Terraria 1.4.0.5 Source Code
This commit is contained in:
commit
05205f009e
1059 changed files with 563450 additions and 0 deletions
208
GameContent/Events/Sandstorm.cs
Normal file
208
GameContent/Events/Sandstorm.cs
Normal file
|
@ -0,0 +1,208 @@
|
|||
// Decompiled with JetBrains decompiler
|
||||
// Type: Terraria.GameContent.Events.Sandstorm
|
||||
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
|
||||
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
|
||||
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
|
||||
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using Terraria.Graphics.Effects;
|
||||
using Terraria.Utilities;
|
||||
|
||||
namespace Terraria.GameContent.Events
|
||||
{
|
||||
public class Sandstorm
|
||||
{
|
||||
private const int SANDSTORM_DURATION_MINIMUM = 28800;
|
||||
private const int SANDSTORM_DURATION_MAXIMUM = 86400;
|
||||
public static bool Happening;
|
||||
public static int TimeLeft;
|
||||
public static float Severity;
|
||||
public static float IntendedSeverity;
|
||||
private static bool _effectsUp;
|
||||
|
||||
private static bool HasSufficientWind() => (double) Math.Abs(Main.windSpeedCurrent) >= 0.600000023841858;
|
||||
|
||||
public static void WorldClear() => Sandstorm.Happening = false;
|
||||
|
||||
public static void UpdateTime()
|
||||
{
|
||||
if (Main.netMode != 1)
|
||||
{
|
||||
if (Sandstorm.Happening)
|
||||
{
|
||||
if (Sandstorm.TimeLeft > 86400)
|
||||
Sandstorm.TimeLeft = 0;
|
||||
Sandstorm.TimeLeft -= Main.dayRate;
|
||||
if (!Sandstorm.HasSufficientWind())
|
||||
Sandstorm.TimeLeft -= 15 * Main.dayRate;
|
||||
if ((double) Main.windSpeedCurrent == 0.0)
|
||||
Sandstorm.TimeLeft = 0;
|
||||
if (Sandstorm.TimeLeft <= 0)
|
||||
Sandstorm.StopSandstorm();
|
||||
}
|
||||
else if (Sandstorm.HasSufficientWind())
|
||||
{
|
||||
for (int index = 0; index < Main.dayRate; ++index)
|
||||
{
|
||||
if (Main.rand.Next(86400) == 0)
|
||||
Sandstorm.StartSandstorm();
|
||||
}
|
||||
}
|
||||
if (Main.rand.Next(18000) == 0)
|
||||
Sandstorm.ChangeSeverityIntentions();
|
||||
}
|
||||
Sandstorm.UpdateSeverity();
|
||||
}
|
||||
|
||||
private static void ChangeSeverityIntentions()
|
||||
{
|
||||
Sandstorm.IntendedSeverity = !Sandstorm.Happening ? (Main.rand.Next(3) != 0 ? Main.rand.NextFloat() * 0.3f : 0.0f) : 0.4f + Main.rand.NextFloat();
|
||||
if (Main.netMode == 1)
|
||||
return;
|
||||
NetMessage.SendData(7);
|
||||
}
|
||||
|
||||
private static void UpdateSeverity()
|
||||
{
|
||||
if (float.IsNaN(Sandstorm.Severity))
|
||||
Sandstorm.Severity = 0.0f;
|
||||
if (float.IsNaN(Sandstorm.IntendedSeverity))
|
||||
Sandstorm.IntendedSeverity = 0.0f;
|
||||
int num1 = Math.Sign(Sandstorm.IntendedSeverity - Sandstorm.Severity);
|
||||
Sandstorm.Severity = MathHelper.Clamp(Sandstorm.Severity + 3f / 1000f * (float) num1, 0.0f, 1f);
|
||||
int num2 = Math.Sign(Sandstorm.IntendedSeverity - Sandstorm.Severity);
|
||||
if (num1 == num2)
|
||||
return;
|
||||
Sandstorm.Severity = Sandstorm.IntendedSeverity;
|
||||
}
|
||||
|
||||
private static void StartSandstorm()
|
||||
{
|
||||
Sandstorm.Happening = true;
|
||||
Sandstorm.TimeLeft = Main.rand.Next(28800, 86401);
|
||||
Sandstorm.ChangeSeverityIntentions();
|
||||
}
|
||||
|
||||
private static void StopSandstorm()
|
||||
{
|
||||
Sandstorm.Happening = false;
|
||||
Sandstorm.TimeLeft = 0;
|
||||
Sandstorm.ChangeSeverityIntentions();
|
||||
}
|
||||
|
||||
public static void HandleEffectAndSky(bool toState)
|
||||
{
|
||||
if (toState == Sandstorm._effectsUp)
|
||||
return;
|
||||
Sandstorm._effectsUp = toState;
|
||||
Vector2 center = Main.player[Main.myPlayer].Center;
|
||||
if (Sandstorm._effectsUp)
|
||||
{
|
||||
SkyManager.Instance.Activate(nameof (Sandstorm), center);
|
||||
Filters.Scene.Activate(nameof (Sandstorm), center);
|
||||
Overlays.Scene.Activate(nameof (Sandstorm), center);
|
||||
}
|
||||
else
|
||||
{
|
||||
SkyManager.Instance.Deactivate(nameof (Sandstorm));
|
||||
Filters.Scene.Deactivate(nameof (Sandstorm));
|
||||
Overlays.Scene.Deactivate(nameof (Sandstorm));
|
||||
}
|
||||
}
|
||||
|
||||
public static bool ShouldSandstormDustPersist() => Sandstorm.Happening && Main.player[Main.myPlayer].ZoneSandstorm && (Main.bgStyle == 2 || Main.bgStyle == 5) && Main.bgDelay < 50;
|
||||
|
||||
public static void EmitDust()
|
||||
{
|
||||
if (Main.gamePaused)
|
||||
return;
|
||||
int sandTileCount = Main.SceneMetrics.SandTileCount;
|
||||
Player player = Main.player[Main.myPlayer];
|
||||
bool flag = Sandstorm.ShouldSandstormDustPersist();
|
||||
Sandstorm.HandleEffectAndSky(flag && Main.UseStormEffects);
|
||||
if (sandTileCount < 100 || (double) player.position.Y > Main.worldSurface * 16.0 || player.ZoneBeach)
|
||||
return;
|
||||
int maxValue1 = 1;
|
||||
if (!flag || Main.rand.Next(maxValue1) != 0)
|
||||
return;
|
||||
int num1 = Math.Sign(Main.windSpeedCurrent);
|
||||
float amount = Math.Abs(Main.windSpeedCurrent);
|
||||
if ((double) amount < 0.00999999977648258)
|
||||
return;
|
||||
float num2 = (float) num1 * MathHelper.Lerp(0.9f, 1f, amount);
|
||||
float num3 = 2000f / (float) sandTileCount;
|
||||
float num4 = MathHelper.Clamp(3f / num3, 0.77f, 1f);
|
||||
int num5 = (int) num3;
|
||||
int num6 = (int) (1000.0 * (double) ((float) Main.screenWidth / (float) Main.maxScreenW));
|
||||
float num7 = 20f * Sandstorm.Severity;
|
||||
float num8 = (float) ((double) num6 * ((double) Main.gfxQuality * 0.5 + 0.5) + (double) num6 * 0.100000001490116) - (float) Dust.SandStormCount;
|
||||
if ((double) num8 <= 0.0)
|
||||
return;
|
||||
float num9 = (float) Main.screenWidth + 1000f;
|
||||
float screenHeight = (float) Main.screenHeight;
|
||||
Vector2 vector2 = Main.screenPosition + player.velocity;
|
||||
WeightedRandom<Color> weightedRandom = new WeightedRandom<Color>();
|
||||
weightedRandom.Add(new Color(200, 160, 20, 180), (double) (Main.SceneMetrics.GetTileCount((ushort) 53) + Main.SceneMetrics.GetTileCount((ushort) 396) + Main.SceneMetrics.GetTileCount((ushort) 397)));
|
||||
weightedRandom.Add(new Color(103, 98, 122, 180), (double) (Main.SceneMetrics.GetTileCount((ushort) 112) + Main.SceneMetrics.GetTileCount((ushort) 400) + Main.SceneMetrics.GetTileCount((ushort) 398)));
|
||||
weightedRandom.Add(new Color(135, 43, 34, 180), (double) (Main.SceneMetrics.GetTileCount((ushort) 234) + Main.SceneMetrics.GetTileCount((ushort) 401) + Main.SceneMetrics.GetTileCount((ushort) 399)));
|
||||
weightedRandom.Add(new Color(213, 196, 197, 180), (double) (Main.SceneMetrics.GetTileCount((ushort) 116) + Main.SceneMetrics.GetTileCount((ushort) 403) + Main.SceneMetrics.GetTileCount((ushort) 402)));
|
||||
float num10 = MathHelper.Lerp(0.2f, 0.35f, Sandstorm.Severity);
|
||||
float num11 = MathHelper.Lerp(0.5f, 0.7f, Sandstorm.Severity);
|
||||
int maxValue2 = (int) MathHelper.Lerp(1f, 10f, (float) (((double) num4 - 0.769999980926514) / 0.230000019073486));
|
||||
for (int index1 = 0; (double) index1 < (double) num7; ++index1)
|
||||
{
|
||||
if (Main.rand.Next(num5 / 4) == 0)
|
||||
{
|
||||
Vector2 Position = new Vector2((float) ((double) Main.rand.NextFloat() * (double) num9 - 500.0), Main.rand.NextFloat() * -50f);
|
||||
if (Main.rand.Next(3) == 0 && num1 == 1)
|
||||
Position.X = (float) (Main.rand.Next(500) - 500);
|
||||
else if (Main.rand.Next(3) == 0 && num1 == -1)
|
||||
Position.X = (float) (Main.rand.Next(500) + Main.screenWidth);
|
||||
if ((double) Position.X < 0.0 || (double) Position.X > (double) Main.screenWidth)
|
||||
Position.Y += (float) ((double) Main.rand.NextFloat() * (double) screenHeight * 0.899999976158142);
|
||||
Position += vector2;
|
||||
int x1 = (int) Position.X / 16;
|
||||
int y1 = (int) Position.Y / 16;
|
||||
if (WorldGen.InWorld(x1, y1, 10) && Main.tile[x1, y1] != null && Main.tile[x1, y1].wall == (ushort) 0)
|
||||
{
|
||||
for (int index2 = 0; index2 < 1; ++index2)
|
||||
{
|
||||
Dust dust = Main.dust[Dust.NewDust(Position, 10, 10, 268)];
|
||||
dust.velocity.Y = (float) (2.0 + (double) Main.rand.NextFloat() * 0.200000002980232);
|
||||
dust.velocity.Y *= dust.scale;
|
||||
dust.velocity.Y *= 0.35f;
|
||||
dust.velocity.X = (float) ((double) num2 * 5.0 + (double) Main.rand.NextFloat() * 1.0);
|
||||
dust.velocity.X += (float) ((double) num2 * (double) num11 * 20.0);
|
||||
dust.fadeIn += num11 * 0.2f;
|
||||
dust.velocity *= (float) (1.0 + (double) num10 * 0.5);
|
||||
dust.color = (Color) weightedRandom;
|
||||
dust.velocity *= 1f + num10;
|
||||
dust.velocity *= num4;
|
||||
dust.scale = 0.9f;
|
||||
--num8;
|
||||
if ((double) num8 > 0.0)
|
||||
{
|
||||
if (Main.rand.Next(maxValue2) != 0)
|
||||
{
|
||||
--index2;
|
||||
Position += Utils.RandomVector2(Main.rand, -10f, 10f) + dust.velocity * -1.1f;
|
||||
int x2 = (int) Position.X / 16;
|
||||
int y2 = (int) Position.Y / 16;
|
||||
if (WorldGen.InWorld(x2, y2, 10) && Main.tile[x2, y2] != null)
|
||||
{
|
||||
int wall = (int) Main.tile[x2, y2].wall;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
if ((double) num8 <= 0.0)
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue