Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/Hull.cs
Regalis 93940ff5a8 - AI crew can avoid firesources in nearby hulls, not just the one they're currently inside
- fixed fires, oxygen and water level not being taken into account in path cost calculations
- particle collision fix
2017-05-20 17:11:45 +03:00

979 lines
34 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Lidgren.Network;
using Barotrauma.Networking;
namespace Barotrauma
{
class Hull : MapEntity, IPropertyObject, IServerSerializable
{
const float NetworkUpdateInterval = 0.5f;
public static List<Hull> hullList = new List<Hull>();
private static List<EntityGrid> entityGrids = new List<EntityGrid>();
public static List<EntityGrid> EntityGrids
{
get
{
return entityGrids;
}
}
public static bool ShowHulls = true;
public static bool EditWater, EditFire;
public static WaterRenderer renderer;
private List<FireSource> fireSources;
public const float OxygenDistributionSpeed = 500.0f;
public const float OxygenDetoriationSpeed = 0.3f;
public const float OxygenConsumptionSpeed = 1000.0f;
public const int WaveWidth = 16;
const float WaveStiffness = 0.003f;
const float WaveSpread = 0.05f;
const float WaveDampening = 0.01f;
//how much excess water the room can contain (= more than the volume of the room)
public const float MaxCompress = 10000f;
public readonly Dictionary<string, ObjectProperty> properties;
public Dictionary<string, ObjectProperty> ObjectProperties
{
get { return properties; }
}
private float lethalPressure;
private float surface;
private float volume;
private float pressure;
private float oxygen;
private bool update;
public bool Visible = true;
private Sound currentFlowSound;
private int soundIndex;
private float soundVolume;
float[] waveY; //displacement from the surface of the water
float[] waveVel; //velocity of the point
float[] leftDelta;
float[] rightDelta;
private float lastSentVolume, lastSentOxygen;
private float sendUpdateTimer;
public List<Gap> ConnectedGaps;
public override string Name
{
get
{
return "Hull";
}
}
public override Rectangle Rect
{
get
{
return base.Rect;
}
set
{
base.Rect = value;
if (Submarine == null || !Submarine.Loading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
surface = rect.Y - rect.Height + Volume / rect.Width;
Pressure = surface;
}
}
public override bool SelectableInEditor
{
get
{
return ShowHulls;
}
}
public override bool IsLinkable
{
get { return true; }
}
public float LethalPressure
{
get { return lethalPressure; }
set { lethalPressure = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public Vector2 Size
{
get { return new Vector2(rect.Width, rect.Height); }
}
public float Surface
{
get { return surface; }
}
public float Volume
{
get { return volume; }
set
{
if (!MathUtils.IsValid(value)) return;
volume = MathHelper.Clamp(value, 0.0f, FullVolume + MaxCompress);
if (volume < FullVolume) Pressure = rect.Y - rect.Height + volume / rect.Width;
if (volume > 0.0f) update = true;
}
}
[HasDefaultValue(90.0f, true)]
public float Oxygen
{
get { return oxygen; }
set
{
if (!MathUtils.IsValid(value)) return;
oxygen = MathHelper.Clamp(value, 0.0f, FullVolume);
}
}
public float OxygenPercentage
{
get { return oxygen / FullVolume * 100.0f; }
set { Oxygen = (value / 100.0f) * FullVolume; }
}
public float FullVolume
{
get { return (rect.Width * rect.Height); }
}
public float Pressure
{
get { return pressure; }
set { pressure = value; }
}
public float[] WaveY
{
get { return waveY; }
}
public float[] WaveVel
{
get { return waveVel; }
}
public List<FireSource> FireSources
{
get { return fireSources; }
}
public Hull(MapEntityPrefab prefab, Rectangle rectangle)
: this (prefab, rectangle, Submarine.MainSub)
{
}
public Hull(MapEntityPrefab prefab, Rectangle rectangle, Submarine submarine)
: base (prefab, submarine)
{
rect = rectangle;
OxygenPercentage = 100.0f;
fireSources = new List<FireSource>();
properties = ObjectProperty.GetProperties(this);
int arraySize = (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;
aiTarget = new AITarget(this);
hullList.Add(this);
ConnectedGaps = new List<Gap>();
if (submarine==null || !submarine.Loading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
Volume = 0.0f;
InsertToList();
}
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()
{
return new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), rect, Submarine);
}
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) newGrid.InsertEntity(hull);
}
return newGrid;
}
public void AddToGrid(Submarine submarine)
{
foreach (EntityGrid grid in entityGrids)
{
if (grid.Submarine != submarine) continue;
rect.Location -= submarine.HiddenSubPosition.ToPoint();
grid.InsertEntity(this);
rect.Location += submarine.HiddenSubPosition.ToPoint();
return;
}
}
public override bool IsMouseOn(Vector2 position)
{
if (!GameMain.DebugDraw && !ShowHulls) return false;
return (Submarine.RectContains(WorldRect, position) &&
!Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -8), position));
}
public 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)
{
rect.X += (int)amount.X;
rect.Y += (int)amount.Y;
if (Submarine==null || !Submarine.Loading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
surface = rect.Y - rect.Height + Volume / rect.Width;
Pressure = surface;
}
public override void Remove()
{
base.Remove();
hullList.Remove(this);
if (Submarine == null || (!Submarine.Loading && !Submarine.Unloading))
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
List<FireSource> fireSourcesToRemove = new List<FireSource>(fireSources);
foreach (FireSource fireSource in fireSourcesToRemove)
{
fireSource.Remove();
}
fireSources.Clear();
if (soundIndex > -1)
{
Sounds.SoundManager.Stop(soundIndex);
soundIndex = -1;
}
//renderer.Dispose();
if (entityGrids != null)
{
foreach (EntityGrid entityGrid in entityGrids)
{
entityGrid.RemoveEntity(this);
}
}
}
public void AddFireSource(FireSource fireSource)
{
fireSources.Add(fireSource);
if (GameMain.Server != null) GameMain.Server.CreateEntityEvent(this);
}
public override void Update(Camera cam, float deltaTime)
{
Oxygen -= OxygenDetoriationSpeed * deltaTime;
if (EditWater)
{
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
if (Submarine.RectContains(WorldRect, position))
{
if (PlayerInput.LeftButtonHeld())
{
//waveY[GetWaveIndex(position.X - rect.X - Submarine.Position.X) / WaveWidth] = 100.0f;
Volume = Volume + 1500.0f;
}
else if (PlayerInput.RightButtonHeld())
{
Volume = Volume - 1500.0f;
}
}
}
else if (EditFire)
{
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
if (Submarine.RectContains(WorldRect, position))
{
if (PlayerInput.LeftButtonClicked())
{
new FireSource(position, this);
}
}
}
FireSource.UpdateAll(fireSources, deltaTime);
aiTarget.SightRange = Submarine == null ? 0.0f : Math.Max(Submarine.Velocity.Length() * 500.0f, 500.0f);
aiTarget.SoundRange -= deltaTime * 1000.0f;
float strongestFlow = 0.0f;
foreach (Gap gap in ConnectedGaps)
{
if (gap.IsRoomToRoom)
{
//only the first linked hull plays the flow sound
if (gap.linkedTo[1] == this) continue;
}
float gapFlow = gap.LerpedFlowForce.Length();
if (gapFlow > strongestFlow)
{
strongestFlow = gapFlow;
}
}
if (strongestFlow > 1.0f)
{
soundVolume = soundVolume + ((strongestFlow < 100.0f) ? -deltaTime * 0.5f : deltaTime * 0.5f);
soundVolume = MathHelper.Clamp(soundVolume, 0.0f, 1.0f);
int index = (int)Math.Floor(strongestFlow / 100.0f);
index = Math.Min(index, 2);
var flowSound = SoundPlayer.flowSounds[index];
if (flowSound != currentFlowSound && soundIndex > -1)
{
Sounds.SoundManager.Stop(soundIndex);
currentFlowSound = null;
soundIndex = -1;
}
currentFlowSound = flowSound;
soundIndex = currentFlowSound.Loop(soundIndex, soundVolume, WorldPosition, Math.Min(strongestFlow*5.0f, 2000.0f));
}
else
{
if (soundIndex > -1)
{
Sounds.SoundManager.Stop(soundIndex);
currentFlowSound = null;
soundIndex = -1;
}
}
//update client hulls if the amount of water has changed by >10%
//or if oxygen percentage has changed by 5%
if (Math.Abs(lastSentVolume - volume) > FullVolume * 0.1f ||
Math.Abs(lastSentOxygen - OxygenPercentage) > 5f)
{
if (GameMain.Server != null)
{
sendUpdateTimer -= deltaTime;
if (sendUpdateTimer < 0.0f)
{
GameMain.Server.CreateEntityEvent(this);
lastSentVolume = volume;
lastSentOxygen = OxygenPercentage;
sendUpdateTimer = NetworkUpdateInterval;
}
}
}
if (!update)
{
lethalPressure = 0.0f;
return;
}
float surfaceY = rect.Y - rect.Height + Volume / rect.Width;
for (int i = 0; i < waveY.Length; i++)
{
float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
if (maxDelta > Rand.Range(1.0f,10.0f))
{
var particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]);
if (Submarine != null) particlePos += Submarine.Position;
GameMain.ParticleManager.CreateParticle("mist",
particlePos,
new Vector2(0.0f, -50.0f), 0.0f, this);
}
waveY[i] = waveY[i] + waveVel[i];
if (surfaceY + waveY[i] > rect.Y)
{
waveY[i] -= (surfaceY + waveY[i]) - rect.Y;
waveVel[i] = waveVel[i] * -0.5f;
}
else if (surfaceY + waveY[i] < rect.Y - rect.Height)
{
waveY[i] -= (surfaceY + waveY[i]) - (rect.Y - rect.Height);
waveVel[i] = waveVel[i] * -0.5f;
}
//acceleration
float a = -WaveStiffness * waveY[i] - waveVel[i] * WaveDampening;
waveVel[i] = waveVel[i] + a;
}
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] = waveVel[i - 1] + leftDelta[i];
rightDelta[i] = WaveSpread * (waveY[i] - waveY[i + 1]);
waveVel[i + 1] = waveVel[i + 1] + rightDelta[i];
}
for (int i = 1; i < waveY.Length - 1; i++)
{
waveY[i - 1] = waveY[i - 1] + leftDelta[i];
waveY[i + 1] = waveY[i + 1] + rightDelta[i];
}
}
//interpolate the position of the rendered surface towards the "target surface"
surface = Math.Max(MathHelper.Lerp(surface, surfaceY, deltaTime*10.0f), rect.Y - rect.Height);
if (volume < FullVolume)
{
LethalPressure -= 10.0f * deltaTime;
if (Volume == 0.0f)
{
//wait for the surface to be lerped back to bottom and the waves to settle until disabling update
if (surface > rect.Y - rect.Height + 1) return;
for (int i = 1; i < waveY.Length - 1; i++)
{
if (waveY[i] > 0.1f) return;
}
update = false;
}
}
}
public void ApplyFlowForces(float deltaTime, Item item)
{
foreach (var gap in ConnectedGaps.Where(gap => gap.Open > 0))
{
//var pos = gap.Position - body.Position;
var distance = MathHelper.Max(Vector2.DistanceSquared(item.Position, gap.Position)/1000, 1f);
//pos.Normalize();
item.body.ApplyForce((gap.LerpedFlowForce/distance) * deltaTime);
}
}
public void Extinquish(float deltaTime, float amount, Vector2 position)
{
for (int i = fireSources.Count - 1; i >= 0; i-- )
{
fireSources[i].Extinquish(deltaTime, amount, position);
}
}
public void RemoveFire(FireSource fire)
{
fireSources.Remove(fire);
if (GameMain.Server != null) GameMain.Server.CreateEntityEvent(this);
}
public List<Hull> GetConnectedHulls(int? searchDepth)
{
return GetAdjacentHulls(new List<Hull>(), 0, searchDepth);
}
private List<Hull> GetAdjacentHulls(List<Hull> connectedHulls, int steps, int? searchDepth)
{
connectedHulls.Add(this);
if (searchDepth != null && steps >= searchDepth.Value) return connectedHulls;
foreach (Gap g in ConnectedGaps)
{
for (int i = 0; i < 2 && i < g.linkedTo.Count; i++)
{
Hull hull = g.linkedTo[i] as Hull;
if (hull != null && !connectedHulls.Contains(hull))
{
hull.GetAdjacentHulls(connectedHulls, steps++, searchDepth);
}
}
}
return connectedHulls;
}
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
{
//if (back) return;
Rectangle drawRect;
if (!Visible)
{
drawRect =
Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
GUI.DrawRectangle(spriteBatch,
new Vector2(drawRect.X, -drawRect.Y),
new Vector2(rect.Width, rect.Height),
Color.Black,true,
0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
}
if (!ShowHulls && !GameMain.DebugDraw) return;
if (!editing && !GameMain.DebugDraw) return;
if (aiTarget != null) aiTarget.Draw(spriteBatch);
drawRect =
Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
GUI.DrawRectangle(spriteBatch,
new Vector2(drawRect.X, -drawRect.Y),
new Vector2(rect.Width, rect.Height),
Color.Blue, false, (ID % 255) * 0.000001f, (int)Math.Max((1.5f / Screen.Selected.Cam.Zoom), 1.0f));
GUI.DrawRectangle(spriteBatch,
new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height),
Color.Red * ((100.0f - OxygenPercentage) / 400.0f), true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
if (GameMain.DebugDraw)
{
GUI.SmallFont.DrawString(spriteBatch, "Pressure: " + ((int)pressure - rect.Y).ToString() +
" - Oxygen: " + ((int)OxygenPercentage), new Vector2(drawRect.X + 5, -drawRect.Y + 5), Color.White);
GUI.SmallFont.DrawString(spriteBatch, volume + " / " + FullVolume, new Vector2(drawRect.X + 5, -drawRect.Y + 20), Color.White);
foreach (FireSource fs in fireSources)
{
GUI.DrawRectangle(spriteBatch, new Rectangle((int)fs.WorldPosition.X, (int)-fs.WorldPosition.Y, (int)fs.Size.X, (int)fs.Size.Y), Color.Orange, false);
}
}
if ((IsSelected || isHighlighted) && editing)
{
GUI.DrawRectangle(spriteBatch,
new Vector2(drawRect.X + 5, -drawRect.Y + 5),
new Vector2(rect.Width - 10, rect.Height - 10),
isHighlighted ? Color.LightBlue * 0.5f : Color.Red * 0.5f, true, 0, (int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
}
}
public void Render(GraphicsDevice graphicsDevice, Camera cam)
{
if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
Vector2 submarinePos = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
//calculate where the surface should be based on the water volume
float top = rect.Y + submarinePos.Y;
float bottom = top - rect.Height;
float drawSurface = surface + submarinePos.Y;
Matrix transform = cam.Transform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
if (bottom > cam.WorldView.Y || top < cam.WorldView.Y - cam.WorldView.Height) return;
if (!update)
{
// create the four corners of our triangle.
Vector3[] corners = new Vector3[4];
corners[0] = new Vector3(rect.X, rect.Y, 0.0f);
corners[1] = new Vector3(rect.X + rect.Width, rect.Y, 0.0f);
corners[2] = new Vector3(corners[1].X, rect.Y-rect.Height, 0.0f);
corners[3] = new Vector3(corners[0].X, corners[2].Y, 0.0f);
Vector2[] uvCoords = new Vector2[4];
for (int i = 0; i < 4; i++ )
{
corners[i] += new Vector3(submarinePos, 0.0f);
uvCoords[i] = Vector2.Transform(new Vector2(corners[i].X, -corners[i].Y), transform);
}
renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
renderer.PositionInBuffer += 6;
return;
}
float x = rect.X + Submarine.DrawPosition.X;
int start = (int)Math.Floor((cam.WorldView.X - x) / WaveWidth);
start = Math.Max(start, 0);
int end = (waveY.Length - 1)
- (int)Math.Floor((float)((x + rect.Width) - (cam.WorldView.X + cam.WorldView.Width)) / WaveWidth);
end = Math.Min(end, waveY.Length - 1);
x += start * WaveWidth;
for (int i = start; i < end; i++)
{
if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
Vector3[] corners = new Vector3[4];
corners[0] = new Vector3(x, top, 0.0f);
corners[3] = new Vector3(corners[0].X, drawSurface + waveY[i], 0.0f);
//skip adjacent "water rects" if the surface of the water is roughly at the same position
int width = WaveWidth;
while (i < end - 1 && Math.Abs(waveY[i + 1] - waveY[i]) < 1.0f)
{
width += WaveWidth;
i++;
}
corners[1] = new Vector3(x + width, top, 0.0f);
corners[2] = new Vector3(corners[1].X, drawSurface + waveY[i + 1], 0.0f);
Vector2[] uvCoords = new Vector2[4];
for (int n = 0; n < 4; n++)
{
uvCoords[n] = Vector2.Transform(new Vector2(corners[n].X, -corners[n].Y), transform);
}
renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
renderer.PositionInBuffer += 6;
x += width;
}
}
//returns the water block which contains the point (or null if it isn't inside any)
public static Hull FindHull(Vector2 position, Hull guess = null, bool useWorldCoordinates = true)
{
if (entityGrids == null) return null;
if (guess != null)
{
if (Submarine.RectContains(useWorldCoordinates ? guess.WorldRect : guess.rect, position)) return guess;
}
var entities = EntityGrid.GetEntities(entityGrids, position, useWorldCoordinates);
foreach (Hull hull in entities)
{
if (Submarine.RectContains(useWorldCoordinates ? hull.WorldRect : hull.rect, position)) return hull;
}
return null;
}
//returns the water block which contains the point (or null if it isn't inside any)
public static Hull FindHullOld(Vector2 position, Hull guess = null, bool useWorldCoordinates = true)
{
return FindHullOld(position, hullList, guess, useWorldCoordinates);
}
public static Hull FindHullOld(Vector2 position, List<Hull> hulls, Hull guess = null, bool useWorldCoordinates = true)
{
if (guess != null && hulls.Contains(guess))
{
if (Submarine.RectContains(useWorldCoordinates ? guess.WorldRect : guess.rect, position)) return guess;
}
foreach (Hull hull in hulls)
{
if (Submarine.RectContains(useWorldCoordinates ? hull.WorldRect : hull.rect, position)) return hull;
}
return null;
}
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 = Hull.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 = MapEntity.mapEntityList.FindAll(me => me is Structure && me.Rect.Intersects(Rect));
return structures.Any(st => !(st as Structure).CastShadow);
}
return false;
}
public void ServerWrite(NetBuffer message, Client c, object[] extraData = null)
{
message.WriteRangedSingle(MathHelper.Clamp(volume / FullVolume, 0.0f, 1.5f), 0.0f, 1.5f, 8);
message.WriteRangedSingle(MathHelper.Clamp(OxygenPercentage, 0.0f, 100.0f), 0.0f, 100.0f, 8);
message.Write(fireSources.Count > 0);
if (fireSources.Count > 0)
{
message.WriteRangedInteger(0, 16, Math.Min(fireSources.Count, 16));
for (int i = 0; i < Math.Min(fireSources.Count, 16); 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);
message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.X, 0.0f, 1.0f), 0.0f, 1.0f, 8);
message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.Y, 0.0f, 1.0f), 0.0f, 1.0f, 8);
message.WriteRangedSingle(MathHelper.Clamp(fireSource.Size.X / rect.Width, 0.0f, 1.0f), 0, 1.0f, 8);
}
}
}
public void ClientRead(ServerNetObject type, NetBuffer message, float sendingTime)
{
Volume = message.ReadRangedSingle(0.0f, 1.5f, 8) * FullVolume;
OxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
bool hasFireSources = message.ReadBoolean();
int fireSourceCount = 0;
if (hasFireSources)
{
fireSourceCount = message.ReadRangedInteger(0, 16);
for (int i = 0; i < fireSourceCount; i++)
{
Vector2 pos = Vector2.Zero;
float size = 0.0f;
pos.X = MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f);
pos.Y = MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f);
size = message.ReadRangedSingle(0.0f, 1.0f, 8);
pos = new Vector2(
rect.X + rect.Width * pos.X,
rect.Y - rect.Height + (rect.Height * pos.Y));
size = size * rect.Width;
var newFire = i < fireSources.Count ? fireSources[i] : new FireSource(pos + Submarine.Position, null, true);
newFire.Position = pos;
newFire.Size = new Vector2(size, newFire.Size.Y);
//ignore if the fire wasn't added to this room (invalid position)?
if (!fireSources.Contains(newFire))
{
newFire.Remove();
continue;
}
}
}
while (fireSources.Count > fireSourceCount)
{
fireSources[fireSources.Count - 1].Remove();
}
}
public override XElement Save(XElement parentElement)
{
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", volume)
);
parentElement.Add(element);
return element;
}
public static void Load(XElement element, Submarine submarine)
{
Rectangle rect = Rectangle.Empty;
if (element.Attribute("rect") != null)
{
string rectString = ToolBox.GetAttributeString(element, "rect", "0,0,0,0");
string[] rectValues = rectString.Split(',');
rect = new Rectangle(
int.Parse(rectValues[0]),
int.Parse(rectValues[1]),
int.Parse(rectValues[2]),
int.Parse(rectValues[3]));
}
else
{
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));
}
Hull h = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), rect, submarine);
h.volume = ToolBox.GetAttributeFloat(element, "pressure", 0.0f);
h.ID = (ushort)int.Parse(element.Attribute("ID").Value);
}
}
}