699 lines
34 KiB
C#
699 lines
34 KiB
C#
using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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partial class Hull : MapEntity, ISerializableEntity, IServerSerializable, IClientSerializable
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{
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private float serverUpdateDelay;
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private float remoteWaterVolume, remoteOxygenPercentage;
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private List<Vector3> remoteFireSources;
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private readonly List<BackgroundSection> remoteBackgroundSections = new List<BackgroundSection>();
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private double lastAmbientLightEditTime;
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public override bool SelectableInEditor
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{
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get
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{
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return ShowHulls;
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}
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}
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public override bool DrawBelowWater
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{
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get
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{
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return decals.Count > 0;
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}
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}
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public override bool DrawOverWater
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{
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get
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{
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return true;
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}
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}
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private float paintAmount = 0.0f;
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private float minimumPaintAmountToDraw;
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public override bool IsVisible(Rectangle worldView)
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{
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if (Screen.Selected != GameMain.SubEditorScreen && !GameMain.DebugDraw)
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{
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if (decals.Count == 0 && paintAmount < minimumPaintAmountToDraw) { return false; }
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Rectangle worldRect = WorldRect;
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if (worldRect.X > worldView.Right || worldRect.Right < worldView.X) { return false; }
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if (worldRect.Y < worldView.Y - worldView.Height || worldRect.Y - worldRect.Height > worldView.Y) { return false; }
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}
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return true;
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}
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public override bool IsMouseOn(Vector2 position)
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{
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if (!GameMain.DebugDraw && !ShowHulls) return false;
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return (Submarine.RectContains(WorldRect, position) &&
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!Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -8), position));
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}
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private GUIComponent CreateEditingHUD(bool inGame = false)
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{
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editingHUD = new GUIFrame(new RectTransform(new Vector2(0.3f, 0.25f), GUI.Canvas, Anchor.CenterRight) { MinSize = new Point(400, 0) }) { UserData = this };
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GUIListBox listBox = new GUIListBox(new RectTransform(new Vector2(0.95f, 0.8f), editingHUD.RectTransform, Anchor.Center), style: null);
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new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true, titleFont: GUI.LargeFont);
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PositionEditingHUD();
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return editingHUD;
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}
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public override void UpdateEditing(Camera cam)
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{
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if (editingHUD == null || editingHUD.UserData as Hull != this)
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{
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editingHUD = CreateEditingHUD(Screen.Selected != GameMain.SubEditorScreen);
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}
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if (!PlayerInput.KeyDown(Keys.Space)) { return; }
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bool lClick = PlayerInput.PrimaryMouseButtonClicked();
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bool rClick = PlayerInput.SecondaryMouseButtonClicked();
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if (!lClick && !rClick) { return; }
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Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
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foreach (MapEntity entity in mapEntityList)
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{
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if (entity == this || !entity.IsHighlighted) { continue; }
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if (!entity.IsMouseOn(position)) { continue; }
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if (entity.linkedTo == null || !entity.Linkable) { continue; }
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if (entity.linkedTo.Contains(this) || linkedTo.Contains(entity) || rClick)
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{
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if (entity == this || !entity.IsHighlighted) { continue; }
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if (!entity.IsMouseOn(position)) { continue; }
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if (entity.linkedTo.Contains(this))
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{
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entity.linkedTo.Remove(this);
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linkedTo.Remove(entity);
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}
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}
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else
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{
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if (!entity.linkedTo.Contains(this)) { entity.linkedTo.Add(this); }
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if (!linkedTo.Contains(this)) { linkedTo.Add(entity); }
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}
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}
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}
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partial void UpdateProjSpecific(float deltaTime, Camera cam)
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{
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serverUpdateDelay -= deltaTime;
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if (serverUpdateDelay <= 0.0f)
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{
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ApplyRemoteState();
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}
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if (networkUpdatePending)
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{
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networkUpdateTimer += deltaTime;
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if (networkUpdateTimer > 0.2f)
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{
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if (!pendingSectionUpdates.Any())
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{
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GameMain.NetworkMember?.CreateEntityEvent(this);
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}
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foreach (int pendingSectionUpdate in pendingSectionUpdates)
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{
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GameMain.NetworkMember?.CreateEntityEvent(this, new object[] { pendingSectionUpdate });
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}
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pendingSectionUpdates.Clear();
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networkUpdatePending = false;
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networkUpdateTimer = 0.0f;
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}
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}
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if (EditWater)
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{
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Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
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if (Submarine.RectContains(WorldRect, position))
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{
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if (PlayerInput.PrimaryMouseButtonHeld())
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{
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WaterVolume += 1500.0f;
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networkUpdatePending = true;
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serverUpdateDelay = 0.5f;
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}
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else if (PlayerInput.SecondaryMouseButtonHeld())
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{
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WaterVolume -= 1500.0f;
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networkUpdatePending = true;
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serverUpdateDelay = 0.5f;
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}
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}
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}
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else if (EditFire)
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{
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Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
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if (Submarine.RectContains(WorldRect, position))
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{
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if (PlayerInput.PrimaryMouseButtonClicked())
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{
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new FireSource(position, this, isNetworkMessage: true);
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networkUpdatePending = true;
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serverUpdateDelay = 0.5f;
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}
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}
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}
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if (waterVolume < 1.0f) return;
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for (int i = 1; i < waveY.Length - 1; i++)
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{
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float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
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if (maxDelta > 1.0f && maxDelta > Rand.Range(1.0f, 10.0f))
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{
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var particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]);
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if (Submarine != null) particlePos += Submarine.Position;
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GameMain.ParticleManager.CreateParticle("mist",
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particlePos,
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new Vector2(0.0f, -50.0f), 0.0f, this);
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}
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}
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}
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private void DrawDecals(SpriteBatch spriteBatch)
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{
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Rectangle hullDrawRect = rect;
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if (Submarine != null) hullDrawRect.Location += Submarine.DrawPosition.ToPoint();
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float depth = 1.0f;
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foreach (Decal d in decals)
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{
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d.Draw(spriteBatch, this, depth);
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depth -= 0.000001f;
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}
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
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{
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if (back && Screen.Selected != GameMain.SubEditorScreen)
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{
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DrawDecals(spriteBatch);
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return;
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}
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if (!ShowHulls && !GameMain.DebugDraw) { return; }
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if (!editing && (!GameMain.DebugDraw || Screen.Selected.Cam.Zoom < 0.1f)) { return; }
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float alpha = 1.0f;
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float hideTimeAfterEdit = 3.0f;
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if (lastAmbientLightEditTime > Timing.TotalTime - hideTimeAfterEdit * 2.0f)
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{
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alpha = Math.Min((float)(Timing.TotalTime - lastAmbientLightEditTime) / hideTimeAfterEdit - 1.0f, 1.0f);
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}
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Rectangle drawRect =
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Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
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if ((IsSelected || IsHighlighted) && editing)
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{
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(rect.Width, rect.Height),
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(IsHighlighted ? Color.LightBlue * 0.8f : GUI.Style.Red * 0.5f) * alpha, false, 0, (int)Math.Max(5.0f / Screen.Selected.Cam.Zoom, 1.0f));
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}
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(rect.Width, rect.Height),
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Color.Blue * alpha, false, (ID % 255) * 0.000001f, (int)Math.Max(1.5f / Screen.Selected.Cam.Zoom, 1.0f));
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GUI.DrawRectangle(spriteBatch,
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new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height),
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GUI.Style.Red * ((100.0f - OxygenPercentage) / 400.0f) * alpha, true, 0, (int)Math.Max(1.5f / Screen.Selected.Cam.Zoom, 1.0f));
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if (GameMain.DebugDraw)
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{
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GUI.SmallFont.DrawString(spriteBatch, "Pressure: " + ((int)pressure - rect.Y).ToString() +
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" - Oxygen: " + ((int)OxygenPercentage), new Vector2(drawRect.X + 5, -drawRect.Y + 5), Color.White);
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GUI.SmallFont.DrawString(spriteBatch, waterVolume + " / " + Volume, new Vector2(drawRect.X + 5, -drawRect.Y + 20), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * Math.Min(waterVolume / Volume, 1.0f))), Color.Cyan, true);
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if (WaterVolume > Volume)
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{
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float maxExcessWater = Volume * MaxCompress;
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GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * (waterVolume - Volume) / maxExcessWater)), GUI.Style.Red, true);
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}
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GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, 100), Color.Black);
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foreach (FireSource fs in FireSources)
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{
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Rectangle fireSourceRect = new Rectangle((int)fs.WorldPosition.X, -(int)fs.WorldPosition.Y, (int)fs.Size.X, (int)fs.Size.Y);
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GUI.DrawRectangle(spriteBatch, fireSourceRect, GUI.Style.Red, false, 0, 5);
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GUI.DrawRectangle(spriteBatch, new Rectangle(fireSourceRect.X - (int)fs.DamageRange, fireSourceRect.Y, fireSourceRect.Width + (int)fs.DamageRange * 2, fireSourceRect.Height), GUI.Style.Orange, false, 0, 5);
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//GUI.DrawRectangle(spriteBatch, new Rectangle((int)fs.LastExtinguishPos.X, (int)-fs.LastExtinguishPos.Y, 5,5), Color.Yellow, true);
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}
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foreach (FireSource fs in FakeFireSources)
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{
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Rectangle fireSourceRect = new Rectangle((int)fs.WorldPosition.X, -(int)fs.WorldPosition.Y, (int)fs.Size.X, (int)fs.Size.Y);
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GUI.DrawRectangle(spriteBatch, fireSourceRect, GUI.Style.Red, false, 0, 5);
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GUI.DrawRectangle(spriteBatch, new Rectangle(fireSourceRect.X - (int)fs.DamageRange, fireSourceRect.Y, fireSourceRect.Width + (int)fs.DamageRange * 2, fireSourceRect.Height), GUI.Style.Orange, false, 0, 5);
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//GUI.DrawRectangle(spriteBatch, new Rectangle((int)fs.LastExtinguishPos.X, (int)-fs.LastExtinguishPos.Y, 5,5), Color.Yellow, true);
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}
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/*GUI.DrawLine(spriteBatch, new Vector2(drawRect.X, -WorldSurface), new Vector2(drawRect.Right, -WorldSurface), Color.Cyan * 0.5f);
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for (int i = 0; i < waveY.Length - 1; i++)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(drawRect.X + WaveWidth * i, -WorldSurface - waveY[i] - 10),
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new Vector2(drawRect.X + WaveWidth * (i + 1), -WorldSurface - waveY[i + 1] - 10), Color.Blue * 0.5f);
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}*/
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}
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foreach (MapEntity e in linkedTo)
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{
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if (e is Hull linkedHull)
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{
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Rectangle connectedHullRect = e.Submarine == null ?
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linkedHull.rect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
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linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
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//center of the hull
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Rectangle currentHullRect = Submarine == null ?
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WorldRect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
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WorldRect.Width, WorldRect.Height);
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GUI.DrawLine(spriteBatch,
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new Vector2(currentHullRect.X, -currentHullRect.Y),
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new Vector2(connectedHullRect.X, -connectedHullRect.Y),
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GUI.Style.Green, width: 2);
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}
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}
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}
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public void DrawSectionColors(SpriteBatch spriteBatch)
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{
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Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
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Point sectionSize = BackgroundSections[0].Rect.Size;
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Vector2 drawPos = drawOffset + new Vector2(rect.Location.X + sectionSize.X / 2, rect.Location.Y - sectionSize.Y / 2);
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for (int i = 0; i < BackgroundSections.Count; i++)
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{
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BackgroundSection section = BackgroundSections[i];
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if (section.ColorStrength < 0.01f || section.Color.A < 1) { continue; }
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if (GameMain.DecalManager.GrimeSprites.Count == 0)
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{
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawOffset.X + rect.X + section.Rect.X, -(drawOffset.Y + rect.Y + section.Rect.Y)),
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new Vector2(sectionSize.X, sectionSize.Y),
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section.GetStrengthAdjustedColor(), true, 0.0f, (int)Math.Max(1.5f / Screen.Selected.Cam.Zoom, 1.0f));
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}
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else
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{
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Vector2 sectionPos = new Vector2(drawPos.X + section.Rect.Location.X, -(drawPos.Y + section.Rect.Location.Y));
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Vector2 randomOffset = new Vector2(section.Noise.X - 0.5f, section.Noise.Y - 0.5f) * 15.0f;
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var sprite = GameMain.DecalManager.GrimeSprites[i % GameMain.DecalManager.GrimeSprites.Count];
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sprite.Draw(spriteBatch, sectionPos + randomOffset, section.GetStrengthAdjustedColor(), scale: 1.25f);
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}
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}
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}
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public static void UpdateVertices(Camera cam, WaterRenderer renderer)
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{
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foreach (EntityGrid entityGrid in EntityGrids)
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{
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if (entityGrid.WorldRect.X > cam.WorldView.Right || entityGrid.WorldRect.Right < cam.WorldView.X) { continue; }
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if (entityGrid.WorldRect.Y - entityGrid.WorldRect.Height > cam.WorldView.Y || entityGrid.WorldRect.Y < cam.WorldView.Y - cam.WorldView.Height) { continue; }
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var allEntities = entityGrid.GetAllEntities();
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foreach (Hull hull in allEntities)
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{
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hull.UpdateVertices(cam, entityGrid, renderer);
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}
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}
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}
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private void UpdateVertices(Camera cam, EntityGrid entityGrid, WaterRenderer renderer)
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{
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Vector2 submarinePos = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
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//if there's no more space in the buffer, don't render the water in the hull
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//not an ideal solution, but this seems to only happen in cases where the missing
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//water is not very noticeable (e.g. zoomed very far out so that multiple subs and ruins are visible)
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if (renderer.PositionInBuffer > renderer.vertices.Length - 6)
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{
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return;
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}
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if (!renderer.IndoorsVertices.ContainsKey(entityGrid))
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{
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renderer.IndoorsVertices[entityGrid] = new VertexPositionColorTexture[WaterRenderer.DefaultIndoorsBufferSize];
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renderer.PositionInIndoorsBuffer[entityGrid] = 0;
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}
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//calculate where the surface should be based on the water volume
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float top = rect.Y + submarinePos.Y;
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float bottom = top - rect.Height;
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float renderSurface = drawSurface + submarinePos.Y;
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if (bottom > cam.WorldView.Y || top < cam.WorldView.Y - cam.WorldView.Height) return;
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Matrix transform = cam.Transform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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if (!update)
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{
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// create the four corners of our triangle.
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Vector3[] corners = new Vector3[4];
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corners[0] = new Vector3(rect.X, rect.Y, 0.0f);
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corners[1] = new Vector3(rect.X + rect.Width, rect.Y, 0.0f);
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corners[2] = new Vector3(corners[1].X, rect.Y - rect.Height, 0.0f);
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corners[3] = new Vector3(corners[0].X, corners[2].Y, 0.0f);
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Vector2[] uvCoords = new Vector2[4];
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for (int i = 0; i < 4; i++)
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{
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corners[i] += new Vector3(submarinePos, 0.0f);
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uvCoords[i] = Vector2.Transform(new Vector2(corners[i].X, -corners[i].Y), transform);
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}
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renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(corners[0], uvCoords[0]);
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renderer.vertices[renderer.PositionInBuffer + 1] = new VertexPositionTexture(corners[1], uvCoords[1]);
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renderer.vertices[renderer.PositionInBuffer + 2] = new VertexPositionTexture(corners[2], uvCoords[2]);
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renderer.vertices[renderer.PositionInBuffer + 3] = new VertexPositionTexture(corners[0], uvCoords[0]);
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renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
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renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(corners[3], uvCoords[3]);
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renderer.PositionInBuffer += 6;
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return;
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}
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float x = rect.X;
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if (Submarine != null) { x += Submarine.DrawPosition.X; }
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int start = (int)Math.Floor((cam.WorldView.X - x) / WaveWidth);
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start = Math.Max(start, 0);
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int end = (waveY.Length - 1) - (int)Math.Floor(((x + rect.Width) - (cam.WorldView.Right)) / WaveWidth);
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end = Math.Min(end, waveY.Length - 1);
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x += start * WaveWidth;
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Vector3[] prevCorners = new Vector3[2];
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Vector2[] prevUVs = new Vector2[2];
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int width = WaveWidth;
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for (int i = start; i < end; i++)
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{
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Vector3[] corners = new Vector3[6];
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//top left
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corners[0] = new Vector3(x, top, 0.0f);
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//watersurface left
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corners[3] = new Vector3(corners[0].X, renderSurface + waveY[i], 0.0f);
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//top right
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corners[1] = new Vector3(x + width, top, 0.0f);
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//watersurface right
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corners[2] = new Vector3(corners[1].X, renderSurface + waveY[i + 1], 0.0f);
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//bottom left
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corners[4] = new Vector3(x, bottom, 0.0f);
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//bottom right
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corners[5] = new Vector3(x + width, bottom, 0.0f);
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Vector2[] uvCoords = new Vector2[4];
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for (int n = 0; n < 4; n++)
|
|
{
|
|
uvCoords[n] = Vector2.Transform(new Vector2(corners[n].X, -corners[n].Y), transform);
|
|
}
|
|
|
|
if (renderer.PositionInBuffer <= renderer.vertices.Length - 6)
|
|
{
|
|
if (i == start)
|
|
{
|
|
prevCorners[0] = corners[0];
|
|
prevCorners[1] = corners[3];
|
|
prevUVs[0] = uvCoords[0];
|
|
prevUVs[1] = uvCoords[3];
|
|
}
|
|
|
|
//we only create a new quad if this is the first or the last one, of if there's a wave large enough that we need more geometry
|
|
if (i == end - 1 || i == start || Math.Abs(prevCorners[1].Y - corners[2].Y) > 0.01f)
|
|
{
|
|
renderer.vertices[renderer.PositionInBuffer] = new VertexPositionTexture(prevCorners[0], prevUVs[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(prevCorners[0], prevUVs[0]);
|
|
renderer.vertices[renderer.PositionInBuffer + 4] = new VertexPositionTexture(corners[2], uvCoords[2]);
|
|
renderer.vertices[renderer.PositionInBuffer + 5] = new VertexPositionTexture(prevCorners[1], prevUVs[1]);
|
|
|
|
prevCorners[0] = corners[1];
|
|
prevCorners[1] = corners[2];
|
|
prevUVs[0] = uvCoords[1];
|
|
prevUVs[1] = uvCoords[2];
|
|
|
|
renderer.PositionInBuffer += 6;
|
|
}
|
|
}
|
|
|
|
if (renderer.PositionInIndoorsBuffer[entityGrid] <= renderer.IndoorsVertices[entityGrid].Length - 12 &&
|
|
cam.Zoom > 0.6f)
|
|
{
|
|
const float SurfaceSize = 10.0f;
|
|
const float SineFrequency1 = 0.01f;
|
|
const float SineFrequency2 = 0.05f;
|
|
|
|
//surface shrinks and finally disappears when the water level starts to reach the top of the hull
|
|
float surfaceScale = 1.0f - MathHelper.Clamp(corners[3].Y - (top - SurfaceSize), 0.0f, 1.0f);
|
|
|
|
Vector3 surfaceOffset = new Vector3(0.0f, -SurfaceSize, 0.0f);
|
|
surfaceOffset.Y += (float)Math.Sin((rect.X + i * WaveWidth) * SineFrequency1 + renderer.WavePos.X * 0.25f) * 2;
|
|
surfaceOffset.Y += (float)Math.Sin((rect.X + i * WaveWidth) * SineFrequency2 - renderer.WavePos.X) * 2;
|
|
surfaceOffset *= surfaceScale;
|
|
|
|
Vector3 surfaceOffset2 = new Vector3(0.0f, -SurfaceSize, 0.0f);
|
|
surfaceOffset2.Y += (float)Math.Sin((rect.X + i * WaveWidth + width) * SineFrequency1 + renderer.WavePos.X * 0.25f) * 2;
|
|
surfaceOffset2.Y += (float)Math.Sin((rect.X + i * WaveWidth + width) * SineFrequency2 - renderer.WavePos.X) * 2;
|
|
surfaceOffset2 *= surfaceScale;
|
|
|
|
int posInBuffer = renderer.PositionInIndoorsBuffer[entityGrid];
|
|
|
|
renderer.IndoorsVertices[entityGrid][posInBuffer + 0] = new VertexPositionColorTexture(corners[3] + surfaceOffset, renderer.IndoorsWaterColor, Vector2.Zero);
|
|
renderer.IndoorsVertices[entityGrid][posInBuffer + 1] = new VertexPositionColorTexture(corners[2] + surfaceOffset2, renderer.IndoorsWaterColor, Vector2.Zero);
|
|
renderer.IndoorsVertices[entityGrid][posInBuffer + 2] = new VertexPositionColorTexture(corners[5], renderer.IndoorsWaterColor, Vector2.Zero);
|
|
|
|
renderer.IndoorsVertices[entityGrid][posInBuffer + 3] = new VertexPositionColorTexture(corners[3] + surfaceOffset, renderer.IndoorsWaterColor, Vector2.Zero);
|
|
renderer.IndoorsVertices[entityGrid][posInBuffer + 4] = new VertexPositionColorTexture(corners[5], renderer.IndoorsWaterColor, Vector2.Zero);
|
|
renderer.IndoorsVertices[entityGrid][posInBuffer + 5] = new VertexPositionColorTexture(corners[4], renderer.IndoorsWaterColor, Vector2.Zero);
|
|
|
|
posInBuffer += 6;
|
|
renderer.PositionInIndoorsBuffer[entityGrid] = posInBuffer;
|
|
|
|
if (surfaceScale > 0)
|
|
{
|
|
renderer.IndoorsVertices[entityGrid][posInBuffer + 0] = new VertexPositionColorTexture(corners[3], renderer.IndoorsSurfaceTopColor, Vector2.Zero);
|
|
renderer.IndoorsVertices[entityGrid][posInBuffer + 1] = new VertexPositionColorTexture(corners[2], renderer.IndoorsSurfaceTopColor, Vector2.Zero);
|
|
renderer.IndoorsVertices[entityGrid][posInBuffer + 2] = new VertexPositionColorTexture(corners[2] + surfaceOffset2, renderer.IndoorsSurfaceBottomColor, Vector2.Zero);
|
|
|
|
renderer.IndoorsVertices[entityGrid][posInBuffer + 3] = new VertexPositionColorTexture(corners[3], renderer.IndoorsSurfaceTopColor, Vector2.Zero);
|
|
renderer.IndoorsVertices[entityGrid][posInBuffer + 4] = new VertexPositionColorTexture(corners[2] + surfaceOffset2, renderer.IndoorsSurfaceBottomColor, Vector2.Zero);
|
|
renderer.IndoorsVertices[entityGrid][posInBuffer + 5] = new VertexPositionColorTexture(corners[3] + surfaceOffset, renderer.IndoorsSurfaceBottomColor, Vector2.Zero);
|
|
|
|
renderer.PositionInIndoorsBuffer[entityGrid] += 6;
|
|
}
|
|
}
|
|
|
|
x += WaveWidth;
|
|
//clamp the last segment to the right edge of the hull
|
|
if (i == end - 2)
|
|
{
|
|
width -= (int)Math.Max((x + WaveWidth) - (Submarine == null ? rect.Right : (rect.Right + Submarine.DrawPosition.X)), 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ClientWrite(IWriteMessage msg, object[] extraData = null)
|
|
{
|
|
msg.Write(extraData != null);
|
|
if (extraData == null)
|
|
{
|
|
msg.WriteRangedSingle(MathHelper.Clamp(waterVolume / Volume, 0.0f, 1.5f), 0.0f, 1.5f, 8);
|
|
|
|
msg.Write(FireSources.Count > 0);
|
|
if (FireSources.Count > 0)
|
|
{
|
|
msg.WriteRangedInteger(Math.Min(FireSources.Count, 16), 0, 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);
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int sectorToUpdate = (int)extraData[0];
|
|
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.Write(BackgroundSections[i].Color.PackedValue);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ClientRead(ServerNetObject type, IReadMessage message, float sendingTime)
|
|
{
|
|
remoteWaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume;
|
|
remoteOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
|
|
|
|
bool hasFireSources = message.ReadBoolean();
|
|
remoteFireSources = new List<Vector3>();
|
|
if (hasFireSources)
|
|
{
|
|
int fireSourceCount = message.ReadRangedInteger(0, 16);
|
|
for (int i = 0; i < fireSourceCount; i++)
|
|
{
|
|
remoteFireSources.Add(new Vector3(
|
|
MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f),
|
|
MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f),
|
|
message.ReadRangedSingle(0.0f, 1.0f, 8)));
|
|
}
|
|
}
|
|
|
|
bool hasExtraData = message.ReadBoolean();
|
|
if (hasExtraData)
|
|
{
|
|
bool hasSectionUpdate = message.ReadBoolean();
|
|
if (hasSectionUpdate)
|
|
{
|
|
int sectorToUpdate = message.ReadRangedInteger(0, BackgroundSections.Count - 1);
|
|
int start = sectorToUpdate * BackgroundSectionsPerNetworkEvent;
|
|
int end = Math.Min((sectorToUpdate + 1) * BackgroundSectionsPerNetworkEvent, BackgroundSections.Count - 1);
|
|
for (int i = start; i < end; i++)
|
|
{
|
|
float colorStrength = message.ReadRangedSingle(0.0f, 1.0f, 8);
|
|
Color color = new Color(message.ReadUInt32());
|
|
var remoteBackgroundSection = remoteBackgroundSections.Find(s => s.Index == i);
|
|
if (remoteBackgroundSection != null)
|
|
{
|
|
remoteBackgroundSection.SetColorStrength(colorStrength);
|
|
remoteBackgroundSection.SetColor(color);
|
|
}
|
|
else
|
|
{
|
|
remoteBackgroundSections.Add(new BackgroundSection(new Rectangle(0, 0, 1, 1), i, colorStrength, color, 0));
|
|
}
|
|
}
|
|
paintAmount = BackgroundSections.Sum(s => s.ColorStrength);
|
|
}
|
|
else
|
|
{
|
|
int decalCount = message.ReadRangedInteger(0, MaxDecalsPerHull);
|
|
decals.Clear();
|
|
for (int i = 0; i < decalCount; i++)
|
|
{
|
|
UInt32 decalId = message.ReadUInt32();
|
|
int spriteIndex = message.ReadByte();
|
|
float normalizedXPos = message.ReadRangedSingle(0.0f, 1.0f, 8);
|
|
float normalizedYPos = message.ReadRangedSingle(0.0f, 1.0f, 8);
|
|
float decalPosX = MathHelper.Lerp(rect.X, rect.Right, normalizedXPos);
|
|
float decalPosY = MathHelper.Lerp(rect.Y - rect.Height, rect.Y, normalizedYPos);
|
|
float decalScale = message.ReadRangedSingle(0.0f, 2.0f, 12);
|
|
if (Submarine != null)
|
|
{
|
|
decalPosX += Submarine.Position.X;
|
|
decalPosY += Submarine.Position.Y;
|
|
}
|
|
AddDecal(decalId, new Vector2(decalPosX, decalPosY), decalScale, isNetworkEvent: true, spriteIndex: spriteIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (serverUpdateDelay > 0.0f) { return; }
|
|
|
|
ApplyRemoteState();
|
|
}
|
|
|
|
private void ApplyRemoteState()
|
|
{
|
|
foreach (BackgroundSection remoteBackgroundSection in remoteBackgroundSections)
|
|
{
|
|
float prevColorStrength = BackgroundSections[remoteBackgroundSection.Index].ColorStrength;
|
|
BackgroundSections[remoteBackgroundSection.Index].SetColor(remoteBackgroundSection.Color);
|
|
BackgroundSections[remoteBackgroundSection.Index].SetColorStrength(remoteBackgroundSection.ColorStrength);
|
|
paintAmount = Math.Max(0, paintAmount + (BackgroundSections[remoteBackgroundSection.Index].ColorStrength - prevColorStrength) / BackgroundSections.Count);
|
|
}
|
|
remoteBackgroundSections.Clear();
|
|
|
|
if (remoteFireSources == null) { return; }
|
|
|
|
WaterVolume = remoteWaterVolume;
|
|
OxygenPercentage = remoteOxygenPercentage;
|
|
|
|
for (int i = 0; i < remoteFireSources.Count; i++)
|
|
{
|
|
Vector2 pos = new Vector2(
|
|
rect.X + rect.Width * remoteFireSources[i].X,
|
|
rect.Y - rect.Height + (rect.Height * remoteFireSources[i].Y));
|
|
float size = remoteFireSources[i].Z * rect.Width;
|
|
|
|
var newFire = i < FireSources.Count ?
|
|
FireSources[i] :
|
|
new FireSource(Submarine == null ? pos : 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;
|
|
}
|
|
}
|
|
|
|
for (int i = FireSources.Count - 1; i >= remoteFireSources.Count; i--)
|
|
{
|
|
FireSources[i].Remove();
|
|
if (i < FireSources.Count)
|
|
{
|
|
FireSources.RemoveAt(i);
|
|
}
|
|
}
|
|
remoteFireSources = null;
|
|
}
|
|
}
|
|
}
|