Files
LuaCsForBarotraumaEP/Subsurface/Map/Gap.cs
2015-06-07 18:03:08 +03:00

589 lines
22 KiB
C#

using System;
using System.Collections.Generic;
using System.Xml.Linq;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.ObjectModel;
namespace Subsurface
{
class Gap : MapEntity
{
public bool isHorizontal;
//private Sound waterSound;
//a value between 0.0f-1.0f (0.0 = closed, 1.0f = open)
float open;
//the force of the water flow which is exerted on physics bodies
Vector2 flowForce;
Hull flowTargetHull;
float higherSurface;
float lowerSurface;
private int soundIndex;
float soundVolume;
public float Open
{
get { return open; }
set { open = MathHelper.Clamp(value, 0.0f, 1.0f); }
}
public Vector2 FlowForce
{
get { return flowForce*soundVolume; }
}
public Hull FlowTargetHull
{
get { return flowTargetHull; }
}
public Gap(Rectangle newRect)
{
rect = newRect;
linkedTo = new ObservableCollection<MapEntity>();
//waterSound = new Sound("waterstream", 0.0f);
flowForce = Vector2.Zero;
isHorizontal = (rect.Width < rect.Height);
open = 1.0f;
FindHulls();
mapEntityList.Add(this);
}
public Gap(Rectangle newRect, bool isHorizontal)
{
rect = newRect;
linkedTo = new ObservableCollection<MapEntity>();
flowForce = Vector2.Zero;
this.isHorizontal = isHorizontal;
open = 1.0f;
FindHulls();
mapEntityList.Add(this);
}
public static void UpdateHulls()
{
foreach (MapEntity entity in mapEntityList)
{
Gap g = entity as Gap;
if (g != null) g.FindHulls();
}
}
public override bool Contains(Vector2 position)
{
return (Map.RectContains(rect, position) &&
!Map.RectContains(new Rectangle(rect.X + 4, rect.Y - 4, rect.Width - 8, rect.Height - 8), position));
}
private void FindHulls()
{
Hull[] hulls = new Hull[2];
linkedTo.Clear();
foreach (Hull h in Hull.hullList)
{
if (!Map.RectsOverlap(h.Rect, rect, false)) continue;
//if the gap is inside the hull completely, ignore it
if (rect.X > h.Rect.X && rect.X + rect.Width < h.Rect.X+h.Rect.Width &&
rect.Y < h.Rect.Y && rect.Y - rect.Height > h.Rect.Y - h.Rect.Height) continue;
for (int i = 0; i < 2; i++ )
{
if (hulls[i] != null) continue;
hulls[i] = h;
break;
}
if (hulls[1] != null) break;
}
if (hulls[0] == null && hulls[1] == null) return;
if (hulls[0]!=null && hulls[1]!=null)
{
if ((isHorizontal && hulls[0].Rect.X > hulls[1].Rect.X) || (!isHorizontal && hulls[0].Rect.Y < hulls[1].Rect.Y))
{
//make sure that hull1 is the lefthand room if the gap is horizontal,
//or that hull1 is the upper hull if the gap is vertical
Hull temp = hulls[0];
hulls[0] = hulls[1];
hulls[1] = temp;
}
}
linkedTo.Add(hulls[0]);
if (hulls[1] != null) linkedTo.Add(hulls[1]);
//if (hull1 != null && hull2 != null)
//{
// if (isHorizontal)
// {
// //make sure that water1 is the lefthand room
// //or that water2 is null if the gap doesn't lead to another room
// if (hull1.Rect.X < hull2.Rect.X)
// {
// linkedTo.Add(hull1);
// linkedTo.Add(hull2);
// }
// else
// {
// linkedTo.Add(hull2);
// linkedTo.Add(hull1);
// }
// }
// else
// {
// //make sure that water1 is the room on the top
// //or that water2 is null if the gap doesn't lead to another room
// if (hull1.Rect.Y > hull2.Rect.Y)
// {
// linkedTo.Add(hull1);
// linkedTo.Add(hull2);
// }
// else
// {
// linkedTo.Add(hull2);
// linkedTo.Add(hull1);
// }
// }
//}
//else
//{
// linkedTo.Add(hull1);
//}
}
public override void Draw(SpriteBatch sb, bool editing)
{
//if (linkedTo[0] != null)
// GUI.DrawLine(sb, new Vector2(Position.X, Position.Y),
// new Vector2(linkedTo[0].Position.X, linkedTo[0].Position.Y), Color.Blue);
//if (linkedTo.Count > 1 && linkedTo[1] != null)
// GUI.DrawLine(sb, new Vector2(Position.X, Position.Y),
// new Vector2(linkedTo[1].Position.X, linkedTo[1].Position.Y), Color.Blue);
//GUI.DrawLine(sb, new Vector2(Position.X, -Position.Y), new Vector2(Position.X, -Position.Y)+new Vector2(flowForce.X, -flowForce.Y), Color.LightBlue);
if (!editing) return;
Color clr = (open == 0.0f) ? Color.Red : Color.Cyan;
GUI.DrawRectangle(sb, new Rectangle(rect.X, -rect.Y, rect.Width, rect.Height), clr);
if (isSelected)
{
GUI.DrawRectangle(sb,
new Vector2(rect.X - 5, -rect.Y - 5),
new Vector2(rect.Width + 10, rect.Height + 10),
Color.Red);
}
//HUD.DrawLine(sb, new Vector2(position.X, -position.Y),
// isHorizontal ? new Vector2(position.X, -position.Y + size) : new Vector2(position.X + size, -position.Y),
// clr);
}
public override void Update(Camera cam, float deltaTime)
{
soundVolume = soundVolume + ((flowForce.Length() < 100.0f) ? -deltaTime * 0.5f : deltaTime * 0.5f);
soundVolume = MathHelper.Clamp(soundVolume, 0.0f, 1.0f);
int index = (int)Math.Floor(flowForce.Length() / 100.0f);
index = Math.Min(index,2);
soundIndex = AmbientSoundManager.flowSounds[index].Loop(soundIndex, soundVolume, Position, 2000.0f);
//soundVolume = Math.Max(0.0f, soundVolume-deltaTime);
//Sound.UpdatePosition(soundIndex, Position, 2000.0f);
flowForce = Vector2.Zero;
if (open == 0.0f) return;
UpdateOxygen();
if (linkedTo.Count == 1)
{
//gap leading from a room to outside
UpdateRoomToOut(deltaTime);
}
else
{
//gap leading from a room to another
UpdateRoomToRoom(deltaTime);
}
if (FlowForce.Length() > 150.0f && flowTargetHull!=null && flowTargetHull.Volume < flowTargetHull.FullVolume)
{
//UpdateFlowForce();
Vector2 pos = SimPosition;
if (isHorizontal)
{
pos.Y = ConvertUnits.ToSimUnits(MathHelper.Clamp(lowerSurface, rect.Y-rect.Height, rect.Y));
Game1.particleManager.CreateParticle("watersplash",
new Vector2(pos.X, pos.Y - ToolBox.RandomFloat(0.0f, 0.1f)),
new Vector2(flowForce.X * ToolBox.RandomFloat(0.005f, 0.007f), flowForce.Y * ToolBox.RandomFloat(0.005f, 0.007f)));
pos.Y = ConvertUnits.ToSimUnits(ToolBox.RandomFloat(lowerSurface, rect.Y - rect.Height));
Game1.particleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
}
else
{
pos.Y += Math.Sign(flowForce.Y) * ConvertUnits.ToSimUnits(rect.Height / 2.0f);
for (int i = 0; i < rect.Width; i += (int)ToolBox.RandomFloat(80, 100))
{
pos.X = ConvertUnits.ToSimUnits(ToolBox.RandomFloat(rect.X, rect.X+rect.Width));
Subsurface.Particles.Particle splash = Game1.particleManager.CreateParticle("watersplash", pos,
new Vector2(flowForce.X * ToolBox.RandomFloat(0.005f, 0.008f), flowForce.Y * ToolBox.RandomFloat(0.005f, 0.008f)));
if (splash!=null) splash.Size = splash.Size * MathHelper.Clamp(rect.Width / 50.0f, 0.8f, 4.0f);
Game1.particleManager.CreateParticle("bubbles", pos, flowForce / 200.0f);
}
}
}
}
void UpdateRoomToRoom(float deltaTime)
{
if (linkedTo.Count < 2) return;
Hull hull1 = (Hull)linkedTo[0];
Hull hull2 = (Hull)linkedTo[1];
if (hull1.Volume == 0.0 && hull2.Volume == 0.0) return;
float size = (isHorizontal) ? rect.Height : rect.Width;
//a variable affecting the water flow through the gap
//the larger the gap is, the faster the water flows
float sizeModifier = size / 100.0f * open;
//horizontal gap (such as a regular door)
if (isHorizontal)
{
//higherSurface = Math.Min(hull1.Surface,hull2.Surface);
float delta=0.0f;
//water level is above the lower boundary of the gap
if (Math.Max(hull1.Surface+hull1.WaveY[hull1.WaveY.Length - 1], hull2.Surface+hull2.WaveY[0]) > rect.Y - size)
{
int dir = (hull1.Pressure > hull2.Pressure) ? 1 : -1;
//water flowing from the righthand room to the lefthand room
if (dir == -1)
{
if (!(hull2.Volume > 0.0f)) return;
lowerSurface = hull1.Surface - hull1.WaveY[hull1.WaveY.Length - 1];
//delta = Math.Min((room2.water.pressure - room1.water.pressure) * sizeModifier, Math.Min(room2.water.Volume, room2.Volume));
//delta = Math.Min(delta, room1.Volume - room1.water.Volume + Water.MaxCompress);
flowTargetHull = hull1;
//make sure not to move more than what the room contains
delta = Math.Min((hull2.Pressure - hull1.Pressure) * sizeModifier, Math.Min(hull2.Volume, hull2.FullVolume));
//make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, hull1.FullVolume + Hull.MaxCompress - (hull1.Volume));
hull1.Volume += delta;
hull2.Volume -= delta;
if (hull1.Volume > hull1.FullVolume)
hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + hull2.Pressure) / 2);
flowForce = new Vector2(-delta, 0.0f);
}
else if (dir == 1)
{
if (!(hull1.Volume > 0.0f)) return;
lowerSurface = hull2.Surface - hull2.WaveY[1];
flowTargetHull = hull2;
//make sure not to move more than what the room contains
delta = Math.Min((hull1.Pressure - hull2.Pressure) * sizeModifier, Math.Min(hull1.Volume, hull1.FullVolume));
//make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, hull2.FullVolume + Hull.MaxCompress - (hull2.Volume));
hull1.Volume -= delta;
hull2.Volume += delta;
if (hull2.Volume > hull2.FullVolume)
hull2.Pressure = Math.Max(hull2.Pressure, (hull1.Pressure + hull2.Pressure) / 2);
flowForce = new Vector2(delta, 0.0f);
}
if (delta>100.0f)
{
float avg = (hull1.Surface + hull2.Surface) / 2.0f;
//float avgVel = (hull2.WaveVel[1] + hull1.WaveVel[hull1.WaveY.Length - 2]) / 2.0f;
if (hull1.Volume < hull1.FullVolume - Hull.MaxCompress &&
hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1] < rect.Y)
{
hull1.WaveVel[hull1.WaveY.Length - 1] = (avg-(hull1.Surface + hull1.WaveY[hull1.WaveY.Length - 1]))*0.1f;
hull1.WaveVel[hull1.WaveY.Length - 2] = hull1.WaveVel[hull1.WaveY.Length - 1];
}
if (hull2.Volume < hull2.FullVolume - Hull.MaxCompress &&
hull2.Surface + hull2.WaveY[0] < rect.Y)
{
hull2.WaveVel[0] = (avg - (hull2.Surface + hull2.WaveY[0])) * 0.1f;
hull2.WaveVel[1] = hull2.WaveVel[0];
}
}
}
}
else
{
//lower room is full of water
if (hull2.Pressure > hull1.Pressure)
{
float delta = Math.Min(hull2.Volume - hull2.FullVolume + Hull.MaxCompress / 2.0f, deltaTime * 8000.0f * sizeModifier);
flowForce = new Vector2(0.0f, Math.Min(hull2.Pressure - hull1.Pressure, 500.0f));
delta = Math.Max(delta, 0.0f);
hull1.Volume += delta;
hull2.Volume -= delta;
flowTargetHull = hull1;
//delta = (water2.Pressure - water1.Pressure) * 0.1f;
//if (delta > 0.1f)
//{
// int posX = (int)((rect.X + size / 2.0f - water1.Rect.X) / Hull.WaveWidth);
// //water1.WaveY[posX] = delta;
// water1.WaveVel[posX] = delta * 0.01f;
//}
if (hull1.Volume > hull1.FullVolume)
{
hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + hull2.Pressure) / 2);
}
}
//there's water in the upper room, drop to lower
else if (hull1.Volume > 0)
{
flowTargetHull = hull2;
//make sure the amount of water moved isn't more than what the room contains
float delta = Math.Min(hull1.Volume, deltaTime * 10000f * sizeModifier);
//make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, (hull2.FullVolume + Math.Max(hull1.Volume - hull1.FullVolume, 0.0f)) - hull2.Volume + Hull.MaxCompress / 4.0f);
hull1.Volume -= delta;
hull2.Volume += delta;
if (hull2.Volume > hull2.FullVolume)
{
hull2.Pressure = Math.Max(hull2.Pressure, (hull1.Pressure + hull2.Pressure) / 2);
}
flowForce = new Vector2(0.0f,-delta);
//if (water2.Volume < water2.FullVolume - Hull.MaxCompress)
//{
// int posX = (int)((rect.X + size / 2.0f - water1.Rect.X) / Hull.WaveWidth);
// //water1.WaveY[posX] = -delta;
// if (posX > -1 && posX < water2.WaveVel.Length)
// water1.WaveVel[posX] = -delta * 0.01f;
// posX = (int)((rect.X + size / 2.0f - water2.Rect.X) / Hull.WaveWidth);
// //water2.WaveY[posX] = delta;
// if (posX > -1 && posX<water2.WaveVel.Length)
// water2.WaveVel[posX] = delta * 0.01f;
//}
}
}
if (open > 0.0f)
{
if (hull1.Volume>hull1.FullVolume && hull2.Volume>hull2.FullVolume)
{
float avgLethality = (hull1.LethalPressure + hull2.LethalPressure) / 2.0f;
hull1.LethalPressure = avgLethality;
hull2.LethalPressure = avgLethality;
}
else
{
hull1.LethalPressure = 0.0f;
hull2.LethalPressure = 0.0f;
}
}
}
void UpdateRoomToOut(float deltaTime)
{
if (linkedTo.Count != 1) return;
float size = (isHorizontal) ? rect.Height : rect.Width;
Hull hull1 = (Hull)linkedTo[0];
//a variable affecting the water flow through the gap
//the larger the gap is, the faster the water flows
float sizeModifier = size * open;
float delta = Hull.MaxCompress * sizeModifier * deltaTime;
//make sure not to place more water to the target room than it can hold
delta = Math.Min(delta, hull1.FullVolume + Hull.MaxCompress - hull1.Volume);
hull1.Volume += delta;
if (hull1.Volume > hull1.FullVolume) hull1.Pressure += 0.5f;
flowTargetHull = hull1;
if (isHorizontal)
{
//water flowing from right to left
if (rect.X > hull1.Rect.X + hull1.Rect.Width / 2.0f)
{
flowForce = new Vector2(-delta, 0.0f);
}
else
{
flowForce = new Vector2(delta, 0.0f);
}
higherSurface = hull1.Surface;
lowerSurface = rect.Y;
if (hull1.Volume < hull1.FullVolume - Hull.MaxCompress &&
hull1.Surface > -rect.Y)
{
float vel = (rect.Y + hull1.Surface) * 0.03f;
if (rect.X > hull1.Rect.X + hull1.Rect.Width / 2.0f)
{
hull1.WaveVel[hull1.WaveY.Length - 1] += vel;
hull1.WaveVel[hull1.WaveY.Length - 2] += vel;
}
else
{
hull1.WaveVel[0] += vel;
hull1.WaveVel[1] += vel;
}
}
}
else
{
if (rect.Y > hull1.Rect.Y - hull1.Rect.Height / 2.0f)
{
flowForce = new Vector2(0.0f, -delta);
}
else
{
flowForce = new Vector2(0.0f, delta);
}
}
}
private void UpdateOxygen()
{
if (linkedTo.Count < 2) return;
Hull hull1 = (Hull)linkedTo[0];
Hull hull2 = (Hull)linkedTo[1];
float totalOxygen = hull1.Oxygen + hull2.Oxygen;
float totalVolume = (hull1.FullVolume + hull2.FullVolume);
hull1.Oxygen += Math.Sign(totalOxygen * hull1.FullVolume / (totalVolume) - hull1.Oxygen) * Hull.OxygenDistributionSpeed;
hull2.Oxygen += Math.Sign(totalOxygen * hull2.FullVolume / (totalVolume) - hull2.Oxygen) * Hull.OxygenDistributionSpeed;
}
public override void Remove()
{
base.Remove();
if (soundIndex > -1) Sounds.SoundManager.Stop(soundIndex);
}
public override XElement Save(XDocument doc)
{
XElement element = new XElement("Gap");
element.Add(new XAttribute("ID", ID),
new XAttribute("x", rect.X),
new XAttribute("y", rect.Y),
new XAttribute("width", rect.Width),
new XAttribute("height", rect.Height));
//if (linkedTo != null)
//{
// int i = 0;
// foreach (Entity e in linkedTo)
// {
// if (e == null) continue;
// element.Add(new XAttribute("linkedto" + i, e.ID));
// i += 1;
// }
//}
doc.Root.Add(element);
return element;
}
public static void Load(XElement element)
{
Rectangle rect = new Rectangle(
int.Parse(element.Attribute("x").Value),
int.Parse(element.Attribute("y").Value),
int.Parse(element.Attribute("width").Value),
int.Parse(element.Attribute("height").Value));
Gap g = new Gap(rect);
g.ID = int.Parse(element.Attribute("ID").Value);
g.linkedToID = new List<int>();
//int i = 0;
//while (element.Attribute("linkedto" + i) != null)
//{
// g.linkedToID.Add(int.Parse(element.Attribute("linkedto" + i).Value));
// i += 1;
//}
}
}
}