Fog building hiding
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@@ -9,8 +9,10 @@ import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.content.*;
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import mindustry.game.EventType.*;
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import mindustry.game.*;
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import mindustry.game.Teams.*;
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import mindustry.gen.*;
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import mindustry.world.*;
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@@ -81,7 +83,11 @@ public class BlockRenderer{
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updateFloors.add(new UpdateRenderState(tile, tile.floor()));
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}
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if(tile.block().hasShadow){
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if(tile.build != null && (tile.team() == player.team() || !state.rules.fog)){
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tile.build.wasVisible = true;
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}
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if(tile.block().hasShadow && (tile.build == null || tile.build.wasVisible)){
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Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
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}
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}
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@@ -99,7 +105,14 @@ public class BlockRenderer{
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});
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Events.on(TileChangeEvent.class, event -> {
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shadowEvents.add(event.tile);
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boolean visible = event.tile.build == null || event.tile.build.inFogTo(Vars.player.team());
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if(event.tile.build != null){
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event.tile.build.wasVisible = visible;
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}
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if(visible){
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shadowEvents.add(event.tile);
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}
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int avgx = (int)(camera.position.x / tilesize);
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int avgy = (int)(camera.position.y / tilesize);
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@@ -265,7 +278,7 @@ public class BlockRenderer{
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for(Tile tile : shadowEvents){
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//draw white/shadow color depending on blend
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Draw.color(!tile.block().hasShadow ? Color.white : blendShadowColor);
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Draw.color((!tile.block().hasShadow || (state.rules.fog && tile.build != null && !tile.build.wasVisible)) ? Color.white : blendShadowColor);
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Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
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}
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@@ -371,6 +384,7 @@ public class BlockRenderer{
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}
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public void drawBlocks(){
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Team pteam = player.team();
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drawDestroyed();
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@@ -382,7 +396,9 @@ public class BlockRenderer{
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Draw.z(Layer.block);
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if(block != Blocks.air){
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boolean visible = (build == null || !build.inFogTo(pteam)/* || build.wasVisible*/);
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if(block != Blocks.air && visible){
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block.drawBase(tile);
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Draw.reset();
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Draw.z(Layer.block);
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@@ -394,6 +410,8 @@ public class BlockRenderer{
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}
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if(build != null){
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if(!build.wasVisible) updateShadow(build);
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build.wasVisible = true;
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if(build.damaged()){
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Draw.z(Layer.blockCracks);
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@@ -411,6 +429,11 @@ public class BlockRenderer{
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}
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}
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Draw.reset();
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}else if(!visible){
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//TODO here is the question: should buildings you lost sight of remain rendered? if so, how should this information be stored?
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//comment lines below for buggy persistence
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if(build.wasVisible) updateShadow(build);
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build.wasVisible = false;
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}
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}
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@@ -443,6 +466,16 @@ public class BlockRenderer{
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}
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}
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void updateShadow(Building build){
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int size = build.block.size, of = build.block.sizeOffset, tx = build.tile.x, ty = build.tile.y;
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for(int x = 0; x < size; x++){
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for(int y = 0; y < size; y++){
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shadowEvents.add(world.tile(x + tx + of, y + ty + of));
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}
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}
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}
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static class BlockQuadtree extends QuadTree<Tile>{
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public BlockQuadtree(Rect bounds){
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@@ -97,7 +97,8 @@ public class EnvRenderers{
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tex.setWrap(TextureWrap.repeat);
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}
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Draw.z(Layer.weather - 1);
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//TODO layer looks better? should not be conditional
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Draw.z(state.rules.fog ? Layer.fogOfWar + 1 : Layer.weather - 1);
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Weather.drawNoiseLayers(tex, Color.scarlet, 1000f, 0.23f, 0.4f, 1f, 1f, 0f,
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4, -1.3f, 0.7f, 0.8f, 0.9f);
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Draw.reset();
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@@ -18,9 +18,6 @@ import static mindustry.Vars.*;
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/** Highly experimental fog-of-war renderer. */
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public class FogRenderer{
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public static final Color
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staticColor = new Color(0f, 0f, 0f, 1f),
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dynamicColor = new Color(0f, 0f, 0f, 0.5f);
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private FrameBuffer staticFog = new FrameBuffer(), dynamicFog = new FrameBuffer();
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private LongSeq events = new LongSeq();
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private Rect rect = new Rect();
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@@ -114,17 +111,18 @@ public class FogRenderer{
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dynamicFog.getTexture().setFilter(TextureFilter.linear);
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Draw.shader(Shaders.fog);
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Draw.color(dynamicColor);
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Draw.color(state.rules.dynamicColor);
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Draw.fbo(dynamicFog.getTexture(), world.width(), world.height(), tilesize);
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Draw.color(staticColor);
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Draw.color(state.rules.staticColor);
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Draw.fbo(staticFog.getTexture(), world.width(), world.height(), tilesize);
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Draw.shader();
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}
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void poly(Rect check, float x, float y, float rad){
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if(check.overlaps(x - rad, y - rad, rad * 2f, rad * 2f)){
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Fill.poly(x, y, 20, rad);
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}
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//todo clipping messes up the minimap
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//if(check.overlaps(x - rad, y - rad, rad * 2f, rad * 2f)){
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Fill.poly(x, y, 20, rad);
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//}
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}
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void renderEvent(long e){
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@@ -155,11 +155,12 @@ public class MinimapRenderer{
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Tmp.tr1.set(dynamicTex);
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Tmp.tr1.set(region.u, 1f - region.v, region.u2, 1f - region.v2);
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Draw.color(FogRenderer.dynamicColor);
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Draw.color(state.rules.dynamicColor);
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Draw.rect(Tmp.tr1, x + w/2f, y + h/2f, w, h);
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Tmp.tr1.texture = staticTex;
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Draw.color(FogRenderer.staticColor);
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//must be black to fit with borders
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Draw.color(0f, 0f, 0f, state.rules.staticColor.a);
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Draw.rect(Tmp.tr1, x + w/2f, y + h/2f, w, h);
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Draw.color();
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