455 lines
21 KiB
C#
455 lines
21 KiB
C#
using Barotrauma.Networking;
|
|
using Barotrauma.Particles;
|
|
using Barotrauma.Sounds;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using Microsoft.Xna.Framework.Input;
|
|
using System.Linq;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
partial class Hull : MapEntity, ISerializableEntity, IServerSerializable
|
|
{
|
|
public const int MaxDecalsPerHull = 10;
|
|
|
|
private List<Decal> decals = new List<Decal>();
|
|
|
|
public override bool SelectableInEditor
|
|
{
|
|
get
|
|
{
|
|
return ShowHulls;
|
|
}
|
|
}
|
|
|
|
public override bool DrawBelowWater
|
|
{
|
|
get
|
|
{
|
|
return decals.Count > 0;
|
|
}
|
|
}
|
|
|
|
public override bool DrawOverWater
|
|
{
|
|
get
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
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 Decal AddDecal(string decalName, Vector2 worldPosition, float scale = 1.0f)
|
|
{
|
|
if (decals.Count >= MaxDecalsPerHull) return null;
|
|
|
|
var decal = GameMain.DecalManager.CreateDecal(decalName, scale, worldPosition, this);
|
|
|
|
if (decal != null)
|
|
{
|
|
decals.Add(decal);
|
|
}
|
|
|
|
return decal;
|
|
}
|
|
|
|
private GUIComponent CreateEditingHUD(bool inGame = false)
|
|
{
|
|
editingHUD = new GUIFrame(new RectTransform(new Vector2(0.3f, 0.25f), GUI.Canvas, Anchor.CenterRight) { MinSize = new Point(400, 0) }) { UserData = this };
|
|
GUIListBox listBox = new GUIListBox(new RectTransform(new Vector2(0.95f, 0.8f), editingHUD.RectTransform, Anchor.Center), style: null);
|
|
new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true);
|
|
|
|
PositionEditingHUD();
|
|
|
|
return editingHUD;
|
|
}
|
|
|
|
public override void UpdateEditing(Camera cam)
|
|
{
|
|
if (editingHUD == null || editingHUD.UserData as Hull != this)
|
|
{
|
|
editingHUD = CreateEditingHUD(Screen.Selected != GameMain.SubEditorScreen);
|
|
}
|
|
|
|
if (!PlayerInput.KeyDown(Keys.Space)) return;
|
|
bool lClick = PlayerInput.LeftButtonClicked();
|
|
bool rClick = PlayerInput.RightButtonClicked();
|
|
if (!lClick && !rClick) return;
|
|
|
|
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
|
|
|
|
if (lClick)
|
|
{
|
|
foreach (MapEntity entity in mapEntityList)
|
|
{
|
|
if (entity == this || !entity.IsHighlighted) continue;
|
|
if (!entity.IsMouseOn(position)) continue;
|
|
|
|
if (entity.Linkable && entity.linkedTo != null) entity.linkedTo.Add(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach (MapEntity entity in mapEntityList)
|
|
{
|
|
if (entity == this || !entity.IsHighlighted) continue;
|
|
if (!entity.IsMouseOn(position)) continue;
|
|
|
|
if (entity.linkedTo != null && entity.linkedTo.Contains(this)) entity.linkedTo.Remove(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
partial void UpdateProjSpecific(float deltaTime, Camera cam)
|
|
{
|
|
if (EditWater)
|
|
{
|
|
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
|
|
if (Submarine.RectContains(WorldRect, position))
|
|
{
|
|
if (PlayerInput.LeftButtonHeld())
|
|
{
|
|
WaterVolume += 1500.0f;
|
|
}
|
|
else if (PlayerInput.RightButtonHeld())
|
|
{
|
|
WaterVolume -= 1500.0f;
|
|
}
|
|
}
|
|
}
|
|
else if (EditFire)
|
|
{
|
|
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
|
|
if (Submarine.RectContains(WorldRect, position))
|
|
{
|
|
if (PlayerInput.LeftButtonClicked())
|
|
{
|
|
new FireSource(position, this);
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (Decal decal in decals)
|
|
{
|
|
decal.Update(deltaTime);
|
|
}
|
|
|
|
decals.RemoveAll(d => d.FadeTimer >= d.LifeTime);
|
|
|
|
if (waterVolume < 1.0f) return;
|
|
for (int i = 1; i < waveY.Length - 1; 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void DrawDecals(SpriteBatch spriteBatch)
|
|
{
|
|
Rectangle hullDrawRect = rect;
|
|
if (Submarine != null) hullDrawRect.Location += Submarine.DrawPosition.ToPoint();
|
|
|
|
float depth = 1.0f;
|
|
foreach (Decal d in decals)
|
|
{
|
|
d.Draw(spriteBatch, this, depth);
|
|
depth -= 0.000001f;
|
|
}
|
|
}
|
|
|
|
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
|
|
{
|
|
if (back && Screen.Selected != GameMain.SubEditorScreen)
|
|
{
|
|
DrawDecals(spriteBatch);
|
|
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, waterVolume + " / " + Volume, new Vector2(drawRect.X + 5, -drawRect.Y + 20), Color.White);
|
|
|
|
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);
|
|
if (WaterVolume > Volume)
|
|
{
|
|
GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * (waterVolume - Volume) / MaxCompress)), Color.Red, true);
|
|
}
|
|
GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, 100), Color.Black);
|
|
|
|
foreach (FireSource fs in FireSources)
|
|
{
|
|
Rectangle fireSourceRect = new Rectangle((int)fs.WorldPosition.X, -(int)fs.WorldPosition.Y, (int)fs.Size.X, (int)fs.Size.Y);
|
|
GUI.DrawRectangle(spriteBatch, fireSourceRect, Color.Orange, false, 0, 5);
|
|
//GUI.DrawRectangle(spriteBatch, new Rectangle((int)fs.LastExtinguishPos.X, (int)-fs.LastExtinguishPos.Y, 5,5), Color.Yellow, true);
|
|
}
|
|
|
|
/*GUI.DrawLine(spriteBatch, new Vector2(drawRect.X, -WorldSurface), new Vector2(drawRect.Right, -WorldSurface), Color.Cyan * 0.5f);
|
|
for (int i = 0; i < waveY.Length - 1; i++)
|
|
{
|
|
GUI.DrawLine(spriteBatch,
|
|
new Vector2(drawRect.X + WaveWidth * i, -WorldSurface - waveY[i] - 10),
|
|
new Vector2(drawRect.X + WaveWidth * (i + 1), -WorldSurface - waveY[i + 1] - 10), Color.Blue * 0.5f);
|
|
}*/
|
|
}
|
|
|
|
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 static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
|
|
{
|
|
foreach (EntityGrid entityGrid in EntityGrids)
|
|
{
|
|
if (entityGrid.WorldRect.X > cam.WorldView.Right || entityGrid.WorldRect.Right < cam.WorldView.X) continue;
|
|
if (entityGrid.WorldRect.Y - entityGrid.WorldRect.Height > cam.WorldView.Y || entityGrid.WorldRect.Y < cam.WorldView.Y - cam.WorldView.Height) continue;
|
|
|
|
var allEntities = entityGrid.GetAllEntities();
|
|
foreach (Hull hull in allEntities)
|
|
{
|
|
hull.UpdateVertices(graphicsDevice, cam, entityGrid, renderer);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, EntityGrid entityGrid, WaterRenderer renderer)
|
|
{
|
|
Vector2 submarinePos = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
|
|
|
|
//if there's no more space in the buffer, don't render the water in the hull
|
|
//not an ideal solution, but this seems to only happen in cases where the missing
|
|
//water is not very noticeable (e.g. zoomed very far out so that multiple subs and ruins are visible)
|
|
if (renderer.PositionInBuffer > renderer.vertices.Length - 6)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!renderer.IndoorsVertices.ContainsKey(entityGrid))
|
|
{
|
|
renderer.IndoorsVertices[entityGrid] = new VertexPositionColorTexture[WaterRenderer.DefaultIndoorsBufferSize];
|
|
renderer.PositionInIndoorsBuffer[entityGrid] = 0;
|
|
}
|
|
|
|
//calculate where the surface should be based on the water volume
|
|
float top = rect.Y + submarinePos.Y;
|
|
float bottom = top - rect.Height;
|
|
float renderSurface = drawSurface + submarinePos.Y;
|
|
|
|
if (bottom > cam.WorldView.Y || top < cam.WorldView.Y - cam.WorldView.Height) return;
|
|
|
|
Matrix transform = cam.Transform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
|
|
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;
|
|
if (Submarine != null) { 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(((x + rect.Width) - (cam.WorldView.Right)) / WaveWidth);
|
|
end = Math.Min(end, waveY.Length - 1);
|
|
|
|
x += start * WaveWidth;
|
|
|
|
Vector3[] prevCorners = new Vector3[2];
|
|
Vector2[] prevUVs = new Vector2[2];
|
|
|
|
int width = WaveWidth;
|
|
|
|
for (int i = start; i < end; i++)
|
|
{
|
|
Vector3[] corners = new Vector3[6];
|
|
|
|
//top left
|
|
corners[0] = new Vector3(x, top, 0.0f);
|
|
//watersurface left
|
|
corners[3] = new Vector3(corners[0].X, renderSurface + waveY[i], 0.0f);
|
|
|
|
//top right
|
|
corners[1] = new Vector3(x + width, top, 0.0f);
|
|
//watersurface right
|
|
corners[2] = new Vector3(corners[1].X, renderSurface + waveY[i + 1], 0.0f);
|
|
|
|
//bottom left
|
|
corners[4] = new Vector3(x, bottom, 0.0f);
|
|
//bottom right
|
|
corners[5] = new Vector3(x + width, bottom, 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);
|
|
}
|
|
|
|
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[3].Y) > 1.0f)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|