Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Map/Hull.cs

364 lines
14 KiB
C#

using Barotrauma.Networking;
using Barotrauma.Particles;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework.Input;
namespace Barotrauma
{
partial class Hull : MapEntity, ISerializableEntity, IServerSerializable
{
public const int MaxDecalsPerHull = 10;
public static WaterRenderer renderer;
private List<Decal> decals = new List<Decal>();
private Sound currentFlowSound;
private int soundIndex;
private float soundVolume;
public override bool DrawBelowWater
{
get
{
return decals.Count > 0;
}
}
public override bool DrawOverWater
{
get
{
return true;
}
}
public override bool IsMouseOn(Vector2 position)
{
if (!GameMain.DebugDraw && !ShowHulls) return false;
return (Submarine.RectContains(WorldRect, position) &&
!Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -8), position));
}
public Decal AddDecal(string decalName, Vector2 worldPosition, float scale = 1.0f)
{
if (decals.Count >= MaxDecalsPerHull) return null;
var decal = GameMain.DecalManager.CreateDecal(decalName, scale, worldPosition, this);
if (decal != null)
{
decals.Add(decal);
}
return decal;
}
public override void UpdateEditing(Camera cam)
{
if (!PlayerInput.KeyDown(Keys.Space)) return;
bool lClick = PlayerInput.LeftButtonClicked();
bool rClick = PlayerInput.RightButtonClicked();
if (!lClick && !rClick) return;
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
if (lClick)
{
foreach (MapEntity entity in mapEntityList)
{
if (entity == this || !entity.IsHighlighted) continue;
if (!entity.IsMouseOn(position)) continue;
if (entity.Linkable && entity.linkedTo != null) entity.linkedTo.Add(this);
}
}
else
{
foreach (MapEntity entity in mapEntityList)
{
if (entity == this || !entity.IsHighlighted) continue;
if (!entity.IsMouseOn(position)) continue;
if (entity.linkedTo != null && entity.linkedTo.Contains(this)) entity.linkedTo.Remove(this);
}
}
}
partial void UpdateProjSpecific(float deltaTime, Camera cam)
{
if (EditWater)
{
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
if (Submarine.RectContains(WorldRect, position))
{
if (PlayerInput.LeftButtonHeld())
{
WaterVolume += 1500.0f;
}
else if (PlayerInput.RightButtonHeld())
{
WaterVolume -= 1500.0f;
}
}
}
else if (EditFire)
{
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
if (Submarine.RectContains(WorldRect, position))
{
if (PlayerInput.LeftButtonClicked())
{
new FireSource(position, this);
}
}
}
foreach (Decal decal in decals)
{
decal.Update(deltaTime);
}
decals.RemoveAll(d => d.FadeTimer >= d.LifeTime);
float strongestFlow = 0.0f;
foreach (Gap gap in ConnectedGaps)
{
if (gap.IsRoomToRoom)
{
//only the first linked hull plays the flow sound
if (gap.linkedTo[1] == this) continue;
}
float gapFlow = gap.LerpedFlowForce.Length();
if (gapFlow > strongestFlow)
{
strongestFlow = gapFlow;
}
}
if (strongestFlow > 1.0f)
{
soundVolume = soundVolume + ((strongestFlow < 100.0f) ? -deltaTime * 0.5f : deltaTime * 0.5f);
soundVolume = MathHelper.Clamp(soundVolume, 0.0f, 1.0f);
int index = (int)Math.Floor(MathHelper.Lerp(0, SoundPlayer.FlowSounds.Count - 1, strongestFlow / 600.0f));
index = Math.Min(index, SoundPlayer.FlowSounds.Count - 1);
var flowSound = SoundPlayer.FlowSounds[index];
if (flowSound != currentFlowSound && soundIndex > -1)
{
Sounds.SoundManager.Stop(soundIndex);
currentFlowSound = null;
soundIndex = -1;
}
currentFlowSound = flowSound;
soundIndex = currentFlowSound.Loop(soundIndex, soundVolume, WorldPosition, Math.Min(strongestFlow * 5.0f, 2000.0f));
}
else
{
if (soundIndex > -1)
{
Sounds.SoundManager.Stop(soundIndex);
currentFlowSound = null;
soundIndex = -1;
}
}
if (waterVolume < 1.0f) return;
for (int i = 1; i < waveY.Length - 1; i++)
{
float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
if (maxDelta > Rand.Range(1.0f, 10.0f))
{
var particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]);
if (Submarine != null) particlePos += Submarine.Position;
GameMain.ParticleManager.CreateParticle("mist",
particlePos,
new Vector2(0.0f, -50.0f), 0.0f, this);
}
}
}
private void DrawDecals(SpriteBatch spriteBatch)
{
Rectangle hullDrawRect = rect;
if (Submarine != null) hullDrawRect.Location += Submarine.DrawPosition.ToPoint();
float depth = 1.0f;
foreach (Decal d in decals)
{
d.Draw(spriteBatch, this, depth);
depth -= 0.000001f;
}
}
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
{
if (back && Screen.Selected != GameMain.SubEditorScreen)
{
DrawDecals(spriteBatch);
return;
}
Rectangle drawRect;
if (!Visible)
{
drawRect =
Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
GUI.DrawRectangle(spriteBatch,
new Vector2(drawRect.X, -drawRect.Y),
new Vector2(rect.Width, rect.Height),
Color.Black, true,
0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
}
if (!ShowHulls && !GameMain.DebugDraw) return;
if (!editing && !GameMain.DebugDraw) return;
if (aiTarget != null) aiTarget.Draw(spriteBatch);
drawRect =
Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
GUI.DrawRectangle(spriteBatch,
new Vector2(drawRect.X, -drawRect.Y),
new Vector2(rect.Width, rect.Height),
Color.Blue, false, (ID % 255) * 0.000001f, (int)Math.Max((1.5f / Screen.Selected.Cam.Zoom), 1.0f));
GUI.DrawRectangle(spriteBatch,
new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height),
Color.Red * ((100.0f - OxygenPercentage) / 400.0f), true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
if (GameMain.DebugDraw)
{
GUI.SmallFont.DrawString(spriteBatch, "Pressure: " + ((int)pressure - rect.Y).ToString() +
" - Oxygen: " + ((int)OxygenPercentage), new Vector2(drawRect.X + 5, -drawRect.Y + 5), Color.White);
GUI.SmallFont.DrawString(spriteBatch, waterVolume + " / " + Volume, new Vector2(drawRect.X + 5, -drawRect.Y + 20), Color.White);
GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * Math.Min(waterVolume / Volume, 1.0f))), Color.Cyan, true);
if (WaterVolume > Volume)
{
GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * (waterVolume - Volume) / MaxCompress)), Color.Red, true);
}
GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, 100), Color.Black);
}
if ((IsSelected || isHighlighted) && editing)
{
GUI.DrawRectangle(spriteBatch,
new Vector2(drawRect.X + 5, -drawRect.Y + 5),
new Vector2(rect.Width - 10, rect.Height - 10),
isHighlighted ? Color.LightBlue * 0.5f : Color.Red * 0.5f, true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
}
}
public void Render(GraphicsDevice graphicsDevice, Camera cam)
{
if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
Vector2 submarinePos = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
//calculate where the surface should be based on the water volume
float top = rect.Y + submarinePos.Y;
float bottom = top - rect.Height;
float drawSurface = surface + submarinePos.Y;
Matrix transform = cam.Transform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
if (bottom > cam.WorldView.Y || top < cam.WorldView.Y - cam.WorldView.Height) return;
if (!update)
{
// create the four corners of our triangle.
Vector3[] corners = new Vector3[4];
corners[0] = new Vector3(rect.X, rect.Y, 0.0f);
corners[1] = new Vector3(rect.X + rect.Width, rect.Y, 0.0f);
corners[2] = new Vector3(corners[1].X, rect.Y - rect.Height, 0.0f);
corners[3] = new Vector3(corners[0].X, corners[2].Y, 0.0f);
Vector2[] uvCoords = new Vector2[4];
for (int i = 0; i < 4; i++)
{
corners[i] += new Vector3(submarinePos, 0.0f);
uvCoords[i] = Vector2.Transform(new Vector2(corners[i].X, -corners[i].Y), transform);
}
renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
renderer.PositionInBuffer += 6;
return;
}
float x = rect.X + Submarine.DrawPosition.X;
int start = (int)Math.Floor((cam.WorldView.X - x) / WaveWidth);
start = Math.Max(start, 0);
int end = (waveY.Length - 1)
- (int)Math.Floor((float)((x + rect.Width) - (cam.WorldView.X + cam.WorldView.Width)) / WaveWidth);
end = Math.Min(end, waveY.Length - 1);
x += start * WaveWidth;
for (int i = start; i < end; i++)
{
if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
Vector3[] corners = new Vector3[4];
corners[0] = new Vector3(x, top, 0.0f);
corners[3] = new Vector3(corners[0].X, drawSurface + waveY[i], 0.0f);
//skip adjacent "water rects" if the surface of the water is roughly at the same position
int width = WaveWidth;
while (i < end - 1 && Math.Abs(waveY[i + 1] - waveY[i]) < 1.0f)
{
width += WaveWidth;
i++;
}
corners[1] = new Vector3(x + width, top, 0.0f);
corners[2] = new Vector3(corners[1].X, drawSurface + waveY[i + 1], 0.0f);
Vector2[] uvCoords = new Vector2[4];
for (int n = 0; n < 4; n++)
{
uvCoords[n] = Vector2.Transform(new Vector2(corners[n].X, -corners[n].Y), transform);
}
renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
renderer.PositionInBuffer += 6;
x += width;
}
}
}
}