1945 lines
73 KiB
C#
1945 lines
73 KiB
C#
using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Threading;
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using System.Xml.Linq;
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using Barotrauma.MapCreatures.Behavior;
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using Barotrauma.Items.Components;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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/// <summary>
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/// Thread-safe wrapper for Hull list operations.
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/// Uses copy-on-write pattern for lock-free reads.
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/// </summary>
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internal class ThreadSafeHullList : IEnumerable<Hull>
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{
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private volatile List<Hull> _list = new List<Hull>();
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private readonly object _writeLock = new object();
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public int Count => _list.Count;
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public void Add(Hull hull)
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{
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lock (_writeLock)
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{
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var newList = new List<Hull>(_list) { hull };
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Interlocked.Exchange(ref _list, newList);
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}
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}
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public bool Remove(Hull hull)
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{
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lock (_writeLock)
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{
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var newList = new List<Hull>(_list);
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bool removed = newList.Remove(hull);
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if (removed)
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{
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Interlocked.Exchange(ref _list, newList);
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}
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return removed;
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}
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}
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public void Clear()
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{
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Interlocked.Exchange(ref _list, new List<Hull>());
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}
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public bool Contains(Hull hull) => _list.Contains(hull);
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public Hull this[int index] => _list[index];
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public IEnumerator<Hull> GetEnumerator() => _list.GetEnumerator();
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System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
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// LINQ-friendly methods
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public List<Hull> ToList() => new List<Hull>(_list);
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public Hull FirstOrDefault(Func<Hull, bool> predicate) => _list.FirstOrDefault(predicate);
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public Hull Find(Predicate<Hull> predicate) => _list.Find(predicate);
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public List<Hull> FindAll(Predicate<Hull> predicate) => _list.FindAll(predicate);
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public IEnumerable<Hull> Where(Func<Hull, bool> predicate) => _list.Where(predicate);
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public bool Any() => _list.Any();
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public bool Any(Func<Hull, bool> predicate) => _list.Any(predicate);
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public bool Exists(Predicate<Hull> predicate) => _list.Exists(predicate);
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public void ForEach(Action<Hull> action) => _list.ForEach(action);
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}
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/// <summary>
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/// Thread-safe wrapper for EntityGrid list operations.
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/// Uses copy-on-write pattern for lock-free reads.
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/// </summary>
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internal class ThreadSafeEntityGridList : IEnumerable<EntityGrid>
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{
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private volatile List<EntityGrid> _list = new List<EntityGrid>();
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private readonly object _writeLock = new object();
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public int Count => _list.Count;
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public void Add(EntityGrid grid)
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{
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lock (_writeLock)
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{
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var newList = new List<EntityGrid>(_list) { grid };
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Interlocked.Exchange(ref _list, newList);
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}
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}
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public bool Remove(EntityGrid grid)
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{
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lock (_writeLock)
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{
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var newList = new List<EntityGrid>(_list);
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bool removed = newList.Remove(grid);
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if (removed)
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{
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Interlocked.Exchange(ref _list, newList);
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}
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return removed;
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}
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}
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public void Clear()
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{
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Interlocked.Exchange(ref _list, new List<EntityGrid>());
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}
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public EntityGrid this[int index] => _list[index];
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public IEnumerator<EntityGrid> GetEnumerator() => _list.GetEnumerator();
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System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() => GetEnumerator();
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// LINQ-friendly methods
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public List<EntityGrid> ToList() => new List<EntityGrid>(_list);
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public EntityGrid FirstOrDefault(Func<EntityGrid, bool> predicate) => _list.FirstOrDefault(predicate);
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public EntityGrid Find(Predicate<EntityGrid> predicate) => _list.Find(predicate);
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public IEnumerable<EntityGrid> Where(Func<EntityGrid, bool> predicate) => _list.Where(predicate);
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public bool Any() => _list.Any();
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}
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partial class BackgroundSection
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{
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public Rectangle Rect;
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public ushort Index;
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public ushort RowIndex;
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private Vector4 colorVector4;
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private Color color;
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public readonly Vector2 Noise;
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public readonly Color DirtColor;
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#if CLIENT
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public Sprite GrimeSprite;
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#endif
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public float ColorStrength
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{
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get;
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protected set;
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}
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public Color Color
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{
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get { return color; }
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protected set
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{
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color = value;
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colorVector4 = new Vector4(value.R / 255.0f, value.G / 255.0f, value.B / 255.0f, value.A / 255.0f);
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}
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}
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public BackgroundSection(Rectangle rect, ushort index, ushort rowIndex)
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{
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Rect = rect;
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Index = index;
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ColorStrength = 0.0f;
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RowIndex = rowIndex;
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Noise = new Vector2(
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PerlinNoise.GetPerlin(Rect.X / 1000.0f, Rect.Y / 1000.0f),
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PerlinNoise.GetPerlin(Rect.Y / 1000.0f + 0.5f, Rect.X / 1000.0f + 0.5f));
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Color = DirtColor = Color.Lerp(new Color(10, 10, 10, 100), new Color(54, 57, 28, 200), Noise.X);
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#if CLIENT
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GrimeSprite = DecalManager.GrimeSprites[$"{nameof(GrimeSprite)}{index % DecalManager.GrimeSpriteCount}"].Sprite;
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#endif
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}
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public BackgroundSection(Rectangle rect, ushort index, float colorStrength, Color color, ushort rowIndex)
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{
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System.Diagnostics.Debug.Assert(rect.Width > 0 && rect.Height > 0);
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Rect = rect;
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Index = index;
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ColorStrength = colorStrength;
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Color = color;
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RowIndex = rowIndex;
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Noise = new Vector2(
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PerlinNoise.GetPerlin(Rect.X / 1000.0f, Rect.Y / 1000.0f),
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PerlinNoise.GetPerlin(Rect.Y / 1000.0f + 0.5f, Rect.X / 1000.0f + 0.5f));
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DirtColor = Color.Lerp(new Color(10, 10, 10, 100), new Color(54, 57, 28, 200), Noise.X);
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#if CLIENT
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GrimeSprite = DecalManager.GrimeSprites[$"{nameof(GrimeSprite)}{index % DecalManager.GrimeSpriteCount}"].Sprite;
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#endif
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}
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public bool SetColor(Color color)
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{
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if (Color == color) { return false; }
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Color = color;
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return true;
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}
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public float SetColorStrength(float colorStrength)
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{
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if (ColorStrength == colorStrength) { return -1f; }
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float previous = ColorStrength;
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ColorStrength = colorStrength;
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return previous;
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}
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public bool LerpColor(Color to, float amount)
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{
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if (Color == to) { return false; }
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colorVector4 = Vector4.Lerp(colorVector4, to.ToVector4(), amount);
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color = new Color(colorVector4);
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return true;
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}
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public Color GetStrengthAdjustedColor()
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{
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return Color * ColorStrength;
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}
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}
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partial class Hull : MapEntity, ISerializableEntity, IServerSerializable
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{
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public readonly static ThreadSafeHullList HullList = new ThreadSafeHullList();
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public readonly static ThreadSafeEntityGridList EntityGrids = new ThreadSafeEntityGridList();
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public static bool ShowHulls = true;
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public static bool EditWater, EditFire;
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public const float OxygenDistributionSpeed = 30000.0f;
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public const float OxygenDeteriorationSpeed = 0.3f;
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public const float OxygenConsumptionSpeed = 700.0f;
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private const float DecalAlphaRemoveThreshold = 0.001f;
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public const int WaveWidth = 32;
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public static float WaveStiffness = 0.01f;
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public static float WaveSpread = 0.02f;
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public static float WaveDampening = 0.02f;
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//how much excess water the room can contain, relative to the volume of the room.
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//needed to make it possible for pressure to "push" water up through U-shaped hull configurations
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public const float MaxCompress = 1.05f;
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public const int BackgroundSectionSize = 16;
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public const int BackgroundSectionsPerNetworkEvent = 16;
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public readonly Dictionary<Identifier, SerializableProperty> properties;
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public Dictionary<Identifier, SerializableProperty> SerializableProperties
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{
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get { return properties; }
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}
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/// <summary>
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/// How fast the pressure in the hull builds up when there's a gap leading outside
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/// </summary>
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public const float PressureBuildUpSpeed = 15.0f;
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/// <summary>
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/// How fast the pressure in the hull goes back to normal when it's no longer full of water
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/// </summary>
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public const float PressureDropSpeed = 10.0f;
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private float lethalPressure;
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private float surface;
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private float waterVolume;
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private float pressure;
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private float oxygen;
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private bool update;
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public bool Visible = true;
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private float[] waveY; //displacement from the surface of the water
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private float[] waveVel; //velocity of the point
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private float[] leftDelta;
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private float[] rightDelta;
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public const int MaxDecalsPerHull = 10;
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private readonly List<Decal> decals = new List<Decal>();
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public readonly List<Gap> ConnectedGaps = new List<Gap>();
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public override string Name => "Hull";
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public LocalizedString DisplayName
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{
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get;
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private set;
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}
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private readonly HashSet<Identifier> moduleTags = new HashSet<Identifier>();
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/// <summary>
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/// Inherited flags from outpost generation.
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/// </summary>
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public IEnumerable<Identifier> OutpostModuleTags => moduleTags;
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private string roomName;
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[Editable, Serialize("", IsPropertySaveable.Yes, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName).Fallback(roomName);
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if (!IsWetRoom && ForceAsWetRoom)
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{
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IsWetRoom = true;
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}
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}
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}
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public Color? OriginalAmbientLight = null;
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private Color ambientLight;
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[Editable, Serialize("0,0,0,0", IsPropertySaveable.Yes)]
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public Color AmbientLight
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{
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get { return ambientLight; }
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set
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{
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ambientLight = value;
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#if CLIENT
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lastAmbientLightEditTime = Timing.TotalTime;
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#endif
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}
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}
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public override Rectangle Rect
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{
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get
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{
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return base.Rect;
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}
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set
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{
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float prevOxygenPercentage = OxygenPercentage;
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if (value.Width != rect.Width)
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{
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int arraySize = (int)Math.Ceiling((float)value.Width / WaveWidth + 1);
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waveY = new float[arraySize];
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waveVel = new float[arraySize];
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leftDelta = new float[arraySize];
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rightDelta = new float[arraySize];
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}
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base.Rect = value;
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if (Submarine == null || !Submarine.Loading)
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{
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Item.UpdateHulls();
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Gap.UpdateHulls();
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}
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OxygenPercentage = prevOxygenPercentage;
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surface = rect.Y - rect.Height + WaterVolume / rect.Width;
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#if CLIENT
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drawSurface = surface;
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#endif
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Pressure = surface;
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CreateBackgroundSections();
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}
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}
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public override bool Linkable
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{
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get { return true; }
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}
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public float LethalPressure
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{
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get { return lethalPressure; }
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set { lethalPressure = MathHelper.Clamp(value, 0.0f, 100.0f); }
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}
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public Vector2 Size
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{
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get { return new Vector2(rect.Width, rect.Height); }
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}
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public float CeilingHeight
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{
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get;
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private set;
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}
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public float Surface
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{
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get { return surface; }
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}
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public float WorldSurface
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{
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get { return Submarine == null ? surface : surface + Submarine.Position.Y; }
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}
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public float WaterVolume
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{
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get { return waterVolume; }
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set
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{
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if (!MathUtils.IsValid(value)) { return; }
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waterVolume = MathHelper.Clamp(value, 0.0f, Volume * MaxCompress);
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if (waterVolume <= Volume)
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{
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//recalculate pressure, but only if there's less water than the volume, above that point the "overpressure" logic kicks in
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Pressure = rect.Y - rect.Height + waterVolume / rect.Width;
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}
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if (waterVolume > 0.0f)
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{
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update = true;
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}
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}
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}
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[Serialize(100000.0f, IsPropertySaveable.Yes)]
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public float Oxygen
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{
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get { return oxygen; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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oxygen = MathHelper.Clamp(value, 0.0f, Volume);
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}
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}
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public bool IsAirlock { get; private set; }
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private bool ForceAsWetRoom =>
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roomName != null && (
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roomName.Contains("ballast", StringComparison.OrdinalIgnoreCase) ||
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roomName.Contains("bilge", StringComparison.OrdinalIgnoreCase) ||
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roomName.Contains("airlock", StringComparison.OrdinalIgnoreCase) ||
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roomName.Contains("dockingport", StringComparison.OrdinalIgnoreCase));
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private bool isWetRoom;
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[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.")]
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public bool IsWetRoom
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{
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get { return isWetRoom; }
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set
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{
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isWetRoom = value;
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if (ForceAsWetRoom)
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{
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isWetRoom = true;
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}
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}
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}
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private bool avoidStaying;
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[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.")]
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public bool AvoidStaying
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{
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get { return avoidStaying || IsWetRoom; }
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set
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{
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avoidStaying = value;
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if (IsWetRoom)
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{
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avoidStaying = true;
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}
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}
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}
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public float WaterPercentage => MathUtils.Percentage(WaterVolume, Volume);
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public float OxygenPercentage
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{
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get { return Volume <= 0.0f ? 100.0f : oxygen / Volume * 100.0f; }
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set { Oxygen = (value / 100.0f) * Volume; }
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}
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public float Volume
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{
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get { return rect.Width * rect.Height; }
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}
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public float Pressure
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{
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get { return pressure; }
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set { pressure = value; }
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}
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public float[] WaveY
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{
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get { return waveY; }
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}
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public float[] WaveVel
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{
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get { return waveVel; }
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}
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// sections of a decorative background that can be painted
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public List<BackgroundSection> BackgroundSections
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{
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get;
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private set;
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}
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/// <summary>
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/// Note that sector != section: a sector is a group of <see cref="BackgroundSectionsPerNetworkEvent"/> sections that are updated together in a single network event.
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/// </summary>
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private readonly HashSet<int> pendingSectorUpdates = new HashSet<int>();
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public int xBackgroundMax, yBackgroundMax;
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public bool SupportsPaintedColors
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{
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get
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{
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return BackgroundSections != null;
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}
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}
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private const int SectionWidth = 4;
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private const int SectionHeight = 4;
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private const float minColorStrength = 0.0f;
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private const float maxColorStrength = 0.7f;
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private bool networkUpdatePending;
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private float networkUpdateTimer;
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/// <summary>
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/// Average color of the background sections
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/// </summary>
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public Color AveragePaintedColor { get; private set; }
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/// <summary>
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/// Returns true if the red component of the background color is twice as bright as the blue and green. Can be used by StatusEffects.
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/// </summary>
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public bool IsRed => ColorExtensions.IsRedDominant(AveragePaintedColor, minimumAlpha: 100);
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/// <summary>
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/// Returns true if the green component of the background color is twice as bright as the red and blue. Can be used by StatusEffects.
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/// </summary>
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public bool IsGreen => ColorExtensions.IsGreenDominant(AveragePaintedColor, minimumAlpha: 100);
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/// <summary>
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/// Returns true if the blue component of the background color is twice as bright as the red and green. Can be used by StatusEffects.
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/// </summary>
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public bool IsBlue => ColorExtensions.IsBlueDominant(AveragePaintedColor, minimumAlpha: 100);
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public const int MaxFireSources = 16;
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public List<FireSource> FireSources { get; private set; }
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public List<DummyFireSource> FakeFireSources { get; private set; }
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/// <summary>
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/// Can be used by conditionals
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/// </summary>
|
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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;
|
|
|
|
SingleThreadWorker.Instance.AddAction(() =>
|
|
{
|
|
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 <= DecalAlphaRemoveThreshold)
|
|
{
|
|
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"/> - ThreadLocal for thread safety
|
|
/// </summary>
|
|
private static readonly ThreadLocal<Dictionary<Hull, float>> cachedDistancesLocal =
|
|
new ThreadLocal<Dictionary<Hull, float>>(() => new Dictionary<Hull, float>());
|
|
/// <summary>
|
|
/// Used in <see cref="GetApproximateDistance"/> - ThreadLocal for thread safety
|
|
/// </summary>
|
|
private static readonly ThreadLocal<PriorityQueue<(Hull hull, Vector2 pos), float>> priorityQueueLocal =
|
|
new ThreadLocal<PriorityQueue<(Hull hull, Vector2 pos), float>>(() => new PriorityQueue<(Hull hull, Vector2 pos), float>());
|
|
|
|
private static Dictionary<Hull, float> cachedDistances => cachedDistancesLocal.Value;
|
|
private static PriorityQueue<(Hull hull, Vector2 pos), float> priorityQueue => priorityQueueLocal.Value;
|
|
|
|
/// <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 currentHull.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)
|
|
{
|
|
// Don't attempt to clean the decal if it's already below the remove threshold, since the server
|
|
// is already gonna remove the decal for us, sending another decal update event would result in
|
|
// us potentially modifying a different decal since the indices can briefly desync.
|
|
if (decal.BaseAlpha <= DecalAlphaRemoveThreshold)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
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")})";
|
|
}
|
|
}
|
|
}
|