Beispiel #1
0
        private void DrawBlip(SpriteBatch spriteBatch, RadarBlip blip, Vector2 center, float strength)
        {
            strength = MathHelper.Clamp(strength, 0.0f, 1.0f);
            
            float scaledT = strength * (blipColorGradient.Length - 1);
            Color color = Color.Lerp(blipColorGradient[(int)scaledT], blipColorGradient[(int)Math.Min(scaledT + 1, blipColorGradient.Length - 1)], (scaledT - (int)scaledT));

            Vector2 pos = (blip.Position - item.WorldPosition) * displayScale;
            pos.Y = -pos.Y;

            float posDist = pos.Length();
            if (posDist > displayRadius)
            {
                blip.FadeTimer = 0.0f;
                return;
            }

            if (radarBlip == null)
            {
                GUI.DrawRectangle(spriteBatch, center + pos, Vector2.One * 4, Color.Magenta, true);
                return;
            }

            Vector2 dir = pos / posDist;

            Vector2 normal = new Vector2(dir.Y, -dir.X);
            float scale = (strength + 3.0f) * blip.Scale;

            radarBlip.Draw(spriteBatch, center + pos, color, radarBlip.Origin, MathUtils.VectorToAngle(pos),
                new Vector2(scale * 0.5f, scale) * 0.04f, SpriteEffects.None, 0);

            pos += Rand.Range(0.0f, 1.0f) * dir + Rand.Range(-scale, scale) * normal;

            radarBlip.Draw(spriteBatch, center + pos, color * 0.5f, radarBlip.Origin, 0, scale * 0.08f, SpriteEffects.None, 0);
        }
Beispiel #2
0
        private void CreateBlipsForLine(Vector2 point1, Vector2 point2, float pingRadius, float prevPingRadius,
                                        float lineStep, float zStep, float range, float pingStrength)
        {
            float length = (point1 - point2).Length();

            Vector2 lineDir = (point2 - point1) / length;

            range *= displayScale;

            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 > displayRadius)
                {
                    continue;
                }
                if (pointDist < prevPingRadius || pointDist > pingRadius)
                {
                    continue;
                }

                float alpha = pingStrength * Rand.Range(1.5f, 2.0f);
                for (float z = 0; z < displayRadius - pointDist * displayScale; z += zStep)
                {
                    Vector2 pos       = point + Rand.Vector(150.0f) + Vector2.Normalize(point - item.WorldPosition) * z / displayScale;
                    float   fadeTimer = alpha * (1.0f - pointDist / range);

                    int minDist = 200;
                    radarBlips.RemoveAll(b => b.FadeTimer < fadeTimer && Math.Abs(pos.X - b.Position.X) < minDist && Math.Abs(pos.Y - b.Position.Y) < minDist);

                    var blip = new RadarBlip(pos, fadeTimer);

                    radarBlips.Add(blip);
                    zStep += 0.5f;

                    if (z == 0)
                    {
                        alpha = Math.Min(alpha - 0.5f, 1.5f);
                    }
                    else
                    {
                        alpha -= 0.1f;
                    }

                    if (alpha < 0)
                    {
                        break;
                    }
                }
            }
        }
Beispiel #3
0
        private void DrawBlip(SpriteBatch spriteBatch, RadarBlip blip, Vector2 center, float strength)
        {
            strength = MathHelper.Clamp(strength, 0.0f, 1.0f);

            Color[] colors = new Color[] {
                Color.TransparentBlack,
                new Color(0, 50, 160),
                new Color(0, 133, 166),
                new Color(2, 159, 30),
                new Color(255, 255, 255)
            };

            float scaledT = strength * (colors.Length - 1);
            Color color   = Color.Lerp(colors[(int)scaledT], colors[(int)Math.Min(scaledT + 1, colors.Length - 1)], (scaledT - (int)scaledT));

            Vector2 pos = (blip.Position - item.WorldPosition) * displayScale;

            pos.Y = -pos.Y;

            if (pos.Length() > displayRadius)
            {
                blip.FadeTimer = 0.0f;
                return;
            }

            float   posDist    = pos.Length();
            Vector2 dir        = pos / posDist;
            float   distFactor = (posDist / displayRadius);

            Vector2 normal = new Vector2(dir.Y, -dir.X);

            float scale = (strength + 3.0f) * Math.Max(distFactor * 3.0f, 1.0f);

            if (radarBlip == null)
            {
                GUI.DrawRectangle(spriteBatch, center + pos, Vector2.One * 4, Color.Magenta, true);
                return;
            }

            radarBlip.Draw(spriteBatch, center + pos, color, radarBlip.Origin, MathUtils.VectorToAngle(pos),
                           new Vector2(scale * 0.3f, scale) * 0.04f, SpriteEffects.None, 0);

            pos += Rand.Range(0.0f, 1.0f) * dir + Rand.Range(-scale, scale) * normal;

            radarBlip.Draw(spriteBatch, center + pos, color * 0.5f, radarBlip.Origin, MathUtils.VectorToAngle(pos),
                           new Vector2(scale * 0.3f, scale) * 0.08f, SpriteEffects.None, 0);
        }
Beispiel #4
0
        private void Ping(Vector2 pingSource, float pingRadius, float prevPingRadius, float displayScale, float range, float pingStrength = 1.0f)
        {
            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,
                        pingRadius, prevPingRadius,
                        200.0f, 2.0f, range, 1.0f);
                }
            }

            if (Level.Loaded != null && (item.CurrentHull == null || !DetectSubmarineWalls))
            {
                if (Level.Loaded.Size.Y - pingSource.Y < range)
                {
                    CreateBlipsForLine(
                        new Vector2(pingSource.X - range, Level.Loaded.Size.Y),
                        new Vector2(pingSource.X + range, Level.Loaded.Size.Y),
                        pingRadius, prevPingRadius,
                        250.0f, 150.0f, range, pingStrength);
                }

                List <VoronoiCell> cells = Level.Loaded.GetCells(pingSource, 7);
                foreach (VoronoiCell cell in cells)
                {
                    foreach (GraphEdge edge in cell.edges)
                    {
                        if (!edge.isSolid)
                        {
                            continue;
                        }
                        float cellDot = Vector2.Dot(cell.Center - pingSource, (edge.Center + cell.Translation) - cell.Center);
                        if (cellDot > 0)
                        {
                            continue;
                        }

                        float facingDot = Vector2.Dot(
                            Vector2.Normalize(edge.point1 - edge.point2),
                            Vector2.Normalize(cell.Center - pingSource));

                        CreateBlipsForLine(
                            edge.point1 + cell.Translation,
                            edge.point2 + cell.Translation,
                            pingRadius, prevPingRadius,
                            350.0f, 3.0f * (Math.Abs(facingDot) + 1.0f), range, pingStrength);
                    }
                }

                foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
                {
                    if (!MathUtils.CircleIntersectsRectangle(pingSource, 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 - pingSource),
                                Vector2.Normalize((wall.A + wall.B) / 2.0f - ruinShape.Center));
                            if (cellDot > 0)
                            {
                                continue;
                            }

                            CreateBlipsForLine(
                                wall.A, wall.B,
                                pingRadius, prevPingRadius,
                                100.0f, 1000.0f, range, pingStrength);
                        }
                    }
                }
            }

            foreach (Character c in Character.CharacterList)
            {
                if (c.AnimController.CurrentHull != null || !c.Enabled)
                {
                    continue;
                }
                if (DetectSubmarineWalls && c.AnimController.CurrentHull == null && item.CurrentHull != null)
                {
                    continue;
                }

                foreach (Limb limb in c.AnimController.Limbs)
                {
                    float pointDist = (limb.WorldPosition - pingSource).Length() * displayScale;

                    if (limb.SimPosition == Vector2.Zero || pointDist > displayRadius)
                    {
                        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), MathHelper.Clamp(limb.Mass, 0.1f, pingStrength));
                            radarBlips.Add(blip);
                        }
                    }
                }
            }
        }