public override void Update(float elapsedTime) { if (!this.Active) return; //if (!GlobalStats.WarpInSystem && this.system != null) // this.InhibitedTimer = 1f; //else if (this.FTLmodifier < 1.0 && this.system != null && (this.engineState == Ship.MoveState.Warp && this.velocityMaximum < this.GetSTLSpeed())) this.HyperspaceReturn(); if (this.ScuttleTimer > -1.0 || this.ScuttleTimer <-1.0) { this.ScuttleTimer -= elapsedTime; if (this.ScuttleTimer <= 0.0) this.Die((GameplayObject)null, true); } if ((this.system != null && this.system.isVisible) || this.system == null) { BoundingSphere sphere = new BoundingSphere(new Vector3(this.Position, 0.0f), 2000f); if (Ship.universeScreen.Frustum.Contains(sphere) != ContainmentType.Disjoint && Ship.universeScreen.viewState <= UniverseScreen.UnivScreenState.SystemView) { this.InFrustum = true; this.ShipSO.Visibility = ObjectVisibility.Rendered; } else { this.InFrustum = false; this.ShipSO.Visibility = ObjectVisibility.None; } } else { this.InFrustum = false; this.ShipSO.Visibility = ObjectVisibility.None; } foreach (ProjectileTracker projectileTracker in (List<ProjectileTracker>)this.ProjectilesFired) { projectileTracker.Timer -= elapsedTime; if ((double)projectileTracker.Timer <= 0.0) this.ProjectilesFired.QueuePendingRemoval(projectileTracker); } this.ProjectilesFired.ApplyPendingRemovals(); this.ShieldRechargeTimer += elapsedTime; this.InhibitedTimer -= elapsedTime; this.Inhibited = this.InhibitedTimer > 0.0; if (this.Inhibited && this.engineState == Ship.MoveState.Warp) { this.HyperspaceReturn(); } if (this.TetheredTo != null) { this.Position = this.TetheredTo.Position + this.TetherOffset; this.Center = this.TetheredTo.Position + this.TetherOffset; } if (this.Mothership != null && !this.Mothership.Active) this.Mothership = (Ship)null; if (this.dying) { this.ThrusterList.Clear(); this.dietimer -= elapsedTime; if ((double)this.dietimer <= 1.89999997615814 && this.dieCue == null && this.InFrustum) { if (this.Size < 80) { this.dieCue = AudioManager.GetCue("sd_explosion_ship_warpdet_small"); this.dieCue.Apply3D(Ship.universeScreen.listener, this.emitter); this.dieCue.Play(); } else if (this.Size >= 80 && this.Size < 250) { this.dieCue = AudioManager.GetCue("sd_explosion_ship_warpdet_medium"); this.dieCue.Apply3D(Ship.universeScreen.listener, this.emitter); this.dieCue.Play(); } else { this.dieCue = AudioManager.GetCue("sd_explosion_ship_warpdet_large"); this.dieCue.Apply3D(Ship.universeScreen.listener, this.emitter); this.dieCue.Play(); } } if ((double)this.dietimer <= 0.0) { this.reallyDie = true; this.Die(this.LastDamagedBy, true); return; } else { if ((double)this.Velocity.Length() > (double)this.velocityMaximum) this.Velocity = Vector2.Normalize(this.Velocity) * this.velocityMaximum; Ship ship1 = this; Vector2 vector2_1 = ship1.Position + this.Velocity * elapsedTime; ship1.Position = vector2_1; Ship ship2 = this; Vector2 vector2_2 = ship2.Center + this.Velocity * elapsedTime; ship2.Center = vector2_2; int num1 = (int)(this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, 60f); if (num1 >= 57 && this.InFrustum) { float radius = this.ShipSO.WorldBoundingSphere.Radius; Vector3 vector3 = new Vector3((this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, this.Radius), (this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, this.Radius), (this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, this.Radius)); ExplosionManager.AddExplosion(vector3, radius, 2.5f, 0.2f); Ship.universeScreen.flash.AddParticleThreadA(vector3, Vector3.Zero); } if (num1 >= 40) { Vector3 position = new Vector3((this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, this.Radius), (this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, this.Radius), (this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, this.Radius)); Ship.universeScreen.sparks.AddParticleThreadA(position, Vector3.Zero); } this.yRotation += this.xdie * elapsedTime; this.xRotation += this.ydie * elapsedTime; Ship ship3 = this; double num2 = (double)ship3.Rotation + (double)this.zdie * (double)elapsedTime; ship3.Rotation = (float)num2; if (this.ShipSO == null) return; if (Ship.universeScreen.viewState == UniverseScreen.UnivScreenState.ShipView && this.inSensorRange) { this.ShipSO.World = Matrix.Identity * Matrix.CreateRotationY(this.yRotation) * Matrix.CreateRotationX(this.xRotation) * Matrix.CreateRotationZ(this.Rotation) * Matrix.CreateTranslation(new Vector3(this.Center, 0.0f)); if (this.shipData.Animated) { this.ShipSO.SkinBones = this.animationController.SkinnedBoneTransforms; this.animationController.Update(Game1.Instance.TargetElapsedTime, Matrix.Identity); } } for (int index = 0; index < this.Projectiles.Count; ++index) { Projectile projectile = this.Projectiles[index]; if (projectile != null) { if (projectile.Active) projectile.Update(elapsedTime); else this.Projectiles.QueuePendingRemoval(projectile); } } this.emitter.Position = new Vector3( this.Center, 0);//GlobalStats.Config.EffectsVolume * -5000); foreach (ModuleSlot moduleSlot in this.ModuleSlotList) //Parallel.ForEach<ModuleSlot>(this.ModuleSlotList, moduleSlot => { moduleSlot.module.UpdateWhileDying(elapsedTime); }//); } } else if (!this.dying) { if (this.system != null && (double)elapsedTime > 0.0) { foreach (Planet p in this.system.PlanetList) { if ((double)Vector2.Distance(p.Position, this.Center) < 3000.0) { if (this.loyalty == Ship.universeScreen.player && !p.ExploredDict[this.loyalty]) { foreach (Building building in p.BuildingList) { if (!string.IsNullOrEmpty(building.EventTriggerUID)) Ship.universeScreen.NotificationManager.AddFoundSomethingInteresting(p); } } if (!p.ExploredDict[this.loyalty]) { p.ExploredDict[this.loyalty] = true; foreach (Building building in p.BuildingList) { if (!string.IsNullOrEmpty(building.EventTriggerUID) && this.loyalty != Ship.universeScreen.player && p.Owner == null) { MilitaryTask militaryTask = new MilitaryTask(); militaryTask.AO = p.Position; militaryTask.AORadius = 50000f; militaryTask.SetTargetPlanet(p); militaryTask.type = MilitaryTask.TaskType.Exploration; militaryTask.SetEmpire(this.loyalty); lock (GlobalStats.TaskLocker) this.loyalty.GetGSAI().TaskList.Add(militaryTask); } } //added by gremlin put shahmatts exploration notifications here } } } if (this.InCombat && this.GetAI().Target != null && this.GetAI().Target.GetSystem() != null && this.GetAI().Target.GetSystem() == this.GetSystem()) { this.system.CombatInSystem = true; this.system.combatTimer = 15f; } } if (this.disabled) { for (int index = 0; index < 5; ++index) { Vector3 vector3 = new Vector3((this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween((float)(-(double)this.radius / 3.0), this.radius / 3f), (this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween((float)(-(double)this.radius / 3.0), this.radius / 3f), 0.0f); Ship.universeScreen.lightning.AddParticleThreadA(new Vector3(this.Center, 0.0f) + vector3, Vector3.Zero); } } Ship ship1 = this; double num1 = (double)ship1.Rotation + (double)this.RotationalVelocity * (double)elapsedTime; ship1.Rotation = (float)num1; if ((double)Math.Abs(this.RotationalVelocity) > 0.0) this.isTurning = true; if (!this.isSpooling && this.Afterburner != null && this.Afterburner.IsPlaying) this.Afterburner.Stop(AudioStopOptions.Immediate); this.ClickTimer -= elapsedTime; if ((double)this.ClickTimer < 0.0) this.ClickTimer = 10f; if (this.Active) { this.InCombatTimer -= elapsedTime; if (this.InCombatTimer > 0.0) { this.InCombat = true; } else { if (this.InCombat) this.InCombat = false; try { if (this.AI.State == AIState.Combat) { if (this.loyalty != Ship.universeScreen.player) { this.AI.State = AIState.AwaitingOrders; this.GetAI().OrderQueue.Clear(); } } } catch { } } this.Velocity.Length(); Ship ship2 = this; Vector2 vector2_1 = ship2.Position + this.Velocity * elapsedTime; ship2.Position = vector2_1; Ship ship3 = this; Vector2 vector2_2 = ship3.Center + this.Velocity * elapsedTime; ship3.Center = vector2_2; this.UpdateShipStatus(elapsedTime); if (!this.Active) return; if (!this.disabled && !Ship.universeScreen.Paused) //this.hasCommand && this.AI.Update(elapsedTime); if (this.InFrustum) { if (this.ShipSO == null) return; this.ShipSO.World = Matrix.Identity * Matrix.CreateRotationY(this.yRotation) * Matrix.CreateRotationZ(this.Rotation) * Matrix.CreateTranslation(new Vector3(this.Center, 0.0f)); if (this.shipData.Animated && this.animationController != null) { this.ShipSO.SkinBones = this.animationController.SkinnedBoneTransforms; this.animationController.Update(Game1.Instance.TargetElapsedTime, Matrix.Identity); } else if (this.shipData != null && this.animationController != null && this.shipData.Animated) { this.ShipSO.SkinBones = this.animationController.SkinnedBoneTransforms; this.animationController.Update(Game1.Instance.TargetElapsedTime, Matrix.Identity); } foreach (Thruster thruster in this.ThrusterList) { thruster.SetPosition(); Vector2 vector2_3 = new Vector2((float)Math.Sin((double)this.Rotation), -(float)Math.Cos((double)this.Rotation)); vector2_3 = Vector2.Normalize(vector2_3); float num2 = this.Velocity.Length() / this.velocityMaximum; if (this.isThrusting) { if (this.engineState == Ship.MoveState.Warp) { if ((double)thruster.heat < (double)num2) thruster.heat += 0.06f; this.pointat = new Vector3(vector2_3.X, vector2_3.Y, 0.0f); this.scalefactors = new Vector3(thruster.tscale, thruster.tscale, thruster.tscale); thruster.update(thruster.WorldPos, this.pointat, this.scalefactors, thruster.heat, 0.004f, Color.OrangeRed, Color.LightBlue, Ship.universeScreen.camPos); } else { if ((double)thruster.heat < (double)num2) thruster.heat += 0.06f; if ((double)thruster.heat > 0.600000023841858) thruster.heat = 0.6f; this.pointat = new Vector3(vector2_3.X, vector2_3.Y, 0.0f); this.scalefactors = new Vector3(thruster.tscale, thruster.tscale, thruster.tscale); thruster.update(thruster.WorldPos, this.pointat, this.scalefactors, thruster.heat, 1.0f / 500.0f, Color.OrangeRed, Color.LightBlue, Ship.universeScreen.camPos); } } else { this.pointat = new Vector3(vector2_3.X, vector2_3.Y, 0.0f); this.scalefactors = new Vector3(thruster.tscale, thruster.tscale, thruster.tscale); thruster.heat = 0.01f; thruster.update(thruster.WorldPos, this.pointat, this.scalefactors, 0.1f, 1.0f / 500.0f, Color.OrangeRed, Color.LightBlue, Ship.universeScreen.camPos); } } } if (this.isSpooling) this.fightersOut = false; if (this.isSpooling && !this.Inhibited) { this.JumpTimer -= elapsedTime; //task gremlin move fighter recall here. if (this.JumpTimer <= 4.0) // let's see if we can sync audio to behaviour with new timers { if (Vector2.Distance(this.Center, new Vector2(Ship.universeScreen.camPos.X, Ship.universeScreen.camPos.Y)) < 100000.0 && (this.Jump == null || this.Jump != null && !this.Jump.IsPlaying) && Ship.universeScreen.camHeight < 250000) { this.Jump = AudioManager.GetCue(this.GetStartWarpCue()); this.Jump.Apply3D(GameplayObject.audioListener, this.emitter); this.Jump.Play(); } } if (this.JumpTimer <= 0.1) { if (this.engineState == Ship.MoveState.Sublight )//&& (!this.Inhibited && this.GetFTLSpeed() > this.velocityMaximum)) { FTL ftl = new FTL(); ftl.Center = new Vector2(this.Center.X, this.Center.Y); //lock (FTLManager.FTLLock) FTLManager.FTLList.thisLock.EnterWriteLock(); FTLManager.FTLList.Add(ftl); FTLManager.FTLList.thisLock.ExitWriteLock(); this.engineState = Ship.MoveState.Warp; } else this.engineState = Ship.MoveState.Sublight; this.isSpooling = false; this.ResetJumpTimer(); } } if (this.isPlayerShip()) { if ((!this.isSpooling || !this.Active) && this.Afterburner != null) { if (this.Afterburner.IsPlaying) this.Afterburner.Stop(AudioStopOptions.Immediate); this.Afterburner = (Cue)null; } if (this.isThrusting && this.drone == null && this.AI.State == AIState.ManualControl) { this.drone = AudioManager.GetCue("starcruiser_drone01"); this.drone.Play(); } else if ((!this.isThrusting || !this.Active) && this.drone != null) { if (this.drone.IsPlaying) this.drone.Stop(AudioStopOptions.Immediate); this.drone = (Cue)null; } } this.emitter.Position = new Vector3(this.Center, 0); } if (elapsedTime > 0.0f) { //if (this.GetAI().fireTask != null && !this.GetAI().fireTask.IsCompleted) //{ // this.GetAI().fireTask.Wait(); //} //task gremlin look at parallel here for weapons foreach (Projectile projectile in (List<Projectile>)this.Projectiles) //Parallel.ForEach<Projectile>(this.projectiles, projectile => { if (projectile != null && projectile.Active) projectile.Update(elapsedTime); else { // projectile.Die(null, true); this.Projectiles.QueuePendingRemoval(projectile); } }//); foreach (Beam beam in (List<Beam>)this.beams) { Vector2 origin = new Vector2(); if (beam.moduleAttachedTo != null) { ShipModule shipModule = beam.moduleAttachedTo; origin = (int)shipModule.XSIZE != 1 || (int)shipModule.YSIZE != 3 ? ((int)shipModule.XSIZE != 2 || (int)shipModule.YSIZE != 5 ? new Vector2(shipModule.Center.X - 8f + (float)(16 * (int)shipModule.XSIZE / 2), shipModule.Center.Y - 8f + (float)(16 * (int)shipModule.YSIZE / 2)) : new Vector2(shipModule.Center.X - 80f + (float)(16 * (int)shipModule.XSIZE / 2), shipModule.Center.Y - 8f + (float)(16 * (int)shipModule.YSIZE / 2))) : new Vector2(shipModule.Center.X - 50f + (float)(16 * (int)shipModule.XSIZE / 2), shipModule.Center.Y - 8f + (float)(16 * (int)shipModule.YSIZE / 2)); Vector2 target = new Vector2(shipModule.Center.X - 8f, shipModule.Center.Y - 8f); float angleToTarget = HelperFunctions.findAngleToTarget(origin, target); Vector2 angleAndDistance = HelperFunctions.findPointFromAngleAndDistance(shipModule.Center, MathHelper.ToDegrees(shipModule.Rotation) - angleToTarget, 8f * (float)Math.Sqrt(2.0)); float num2 = (float)((int)shipModule.XSIZE * 16 / 2); float num3 = (float)((int)shipModule.YSIZE * 16 / 2); float distance = (float)Math.Sqrt((double)((float)Math.Pow((double)num2, 2.0) + (float)Math.Pow((double)num3, 2.0))); float radians = 3.141593f - (float)Math.Asin((double)num2 / (double)distance) + shipModule.GetParent().Rotation; origin = HelperFunctions.findPointFromAngleAndDistance(angleAndDistance, MathHelper.ToDegrees(radians), distance); int Thickness = this.system != null ? (int)this.system.RNG.RandomBetween((float)beam.thickness - 0.25f * (float)beam.thickness, (float)beam.thickness + 0.1f * (float)beam.thickness) : (int)Ship.universeScreen.DeepSpaceRNG.RandomBetween((float)beam.thickness - 0.25f * (float)beam.thickness, (float)beam.thickness + 0.1f * (float)beam.thickness); beam.Update(beam.moduleAttachedTo != null ? origin : beam.owner.Center, beam.followMouse ? Ship.universeScreen.mouseWorldPos : beam.Destination, Thickness, Ship.universeScreen.view, Ship.universeScreen.projection, elapsedTime); if ((double)beam.duration < 0.0 && !beam.infinite) { beam.Die(null, false); this.beams.QueuePendingRemoval(beam); } } else { beam.Die(null, false); this.beams.QueuePendingRemoval(beam); } }//); //this.beams.thisLock.ExitReadLock(); this.beams.ApplyPendingRemovals(); //foreach (Projectile projectile in this.projectiles.pendingRemovals) // projectile.Die(null,false); this.Projectiles.ApplyPendingRemovals(); } } }
public void HyperspaceReturn() { if (Ship.universeScreen == null || this.engineState == Ship.MoveState.Sublight) return; if (this.Jump != null && this.Jump.IsPlaying) { this.Jump.Stop(AudioStopOptions.Immediate); this.Jump = (Cue)null; } if (this.engineState == Ship.MoveState.Warp && Vector2.Distance(this.Center, new Vector2(Ship.universeScreen.camPos.X, Ship.universeScreen.camPos.Y)) < 100000.0 && Ship.universeScreen.camHeight < 250000) { Cue cue = AudioManager.GetCue(this.GetEndWarpCue()); cue.Apply3D(Ship.universeScreen.listener, this.emitter); cue.Play(); FTL ftl = new FTL(); ftl.Center = new Vector2(this.Center.X, this.Center.Y); //lock (FTLManager.FTLLock) FTLManager.FTLList.thisLock.EnterWriteLock(); FTLManager.FTLList.Add(ftl); FTLManager.FTLList.thisLock.ExitWriteLock(); } this.engineState = Ship.MoveState.Sublight; this.ResetJumpTimer(); this.isSpooling = false; this.velocityMaximum = this.GetSTLSpeed(); if (this.Velocity != Vector2.Zero) this.Velocity = Vector2.Normalize(this.Velocity) * this.velocityMaximum; this.speed = this.velocityMaximum; }