Width, 0.0f, 1.0f), 0, 1.0f, 8);
}
}
private void SharedBackgroundSectionsWrite(IWriteMessage msg, in BackgroundSectionsEventData backgroundSectionsEventData)
{
int sectorToUpdate = backgroundSectionsEventData.SectorStartIndex;
int start = sectorToUpdate * BackgroundSectionsPerNetworkEvent;
int end = Math.Min((sectorToUpdate + 1) * BackgroundSectionsPerNetworkEvent, BackgroundSections.Count - 1);
msg.WriteRangedInteger(sectorToUpdate, 0, BackgroundSections.Count - 1);
for (int i = start; i <= end; i++)
{
msg.WriteRangedSingle(BackgroundSections[i].ColorStrength, 0.0f, 1.0f, 8);
msg.WriteUInt32(BackgroundSections[i].Color.PackedValue);
}
}
#endregion
#region Shared network read
public readonly struct NetworkFireSource
{
public readonly Vector2 Position;
public readonly float Size;
public NetworkFireSource(Hull hull, Vector2 normalizedPosition, float normalizedSize)
{
Position = hull.Rect.Location.ToVector2()
+ new Vector2(0, -hull.Rect.Height)
+ normalizedPosition * hull.Rect.Size.ToVector2();
Size = normalizedSize * hull.Rect.Width;
}
}
private void SharedStatusRead(IReadMessage msg, out float newWaterVolume, out NetworkFireSource[] newFireSources)
{
newWaterVolume = msg.ReadSingle();
int fireSourceCount = msg.ReadRangedInteger(0, MaxFireSources);
newFireSources = new NetworkFireSource[fireSourceCount];
for (int i = 0; i < fireSourceCount; i++)
{
float x = MathHelper.Clamp(msg.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f);
float y = MathHelper.Clamp(msg.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f);
float size = msg.ReadRangedSingle(0.0f, 1.0f, 8);
newFireSources[i] = new NetworkFireSource(this, new Vector2(x, y), size);
}
}
private readonly struct BackgroundSectionNetworkUpdate
{
public readonly int SectionIndex;
public readonly Color Color;
public readonly float ColorStrength;
public BackgroundSectionNetworkUpdate(int sectionIndex, Color color, float colorStrength)
{
SectionIndex = sectionIndex;
Color = color;
ColorStrength = colorStrength;
}
}
private void SharedBackgroundSectionRead(IReadMessage msg, Action<BackgroundSectionNetworkUpdate> action, out int sectionToUpdate)
{
sectionToUpdate = msg.ReadRangedInteger(0, BackgroundSections.Count - 1);
int start = sectionToUpdate * BackgroundSectionsPerNetworkEvent;
int end = Math.Min((sectionToUpdate + 1) * BackgroundSectionsPerNetworkEvent, BackgroundSections.Count - 1);
for (int i = start; i <= end; i++)
{
float colorStrength = msg.ReadRangedSingle(0.0f, 1.0f, 8);
Color color = new Color(msg.ReadUInt32());
action(new BackgroundSectionNetworkUpdate(i, color, colorStrength));
}
}
#endregion
public override void Update(float deltaTime, Camera cam)
{
BallastFlora?.Update(deltaTime);
UpdateProjSpecific(deltaTime, cam);
Oxygen -= OxygenDeteriorationSpeed * deltaTime;
if (FakeFireSources.Count > 0)
{
if ((Character.Controlled?.CharacterHealth?.GetAffliction("psychosis")?.Strength ?? 0.0f) <= 0.0f)
{
for (int i = FakeFireSources.Count - 1; i >= 0; i--)
{
if (FakeFireSources[i].CausedByPsychosis)
{
FakeFireSources[i].Remove();
}
}
}
FireSource.UpdateAll(FakeFireSources, deltaTime);
}
FireSource.UpdateAll(FireSources, deltaTime);
foreach (Decal decal in decals)
{
decal.Update(deltaTime);
}
//clients don't remove decals unless the server says so
if (GameMain.NetworkMember is not { IsClient: true })
{
for (int i = decals.Count - 1; i >= 0; i--)
{
var decal = decals[i];
if (decal.FadeTimer >= decal.LifeTime || decal.BaseAlpha <= 0.001f)
{
decals.RemoveAt(i);
#if SERVER
decalUpdatePending = true;
#endif
}
}
}
if (aiTarget != null)
{
aiTarget.SightRange = Submarine == null ? aiTarget.MinSightRange : MathHelper.Lerp(aiTarget.MinSightRange, aiTarget.MaxSightRange, Submarine.Velocity.Length() / 10);
aiTarget.SoundRange -= deltaTime * 1000.0f;
}
if (!update)
{
lethalPressure = 0.0f;
return;
}
float waterDepth = WaterVolume / rect.Width;
if (waterDepth < 1.0f)
{
//if there's only a minuscule amount of water, consider the surface to be at the bottom of the hull
//otherwise unnoticeable amounts of water can for example cause magnesium to explode
waterDepth = 0.0f;
}
surface = Math.Max(MathHelper.Lerp(
surface,
rect.Y - rect.Height + waterDepth,
deltaTime * 10.0f), rect.Y - rect.Height);
for (int i = 0; i < waveY.Length; i++)
{
//apply velocity
waveY[i] = waveY[i] + waveVel[i];
//if the wave attempts to go "through" the top of the hull, make it bounce back
if (surface + waveY[i] > rect.Y)
{
float excess = (surface + waveY[i]) - rect.Y;
waveY[i] -= excess;
waveVel[i] = waveVel[i] * -0.5f;
}
//if the wave attempts to go "through" the bottom of the hull, make it bounce back
else if (surface + waveY[i] < rect.Y - rect.Height)
{
float excess = (surface + waveY[i]) - (rect.Y - rect.Height);
waveY[i] -= excess;
waveVel[i] = waveVel[i] * -0.5f;
}
//acceleration
float a = -WaveStiffness * waveY[i] - waveVel[i] * WaveDampening;
waveVel[i] = waveVel[i] + a;
}
//apply spread (two iterations)
for (int j = 0; j < 2; j++)
{
for (int i = 1; i < waveY.Length - 1; i++)
{
leftDelta[i] = WaveSpread * (waveY[i] - waveY[i - 1]);
waveVel[i - 1] += leftDelta[i];
rightDelta[i] = WaveSpread * (waveY[i] - waveY[i + 1]);
waveVel[i + 1] += rightDelta[i];
}
}
//make waves propagate through horizontal gaps
foreach (Gap gap in ConnectedGaps)
{
if (this != gap.linkedTo.FirstOrDefault() as Hull)
{
//let the first linked hull handle the water propagation
continue;
}
if (!gap.IsRoomToRoom || !gap.IsHorizontal || gap.Open <= 0.0f) { continue; }
if (surface > gap.Rect.Y || surface < gap.Rect.Y - gap.Rect.Height) { continue; }
// ReSharper refuses to compile this if it's using "as Hull" since "as" means it can be null and you can't compare null to true or false
Hull hull2 = this == gap.linkedTo[0] ? (Hull)gap.linkedTo[1] : (Hull)gap.linkedTo[0];
float otherSurfaceY = hull2.surface;
if (otherSurfaceY > gap.Rect.Y || otherSurfaceY < gap.Rect.Y - gap.Rect.Height) { continue; }
float surfaceDiff = (surface - otherSurfaceY) * gap.Open;
for (int j = 0; j < 2; j++)
{
rightDelta[waveY.Length - 1] = WaveSpread * (hull2.waveY[0] - waveY[waveY.Length - 1] - surfaceDiff) * 0.5f;
waveVel[waveY.Length - 1] += rightDelta[waveY.Length - 1];
waveY[waveY.Length - 1] += rightDelta[waveY.Length - 1];
hull2.leftDelta[0] = WaveSpread * (waveY[waveY.Length - 1] - hull2.waveY[0] + surfaceDiff) * 0.5f;
hull2.waveVel[0] += hull2.leftDelta[0];
hull2.waveY[0] += hull2.leftDelta[0];
}
if (surfaceDiff < 32.0f)
{
//update surfaces to the same level
hull2.waveY[0] = surfaceDiff * 0.5f;
waveY[waveY.Length - 1] = -surfaceDiff * 0.5f;
}
}
//apply spread (two iterations)
for (int j = 0; j < 2; j++)
{
for (int i = 1; i < waveY.Length - 1; i++)
{
waveY[i - 1] += leftDelta[i];
waveY[i + 1] += rightDelta[i];
}
}
if (waterVolume < Volume)
{
//pressure drop speed is inversely proportionate to water percentage
//= pressure drops very fast if the hull is nowhere near full
float waterVolumeFactor = Math.Max((100.0f - WaterPercentage) / 10.0f, 1.0f);
LethalPressure -=
PressureDropSpeed * waterVolumeFactor * deltaTime;
if (WaterVolume <= 0.0f)
{
#if CLIENT
//wait for the surface to be lerped back to bottom and the waves to settle until disabling update
if (drawSurface > rect.Y - rect.Height + 1) { return; }
#endif
for (int i = 1; i < waveY.Length - 1; i++)
{
if (waveY[i] > 0.1f) { return; }
}
update = false;
}
}
}
partial void UpdateProjSpecific(float deltaTime, Camera cam);
public void ApplyFlowForces(float deltaTime, Item item)
{
if (item.body.Mass <= 0.0f)
{
return;
}
foreach (var gap in ConnectedGaps.Where(gap => gap.Open > 0))
{
var distance = MathHelper.Max(Vector2.DistanceSquared(item.Position, gap.Position) / 1000, 1f);
Vector2 force = (gap.LerpedFlowForce / distance) * deltaTime;
if (force.LengthSquared() > 0.01f)
{
item.body.ApplyForce(force);
}
}
}
public void Extinguish(float deltaTime, float amount, Vector2 position, bool extinguishRealFires = true, bool extinguishFakeFires = true)
{
if (extinguishRealFires)
{
for (int i = FireSources.Count - 1; i >= 0; i--)
{
FireSources[i].Extinguish(deltaTime, amount, position);
}
}
if (extinguishFakeFires)
{
for (int i = FakeFireSources.Count - 1; i >= 0; i--)
{
FakeFireSources[i].Extinguish(deltaTime, amount, position);
}
}
}
public void RemoveFire(FireSource fire)
{
FireSources.Remove(fire);
if (fire is DummyFireSource dummyFire)
{
FakeFireSources.Remove(dummyFire);
}
}
private readonly HashSet<Hull> adjacentHulls = new HashSet<Hull>();
public IEnumerable<Hull> GetConnectedHulls(bool includingThis, int? searchDepth = null, bool ignoreClosedGaps = false)
{
adjacentHulls.Clear();
int startStep = 0;
searchDepth ??= 100;
GetAdjacentHulls(adjacentHulls, ref startStep, searchDepth.Value, ignoreClosedGaps);
if (!includingThis) { adjacentHulls.Remove(this); }
return adjacentHulls;
}
private void GetAdjacentHulls(HashSet<Hull> connectedHulls, ref int step, int searchDepth, bool ignoreClosedGaps = false)
{
connectedHulls.Add(this);
if (step > searchDepth) { return; }
foreach (Gap g in ConnectedGaps)
{
if (ignoreClosedGaps && g.Open <= 0.0f) { continue; }
for (int i = 0; i < 2 && i < g.linkedTo.Count; i++)
{
if (g.linkedTo[i] is Hull hull && !connectedHulls.Contains(hull))
{
step++;
hull.GetAdjacentHulls(connectedHulls, ref step, searchDepth, ignoreClosedGaps);
}
}
}
}
/// <summary>
/// Used in <see cref="GetApproximateDistance"/>
/// </summary>
private static readonly Dictionary<Hull, float> cachedDistances = [];
/// <summary>
/// Used in <see cref="GetApproximateDistance"/>
/// </summary>
private static readonly PriorityQueue<(Hull hull, Vector2 pos), float> priorityQueue = new PriorityQueue<(Hull hull, Vector2 pos), float>();
/// <summary>
/// Approximate distance from this hull to the target hull, moving through open gaps without passing through walls.
/// Uses a Dijkstra's algorithm to find the shortest path.
/// </summary>
/// <param name="minimumGapOpenness">The gap's <see cref="Gap.Open">openness</see> must be larger than or equal to this to be considered valid for the path.</param>
public float GetApproximateDistance(Vector2 startPos, Vector2 endPos, Hull targetHull, float maxDistance, float distanceMultiplierPerClosedDoor = 0, float minimumGapOpenness = 0.5f)
{
cachedDistances.Clear();
priorityQueue.Clear();
cachedDistances[this] = 0f;
priorityQueue.Enqueue((this, startPos), 0f);
while (priorityQueue.TryDequeue(out var current, out float currentDist))
{
Hull currentHull = current.hull;
Vector2 currentPos = current.pos;
if (currentDist > maxDistance) { return float.MaxValue; }
// If we've reached the target, add the final segment from hull to endPos
if (currentHull == targetHull)
{
return currentDist + Vector2.Distance(currentPos, endPos);
}
foreach (Gap g in ConnectedGaps)
{
float distanceMultiplier = 1;
if (g.ConnectedDoor != null && !g.ConnectedDoor.IsBroken)
{
//gap blocked if the door is closed, and we haven't made any predictions of it opening client-side
if ((g.ConnectedDoor.IsClosed && !g.ConnectedDoor.PredictedState.HasValue) ||
//OR we've predicted that the door is closed client-side
(g.ConnectedDoor.PredictedState.HasValue && !g.ConnectedDoor.PredictedState.Value))
{
if (g.ConnectedDoor.OpenState < 0.1f)
{
if (distanceMultiplierPerClosedDoor <= 0) { continue; }
distanceMultiplier *= distanceMultiplierPerClosedDoor;
}
}
}
else if (g.Open < minimumGapOpenness)
{
continue;
}
for (int i = 0; i < 2 && i < g.linkedTo.Count; i++)
{
if (g.linkedTo[i] is Hull nextHull && nextHull != currentHull)
{
float newDist = currentDist + Vector2.Distance(currentPos, g.Position) * distanceMultiplier;
if (!cachedDistances.TryGetValue(nextHull, out float oldDist) || newDist < oldDist)
{
cachedDistances[nextHull] = newDist;
priorityQueue.Enqueue((nextHull, g.Position), newDist);
}
}
}
}
}
return float.MaxValue;
}
/// <summary>
/// Returns the hull which contains the point (or null if it isn't inside any)
/// </summary>
/// <param name="position">The position to check</param>
/// <param name="guess">This hull is checked first: if the current hull is known, this can be used as an optimization</param>
/// <param name="useWorldCoordinates">Should world coordinates or the sub's local coordinates be used?</param>
/// <param name="inclusive">Does being exactly at the edge of the hull count as being inside?</param>
public static Hull FindHull(Vector2 position, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
{
if (EntityGrids == null)
{
return null;
}
if (guess != null)
{
if (Submarine.RectContains(useWorldCoordinates ? guess.WorldRect : guess.rect, position, inclusive))
{
return guess;
}
}
foreach (EntityGrid entityGrid in EntityGrids)
{
if (entityGrid.Submarine != null && !entityGrid.Submarine.Loading)
{
System.Diagnostics.Debug.Assert(!entityGrid.Submarine.Removed);
Rectangle borders = entityGrid.Submarine.Borders;
if (useWorldCoordinates)
{
Vector2 worldPos = entityGrid.Submarine.WorldPosition;
borders.Location += new Point((int)worldPos.X, (int)worldPos.Y);
}
else
{
borders.Location += new Point((int)entityGrid.Submarine.HiddenSubPosition.X, (int)entityGrid.Submarine.HiddenSubPosition.Y);
}
const float padding = 128.0f;
if (position.X < borders.X - padding || position.X > borders.Right + padding ||
position.Y > borders.Y + padding || position.Y < borders.Y - borders.Height - padding)
{
continue;
}
}
Vector2 transformedPosition = position;
if (useWorldCoordinates && entityGrid.Submarine != null)
{
transformedPosition -= entityGrid.Submarine.Position;
}
var entities = entityGrid.GetEntities(transformedPosition);
if (entities == null) { continue; }
foreach (Hull hull in entities)
{
if (Submarine.RectContains(hull.rect, transformedPosition, inclusive))
{
return hull;
}
}
}
return null;
}
/// <summary>
/// Returns the hull which contains the point (or null if it isn't inside any). The difference to FindHull is that this method goes through all hulls without trying
/// to first find the sub the point is inside and checking the hulls in that sub.
/// = This is slower, use with caution in situations where the sub's extents or hulls may have changed after it was loaded.
/// </summary>
public static Hull FindHullUnoptimized(Vector2 position, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
{
if (guess != null && HullList.Contains(guess))
{
if (Submarine.RectContains(useWorldCoordinates ? guess.WorldRect : guess.rect, position, inclusive)) return guess;
}
foreach (Hull hull in HullList)
{
if (Submarine.RectContains(useWorldCoordinates ? hull.WorldRect : hull.rect, position, inclusive)) return hull;
}
return null;
}
/// <summary>
/// Recursively find all the hulls linked to the specified hull, including the hull itself.
/// </summary>
public void GetLinkedHulls(List<Hull> linkedHulls, bool includeHiddenHulls = false)
{
foreach (var linkedEntity in linkedTo)
{
if (linkedEntity is Hull linkedHull)
{
if (linkedHulls.Contains(linkedHull)) { continue; }
if (!includeHiddenHulls && linkedHull.IsHidden) { continue; }
linkedHulls.Add(linkedHull);
linkedHull.GetLinkedHulls(linkedHulls, includeHiddenHulls);
}
}
}
public static void DetectItemVisibility(Character c=null)
{
if (c==null)
{
foreach (Item it in Item.ItemList)
{
it.Visible = true;
}
}
else
{
Hull h = c.CurrentHull;
HullList.ForEach(j => j.Visible = false);
List<Hull> visibleHulls;
if (h == null || c.Submarine == null)
{
visibleHulls = HullList.FindAll(j => j.CanSeeOther(null, false));
}
else
{
visibleHulls = HullList.FindAll(j => h.CanSeeOther(j, true));
}
visibleHulls.ForEach(j => j.Visible = true);
foreach (Item it in Item.ItemList)
{
if (it.CurrentHull == null || visibleHulls.Contains(it.CurrentHull)) it.Visible = true;
else it.Visible = false;
}
}
}
private bool CanSeeOther(Hull other, bool allowIndirect = true)
{
if (other == this) return true;
if (other != null && other.Submarine == Submarine)
{
bool retVal = false;
foreach (Gap g in ConnectedGaps)
{
if (g.ConnectedWall != null && g.ConnectedWall.CastShadow) continue;
List<Hull> otherHulls = HullList.FindAll(h => h.ConnectedGaps.Contains(g) && h != this);
retVal = otherHulls.Any(h => h == other);
if (!retVal && allowIndirect) retVal = otherHulls.Any(h => h.CanSeeOther(other, false));
if (retVal) return true;
}
}
else
{
foreach (Gap g in ConnectedGaps)
{
if (g.ConnectedDoor != null && !HullList.Any(h => h.ConnectedGaps.Contains(g) && h != this)) return true;
}
List<MapEntity> structures = MapEntityList.FindAll(me => me is Structure && me.Rect.Intersects(Rect));
return structures.Any(st => !(st as Structure).CastShadow);
}
return false;
}
public string CreateRoomName()
{
List<string> roomItems = new List<string>();
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull != this) continue;
if (item.GetComponent<Items.Components.Reactor>() != null) roomItems.Add("reactor");
if (item.GetComponent<Items.Components.Engine>() != null) roomItems.Add("engine");
if (item.GetComponent<Items.Components.Steering>() != null) roomItems.Add("steering");
if (item.GetComponent<Items.Components.Sonar>() != null) roomItems.Add("sonar");
if (item.HasTag(Tags.Ballast)) roomItems.Add("ballast");
}
if (roomItems.Contains("reactor"))
return "RoomName.ReactorRoom";
else if (roomItems.Contains("engine"))
return "RoomName.EngineRoom";
else if (roomItems.Contains("steering") && roomItems.Contains("sonar"))
return "RoomName.CommandRoom";
else if (roomItems.Contains("ballast"))
return "RoomName.Ballast";
var moduleFlags = Submarine?.Info?.OutpostModuleInfo?.ModuleFlags ?? this.moduleTags;
if (moduleFlags != null && moduleFlags.Any() &&
(Submarine.Info.Type == SubmarineType.OutpostModule || Submarine.Info.Type == SubmarineType.Outpost))
{
if (moduleFlags.Contains(Tags.Airlock) &&
ConnectedGaps.Any(g => !g.IsRoomToRoom && g.ConnectedDoor != null))
{
return "RoomName.Airlock";
}
}
else
{
if (ConnectedGaps.Any(g => !g.IsRoomToRoom && g.ConnectedDoor != null))
{
return "RoomName.Airlock";
}
}
Rectangle subRect = Submarine.Borders;
Alignment roomPos;
if (rect.Y - rect.Height / 2 > subRect.Y + subRect.Height * 0.66f)
roomPos = Alignment.Top;
else if (rect.Y - rect.Height / 2 > subRect.Y + subRect.Height * 0.33f)
roomPos = Alignment.CenterY;
else
roomPos = Alignment.Bottom;
if (rect.Center.X < subRect.X + subRect.Width * 0.33f)
roomPos |= Alignment.Left;
else if (rect.Center.X < subRect.X + subRect.Width * 0.66f)
roomPos |= Alignment.CenterX;
else
roomPos |= Alignment.Right;
return "RoomName.Sub" + roomPos.ToString();
}
/// <summary>
/// Is this hull or any of the items inside it tagged as "airlock"?
/// </summary>
private void DetermineIsAirlock()
{
if (RoomName != null && RoomName.Contains("airlock", StringComparison.OrdinalIgnoreCase))
{
IsAirlock = true;
return;
}
else
{
var airlockTag = "airlock".ToIdentifier();
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull != this && item.HasTag(airlockTag))
{
IsAirlock = true;
return;
}
}
}
IsAirlock = false;
}
/// <summary>
/// Does this hull have any doors leading outside?
/// </summary>
/// <param name="character">Used to check if this character has access to the door leading outside</param>
public bool LeadsOutside(Character character)
{
foreach (var gap in ConnectedGaps)
{
if (gap.ConnectedDoor == null) { continue; }
if (gap.IsRoomToRoom) { continue; }
if (!gap.ConnectedDoor.CanBeTraversed && (character == null || !gap.ConnectedDoor.HasAccess(character))) { continue; }
return true;
}
return false;
}
#region BackgroundSections
private void CreateBackgroundSections()
{
int sectionWidth, sectionHeight;
sectionWidth = sectionHeight = BackgroundSectionSize;
xBackgroundMax = rect.Width / sectionWidth;
yBackgroundMax = rect.Height / sectionHeight;
BackgroundSections = new List<BackgroundSection>(xBackgroundMax * yBackgroundMax);
int sections = xBackgroundMax * yBackgroundMax;
float xSectors = xBackgroundMax / (float)SectionWidth;
for (int y = 0; y < yBackgroundMax; y++)
{
for (int x = 0; x < xBackgroundMax; x++)
{
ushort index = (ushort)BackgroundSections.Count;
int sector = (int)Math.Floor(index / (float)SectionWidth - xSectors * y) + y / SectionHeight * (int)Math.Ceiling(xSectors);
BackgroundSections.Add(new BackgroundSection(new Rectangle(x * sectionWidth, y * -sectionHeight, sectionWidth, sectionHeight), index, (ushort)y));
}
}
#if CLIENT
minimumPaintAmountToDraw = maxColorStrength / BackgroundSections.Count;
#endif
}
public static Hull GetCleanTarget(Vector2 worldPosition)
{
foreach (Hull hull in HullList)
{
Rectangle worldRect = hull.WorldRect;
if (worldPosition.X < worldRect.X || worldPosition.X > worldRect.Right) { continue; }
if (worldPosition.Y > worldRect.Y || worldPosition.Y < worldRect.Y - worldRect.Height) { continue; }
return hull;
}
return null;
}
public BackgroundSection GetBackgroundSection(Vector2 worldPosition)
{
if (!SupportsPaintedColors) { return null; }
Vector2 subOffset = Submarine == null ? Vector2.Zero : Submarine.Position;
Vector2 relativePosition = new Vector2(worldPosition.X - subOffset.X - rect.X, worldPosition.Y - subOffset.Y - rect.Y);
int xIndex = (int)Math.Floor(relativePosition.X / BackgroundSectionSize);
if (xIndex < 0 || xIndex >= xBackgroundMax) { return null; }
int yIndex = (int)Math.Floor(-relativePosition.Y / BackgroundSectionSize);
if (yIndex < 0 || yIndex >= yBackgroundMax) { return null; }
return BackgroundSections[xIndex + yIndex * xBackgroundMax];
}
public Vector2 GetBackgroundSectionWorldPos(BackgroundSection backgroundSection)
{
Vector2 subOffset = Submarine == null ? Vector2.Zero : Submarine.Position;
return Rect.Location.ToVector2() + subOffset + new Vector2(backgroundSection.Rect.X, backgroundSection.Rect.Y);
}
public IEnumerable<BackgroundSection> GetBackgroundSectionsViaContaining(Rectangle rectArea)
{
if (BackgroundSections == null || BackgroundSections.Count == 0)
{
yield break;
}
else
{
int xMin = Math.Max(rectArea.X / BackgroundSectionSize, 0);
if (xMin >= xBackgroundMax) { yield break; }
int xMax = Math.Min(rectArea.Right / BackgroundSectionSize, xBackgroundMax - 1);
if (xMax < 0) { yield break; }
int yMin = Math.Max(-rectArea.Bottom / BackgroundSectionSize, 0);
if (yMin >= yBackgroundMax) { yield break; }
int yMax = Math.Min(-rectArea.Y / BackgroundSectionSize, yBackgroundMax - 1);
if (yMax < 0) { yield break; }
for (int x = xMin; x <= xMax; x++)
{
for (int y = yMin; y <= yMax; y++)
{
yield return BackgroundSections[x + y * xBackgroundMax];
}
}
}
}
public bool DoesSectionMatch(int index, int row)
{
return index >= 0 && row >= 0 && BackgroundSections.Count > index && BackgroundSections[index] != null && BackgroundSections[index].RowIndex == row;
}
public void IncreaseSectionColorOrStrength(BackgroundSection section, Color? color, float? strength, bool requiresUpdate, bool isCleaning)
{
bool sectionUpdated = isCleaning;
if (color != null)
{
if (section.Color != color.Value && strength.HasValue)
{
//already painted with a different color -> interpolate towards the new one
//an ad-hoc formula that makes the color changes faster when the current strength is low
//(-> a barely dirty wall gets recolored almost immediately, while a more heavily colored one takes a while)
float changeSpeed = strength.Value / Math.Max(section.ColorStrength * section.ColorStrength, 0.001f) * 0.1f;
if (section.LerpColor(color.Value, changeSpeed)) { sectionUpdated = true; }
}
else
{
if (section.SetColor(color.Value)) { sectionUpdated = true; }
}
}
if (strength != null)
{
float previous = section.SetColorStrength(Math.Max(minColorStrength, Math.Min(maxColorStrength, section.ColorStrength + strength.Value)));
if (previous != -1f)
{
#if CLIENT
paintAmount = Math.Max(0, paintAmount + (section.ColorStrength - previous) / BackgroundSections.Count);
#endif
sectionUpdated = true;
}
RefreshAveragePaintedColor();
}
if (sectionUpdated && GameMain.NetworkMember != null && requiresUpdate)
{
networkUpdatePending = true;
pendingSectorUpdates.Add((int)Math.Floor(section.Index / (float)BackgroundSectionsPerNetworkEvent));
#if CLIENT
serverUpdateDelay = 0.5f;
#endif
}
}
private void RefreshAveragePaintedColor()
{
Vector4 avgColor = Vector4.Zero;
foreach (var anySection in BackgroundSections)
{
avgColor += anySection.Color.ToVector4();
}
avgColor /= BackgroundSections.Count;
AveragePaintedColor = new Color(avgColor);
}
public void SetSectionColorOrStrength(BackgroundSection section, Color? color, float? strength)
{
if (color != null)
{
section.SetColor(color.Value);
}
if (strength != null)
{
float previous = section.SetColorStrength(Math.Max(minColorStrength, Math.Min(maxColorStrength, section.ColorStrength + strength.Value)));
if (previous != -1f)
{
#if CLIENT
paintAmount = Math.Max(0, paintAmount + (section.ColorStrength - previous) / BackgroundSections.Count);
#endif
}
}
}
public void CleanSection(BackgroundSection section, float cleanVal, bool updateRequired)
{
bool decalsCleaned = false;
foreach (Decal decal in decals)
{
if (decal.AffectsSection(section))
{
decal.Clean(cleanVal);
decalsCleaned = true;
#if SERVER
decalUpdatePending = true;
#elif CLIENT
pendingDecalUpdates.Add(decal);
networkUpdatePending = true;
#endif
}
}
if (section.ColorStrength == 0 && !decalsCleaned) { return; }
IncreaseSectionColorOrStrength(section, null, cleanVal, updateRequired, true);
}
#endregion
public static Hull Load(ContentXElement element, Submarine submarine, IdRemap idRemap)
{
Rectangle rect;
if (element.GetAttribute("rect") != null)
{
rect = element.GetAttributeRect("rect", Rectangle.Empty);
}
else
{
//backwards compatibility
rect = new Rectangle(
int.Parse(element.GetAttribute("x").Value),
int.Parse(element.GetAttribute("y").Value),
int.Parse(element.GetAttribute("width").Value),
int.Parse(element.GetAttribute("height").Value));
}
var hull = new Hull(rect, submarine, idRemap.GetOffsetId(element))
{
WaterVolume = element.GetAttributeFloat("water", 0.0f)
};
hull.linkedToID = new List<ushort>();
hull.ParseLinks(element, idRemap);
string originalAmbientLight = element.GetAttributeString("originalambientlight", null);
if (!string.IsNullOrWhiteSpace(originalAmbientLight))
{
hull.OriginalAmbientLight = XMLExtensions.ParseColor(originalAmbientLight, false);
}
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "decal":
string id = subElement.GetAttributeString("id", "");
Vector2 pos = subElement.GetAttributeVector2("pos", Vector2.Zero);
float scale = subElement.GetAttributeFloat("scale", 1.0f);
float timer = subElement.GetAttributeFloat("timer", 1.0f);
float baseAlpha = subElement.GetAttributeFloat("alpha", 1.0f);
var decal = hull.AddDecal(id, pos + hull.WorldRect.Location.ToVector2(), scale, true);
if (decal != null)
{
decal.FadeTimer = timer;
decal.BaseAlpha = baseAlpha;
}
break;
case "ballastflorabehavior":
Identifier identifier = subElement.GetAttributeIdentifier("identifier", Identifier.Empty);
BallastFloraPrefab prefab = BallastFloraPrefab.Find(identifier);
if (prefab != null)
{
hull.BallastFlora = new BallastFloraBehavior(hull, prefab, Vector2.Zero);
hull.BallastFlora.LoadSave(subElement, idRemap);
}
break;
}
}
string backgroundSectionStr = element.GetAttributeString("backgroundsections", "");
if (!string.IsNullOrEmpty(backgroundSectionStr))
{
string[] backgroundSectionStrSplit = backgroundSectionStr.Split(';');
foreach (string str in backgroundSectionStrSplit)
{
string[] backgroundSectionData = str.Split(':');
if (backgroundSectionData.Length != 3) { continue; }
Color color = XMLExtensions.ParseColor(backgroundSectionData[1]);
if (int.TryParse(backgroundSectionData[0], out int index) &&
float.TryParse(backgroundSectionData[2], NumberStyles.Any, CultureInfo.InvariantCulture, out float strength))
{
hull.SetSectionColorOrStrength(hull.BackgroundSections[index], color, strength);
}
}
}
hull.RefreshAveragePaintedColor();
SerializableProperty.DeserializeProperties(hull, element);
if (element.GetAttribute("oxygen") == null) { hull.Oxygen = hull.Volume; }
return hull;
}
public override XElement Save(XElement parentElement)
{
if (Submarine == null)
{
string errorMsg = "Error - tried to save a hull that's not a part of any submarine.\n" + Environment.StackTrace.CleanupStackTrace();
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Hull.Save:WorldHull", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
return null;
}
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", waterVolume)
);
if (linkedTo != null && linkedTo.Count > 0)
{
var saveableLinked = linkedTo.Where(l => l.ShouldBeSaved && (l.Removed == Removed)).ToList();
element.Add(new XAttribute("linked", string.Join(",", saveableLinked.Select(l => l.ID.ToString()))));
}
if (OriginalAmbientLight != null)
{
element.Add(new XAttribute("originalambientlight", XMLExtensions.ColorToString(OriginalAmbientLight.Value)));
}
if (BackgroundSections != null && BackgroundSections.Count > 0)
{
element.Add(
new XAttribute(
"backgroundsections",
string.Join(';', BackgroundSections.Where(b => b.ColorStrength > 0.01f).Select(b => b.Index + ":" + XMLExtensions.ColorToString(b.Color) + ":" + b.ColorStrength.ToString("G", CultureInfo.InvariantCulture)))));
}
foreach (Decal decal in decals)
{
element.Add(
new XElement("decal",
new XAttribute("id", decal.Prefab.Identifier),
new XAttribute("pos", XMLExtensions.Vector2ToString(decal.NonClampedPosition)),
new XAttribute("scale", decal.Scale.ToString("G", CultureInfo.InvariantCulture)),
new XAttribute("timer", decal.FadeTimer.ToString("G", CultureInfo.InvariantCulture)),
new XAttribute("alpha", decal.BaseAlpha.ToString("G", CultureInfo.InvariantCulture))
));
}
BallastFlora?.Save(element);
SerializableProperty.SerializeProperties(this, element);
parentElement.Add(element);
return element;
}
public override string ToString()
{
return $"{base.ToString()} ({DisplayName ?? "unnamed"}, {(Submarine?.Info?.Name ?? "no sub")})";
}
}
}