236 lines
7.0 KiB
C#
236 lines
7.0 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
|
|
class BackgroundCreature : ISteerable
|
|
{
|
|
const float MaxDepth = 100.0f;
|
|
|
|
const float CheckWallsInterval = 5.0f;
|
|
|
|
public bool Enabled;
|
|
|
|
private BackgroundCreaturePrefab prefab;
|
|
|
|
private Vector2 position;
|
|
|
|
private Vector3 velocity;
|
|
|
|
private float depth;
|
|
|
|
private SteeringManager steeringManager;
|
|
|
|
private float checkWallsTimer;
|
|
|
|
private float wanderZPhase;
|
|
private Vector2 obstacleDiff;
|
|
private float obstacleDist;
|
|
|
|
public Swarm Swarm;
|
|
|
|
Vector2 drawPosition;
|
|
public Vector2 TransformedPosition
|
|
{
|
|
get { return drawPosition; }
|
|
}
|
|
|
|
public Vector2 SimPosition
|
|
{
|
|
get { return FarseerPhysics.ConvertUnits.ToSimUnits(position); }
|
|
}
|
|
|
|
public Vector2 WorldPosition
|
|
{
|
|
get { return position; }
|
|
}
|
|
|
|
public Vector2 Velocity
|
|
{
|
|
get { return new Vector2(velocity.X, velocity.Y); }
|
|
}
|
|
|
|
public Vector2 Steering
|
|
{
|
|
get;
|
|
set;
|
|
}
|
|
|
|
public BackgroundCreature(BackgroundCreaturePrefab prefab, Vector2 position)
|
|
{
|
|
this.prefab = prefab;
|
|
|
|
this.position = position;
|
|
|
|
drawPosition = position;
|
|
|
|
steeringManager = new SteeringManager(this);
|
|
|
|
velocity = new Vector3(
|
|
Rand.Range(-prefab.Speed, prefab.Speed),
|
|
Rand.Range(-prefab.Speed, prefab.Speed),
|
|
Rand.Range(0.0f, prefab.WanderZAmount));
|
|
|
|
checkWallsTimer = Rand.Range(0.0f, CheckWallsInterval);
|
|
|
|
}
|
|
|
|
public void Update(float deltaTime)
|
|
{
|
|
position += new Vector2(velocity.X, velocity.Y) * deltaTime;
|
|
depth = MathHelper.Clamp(depth + velocity.Z * deltaTime, 0.0f, MaxDepth);
|
|
|
|
checkWallsTimer -= deltaTime;
|
|
if (checkWallsTimer <= 0.0f && Level.Loaded != null)
|
|
{
|
|
checkWallsTimer = CheckWallsInterval;
|
|
|
|
obstacleDiff = Vector2.Zero;
|
|
if (position.Y > Level.Loaded.Size.Y)
|
|
{
|
|
obstacleDiff = Vector2.UnitY;
|
|
}
|
|
else if (position.Y < 0.0f)
|
|
{
|
|
obstacleDiff = -Vector2.UnitY;
|
|
}
|
|
else if (position.X < 0.0f)
|
|
{
|
|
obstacleDiff = Vector2.UnitX;
|
|
}
|
|
else if (position.X > Level.Loaded.Size.X)
|
|
{
|
|
obstacleDiff = -Vector2.UnitX;
|
|
}
|
|
else
|
|
{
|
|
var cells = Level.Loaded.GetCells(position, 1);
|
|
if (cells.Count > 0)
|
|
{
|
|
int cellCount = 0;
|
|
foreach (Voronoi2.VoronoiCell cell in cells)
|
|
{
|
|
Vector2 diff = cell.Center - position;
|
|
if (diff.LengthSquared() > 5000.0f * 5000.0f) continue;
|
|
obstacleDiff += diff;
|
|
cellCount++;
|
|
}
|
|
if (cellCount > 0)
|
|
{
|
|
obstacleDiff /= cellCount;
|
|
obstacleDist = obstacleDiff.Length();
|
|
obstacleDiff = Vector2.Normalize(obstacleDiff);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Swarm != null)
|
|
{
|
|
Vector2 midPoint = Swarm.MidPoint();
|
|
float midPointDist = Vector2.Distance(SimPosition, midPoint) * 100.0f;
|
|
if (midPointDist > Swarm.MaxDistance)
|
|
{
|
|
steeringManager.SteeringSeek(midPoint, ((midPointDist / Swarm.MaxDistance) - 1.0f) * prefab.Speed);
|
|
}
|
|
steeringManager.SteeringManual(deltaTime, Swarm.AvgVelocity() * Swarm.Cohesion);
|
|
}
|
|
|
|
if (prefab.WanderAmount > 0.0f)
|
|
{
|
|
steeringManager.SteeringWander(prefab.Speed);
|
|
}
|
|
|
|
if (obstacleDiff != Vector2.Zero)
|
|
{
|
|
steeringManager.SteeringManual(deltaTime, -obstacleDiff * (1.0f - obstacleDist / 5000.0f) * prefab.Speed);
|
|
}
|
|
|
|
steeringManager.Update(prefab.Speed);
|
|
|
|
if (prefab.WanderZAmount > 0.0f)
|
|
{
|
|
wanderZPhase += Rand.Range(-prefab.WanderZAmount, prefab.WanderZAmount);
|
|
velocity.Z = (float)Math.Sin(wanderZPhase) * prefab.Speed;
|
|
}
|
|
|
|
velocity = Vector3.Lerp(velocity, new Vector3(Steering.X, Steering.Y, velocity.Z), deltaTime);
|
|
}
|
|
|
|
public void Draw(SpriteBatch spriteBatch, Camera cam)
|
|
{
|
|
float rotation = 0.0f;
|
|
if (!prefab.DisableRotation)
|
|
{
|
|
rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
|
|
if (velocity.X < 0.0f) rotation -= MathHelper.Pi;
|
|
}
|
|
|
|
drawPosition = position;
|
|
if (depth > 0.0f)
|
|
{
|
|
Vector2 camOffset = drawPosition - cam.WorldViewCenter;
|
|
drawPosition -= camOffset * (depth / MaxDepth) * 0.05f;
|
|
}
|
|
|
|
prefab.Sprite.Draw(spriteBatch,
|
|
new Vector2(drawPosition.X, -drawPosition.Y),
|
|
Color.Lerp(Color.White, Level.Loaded.BackgroundColor, (depth / MaxDepth) * 0.2f),
|
|
rotation, (1.0f - (depth / MaxDepth) * 0.2f) * prefab.Scale,
|
|
velocity.X > 0.0f ? SpriteEffects.None : SpriteEffects.FlipHorizontally,
|
|
(depth / MaxDepth));
|
|
}
|
|
}
|
|
|
|
class Swarm
|
|
{
|
|
public List<BackgroundCreature> Members;
|
|
|
|
public readonly float MaxDistance;
|
|
public readonly float Cohesion;
|
|
|
|
public Vector2 MidPoint()
|
|
{
|
|
if (Members.Count == 0) return Vector2.Zero;
|
|
|
|
Vector2 midPoint = Vector2.Zero;
|
|
|
|
foreach (BackgroundCreature member in Members)
|
|
{
|
|
midPoint += member.SimPosition;
|
|
}
|
|
|
|
midPoint /= Members.Count;
|
|
|
|
return midPoint;
|
|
}
|
|
|
|
public Vector2 AvgVelocity()
|
|
{
|
|
if (Members.Count == 0) return Vector2.Zero;
|
|
|
|
Vector2 avgVel = Vector2.Zero;
|
|
foreach (BackgroundCreature member in Members)
|
|
{
|
|
avgVel += member.Velocity;
|
|
}
|
|
avgVel /= Members.Count;
|
|
return avgVel;
|
|
}
|
|
|
|
public Swarm(List<BackgroundCreature> members, float maxDistance, float cohesion)
|
|
{
|
|
Members = members;
|
|
MaxDistance = maxDistance;
|
|
Cohesion = cohesion;
|
|
foreach (BackgroundCreature bgSprite in members)
|
|
{
|
|
bgSprite.Swarm = this;
|
|
}
|
|
}
|
|
}
|
|
}
|