Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Items/Components/Turret.cs
2020-06-04 16:41:07 +03:00

554 lines
23 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 Barotrauma.IO;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Turret : Powered, IDrawableComponent, IServerSerializable
{
private Sprite crosshairSprite, crosshairPointerSprite;
private GUIProgressBar powerIndicator;
private float recoilTimer;
private float RetractionTime => Math.Max(Reload * RetractionDurationMultiplier, RecoilTime);
private RoundSound startMoveSound, endMoveSound, moveSound;
private SoundChannel moveSoundChannel;
private Vector2 crosshairPos, crosshairPointerPos;
private readonly Dictionary<string, Widget> widgets = new Dictionary<string, Widget>();
private float prevAngle;
private bool flashLowPower;
private bool flashNoAmmo;
private float flashTimer;
private float flashLength = 1;
private readonly List<ParticleEmitter> particleEmitters = new List<ParticleEmitter>();
[Editable, Serialize("0,0,0,0", true, description: "Optional screen tint color when the item is being operated (R,G,B,A).")]
public Color HudTint
{
get;
private set;
}
[Serialize(false, false, description: "Should the charge of the connected batteries/supercapacitors be shown at the top of the screen when operating the item.")]
public bool ShowChargeIndicator
{
get;
private set;
}
[Serialize(false, false, description: "Should the available ammunition be shown at the top of the screen when operating the item.")]
public bool ShowProjectileIndicator
{
get;
private set;
}
[Serialize(0.0f, false, description: "How far the barrel \"recoils back\" when the turret is fired (in pixels).")]
public float RecoilDistance
{
get;
private set;
}
public Vector2 DrawSize
{
get
{
float size = Math.Max(transformedBarrelPos.X, transformedBarrelPos.Y);
if (barrelSprite != null)
{
if (railSprite != null)
{
size += Math.Max(Math.Max(barrelSprite.size.X, barrelSprite.size.Y), Math.Max(railSprite.size.X, railSprite.size.Y)) * item.Scale;
}
else
{
size += Math.Max(barrelSprite.size.X, barrelSprite.size.Y) * item.Scale;
}
}
return Vector2.One * size * 2;
}
}
public Sprite BarrelSprite
{
get { return barrelSprite; }
}
partial void InitProjSpecific(XElement element)
{
foreach (XElement subElement in element.Elements())
{
string texturePath = subElement.GetAttributeString("texture", "");
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "crosshair":
crosshairSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.FilePath));
break;
case "crosshairpointer":
crosshairPointerSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.FilePath));
break;
case "startmovesound":
startMoveSound = Submarine.LoadRoundSound(subElement, false);
break;
case "endmovesound":
endMoveSound = Submarine.LoadRoundSound(subElement, false);
break;
case "movesound":
moveSound = Submarine.LoadRoundSound(subElement, false);
break;
case "particleemitter":
particleEmitters.Add(new ParticleEmitter(subElement));
break;
}
}
powerIndicator = new GUIProgressBar(new RectTransform(new Vector2(0.18f, 0.03f), GUI.Canvas, Anchor.TopCenter)
{
MinSize = new Point(100,20),
RelativeOffset = new Vector2(0.0f, 0.01f)
},
barSize: 0.0f, style: "DeviceProgressBar");
}
public override void Move(Vector2 amount)
{
widgets.Clear();
}
partial void LaunchProjSpecific()
{
recoilTimer = RetractionTime;
PlaySound(ActionType.OnUse);
Vector2 particlePos = new Vector2(item.WorldRect.X + transformedBarrelPos.X, item.WorldRect.Y - transformedBarrelPos.Y);
foreach (ParticleEmitter emitter in particleEmitters)
{
emitter.Emit(1.0f, particlePos, hullGuess: null, angle: -rotation, particleRotation: rotation);
}
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
base.UpdateBroken(deltaTime, cam);
recoilTimer -= deltaTime;
}
partial void UpdateProjSpecific(float deltaTime)
{
recoilTimer -= deltaTime;
if (crosshairSprite != null)
{
Vector2 itemPos = cam.WorldToScreen(new Vector2(item.WorldRect.X + transformedBarrelPos.X, item.WorldRect.Y - transformedBarrelPos.Y));
Vector2 turretDir = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
Vector2 mouseDiff = itemPos - PlayerInput.MousePosition;
crosshairPos = new Vector2(
MathHelper.Clamp(itemPos.X + turretDir.X * mouseDiff.Length(), 0, GameMain.GraphicsWidth),
MathHelper.Clamp(itemPos.Y + turretDir.Y * mouseDiff.Length(), 0, GameMain.GraphicsHeight));
}
crosshairPointerPos = PlayerInput.MousePosition;
if (Math.Abs(angularVelocity) > 0.1f)
{
if (moveSoundChannel == null && startMoveSound != null)
{
moveSoundChannel = SoundPlayer.PlaySound(startMoveSound.Sound, item.WorldPosition, startMoveSound.Volume, startMoveSound.Range);
}
else if (moveSoundChannel == null || !moveSoundChannel.IsPlaying)
{
if (moveSound != null)
{
moveSoundChannel.FadeOutAndDispose();
moveSoundChannel = SoundPlayer.PlaySound(moveSound.Sound, item.WorldPosition, moveSound.Volume, moveSound.Range);
if (moveSoundChannel != null) moveSoundChannel.Looping = true;
}
}
}
else if (Math.Abs(angularVelocity) < 0.05f)
{
if (moveSoundChannel != null)
{
if (endMoveSound != null && moveSoundChannel.Sound != endMoveSound.Sound)
{
moveSoundChannel.FadeOutAndDispose();
moveSoundChannel = SoundPlayer.PlaySound(endMoveSound.Sound, item.WorldPosition, endMoveSound.Volume, endMoveSound.Range);
if (moveSoundChannel != null) moveSoundChannel.Looping = false;
}
else if (!moveSoundChannel.IsPlaying)
{
moveSoundChannel.FadeOutAndDispose();
moveSoundChannel = null;
}
}
}
if (moveSoundChannel != null && moveSoundChannel.IsPlaying)
{
moveSoundChannel.Gain = MathHelper.Clamp(Math.Abs(angularVelocity), 0.5f, 1.0f);
}
if (flashLowPower || flashNoAmmo)
{
flashTimer += deltaTime;
if (flashTimer >= flashLength)
{
flashTimer = 0;
flashLowPower = false;
flashNoAmmo = false;
}
}
}
public override void UpdateHUD(Character character, float deltaTime, Camera cam)
{
if (crosshairSprite != null)
{
Vector2 itemPos = cam.WorldToScreen(item.WorldPosition);
Vector2 turretDir = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
Vector2 mouseDiff = itemPos - PlayerInput.MousePosition;
crosshairPos = new Vector2(
MathHelper.Clamp(itemPos.X + turretDir.X * mouseDiff.Length(), 0, GameMain.GraphicsWidth),
MathHelper.Clamp(itemPos.Y + turretDir.Y * mouseDiff.Length(), 0, GameMain.GraphicsHeight));
}
crosshairPointerPos = PlayerInput.MousePosition;
}
public void Draw(SpriteBatch spriteBatch, bool editing = false, float itemDepth = -1)
{
Vector2 drawPos = new Vector2(item.Rect.X + transformedBarrelPos.X, item.Rect.Y - transformedBarrelPos.Y);
if (item.Submarine != null)
{
drawPos += item.Submarine.DrawPosition;
}
drawPos.Y = -drawPos.Y;
float recoilOffset = 0.0f;
if (Math.Abs(RecoilDistance) > 0.0f && recoilTimer > 0.0f)
{
float diff = RetractionTime - RecoilTime;
if (recoilTimer >= diff)
{
//move the barrel backwards 0.1 seconds (defined by RecoilTime) after launching
recoilOffset = RecoilDistance * (1.0f - (recoilTimer - diff) / RecoilTime);
}
else if (recoilTimer <= diff - RetractionDelay)
{
//move back to normal position while reloading
float t = diff - RetractionDelay;
recoilOffset = RecoilDistance * recoilTimer / t;
}
else
{
recoilOffset = RecoilDistance;
}
}
railSprite?.Draw(spriteBatch,
drawPos,
item.SpriteColor,
rotation + MathHelper.PiOver2, item.Scale,
SpriteEffects.None, item.SpriteDepth + (railSprite.Depth - item.Sprite.Depth));
barrelSprite?.Draw(spriteBatch,
drawPos - new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation)) * recoilOffset * item.Scale,
item.SpriteColor,
rotation + MathHelper.PiOver2, item.Scale,
SpriteEffects.None, item.SpriteDepth + (barrelSprite.Depth - item.Sprite.Depth));
if (!editing) { return; }
float widgetRadius = 60.0f;
GUI.DrawLine(spriteBatch,
drawPos,
drawPos + new Vector2((float)Math.Cos(minRotation), (float)Math.Sin(minRotation)) * widgetRadius,
GUI.Style.Green);
GUI.DrawLine(spriteBatch,
drawPos,
drawPos + new Vector2((float)Math.Cos(maxRotation), (float)Math.Sin(maxRotation)) * widgetRadius,
GUI.Style.Green);
GUI.DrawLine(spriteBatch,
drawPos,
drawPos + new Vector2((float)Math.Cos((maxRotation + minRotation) / 2), (float)Math.Sin((maxRotation + minRotation) / 2)) * widgetRadius,
Color.LightGreen);
if (!item.IsSelected) { return; }
Widget minRotationWidget = GetWidget("minrotation", spriteBatch, size: 10, initMethod: (widget) =>
{
widget.MouseDown += () =>
{
widget.color = GUI.Style.Green;
prevAngle = minRotation;
};
widget.Deselected += () =>
{
widget.color = Color.Yellow;
item.CreateEditingHUD();
};
widget.MouseHeld += (deltaTime) =>
{
minRotation = GetRotationAngle(drawPos);
if (minRotation > maxRotation)
{
float temp = minRotation;
minRotation = maxRotation;
maxRotation = temp;
}
MapEntity.DisableSelect = true;
};
widget.PreUpdate += (deltaTime) =>
{
widget.DrawPos = new Vector2(widget.DrawPos.X, -widget.DrawPos.Y);
widget.DrawPos = Screen.Selected.Cam.WorldToScreen(widget.DrawPos);
};
widget.PostUpdate += (deltaTime) =>
{
widget.DrawPos = Screen.Selected.Cam.ScreenToWorld(widget.DrawPos);
widget.DrawPos = new Vector2(widget.DrawPos.X, -widget.DrawPos.Y);
};
widget.PreDraw += (sprtBtch, deltaTime) =>
{
widget.tooltip = "Min: " + (int)MathHelper.ToDegrees(minRotation);
widget.DrawPos = drawPos + new Vector2((float)Math.Cos(minRotation), (float)Math.Sin(minRotation)) * widgetRadius;
widget.Update(deltaTime);
};
});
Widget maxRotationWidget = GetWidget("maxrotation", spriteBatch, size: 10, initMethod: (widget) =>
{
widget.MouseDown += () =>
{
widget.color = GUI.Style.Green;
prevAngle = minRotation;
};
widget.Deselected += () =>
{
widget.color = Color.Yellow;
item.CreateEditingHUD();
};
widget.MouseHeld += (deltaTime) =>
{
maxRotation = GetRotationAngle(drawPos);
if (minRotation > maxRotation)
{
float temp = minRotation;
minRotation = maxRotation;
maxRotation = temp;
}
MapEntity.DisableSelect = true;
};
widget.PreUpdate += (deltaTime) =>
{
widget.DrawPos = new Vector2(widget.DrawPos.X, -widget.DrawPos.Y);
widget.DrawPos = Screen.Selected.Cam.WorldToScreen(widget.DrawPos);
};
widget.PostUpdate += (deltaTime) =>
{
widget.DrawPos = Screen.Selected.Cam.ScreenToWorld(widget.DrawPos);
widget.DrawPos = new Vector2(widget.DrawPos.X, -widget.DrawPos.Y);
};
widget.PreDraw += (sprtBtch, deltaTime) =>
{
widget.tooltip = "Max: " + (int)MathHelper.ToDegrees(maxRotation);
widget.DrawPos = drawPos + new Vector2((float)Math.Cos(maxRotation), (float)Math.Sin(maxRotation)) * widgetRadius;
widget.Update(deltaTime);
};
});
minRotationWidget.Draw(spriteBatch, (float)Timing.Step);
maxRotationWidget.Draw(spriteBatch, (float)Timing.Step);
}
private Widget GetWidget(string id, SpriteBatch spriteBatch, int size = 5, Action<Widget> initMethod = null)
{
if (!widgets.TryGetValue(id, out Widget widget))
{
widget = new Widget(id, size, Widget.Shape.Rectangle)
{
color = Color.Yellow,
tooltipOffset = new Vector2(size / 2 + 5, -10),
inputAreaMargin = 20,
RequireMouseOn = false
};
widgets.Add(id, widget);
initMethod?.Invoke(widget);
}
return widget;
}
private void GetAvailablePower(out float availableCharge, out float availableCapacity)
{
var batteries = item.GetConnectedComponents<PowerContainer>();
availableCharge = 0.0f;
availableCapacity = 0.0f;
foreach (PowerContainer battery in batteries)
{
availableCharge += battery.Charge;
availableCapacity += battery.Capacity;
}
}
/// <summary>
/// Returns correct angle between -2PI and +2PI
/// </summary>
/// <param name="drawPosition"></param>
/// <returns></returns>
private float GetRotationAngle(Vector2 drawPosition)
{
Vector2 mouseVector = Screen.Selected.Cam.ScreenToWorld(PlayerInput.MousePosition);
mouseVector.Y = -mouseVector.Y;
Vector2 rotationVector = mouseVector - drawPosition;
rotationVector.Normalize();
double angle = Math.Atan2(MathHelper.ToRadians(rotationVector.Y), MathHelper.ToRadians(rotationVector.X));
if (angle < 0)
{// calculates which coterminal angle is closer to previous angle
angle = Math.Abs(angle - prevAngle) < Math.Abs((angle + Math.PI * 2) - prevAngle) ? angle : angle + Math.PI * 2;
}
else if (angle > 0)
{
angle = Math.Abs(angle - prevAngle) < Math.Abs((angle - Math.PI * 2) - prevAngle) ? angle : angle - Math.PI * 2;
}
angle = MathHelper.Clamp((float)angle, -((float)Math.PI * 2), (float)Math.PI * 2);
prevAngle = (float)angle;
return (float)angle;
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
if (HudTint.A > 0)
{
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
new Color(HudTint.R, HudTint.G, HudTint.B) * (HudTint.A / 255.0f), true);
}
GetAvailablePower(out float batteryCharge, out float batteryCapacity);
List<Item> availableAmmo = new List<Item>();
foreach (MapEntity e in item.linkedTo)
{
var linkedItem = e as Item;
if (linkedItem == null) continue;
var itemContainer = linkedItem.GetComponent<ItemContainer>();
if (itemContainer?.Inventory?.Items == null) continue;
availableAmmo.AddRange(itemContainer.Inventory.Items);
}
float chargeRate =
powerConsumption <= 0.0f ?
1.0f :
batteryCapacity > 0.0f ? batteryCharge / batteryCapacity : 0.0f;
bool charged = batteryCharge * 3600.0f > powerConsumption;
bool readyToFire = reload <= 0.0f && charged && availableAmmo.Any(p => p != null);
if (ShowChargeIndicator && PowerConsumption > 0.0f)
{
powerIndicator.Color = charged ? GUI.Style.Green : GUI.Style.Red;
if (flashLowPower)
{
powerIndicator.BarSize = 1;
powerIndicator.Color *= (float)Math.Sin(flashTimer * 12);
powerIndicator.RectTransform.ChangeScale(Vector2.Lerp(Vector2.One, Vector2.One * 1.01f, 2 * (float)Math.Sin(flashTimer * 15)));
}
else
{
powerIndicator.BarSize = chargeRate;
}
powerIndicator.DrawManually(spriteBatch, true);
Rectangle sliderRect = powerIndicator.GetSliderRect(1.0f);
int requiredChargeIndicatorPos = (int)(powerConsumption / (batteryCapacity * 3600.0f) * sliderRect.Width);
GUI.DrawRectangle(spriteBatch,
new Rectangle(sliderRect.X + requiredChargeIndicatorPos, sliderRect.Y, 2, sliderRect.Height),
Color.White * 0.5f, true);
}
if (ShowProjectileIndicator)
{
Point slotSize = (Inventory.SlotSpriteSmall.size * Inventory.UIScale).ToPoint();
int spacing = 5;
int slotsPerRow = Math.Min(availableAmmo.Count, 6);
int totalWidth = slotSize.X * slotsPerRow + spacing * (slotsPerRow - 1);
Point invSlotPos = new Point(GameMain.GraphicsWidth / 2 - totalWidth / 2, (int)(60 * GUI.Scale));
for (int i = 0; i < availableAmmo.Count; i++)
{
// TODO: Optimize? Creates multiple new objects per frame?
Inventory.DrawSlot(spriteBatch, null,
new InventorySlot(new Rectangle(invSlotPos + new Point((i % slotsPerRow) * (slotSize.X + spacing), (int)Math.Floor(i / (float)slotsPerRow) * (slotSize.Y + spacing)), slotSize)),
availableAmmo[i], -1, true);
}
if (flashNoAmmo)
{
Rectangle rect = new Rectangle(invSlotPos.X, invSlotPos.Y, totalWidth, slotSize.Y);
float inflate = MathHelper.Lerp(3, 8, (float)Math.Abs(1 * Math.Sin(flashTimer * 5)));
rect.Inflate(inflate, inflate);
Color color = GUI.Style.Red * MathHelper.Max(0.5f, (float)Math.Sin(flashTimer * 12));
GUI.DrawRectangle(spriteBatch, rect, color, thickness: 3);
}
}
float zoom = cam == null ? 1.0f : (float)Math.Sqrt(cam.Zoom);
GUI.HideCursor = (crosshairSprite != null || crosshairPointerSprite != null) && GUI.MouseOn == null && !GameMain.Instance.Paused;
if (GUI.HideCursor)
{
crosshairSprite?.Draw(spriteBatch, crosshairPos, readyToFire ? Color.White : Color.White * 0.2f, 0, zoom);
crosshairPointerSprite?.Draw(spriteBatch, crosshairPointerPos, 0, zoom);
}
}
public void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime)
{
UInt16 projectileID = msg.ReadUInt16();
float newTargetRotation = msg.ReadRangedSingle(minRotation, maxRotation, 16);
if (Character.Controlled == null || user != Character.Controlled)
{
targetRotation = newTargetRotation;
}
//projectile removed, do nothing
if (projectileID == 0) { return; }
//ID ushort.MaxValue = launched without a projectile
if (projectileID == ushort.MaxValue)
{
Launch(null);
}
else
{
if (!(Entity.FindEntityByID(projectileID) is Item projectile))
{
DebugConsole.ThrowError("Failed to launch a projectile - item with the ID \"" + projectileID + " not found");
return;
}
Launch(projectile, launchRotation: newTargetRotation);
}
}
}
}