public override void LoadContent() { GlobalStats.ResearchRootUIDToDisplay = "Colonization"; SystemInfoUIElement.SysFont = Fonts.Arial12Bold; SystemInfoUIElement.DataFont = Fonts.Arial10; this.NotificationManager = new NotificationManager(this.ScreenManager, this); this.aw = new AutomationWindow(this.ScreenManager, this); for (int index = 0; (double)index < (double)this.Size.X / 5000.0; ++index) { NebulousOverlay nebulousOverlay = new NebulousOverlay(); float z = RandomMath.RandomBetween(-200000f, -2E+07f); nebulousOverlay.Path = "Textures/smoke"; nebulousOverlay.Position = new Vector3(RandomMath.RandomBetween(-0.5f * this.Size.X, this.Size.X + 0.5f * this.Size.X), RandomMath.RandomBetween(-0.5f * this.Size.X, this.Size.X + 0.5f * this.Size.X), z); float radians = RandomMath.RandomBetween(0.0f, 6.283185f); nebulousOverlay.Scale = RandomMath.RandomBetween(10f, 100f); nebulousOverlay.WorldMatrix = Matrix.CreateScale(50f) * Matrix.CreateScale(nebulousOverlay.Scale) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(nebulousOverlay.Position); this.Stars.Add(nebulousOverlay); } this.LoadGraphics(); UniverseScreen.DeepSpaceManager.Setup((int)this.Size.X, (int)this.Size.Y, (int)(500000.0 * (double)this.GameScale), new Vector2(this.Size.X / 2f, this.Size.Y / 2f)); UniverseScreen.ShipSpatialManager.Setup((int)this.Size.X, (int)this.Size.Y, (int)(500000.0 * (double)this.GameScale), new Vector2(this.Size.X / 2f, this.Size.Y / 2f)); this.DoParticleLoad(); this.bg3d = new Background3D(this); this.starfield = new Starfield(Vector2.Zero, this.ScreenManager.GraphicsDevice, this.ScreenManager.Content); this.starfield.LoadContent(); GameplayObject.audioListener = this.listener; Weapon.audioListener = this.listener; GameplayObject.audioListener = this.listener; this.projection = Matrix.CreatePerspectiveFieldOfView(0.7853982f, (float)this.ScreenManager.GraphicsDevice.Viewport.Width / (float)this.ScreenManager.GraphicsDevice.Viewport.Height, 1000f, 3E+07f); this.SetLighting(this.UseRealLights); foreach (SolarSystem solarSystem in UniverseScreen.SolarSystemList) { foreach (string FleetUID in solarSystem.DefensiveFleets) { Fleet defensiveFleetAt = HelperFunctions.CreateDefensiveFleetAt(FleetUID, EmpireManager.GetEmpireByName("The Remnant"), solarSystem.PlanetList[0].Position); MilitaryTask militaryTask = new MilitaryTask(); militaryTask.AO = solarSystem.PlanetList[0].Position; militaryTask.AORadius = 120000f; militaryTask.type = MilitaryTask.TaskType.DefendSystem; defensiveFleetAt.Task = militaryTask; defensiveFleetAt.TaskStep = 3; militaryTask.WhichFleet = EmpireManager.GetEmpireByName("The Remnant").GetFleetsDict().Count + 10; EmpireManager.GetEmpireByName("The Remnant").GetFleetsDict().TryAdd(EmpireManager.GetEmpireByName("The Remnant").GetFleetsDict().Count + 10, defensiveFleetAt); EmpireManager.GetEmpireByName("The Remnant").GetGSAI().TaskList.Add(militaryTask); militaryTask.Step = 2; } if (GlobalStats.ActiveModInfo != null && GlobalStats.ActiveModInfo.customRemnantElements) { foreach (Planet p in solarSystem.PlanetList) { foreach (string FleetUID in p.PlanetFleets) { Fleet planetFleetAt = HelperFunctions.CreateDefensiveFleetAt(FleetUID, EmpireManager.GetEmpireByName("The Remnant"), p.Position); MilitaryTask militaryTask = new MilitaryTask(); militaryTask.AO = solarSystem.PlanetList[0].Position; militaryTask.AORadius = 120000f; militaryTask.type = MilitaryTask.TaskType.DefendSystem; planetFleetAt.Task = militaryTask; planetFleetAt.TaskStep = 3; militaryTask.WhichFleet = EmpireManager.GetEmpireByName("The Remnant").GetFleetsDict().Count + 10; EmpireManager.GetEmpireByName("The Remnant").GetFleetsDict().TryAdd(EmpireManager.GetEmpireByName("The Remnant").GetFleetsDict().Count + 10, planetFleetAt); EmpireManager.GetEmpireByName("The Remnant").GetGSAI().TaskList.Add(militaryTask); militaryTask.Step = 2; } } } foreach (SolarSystem.FleetAndPos fleetAndPos in solarSystem.FleetsToSpawn) { Fleet defensiveFleetAt = HelperFunctions.CreateDefensiveFleetAt(fleetAndPos.fleetname, EmpireManager.GetEmpireByName("The Remnant"), solarSystem.Position + fleetAndPos.Pos); MilitaryTask militaryTask = new MilitaryTask(); militaryTask.AO = solarSystem.Position + fleetAndPos.Pos; militaryTask.AORadius = 75000f; militaryTask.type = MilitaryTask.TaskType.DefendSystem; defensiveFleetAt.Task = militaryTask; defensiveFleetAt.TaskStep = 3; militaryTask.WhichFleet = EmpireManager.GetEmpireByName("The Remnant").GetFleetsDict().Count + 10; EmpireManager.GetEmpireByName("The Remnant").GetFleetsDict().TryAdd(EmpireManager.GetEmpireByName("The Remnant").GetFleetsDict().Count + 10, defensiveFleetAt); EmpireManager.GetEmpireByName("The Remnant").GetGSAI().TaskList.Add(militaryTask); militaryTask.Step = 2; } foreach (string key in solarSystem.ShipsToSpawn) ResourceManager.CreateShipAt(key, EmpireManager.GetEmpireByName("The Remnant"), solarSystem.PlanetList[0], true); foreach (Planet p in solarSystem.PlanetList) { if (p.Owner != null) { foreach (string key in p.Guardians) ResourceManager.CreateShipAt(key, p.Owner, p, true); } else { //Added by McShooterz: alternate hostile fleets populate universe if (GlobalStats.ActiveModInfo != null && ResourceManager.HostileFleets.Fleets.Count > 0) { if (p.Guardians.Count > 0) { int randomFleet = HelperFunctions.GetRandomIndex(ResourceManager.HostileFleets.Fleets.Count); foreach (string ship in ResourceManager.HostileFleets.Fleets[randomFleet].Ships) { ResourceManager.CreateShipAt(ship, EmpireManager.GetEmpireByName(ResourceManager.HostileFleets.Fleets[randomFleet].Empire), p, true); } } } else { foreach (string key in p.Guardians) ResourceManager.CreateShipAt(key, EmpireManager.GetEmpireByName("The Remnant"), p, true); if (p.CorsairPresence) { ResourceManager.CreateShipAt("Corsair Asteroid Base", EmpireManager.GetEmpireByName("Corsairs"), p, true).TetherToPlanet(p); ResourceManager.CreateShipAt("Corsair", EmpireManager.GetEmpireByName("Corsairs"), p, true); ResourceManager.CreateShipAt("Captured Gunship", EmpireManager.GetEmpireByName("Corsairs"), p, true); ResourceManager.CreateShipAt("Captured Gunship", EmpireManager.GetEmpireByName("Corsairs"), p, true); } } } } foreach (Anomaly anomaly in solarSystem.AnomaliesList) { if (anomaly.type == "DP") this.anomalyManager.AnomaliesList.Add((Anomaly)new DimensionalPrison(solarSystem.Position + anomaly.Position)); } } float num = 10f; Matrix matrix = this.view; this.MaxCamHeight = 4E+07f; while ((double)num < (double)(this.ScreenManager.GraphicsDevice.PresentationParameters.BackBufferWidth + 50)) { Vector2 vector2_1 = new Vector2(this.Size.X / 2f, this.Size.Y / 2f); Matrix view = Matrix.CreateTranslation(0.0f, 0.0f, 0.0f) * Matrix.CreateRotationY(MathHelper.ToRadians(180f)) * Matrix.CreateRotationX(MathHelper.ToRadians(0.0f)) * Matrix.CreateLookAt(new Vector3(-vector2_1.X, vector2_1.Y, this.MaxCamHeight), new Vector3(-vector2_1.X, vector2_1.Y, 0.0f), new Vector3(0.0f, -1f, 0.0f)); Vector3 vector3_1 = this.ScreenManager.GraphicsDevice.Viewport.Project(Vector3.Zero, this.projection, view, Matrix.Identity); Vector2 vector2_2 = new Vector2(vector3_1.X, vector3_1.Y); Vector3 vector3_2 = this.ScreenManager.GraphicsDevice.Viewport.Project(new Vector3(this.Size, 0.0f), this.projection, view, Matrix.Identity); num = new Vector2(vector3_2.X, vector3_2.Y).X - vector2_2.X; if ((double)num < (double)(this.ScreenManager.GraphicsDevice.PresentationParameters.BackBufferWidth + 50)) this.MaxCamHeight -= 0.1f * this.MaxCamHeight; } if (MaxCamHeight > 23000000) MaxCamHeight = 23000000; if (!this.loading) { this.camPos.X = this.playerShip.Center.X; this.camPos.Y = this.playerShip.Center.Y; this.camHeight = 2750f; } this.transitionDestination = new Vector3(this.camPos.X, this.camPos.Y, this.camHeight); foreach (NebulousOverlay nebulousOverlay in this.Stars) this.star_particles.AddParticleThreadA(nebulousOverlay.Position, Vector3.Zero); if (this.MultiThread) { this.WorkerThread = new Thread(new ThreadStart(this.Worker)); this.WorkerThread.IsBackground = true; this.WorkerThread.Start(); //this.ShipUpdateThread = new Thread(new ThreadStart(this.ShipUpdater)); //this.ShipUpdateThread.IsBackground = true; #if !ALTERTHREAD this.SystemResetEvents = new ManualResetEvent[4]; this.SystemGateKeeper = new AutoResetEvent[4]; List<SolarSystem> list1 = new List<SolarSystem>(); List<SolarSystem> list2 = new List<SolarSystem>(); List<SolarSystem> list3 = new List<SolarSystem>(); List<SolarSystem> list4 = new List<SolarSystem>(); Rectangle rect1 = new Rectangle(0, 0, (int)this.Size.X / 2, (int)this.Size.Y / 2); Rectangle rect2 = new Rectangle((int)this.Size.X / 2, 0, (int)this.Size.X / 2, (int)this.Size.Y / 2); Rectangle rect3 = new Rectangle(0, (int)this.Size.Y / 2, (int)this.Size.X / 2, (int)this.Size.Y / 2); Rectangle rect4 = new Rectangle((int)this.Size.X / 2, (int)this.Size.Y / 2, (int)this.Size.X / 2, (int)this.Size.Y / 2); this.SystemResetEvents[0] = new ManualResetEvent(false); this.SystemGateKeeper[0] = new AutoResetEvent(false); this.SystemResetEvents[1] = new ManualResetEvent(false); this.SystemGateKeeper[1] = new AutoResetEvent(false); this.SystemResetEvents[2] = new ManualResetEvent(false); this.SystemGateKeeper[2] = new AutoResetEvent(false); this.SystemResetEvents[3] = new ManualResetEvent(false); this.SystemGateKeeper[3] = new AutoResetEvent(false); for (int index = 0; index < UniverseScreen.SolarSystemList.Count; ++index) { if (HelperFunctions.CheckIntersection(rect1, UniverseScreen.SolarSystemList[index].Position)) { UniverseScreen.SolarSystemList[index].IndexOfResetEvent = 0; list1.Add(UniverseScreen.SolarSystemList[index]); } if (HelperFunctions.CheckIntersection(rect2, UniverseScreen.SolarSystemList[index].Position)) { UniverseScreen.SolarSystemList[index].IndexOfResetEvent = 1; list2.Add(UniverseScreen.SolarSystemList[index]); } if (HelperFunctions.CheckIntersection(rect3, UniverseScreen.SolarSystemList[index].Position)) { UniverseScreen.SolarSystemList[index].IndexOfResetEvent = 2; list3.Add(UniverseScreen.SolarSystemList[index]); } if (HelperFunctions.CheckIntersection(rect4, UniverseScreen.SolarSystemList[index].Position)) { UniverseScreen.SolarSystemList[index].IndexOfResetEvent = 3; list4.Add(UniverseScreen.SolarSystemList[index]); } } Thread thread1 = new Thread(new ParameterizedThreadStart(this.SystemUpdater)); this.SystemUpdateThreadList.Add(thread1); thread1.Start((object)list1); thread1.IsBackground = true; Thread thread2 = new Thread(new ParameterizedThreadStart(this.SystemUpdater)); this.SystemUpdateThreadList.Add(thread2); thread2.Start((object)list2); thread2.IsBackground = true; Thread thread3 = new Thread(new ParameterizedThreadStart(this.SystemUpdater)); this.SystemUpdateThreadList.Add(thread3); thread3.Start((object)list3); thread3.IsBackground = true; Thread thread4 = new Thread(new ParameterizedThreadStart(this.SystemUpdater)); this.SystemUpdateThreadList.Add(thread4); thread4.Start((object)list4); thread4.IsBackground = true; #endif //Thread thread5 = new Thread(new ThreadStart(this.DeepSpaceThread)); // this.SystemUpdateThreadList.Add(thread5); // thread5.Start(); // thread5.IsBackground = true; //Thread thread6 = new Thread(new ThreadStart(this.EmpireThread)); //this.SystemUpdateThreadList.Add(thread6); //thread6.Start(); //thread6.IsBackground = true; } this.PlanetsDict.Clear(); this.SolarSystemDict.Clear(); foreach (SolarSystem solarSystem in UniverseScreen.SolarSystemList) { this.SolarSystemDict.Add(solarSystem.guid, solarSystem); foreach (Planet planet in solarSystem.PlanetList) this.PlanetsDict.Add(planet.guid, planet); } foreach (Ship ship in (List<Ship>)this.MasterShipList) { if (ship.TetherGuid != Guid.Empty) ship.TetherToPlanet(this.PlanetsDict[ship.TetherGuid]); } }
public void GenerateArm(int numOfStars, float rotation) { Random random = new Random(); Vector2 vector2 = new Vector2(this.Size.X / 2f, this.Size.Y / 2f); float num1 = (float)((double)(6f / (float)numOfStars) * 2.0 * 3.14159274101257); for (int index = 120; index < numOfStars; ++index) { float num2 = (float)Math.Pow((double)this.Size.X - 0.100000001490116 * (double)this.Size.X, (double)((float)index / (float)numOfStars)); float num3 = (float)index * num1 + rotation; float x = vector2.X + (float)Math.Cos((double)num3) * num2; float y = vector2.Y + (float)Math.Sin((double)num3) * num2; NebulousOverlay nebulousOverlay = new NebulousOverlay(); float z = RandomMath.RandomBetween(50000f, 450000f) - num2; if ((double)z < 0.0) z = RandomMath.RandomBetween(25000f, 50000f); if ((double)RandomMath.RandomBetween(0.0f, 100f) > 50.0) z *= -1f; double num4 = (double)RandomMath.RandomBetween(0.0f, 100f); nebulousOverlay.Path = "Textures/smoke"; nebulousOverlay.Position = new Vector3(x, y, z); float radians = RandomMath.RandomBetween(0.0f, 6.283185f); nebulousOverlay.Scale = RandomMath.RandomBetween(10f, 100f); nebulousOverlay.WorldMatrix = Matrix.CreateScale(50f) * Matrix.CreateScale(nebulousOverlay.Scale) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(nebulousOverlay.Position); this.NebulousShit.Add(nebulousOverlay); } for (int index = 135; index < numOfStars; ++index) { float num2 = (float)Math.Pow((double)this.Size.X - 0.100000001490116 * (double)this.Size.X, (double)((float)index / (float)numOfStars)); float num3 = (float)index * num1 + rotation; float x = vector2.X + (float)Math.Cos((double)num3) * num2 + RandomMath.RandomBetween(-200000f, 200000f); float y = vector2.Y + (float)Math.Sin((double)num3) * num2 + RandomMath.RandomBetween(-100000f, 100000f); NebulousOverlay nebulousOverlay = new NebulousOverlay(); float z = RandomMath.RandomBetween(250000f, 800000f) - num2; if ((double)z < 50000.0) z = RandomMath.RandomBetween(100000f, 400000f); if ((double)RandomMath.RandomBetween(0.0f, 100f) > 50.0) z *= -1f; double num4 = (double)RandomMath.RandomBetween(0.0f, 100f); nebulousOverlay.Path = "Textures/smoke"; nebulousOverlay.Position = new Vector3(x, y, z); float radians = RandomMath.RandomBetween(0.0f, 6.283185f); nebulousOverlay.Scale = RandomMath.RandomBetween(100f, 200f); nebulousOverlay.WorldMatrix = Matrix.CreateScale(50f) * Matrix.CreateScale(nebulousOverlay.Scale) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(nebulousOverlay.Position); this.NebulousShit.Add(nebulousOverlay); } for (int index1 = 0; index1 < 5; ++index1) { for (int index2 = 130; index2 < numOfStars; ++index2) { float num2 = (float)Math.Pow((double)this.Size.X - 0.100000001490116 * (double)this.Size.X, (double)((float)index2 / (float)numOfStars)); float num3 = (float)index2 * num1 + rotation; float x = vector2.X + (float)Math.Cos((double)num3) * num2 + RandomMath.RandomBetween(-200000f, 200000f); float y = vector2.Y + (float)Math.Sin((double)num3) * num2 + RandomMath.RandomBetween(-100000f, 100000f); NebulousOverlay nebulousOverlay = new NebulousOverlay(); float z = RandomMath.RandomBetween(250000f, 800000f) - num2; if ((double)z < 50000.0) z = RandomMath.RandomBetween(50000f, 200000f); if ((double)RandomMath.RandomBetween(0.0f, 100f) > 50.0) z *= -1f; nebulousOverlay.Path = "Textures/smoke"; nebulousOverlay.Position = new Vector3(x, y, z); float radians = RandomMath.RandomBetween(0.0f, 6.283185f); nebulousOverlay.Scale = RandomMath.RandomBetween(10f, 50f); nebulousOverlay.WorldMatrix = Matrix.CreateScale(50f) * Matrix.CreateScale(nebulousOverlay.Scale) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(nebulousOverlay.Position); this.NebulousShit.Add(nebulousOverlay); } } }