Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/Machines/Radar.cs
Regalis 347f549ac1 Reactors, sonars, nav terminals, pumps and batteries use similar delayed correction logic as doors and inventories.
I.e. the clients delay correcting the state of the item until the local player stops manipulating the state (atm the delay is 1 sec). Prevents pumping speeds, steering directions and whatnot from switching to an old state and back - now the corrections should not be visible to the players unless the client predicts the state wrong.
2017-04-11 00:48:53 +03:00

477 lines
17 KiB
C#

using Barotrauma.Networking;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
using Voronoi2;
namespace Barotrauma.Items.Components
{
class Radar : Powered, IServerSerializable, IClientSerializable
{
private float range;
private float pingState;
private readonly Sprite pingCircle, screenOverlay;
private GUITickBox isActiveTickBox;
private List<RadarBlip> radarBlips;
private float prevPingRadius;
[HasDefaultValue(10000.0f, false)]
public float Range
{
get { return range; }
set { range = MathHelper.Clamp(value, 0.0f, 100000.0f); }
}
[HasDefaultValue(false, false)]
public bool DetectSubmarineWalls
{
get;
set;
}
public Radar(Item item, XElement element)
: base(item, element)
{
radarBlips = new List<RadarBlip>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "pingcircle":
pingCircle = new Sprite(subElement);
break;
case "screenoverlay":
screenOverlay = new Sprite(subElement);
break;
}
}
isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Sonar", Alignment.TopLeft, GuiFrame);
isActiveTickBox.OnSelected = (GUITickBox box) =>
{
if (GameMain.Server != null)
{
item.CreateServerEvent(this);
}
else if (GameMain.Client != null)
{
item.CreateClientEvent(this);
correctionTimer = CorrectionDelay;
}
IsActive = box.Selected;
return true;
};
GuiFrame.CanBeFocused = false;
}
public override void Update(float deltaTime, Camera cam)
{
currPowerConsumption = powerConsumption;
base.Update(deltaTime, cam);
for (int i = radarBlips.Count - 1; i >= 0; i-- )
{
radarBlips[i].FadeTimer -= deltaTime*0.5f;
if (radarBlips[i].FadeTimer <= 0.0f) radarBlips.RemoveAt(i);
}
if (voltage >= minVoltage || powerConsumption <= 0.0f)
{
pingState = pingState + deltaTime * 0.5f;
if (pingState>1.0f)
{
item.Use(deltaTime);
pingState = 0.0f;
}
if (item.CurrentHull != null) item.CurrentHull.AiTarget.SoundRange = Math.Max(Range * pingState, item.CurrentHull.AiTarget.SoundRange);
}
else
{
pingState = 0.0f;
}
Voltage -= deltaTime;
}
public override bool Use(float deltaTime, Character character = null)
{
return pingState > 1.0f;
}
public override void AddToGUIUpdateList()
{
GuiFrame.AddToGUIUpdateList();
}
public override void UpdateHUD(Character character)
{
GuiFrame.Update((float)Timing.Step);
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
GuiFrame.Draw(spriteBatch);
if (voltage < minVoltage && powerConsumption > 0.0f) return;
int radius = GuiFrame.Rect.Height / 2 - 30;
DrawRadar(spriteBatch, new Rectangle((int)GuiFrame.Center.X - radius, (int)GuiFrame.Center.Y - radius, radius * 2, radius * 2));
}
private void DrawRadar(SpriteBatch spriteBatch, Rectangle rect)
{
Vector2 center = new Vector2(rect.X + rect.Width*0.5f, rect.Center.Y);
if (!IsActive) return;
float pingRadius = (rect.Width / 2.0f) * pingState;
pingCircle.Draw(spriteBatch, center, Color.White * (1.0f - pingState), 0.0f, (rect.Width / pingCircle.size.X) * pingState);
float radius = rect.Width / 2.0f;
float displayScale = radius / range;
foreach (Submarine submarine in Submarine.Loaded)
{
if (item.Submarine == submarine && !DetectSubmarineWalls) continue;
if (item.Submarine != null && item.Submarine.DockedTo.Contains(submarine)) continue;
if (submarine.HullVertices == null) continue;
for (int i = 0; i < submarine.HullVertices.Count; i++)
{
Vector2 start = ConvertUnits.ToDisplayUnits(submarine.HullVertices[i]);
Vector2 end = ConvertUnits.ToDisplayUnits(submarine.HullVertices[(i + 1) % submarine.HullVertices.Count]);
if (item.Submarine == submarine)
{
start += Rand.Vector(500.0f);
end += Rand.Vector(500.0f);
}
CreateBlipsForLine(
start + submarine.WorldPosition,
end + submarine.WorldPosition,
radius, displayScale, 200.0f, 2.0f);
}
}
if (item.Submarine != null && !DetectSubmarineWalls)
{
float simScale = displayScale * Physics.DisplayToSimRation;
foreach (Submarine submarine in Submarine.Loaded)
{
if (submarine != item.Submarine && !submarine.DockedTo.Contains(item.Submarine)) continue;
Vector2 offset = ConvertUnits.ToSimUnits(submarine.WorldPosition - item.WorldPosition);
for (int i = 0; i < submarine.HullVertices.Count; i++)
{
Vector2 start = (submarine.HullVertices[i] + offset) * simScale;
start.Y = -start.Y;
Vector2 end = (submarine.HullVertices[(i + 1) % submarine.HullVertices.Count] + offset) * simScale;
end.Y = -end.Y;
GUI.DrawLine(spriteBatch, center + start, center + end, Color.Green);
}
}
}
if (Level.Loaded != null && (item.CurrentHull == null || !DetectSubmarineWalls))
{
if (Level.Loaded.Size.Y - item.WorldPosition.Y < range)
{
CreateBlipsForLine(
new Vector2(item.WorldPosition.X - range, Level.Loaded.Size.Y),
new Vector2(item.WorldPosition.X + range, Level.Loaded.Size.Y),
radius, displayScale, 500.0f, 10.0f);
}
List<VoronoiCell> cells = Level.Loaded.GetCells(item.WorldPosition, 7);
foreach (VoronoiCell cell in cells)
{
foreach (GraphEdge edge in cell.edges)
{
if (!edge.isSolid) continue;
float cellDot = Vector2.Dot(cell.Center - item.WorldPosition, (edge.Center + cell.Translation) - cell.Center);
if (cellDot > 0) continue;
float facingDot = Vector2.Dot(
Vector2.Normalize(edge.point1 - edge.point2),
Vector2.Normalize(cell.Center - item.WorldPosition));
CreateBlipsForLine(edge.point1 + cell.Translation, edge.point2 + cell.Translation, radius, displayScale, 350.0f, 3.0f * (Math.Abs(facingDot) + 1.0f));
}
}
foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
{
if (!MathUtils.CircleIntersectsRectangle(item.WorldPosition, range, ruin.Area)) continue;
foreach (var ruinShape in ruin.RuinShapes)
{
foreach (RuinGeneration.Line wall in ruinShape.Walls)
{
float cellDot = Vector2.Dot(
Vector2.Normalize(ruinShape.Center - item.WorldPosition),
Vector2.Normalize((wall.A+wall.B)/2.0f - ruinShape.Center));
if (cellDot > 0) continue;
CreateBlipsForLine(wall.A, wall.B, radius, displayScale, 100.0f, 1000.0f);
}
}
}
}
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull != null) continue;
if (DetectSubmarineWalls && c.AnimController.CurrentHull == null && item.CurrentHull != null) continue;
foreach (Limb limb in c.AnimController.Limbs)
{
float pointDist = (limb.WorldPosition - item.WorldPosition).Length() * displayScale;
if (limb.SimPosition == Vector2.Zero || pointDist > radius) continue;
if (pointDist > prevPingRadius && pointDist < pingRadius)
{
for (int i = 0; i<=limb.Mass/100.0f; i++)
{
var blip = new RadarBlip(limb.WorldPosition+Rand.Vector(limb.Mass/10.0f), 1.0f);
radarBlips.Add(blip);
}
}
}
}
foreach (RadarBlip radarBlip in radarBlips)
{
DrawBlip(spriteBatch, radarBlip, center, Color.Green * radarBlip.FadeTimer, radius);
}
prevPingRadius = pingRadius;
if (screenOverlay != null)
{
screenOverlay.Draw(spriteBatch, center, 0.0f, rect.Width / screenOverlay.size.X);
}
//prevPingRadius = pingRadius;
if (GameMain.GameSession == null) return;
DrawMarker(spriteBatch,
GameMain.GameSession.StartLocation.Name,
(Level.Loaded.StartPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.5f));
DrawMarker(spriteBatch,
GameMain.GameSession.EndLocation.Name,
(Level.Loaded.EndPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.5f));
if (GameMain.GameSession.Mission != null)
{
var mission = GameMain.GameSession.Mission;
if (!string.IsNullOrWhiteSpace(mission.RadarLabel) && mission.RadarPosition != Vector2.Zero)
{
DrawMarker(spriteBatch,
mission.RadarLabel,
mission.RadarPosition - item.WorldPosition, displayScale, center, (rect.Width * 0.55f));
}
}
foreach (Submarine sub in Submarine.Loaded)
{
if (!sub.OnRadar) continue;
if (item.Submarine == sub || sub.DockedTo.Contains(item.Submarine)) continue;
if (sub.WorldPosition.Y > Level.Loaded.Size.Y) continue;
DrawMarker(spriteBatch, sub.Name, sub.WorldPosition - item.WorldPosition, displayScale, center, (rect.Width * 0.45f));
}
if (!GameMain.DebugDraw) return;
var steering = item.GetComponent<Steering>();
if (steering == null || steering.SteeringPath == null) return;
Vector2 prevPos = Vector2.Zero;
foreach (WayPoint wp in steering.SteeringPath.Nodes)
{
Vector2 pos = (wp.Position - item.WorldPosition) * displayScale;
if (pos.Length() > radius) continue;
pos.Y = -pos.Y;
pos += center;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 3 / 2, (int)pos.Y - 3, 6, 6), (steering.SteeringPath.CurrentNode == wp) ? Color.LightGreen : Color.Green, false);
if (prevPos != Vector2.Zero)
{
GUI.DrawLine(spriteBatch, pos, prevPos, Color.Green);
}
prevPos = pos;
}
}
private void CreateBlipsForLine(Vector2 point1, Vector2 point2, float radius, float displayScale, float lineStep, float zStep)
{
float pingRadius = radius * pingState;
float length = (point1 - point2).Length();
Vector2 lineDir = (point2 - point1) / length;
for (float x = 0; x < length; x += lineStep*Rand.Range(0.8f,1.2f))
{
Vector2 point = point1 + lineDir * x;
//point += cell.Translation;
float pointDist = Vector2.Distance(item.WorldPosition, point) * displayScale;
if (pointDist > radius) continue;
if (pointDist < prevPingRadius || pointDist > pingRadius) continue;
//float step = 3.0f * (Math.Abs(facingDot) + 1.0f);
float alpha = Rand.Range(1.5f, 2.0f);
for (float z = 0; z < radius - pointDist; z += zStep)
{
var blip = new RadarBlip(
point + Rand.Vector(150.0f) + Vector2.Normalize(point - item.WorldPosition) * z / displayScale,
alpha);
radarBlips.Add(blip);
zStep += 0.5f;
alpha -= (z == 0) ? 0.5f : 0.1f;
}
}
}
private void DrawBlip(SpriteBatch spriteBatch, RadarBlip blip, Vector2 center, Color color, float radius)
{
float displayScale = radius / range;
Vector2 pos = (blip.Position - item.WorldPosition) * displayScale;
pos.Y = -pos.Y;
if (pos.Length() > radius)
{
blip.FadeTimer = 0.0f;
return;
}
pos.X = MathUtils.Round(pos.X, 4);
pos.Y = MathUtils.Round(pos.Y, 2);
GUI.DrawRectangle(spriteBatch, center + pos, new Vector2(4, 2), color, true);
}
private void DrawMarker(SpriteBatch spriteBatch, string label, Vector2 position, float scale, Vector2 center, float radius)
{
//position += Level.Loaded.Position;
float dist = position.Length();
position *= scale;
position.Y = -position.Y;
float textAlpha = MathHelper.Clamp(1.5f - dist / 50000.0f, 0.5f, 1.0f);
Vector2 dir = Vector2.Normalize(position);
Vector2 markerPos = (dist*scale>radius) ? dir * radius : position;
markerPos += center;
markerPos.X = (int)markerPos.X;
markerPos.Y = (int)markerPos.Y;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)markerPos.X, (int)markerPos.Y, 5, 5), Color.LightGreen * textAlpha);
if (dir.X < 0.0f) markerPos.X -= GUI.SmallFont.MeasureString(label).X+10;
string wrappedLabel = ToolBox.WrapText(label, 150, GUI.SmallFont);
wrappedLabel += "\n"+((int)(dist * Physics.DisplayToRealWorldRatio) + " m");
GUI.DrawString(spriteBatch,
new Vector2(markerPos.X + 10, markerPos.Y),
wrappedLabel,
Color.LightGreen * textAlpha, Color.Black * textAlpha * 0.5f,
2, GUI.SmallFont);
}
protected override void RemoveComponentSpecific()
{
if (pingCircle!=null) pingCircle.Remove();
if (screenOverlay != null) screenOverlay.Remove();
}
public void ClientWrite(Lidgren.Network.NetBuffer msg, object[] extraData = null)
{
msg.Write(IsActive);
}
public void ServerRead(ClientNetObject type, Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c)
{
bool isActive = msg.ReadBoolean();
if (!item.CanClientAccess(c)) return;
IsActive = isActive;
isActiveTickBox.Selected = IsActive;
item.CreateServerEvent(this);
}
public void ServerWrite(Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c, object[] extraData = null)
{
msg.Write(IsActive);
}
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
{
if (correctionTimer > 0.0f)
{
StartDelayedCorrection(type, msg.ExtractBits(1), sendingTime);
return;
}
IsActive = msg.ReadBoolean();
isActiveTickBox.Selected = IsActive;
}
}
class RadarBlip
{
public float FadeTimer;
public Vector2 Position;
public RadarBlip(Vector2 pos, float fadeTimer)
{
Position = pos;
FadeTimer = fadeTimer;
}
}
}