- fixed fires, oxygen and water level not being taken into account in path cost calculations - particle collision fix
979 lines
34 KiB
C#
979 lines
34 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Lidgren.Network;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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class Hull : MapEntity, IPropertyObject, IServerSerializable
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{
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const float NetworkUpdateInterval = 0.5f;
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public static List<Hull> hullList = new List<Hull>();
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private static List<EntityGrid> entityGrids = new List<EntityGrid>();
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public static List<EntityGrid> EntityGrids
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{
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get
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{
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return entityGrids;
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}
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}
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public static bool ShowHulls = true;
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public static bool EditWater, EditFire;
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public static WaterRenderer renderer;
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private List<FireSource> fireSources;
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public const float OxygenDistributionSpeed = 500.0f;
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public const float OxygenDetoriationSpeed = 0.3f;
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public const float OxygenConsumptionSpeed = 1000.0f;
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public const int WaveWidth = 16;
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const float WaveStiffness = 0.003f;
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const float WaveSpread = 0.05f;
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const float WaveDampening = 0.01f;
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//how much excess water the room can contain (= more than the volume of the room)
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public const float MaxCompress = 10000f;
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public readonly Dictionary<string, ObjectProperty> properties;
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public Dictionary<string, ObjectProperty> ObjectProperties
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{
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get { return properties; }
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}
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private float lethalPressure;
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private float surface;
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private float volume;
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private float pressure;
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private float oxygen;
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private bool update;
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public bool Visible = true;
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private Sound currentFlowSound;
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private int soundIndex;
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private float soundVolume;
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float[] waveY; //displacement from the surface of the water
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float[] waveVel; //velocity of the point
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float[] leftDelta;
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float[] rightDelta;
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private float lastSentVolume, lastSentOxygen;
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private float sendUpdateTimer;
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public List<Gap> ConnectedGaps;
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public override string Name
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{
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get
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{
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return "Hull";
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}
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}
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public override Rectangle Rect
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{
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get
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{
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return base.Rect;
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}
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set
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{
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base.Rect = value;
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if (Submarine == null || !Submarine.Loading)
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{
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Item.UpdateHulls();
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Gap.UpdateHulls();
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}
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surface = rect.Y - rect.Height + Volume / rect.Width;
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Pressure = surface;
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}
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}
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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 IsLinkable
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{
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get { return true; }
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}
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public float LethalPressure
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{
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get { return lethalPressure; }
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set { lethalPressure = MathHelper.Clamp(value, 0.0f, 100.0f); }
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}
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public Vector2 Size
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{
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get { return new Vector2(rect.Width, rect.Height); }
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}
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public float Surface
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{
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get { return surface; }
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}
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public float Volume
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{
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get { return volume; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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volume = MathHelper.Clamp(value, 0.0f, FullVolume + MaxCompress);
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if (volume < FullVolume) Pressure = rect.Y - rect.Height + volume / rect.Width;
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if (volume > 0.0f) update = true;
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}
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}
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[HasDefaultValue(90.0f, true)]
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public float Oxygen
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{
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get { return oxygen; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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oxygen = MathHelper.Clamp(value, 0.0f, FullVolume);
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}
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}
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public float OxygenPercentage
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{
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get { return oxygen / FullVolume * 100.0f; }
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set { Oxygen = (value / 100.0f) * FullVolume; }
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}
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public float FullVolume
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{
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get { return (rect.Width * rect.Height); }
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}
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public float Pressure
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{
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get { return pressure; }
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set { pressure = value; }
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}
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public float[] WaveY
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{
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get { return waveY; }
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}
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public float[] WaveVel
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{
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get { return waveVel; }
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}
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public List<FireSource> FireSources
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{
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get { return fireSources; }
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}
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public Hull(MapEntityPrefab prefab, Rectangle rectangle)
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: this (prefab, rectangle, Submarine.MainSub)
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{
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}
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public Hull(MapEntityPrefab prefab, Rectangle rectangle, Submarine submarine)
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: base (prefab, submarine)
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{
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rect = rectangle;
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OxygenPercentage = 100.0f;
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fireSources = new List<FireSource>();
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properties = ObjectProperty.GetProperties(this);
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int arraySize = (rectangle.Width / WaveWidth + 1);
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waveY = new float[arraySize];
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waveVel = new float[arraySize];
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leftDelta = new float[arraySize];
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rightDelta = new float[arraySize];
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surface = rect.Y - rect.Height;
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aiTarget = new AITarget(this);
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hullList.Add(this);
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ConnectedGaps = new List<Gap>();
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if (submarine==null || !submarine.Loading)
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{
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Item.UpdateHulls();
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Gap.UpdateHulls();
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}
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Volume = 0.0f;
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InsertToList();
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}
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public static Rectangle GetBorders()
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{
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if (!hullList.Any()) return Rectangle.Empty;
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Rectangle rect = hullList[0].rect;
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foreach (Hull hull in hullList)
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{
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if (hull.Rect.X < rect.X)
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{
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rect.Width += rect.X - hull.rect.X;
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rect.X = hull.rect.X;
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}
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if (hull.rect.Right > rect.Right) rect.Width = hull.rect.Right - rect.X;
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if (hull.rect.Y > rect.Y)
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{
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rect.Height += hull.rect.Y - rect.Y;
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rect.Y = hull.rect.Y;
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}
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if (hull.rect.Y - hull.rect.Height < rect.Y - rect.Height) rect.Height = rect.Y - (hull.rect.Y - hull.rect.Height);
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}
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return rect;
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}
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public override MapEntity Clone()
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{
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return new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), rect, Submarine);
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}
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public static EntityGrid GenerateEntityGrid(Submarine submarine)
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{
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var newGrid = new EntityGrid(submarine, 200.0f);
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entityGrids.Add(newGrid);
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foreach (Hull hull in hullList)
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{
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if (hull.Submarine == submarine) newGrid.InsertEntity(hull);
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}
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return newGrid;
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}
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public void AddToGrid(Submarine submarine)
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{
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foreach (EntityGrid grid in entityGrids)
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{
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if (grid.Submarine != submarine) continue;
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rect.Location -= submarine.HiddenSubPosition.ToPoint();
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grid.InsertEntity(this);
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rect.Location += submarine.HiddenSubPosition.ToPoint();
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return;
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}
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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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public int GetWaveIndex(Vector2 position)
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{
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return GetWaveIndex(position.X);
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}
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public int GetWaveIndex(float xPos)
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{
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int index = (int)(xPos - rect.X) / WaveWidth;
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index = (int)MathHelper.Clamp(index, 0, waveY.Length - 1);
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return index;
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}
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public override void Move(Vector2 amount)
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{
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rect.X += (int)amount.X;
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rect.Y += (int)amount.Y;
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if (Submarine==null || !Submarine.Loading)
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{
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Item.UpdateHulls();
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Gap.UpdateHulls();
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}
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surface = rect.Y - rect.Height + Volume / rect.Width;
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Pressure = surface;
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}
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public override void Remove()
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{
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base.Remove();
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hullList.Remove(this);
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if (Submarine == null || (!Submarine.Loading && !Submarine.Unloading))
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{
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Item.UpdateHulls();
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Gap.UpdateHulls();
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}
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List<FireSource> fireSourcesToRemove = new List<FireSource>(fireSources);
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foreach (FireSource fireSource in fireSourcesToRemove)
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{
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fireSource.Remove();
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}
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fireSources.Clear();
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if (soundIndex > -1)
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{
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Sounds.SoundManager.Stop(soundIndex);
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soundIndex = -1;
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}
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//renderer.Dispose();
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if (entityGrids != null)
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{
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foreach (EntityGrid entityGrid in entityGrids)
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{
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entityGrid.RemoveEntity(this);
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}
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}
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}
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public void AddFireSource(FireSource fireSource)
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{
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fireSources.Add(fireSource);
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if (GameMain.Server != null) GameMain.Server.CreateEntityEvent(this);
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}
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public override void Update(Camera cam, float deltaTime)
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{
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Oxygen -= OxygenDetoriationSpeed * deltaTime;
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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.LeftButtonHeld())
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{
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//waveY[GetWaveIndex(position.X - rect.X - Submarine.Position.X) / WaveWidth] = 100.0f;
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Volume = Volume + 1500.0f;
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}
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else if (PlayerInput.RightButtonHeld())
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{
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Volume = Volume - 1500.0f;
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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.LeftButtonClicked())
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{
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new FireSource(position, this);
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}
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}
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}
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FireSource.UpdateAll(fireSources, deltaTime);
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aiTarget.SightRange = Submarine == null ? 0.0f : Math.Max(Submarine.Velocity.Length() * 500.0f, 500.0f);
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aiTarget.SoundRange -= deltaTime * 1000.0f;
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float strongestFlow = 0.0f;
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foreach (Gap gap in ConnectedGaps)
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{
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if (gap.IsRoomToRoom)
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{
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//only the first linked hull plays the flow sound
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if (gap.linkedTo[1] == this) continue;
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}
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float gapFlow = gap.LerpedFlowForce.Length();
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if (gapFlow > strongestFlow)
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{
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strongestFlow = gapFlow;
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}
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}
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if (strongestFlow > 1.0f)
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{
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soundVolume = soundVolume + ((strongestFlow < 100.0f) ? -deltaTime * 0.5f : deltaTime * 0.5f);
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soundVolume = MathHelper.Clamp(soundVolume, 0.0f, 1.0f);
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int index = (int)Math.Floor(strongestFlow / 100.0f);
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index = Math.Min(index, 2);
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var flowSound = SoundPlayer.flowSounds[index];
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if (flowSound != currentFlowSound && soundIndex > -1)
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{
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Sounds.SoundManager.Stop(soundIndex);
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currentFlowSound = null;
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soundIndex = -1;
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}
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currentFlowSound = flowSound;
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soundIndex = currentFlowSound.Loop(soundIndex, soundVolume, WorldPosition, Math.Min(strongestFlow*5.0f, 2000.0f));
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}
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else
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{
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if (soundIndex > -1)
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{
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Sounds.SoundManager.Stop(soundIndex);
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currentFlowSound = null;
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soundIndex = -1;
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}
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}
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//update client hulls if the amount of water has changed by >10%
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//or if oxygen percentage has changed by 5%
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if (Math.Abs(lastSentVolume - volume) > FullVolume * 0.1f ||
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Math.Abs(lastSentOxygen - OxygenPercentage) > 5f)
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{
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if (GameMain.Server != null)
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{
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sendUpdateTimer -= deltaTime;
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if (sendUpdateTimer < 0.0f)
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{
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GameMain.Server.CreateEntityEvent(this);
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lastSentVolume = volume;
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lastSentOxygen = OxygenPercentage;
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sendUpdateTimer = NetworkUpdateInterval;
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}
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}
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}
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if (!update)
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{
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lethalPressure = 0.0f;
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return;
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}
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float surfaceY = rect.Y - rect.Height + Volume / rect.Width;
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for (int i = 0; i < waveY.Length; 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 > 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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waveY[i] = waveY[i] + waveVel[i];
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if (surfaceY + waveY[i] > rect.Y)
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{
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waveY[i] -= (surfaceY + waveY[i]) - rect.Y;
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waveVel[i] = waveVel[i] * -0.5f;
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}
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else if (surfaceY + waveY[i] < rect.Y - rect.Height)
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{
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waveY[i] -= (surfaceY + waveY[i]) - (rect.Y - rect.Height);
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waveVel[i] = waveVel[i] * -0.5f;
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}
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//acceleration
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float a = -WaveStiffness * waveY[i] - waveVel[i] * WaveDampening;
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waveVel[i] = waveVel[i] + a;
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}
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for (int j = 0; j < 2; j++)
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{
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for (int i = 1; i < waveY.Length - 1; i++)
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{
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leftDelta[i] = WaveSpread * (waveY[i] - waveY[i - 1]);
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waveVel[i - 1] = waveVel[i - 1] + leftDelta[i];
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rightDelta[i] = WaveSpread * (waveY[i] - waveY[i + 1]);
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waveVel[i + 1] = waveVel[i + 1] + rightDelta[i];
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}
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for (int i = 1; i < waveY.Length - 1; i++)
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{
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waveY[i - 1] = waveY[i - 1] + leftDelta[i];
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waveY[i + 1] = waveY[i + 1] + rightDelta[i];
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}
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}
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//interpolate the position of the rendered surface towards the "target surface"
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surface = Math.Max(MathHelper.Lerp(surface, surfaceY, deltaTime*10.0f), rect.Y - rect.Height);
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if (volume < FullVolume)
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{
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LethalPressure -= 10.0f * deltaTime;
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if (Volume == 0.0f)
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{
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//wait for the surface to be lerped back to bottom and the waves to settle until disabling update
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if (surface > rect.Y - rect.Height + 1) return;
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for (int i = 1; i < waveY.Length - 1; i++)
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{
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if (waveY[i] > 0.1f) return;
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}
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update = false;
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}
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}
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}
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public void ApplyFlowForces(float deltaTime, Item item)
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{
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foreach (var gap in ConnectedGaps.Where(gap => gap.Open > 0))
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{
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//var pos = gap.Position - body.Position;
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var distance = MathHelper.Max(Vector2.DistanceSquared(item.Position, gap.Position)/1000, 1f);
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//pos.Normalize();
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item.body.ApplyForce((gap.LerpedFlowForce/distance) * deltaTime);
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}
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}
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public void Extinquish(float deltaTime, float amount, Vector2 position)
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{
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for (int i = fireSources.Count - 1; i >= 0; i-- )
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{
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fireSources[i].Extinquish(deltaTime, amount, position);
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}
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}
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public void RemoveFire(FireSource fire)
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{
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fireSources.Remove(fire);
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if (GameMain.Server != null) GameMain.Server.CreateEntityEvent(this);
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}
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public List<Hull> GetConnectedHulls(int? searchDepth)
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{
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return GetAdjacentHulls(new List<Hull>(), 0, searchDepth);
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}
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private List<Hull> GetAdjacentHulls(List<Hull> connectedHulls, int steps, int? searchDepth)
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{
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connectedHulls.Add(this);
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|
|
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);
|
|
}
|
|
|
|
}
|
|
}
|