Files
LuaCsForBarotraumaEP/BarotraumaClient/Source/Map/Structure.cs
Juan Pablo Arce 8f37e14917 Split Machines ItemComponents
There's still a lot of work to do before we can get the server to compile
2017-06-18 14:36:11 -03:00

193 lines
6.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Factories;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Barotrauma.Networking;
using Barotrauma.Lights;
namespace Barotrauma
{
partial class WallSection
{
public ConvexHull hull;
}
partial class Structure : MapEntity, IDamageable, IServerSerializable
{
List<ConvexHull> convexHulls;
private void GenerateConvexHull()
{
// If not null and not empty , remove the hulls from the system
if (convexHulls != null && convexHulls.Any())
convexHulls.ForEach(x => x.Remove());
// list all of hulls for this structure
convexHulls = new List<ConvexHull>();
var mergedSections = new List<WallSection>();
foreach (var section in sections)
{
if (mergedSections.Count > 5)
{
mergedSections.Add(section);
GenerateMergedHull(mergedSections);
continue;
}
// if there is a gap and we have sections to merge, do it.
if (section.gap != null)
{
GenerateMergedHull(mergedSections);
}
else
{
mergedSections.Add(section);
}
}
// take care of any leftover pieces
if (mergedSections.Count > 0)
{
GenerateMergedHull(mergedSections);
}
}
private void GenerateMergedHull(List<WallSection> mergedSections)
{
if (!mergedSections.Any()) return;
Rectangle mergedRect = GenerateMergedRect(mergedSections);
var h = new ConvexHull(CalculateExtremes(mergedRect), Color.Black, this);
mergedSections.ForEach(x => x.hull = h);
convexHulls.Add(h);
mergedSections.Clear();
}
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
{
if (prefab.sprite == null) return;
Draw(spriteBatch, editing, back, null);
}
public override void DrawDamage(SpriteBatch spriteBatch, Effect damageEffect)
{
Draw(spriteBatch, false, false, damageEffect);
}
private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null)
{
if (prefab.sprite == null) return;
Color color = (isHighlighted) ? Color.Orange : Color.White;
if (IsSelected && editing)
{
color = Color.Red;
GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, -rect.Y, rect.Width, rect.Height), color);
}
Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
float depth = prefab.sprite.Depth;
depth -= (ID % 255) * 0.000001f;
if (back && damageEffect == null)
{
if (prefab.BackgroundSprite != null)
{
prefab.BackgroundSprite.DrawTiled(
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.Width, rect.Height),
color, Point.Zero);
}
}
SpriteEffects oldEffects = prefab.sprite.effects;
prefab.sprite.effects ^= SpriteEffects;
if (back == prefab.sprite.Depth > 0.5f || editing)
{
for (int i = 0; i < sections.Length; i++)
{
if (damageEffect != null)
{
float newCutoff = Math.Min((sections[i].damage / prefab.MaxHealth), 0.65f);
if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f)
{
damageEffect.Parameters["aCutoff"].SetValue(newCutoff);
damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
damageEffect.CurrentTechnique.Passes[0].Apply();
Submarine.DamageEffectCutoff = newCutoff;
}
}
Point textureOffset = new Point(
Math.Abs(rect.Location.X - sections[i].rect.Location.X),
Math.Abs(rect.Location.Y - sections[i].rect.Location.Y));
if (flippedX && isHorizontal)
{
textureOffset.X = rect.Width - textureOffset.X - sections[i].rect.Width;
}
prefab.sprite.DrawTiled(
spriteBatch,
new Vector2(sections[i].rect.X + drawOffset.X, -(sections[i].rect.Y + drawOffset.Y)),
new Vector2(sections[i].rect.Width, sections[i].rect.Height),
color,
textureOffset, depth);
}
}
prefab.sprite.effects = oldEffects;
}
public override XElement Save(XElement parentElement)
{
XElement element = new XElement("Structure");
element.Add(new XAttribute("name", prefab.Name),
new XAttribute("ID", ID),
new XAttribute("rect",
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
rect.Width + "," + rect.Height));
for (int i = 0; i < sections.Length; i++)
{
if (sections[i].damage == 0.0f) continue;
var sectionElement =
new XElement("section",
new XAttribute("i", i),
new XAttribute("damage", sections[i].damage));
if (sections[i].gap != null)
{
sectionElement.Add(new XAttribute("gap", sections[i].gap.ID));
}
element.Add(sectionElement);
}
parentElement.Add(element);
return element;
}
}
}