Minimap marker support
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@@ -29,6 +29,9 @@ public class MinimapRenderer{
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private Rect rect = new Rect();
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private float zoom = 4;
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private float lastX, lastY, lastW, lastH, lastScl;
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private boolean worldSpace;
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public MinimapRenderer(){
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Events.on(WorldLoadEvent.class, event -> {
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reset();
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@@ -97,6 +100,13 @@ public class MinimapRenderer{
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}
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public void drawEntities(float x, float y, float w, float h, float scaling, boolean withLabels){
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lastX = x;
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lastY = y;
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lastW = w;
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lastH = h;
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lastScl = scaling;
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worldSpace = withLabels;
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if(!withLabels){
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updateUnitArray();
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}else{
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@@ -175,6 +185,13 @@ public class MinimapRenderer{
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if(withLabels){
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drawSpawns(x, y, w, h, scaling);
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}
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if(state.rules.objectives.size > 0){
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var first = state.rules.objectives.first();
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for(var marker : first.markers){
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marker.drawMinimap(this);
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}
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}
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}
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public void drawSpawns(float x, float y, float w, float h, float scaling){
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@@ -186,13 +203,13 @@ public class MinimapRenderer{
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Draw.color(state.rules.waveTeam.color, Tmp.c2.set(state.rules.waveTeam.color).value(1.2f), Mathf.absin(Time.time, 16f, 1f));
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float rad = scale(state.rules.dropZoneRadius);
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float curve = Mathf.curve(Time.time % 240f, 120f, 240f);
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for(Tile tile : spawner.getSpawns()){
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float tx = ((tile.x + 0.5f) / world.width()) * w;
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float ty = ((tile.y + 0.5f) / world.height()) * h;
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float rad = (state.rules.dropZoneRadius / (baseSize / 2f)) * 5f * scaling;
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float curve = Mathf.curve(Time.time % 240f, 120f, 240f);
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Draw.rect(icon, x + tx, y + ty, icon.width, icon.height);
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Lines.circle(x + tx, y + ty, rad);
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if(curve > 0f) Lines.circle(x + tx, y + ty, rad * Interp.pow3Out.apply(curve));
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@@ -201,8 +218,19 @@ public class MinimapRenderer{
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Draw.reset();
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}
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public void drawEntities(float x, float y, float w, float h){
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drawEntities(x, y, w, h, 1f, true);
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//TODO horrible code, everywhere.
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public Vec2 transform(Vec2 position){
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if(!worldSpace){
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position.sub(rect.x, rect.y).scl(lastW / rect.width, lastH / rect.height);
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}else{
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position.scl(1f / world.unitWidth(), 1f / world.unitHeight()).scl(lastW, lastH);
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}
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return position.add(lastX, lastY);
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}
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public float scale(float radius){
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return (radius / (baseSize / 2f)) * 5f * lastScl;
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}
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public @Nullable TextureRegion getRegion(){
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