366 lines
15 KiB
C#
366 lines
15 KiB
C#
using Barotrauma.Networking;
|
|
using Barotrauma.Particles;
|
|
using Barotrauma.Sounds;
|
|
using Lidgren.Network;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using System.Xml.Linq;
|
|
|
|
namespace Barotrauma.Items.Components
|
|
{
|
|
partial class Turret : Powered, IDrawableComponent, IServerSerializable
|
|
{
|
|
private Sprite crosshairSprite, crosshairPointerSprite;
|
|
|
|
private GUIProgressBar powerIndicator;
|
|
|
|
private float recoilTimer;
|
|
|
|
private RoundSound startMoveSound, endMoveSound, moveSound;
|
|
|
|
private SoundChannel moveSoundChannel;
|
|
|
|
private Vector2 crosshairPos, crosshairPointerPos;
|
|
|
|
private bool flashLowPower;
|
|
private bool flashNoAmmo;
|
|
private float flashTimer;
|
|
private float flashLength = 1;
|
|
|
|
private List<ParticleEmitter> particleEmitters = new List<ParticleEmitter>();
|
|
|
|
[Editable, Serialize("0.0,0.0,0.0,0.0", true)]
|
|
public Color HudTint
|
|
{
|
|
get;
|
|
private set;
|
|
}
|
|
|
|
[Serialize(false, false)]
|
|
public bool ShowChargeIndicator
|
|
{
|
|
get;
|
|
private set;
|
|
}
|
|
|
|
[Serialize(false, false)]
|
|
public bool ShowProjectileIndicator
|
|
{
|
|
get;
|
|
private set;
|
|
}
|
|
|
|
[Serialize(0.0f, false)]
|
|
public float RecoilDistance
|
|
{
|
|
get;
|
|
private set;
|
|
}
|
|
|
|
public Vector2 DrawSize
|
|
{
|
|
get
|
|
{
|
|
float size = Math.Max(transformedBarrelPos.X, transformedBarrelPos.Y);
|
|
if (barrelSprite != null)
|
|
{
|
|
if (railSprite != null)
|
|
{
|
|
size += Math.Max(Math.Max(barrelSprite.size.X, barrelSprite.size.Y), Math.Max(railSprite.size.X, railSprite.size.Y)) * item.Scale;
|
|
}
|
|
else
|
|
{
|
|
size += Math.Max(barrelSprite.size.X, barrelSprite.size.Y) * item.Scale;
|
|
}
|
|
}
|
|
return Vector2.One * size * 2;
|
|
}
|
|
}
|
|
|
|
partial void InitProjSpecific(XElement element)
|
|
{
|
|
foreach (XElement subElement in element.Elements())
|
|
{
|
|
string texturePath = subElement.GetAttributeString("texture", "");
|
|
switch (subElement.Name.ToString().ToLowerInvariant())
|
|
{
|
|
case "crosshair":
|
|
crosshairSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
|
|
break;
|
|
case "crosshairpointer":
|
|
crosshairPointerSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
|
|
break;
|
|
case "startmovesound":
|
|
startMoveSound = Submarine.LoadRoundSound(subElement, false);
|
|
break;
|
|
case "endmovesound":
|
|
endMoveSound = Submarine.LoadRoundSound(subElement, false);
|
|
break;
|
|
case "movesound":
|
|
moveSound = Submarine.LoadRoundSound(subElement, false);
|
|
break;
|
|
case "particleemitter":
|
|
particleEmitters.Add(new ParticleEmitter(subElement));
|
|
break;
|
|
}
|
|
}
|
|
|
|
powerIndicator = new GUIProgressBar(new RectTransform(new Vector2(0.18f, 0.03f), GUI.Canvas, Anchor.TopCenter)
|
|
{
|
|
MinSize = new Point(100,20),
|
|
RelativeOffset = new Vector2(0.0f, 0.01f)
|
|
},
|
|
barSize: 0.0f);
|
|
}
|
|
|
|
|
|
partial void LaunchProjSpecific()
|
|
{
|
|
recoilTimer = Math.Max(Reload, 0.1f);
|
|
PlaySound(ActionType.OnUse, item.WorldPosition);
|
|
Vector2 particlePos = new Vector2(item.WorldRect.X + transformedBarrelPos.X, item.WorldRect.Y - transformedBarrelPos.Y);
|
|
foreach (ParticleEmitter emitter in particleEmitters)
|
|
{
|
|
emitter.Emit(1.0f, particlePos, hullGuess: null, angle: rotation, particleRotation: rotation);
|
|
}
|
|
}
|
|
|
|
partial void UpdateProjSpecific(float deltaTime)
|
|
{
|
|
recoilTimer -= deltaTime;
|
|
|
|
if (crosshairSprite != null)
|
|
{
|
|
Vector2 itemPos = cam.WorldToScreen(new Vector2(item.WorldRect.X + transformedBarrelPos.X, item.WorldRect.Y - transformedBarrelPos.Y));
|
|
Vector2 turretDir = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
|
|
|
|
Vector2 mouseDiff = itemPos - PlayerInput.MousePosition;
|
|
crosshairPos = new Vector2(
|
|
MathHelper.Clamp(itemPos.X + turretDir.X * mouseDiff.Length(), 0, GameMain.GraphicsWidth),
|
|
MathHelper.Clamp(itemPos.Y + turretDir.Y * mouseDiff.Length(), 0, GameMain.GraphicsHeight));
|
|
}
|
|
|
|
crosshairPointerPos = PlayerInput.MousePosition;
|
|
|
|
if (Math.Abs(angularVelocity) > 0.1f)
|
|
{
|
|
if (moveSoundChannel == null && startMoveSound != null)
|
|
{
|
|
moveSoundChannel = SoundPlayer.PlaySound(startMoveSound.Sound, startMoveSound.Volume, startMoveSound.Range, item.WorldPosition);
|
|
}
|
|
else if (moveSoundChannel == null || !moveSoundChannel.IsPlaying)
|
|
{
|
|
if (moveSound != null)
|
|
{
|
|
moveSoundChannel.FadeOutAndDispose();
|
|
moveSoundChannel = SoundPlayer.PlaySound(moveSound.Sound, moveSound.Volume, moveSound.Range, item.WorldPosition);
|
|
if (moveSoundChannel != null) moveSoundChannel.Looping = true;
|
|
}
|
|
}
|
|
}
|
|
else if (Math.Abs(angularVelocity) < 0.05f)
|
|
{
|
|
if (moveSoundChannel != null)
|
|
{
|
|
if (endMoveSound != null && moveSoundChannel.Sound != endMoveSound.Sound)
|
|
{
|
|
moveSoundChannel.FadeOutAndDispose();
|
|
moveSoundChannel = SoundPlayer.PlaySound(endMoveSound.Sound, endMoveSound.Volume, endMoveSound.Range, item.WorldPosition);
|
|
if (moveSoundChannel != null) moveSoundChannel.Looping = false;
|
|
}
|
|
else if (!moveSoundChannel.IsPlaying)
|
|
{
|
|
moveSoundChannel.FadeOutAndDispose();
|
|
moveSoundChannel = null;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
if (moveSoundChannel != null && moveSoundChannel.IsPlaying)
|
|
{
|
|
moveSoundChannel.Gain = MathHelper.Clamp(Math.Abs(angularVelocity), 0.5f, 1.0f);
|
|
}
|
|
|
|
if (flashLowPower || flashNoAmmo)
|
|
{
|
|
flashTimer += deltaTime;
|
|
if (flashTimer >= flashLength)
|
|
{
|
|
flashTimer = 0;
|
|
flashLowPower = false;
|
|
flashNoAmmo = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void UpdateHUD(Character character, float deltaTime, Camera cam)
|
|
{
|
|
if (crosshairSprite != null)
|
|
{
|
|
Vector2 itemPos = cam.WorldToScreen(item.WorldPosition);
|
|
Vector2 turretDir = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
|
|
|
|
Vector2 mouseDiff = itemPos - PlayerInput.MousePosition;
|
|
crosshairPos = new Vector2(
|
|
MathHelper.Clamp(itemPos.X + turretDir.X * mouseDiff.Length(), 0, GameMain.GraphicsWidth),
|
|
MathHelper.Clamp(itemPos.Y + turretDir.Y * mouseDiff.Length(), 0, GameMain.GraphicsHeight));
|
|
}
|
|
|
|
crosshairPointerPos = PlayerInput.MousePosition;
|
|
}
|
|
|
|
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
|
{
|
|
Vector2 drawPos = new Vector2(item.Rect.X + transformedBarrelPos.X, item.Rect.Y - transformedBarrelPos.Y);
|
|
if (item.Submarine != null) drawPos += item.Submarine.DrawPosition;
|
|
drawPos.Y = -drawPos.Y;
|
|
|
|
float recoilOffset = 0.0f;
|
|
if (RecoilDistance > 0.0f && recoilTimer > 0.0f)
|
|
{
|
|
//move the barrel backwards 0.1 seconds after launching
|
|
if (recoilTimer >= Math.Max(Reload, 0.1f) - 0.1f)
|
|
{
|
|
recoilOffset = RecoilDistance * (1.0f - (recoilTimer - (Math.Max(Reload, 0.1f) - 0.1f)) / 0.1f);
|
|
}
|
|
//move back to normal position while reloading
|
|
else
|
|
{
|
|
recoilOffset = RecoilDistance * recoilTimer / (Math.Max(Reload, 0.1f) - 0.1f);
|
|
}
|
|
}
|
|
|
|
railSprite?.Draw(spriteBatch,
|
|
drawPos,
|
|
Color.White,
|
|
rotation + MathHelper.PiOver2, item.Scale,
|
|
SpriteEffects.None, item.SpriteDepth + (railSprite.Depth - item.Sprite.Depth));
|
|
|
|
barrelSprite?.Draw(spriteBatch,
|
|
drawPos - new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation)) * recoilOffset * item.Scale,
|
|
Color.White,
|
|
rotation + MathHelper.PiOver2, item.Scale,
|
|
SpriteEffects.None, item.SpriteDepth + (barrelSprite.Depth - item.Sprite.Depth));
|
|
|
|
|
|
if (!editing) return;
|
|
|
|
GUI.DrawLine(spriteBatch,
|
|
drawPos,
|
|
drawPos + new Vector2((float)Math.Cos(minRotation), (float)Math.Sin(minRotation)) * 60.0f,
|
|
Color.Green);
|
|
|
|
GUI.DrawLine(spriteBatch,
|
|
drawPos,
|
|
drawPos + new Vector2((float)Math.Cos(maxRotation), (float)Math.Sin(maxRotation)) * 60.0f,
|
|
Color.Green);
|
|
|
|
GUI.DrawLine(spriteBatch,
|
|
drawPos,
|
|
drawPos + new Vector2((float)Math.Cos((maxRotation + minRotation) / 2), (float)Math.Sin((maxRotation + minRotation) / 2)) * 60.0f,
|
|
Color.LightGreen);
|
|
}
|
|
|
|
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
|
{
|
|
if (HudTint.A > 0)
|
|
{
|
|
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
|
|
new Color(HudTint.R, HudTint.G, HudTint.B) * (HudTint.A / 255.0f), true);
|
|
}
|
|
|
|
GetAvailablePower(out float batteryCharge, out float batteryCapacity);
|
|
|
|
List<Item> availableAmmo = new List<Item>();
|
|
foreach (MapEntity e in item.linkedTo)
|
|
{
|
|
var linkedItem = e as Item;
|
|
if (linkedItem == null) continue;
|
|
|
|
var itemContainer = linkedItem.GetComponent<ItemContainer>();
|
|
if (itemContainer?.Inventory?.Items == null) continue;
|
|
|
|
availableAmmo.AddRange(itemContainer.Inventory.Items);
|
|
}
|
|
|
|
float chargeRate =
|
|
powerConsumption <= 0.0f ?
|
|
1.0f :
|
|
batteryCapacity > 0.0f ? batteryCharge / batteryCapacity : 0.0f;
|
|
bool charged = batteryCharge * 3600.0f > powerConsumption;
|
|
bool readyToFire = reload <= 0.0f && charged && availableAmmo.Any(p => p != null);
|
|
if (ShowChargeIndicator && PowerConsumption > 0.0f)
|
|
{
|
|
powerIndicator.Color = charged ? Color.Green : Color.Red;
|
|
if (flashLowPower)
|
|
{
|
|
powerIndicator.BarSize = 1;
|
|
powerIndicator.Color *= (float)Math.Sin(flashTimer * 12);
|
|
powerIndicator.RectTransform.ChangeScale(Vector2.Lerp(Vector2.One, Vector2.One * 1.01f, 2 * (float)Math.Sin(flashTimer * 15)));
|
|
}
|
|
else
|
|
{
|
|
powerIndicator.BarSize = chargeRate;
|
|
}
|
|
powerIndicator.DrawManually(spriteBatch, true);
|
|
|
|
int requiredChargeIndicatorPos = (int)((powerConsumption / (batteryCapacity * 3600.0f)) * powerIndicator.Rect.Width);
|
|
GUI.DrawRectangle(spriteBatch,
|
|
new Rectangle(powerIndicator.Rect.X + requiredChargeIndicatorPos, powerIndicator.Rect.Y, 3, powerIndicator.Rect.Height),
|
|
Color.White * 0.5f, true);
|
|
}
|
|
|
|
if (ShowProjectileIndicator)
|
|
{
|
|
Point slotSize = new Point(60, 30);
|
|
int spacing = 5;
|
|
int slotsPerRow = Math.Min(availableAmmo.Count, 6);
|
|
int totalWidth = slotSize.X * slotsPerRow + spacing * (slotsPerRow - 1);
|
|
Point invSlotPos = new Point(GameMain.GraphicsWidth / 2 - totalWidth / 2, 60);
|
|
for (int i = 0; i < availableAmmo.Count; i++)
|
|
{
|
|
// TODO: Optimize? Creates multiple new classes per frame?
|
|
Inventory.DrawSlot(spriteBatch, null,
|
|
new InventorySlot(new Rectangle(invSlotPos + new Point((i % slotsPerRow) * (slotSize.X + spacing), (int)Math.Floor(i / (float)slotsPerRow) * (slotSize.Y + spacing)), slotSize)),
|
|
availableAmmo[i], true);
|
|
}
|
|
if (flashNoAmmo)
|
|
{
|
|
Rectangle rect = new Rectangle(invSlotPos.X, invSlotPos.Y, totalWidth, slotSize.Y);
|
|
float inflate = MathHelper.Lerp(3, 8, (float)Math.Abs(1 * Math.Sin(flashTimer * 5)));
|
|
rect.Inflate(inflate, inflate);
|
|
Color color = Color.Red * MathHelper.Max(0.5f, (float)Math.Sin(flashTimer * 12));
|
|
GUI.DrawRectangle(spriteBatch, rect, color, thickness: 3);
|
|
}
|
|
}
|
|
|
|
if (crosshairSprite != null)
|
|
{
|
|
crosshairSprite.Draw(spriteBatch, crosshairPos, readyToFire ? Color.White : Color.White * 0.2f, 0, (float)Math.Sqrt(cam.Zoom));
|
|
}
|
|
if (crosshairPointerSprite != null) crosshairPointerSprite.Draw(spriteBatch, crosshairPointerPos, 0, (float)Math.Sqrt(cam.Zoom));
|
|
}
|
|
|
|
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
|
{
|
|
UInt16 projectileID = msg.ReadUInt16();
|
|
//projectile removed, do nothing
|
|
if (projectileID == 0) return;
|
|
|
|
Item projectile = Entity.FindEntityByID(projectileID) as Item;
|
|
if (projectile == null)
|
|
{
|
|
DebugConsole.ThrowError("Failed to launch a projectile - item with the ID \"" + projectileID + " not found");
|
|
return;
|
|
}
|
|
|
|
Launch(projectile);
|
|
}
|
|
}
|
|
}
|