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/* MiniMap.cpp
Copyright (c) 2025 by Amazinite
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "MiniMap.h"
#include "Color.h"
#include "Command.h"
#include "text/Font.h"
#include "text/FontSet.h"
#include "GameData.h"
#include "Government.h"
#include "Interface.h"
#include "shader/LineShader.h"
#include "MapPanel.h"
#include "Mission.h"
#include "Planet.h"
#include "PlayerInfo.h"
#include "Preferences.h"
#include "shader/RingShader.h"
#include "Set.h"
#include "Ship.h"
#include "System.h"
#include <set>
#include <vector>
using namespace std;
namespace {
// The number of frames to spend interpolating to the next target center.
const double LERP_DURATION = 150.;
}
MiniMap::MiniMap(const PlayerInfo &player)
: player(player), center(player.GetSystem() ? player.GetSystem()->Position() : Point()), lerpCount(LERP_DURATION)
{
}
void MiniMap::Step(const shared_ptr<Ship> &flagship)
{
if(!flagship)
return;
// Retarget the center of the minimap if the current or target system are updated.
bool retargetCenter = false;
// The current system is always the system that the flagship is in.
const System *flagshipSystem = flagship->GetSystem();
if(current != flagshipSystem)
retargetCenter = true;
current = flagshipSystem;
// If the flagship is jumping into a system, that is the target.
const System *next = nullptr;
bool enteringHyperspace = flagship->IsEnteringHyperspace();
if(enteringHyperspace || flagship->Commands().Has(Command::JUMP))
{
next = flagship->GetTargetSystem();
// Display the minimap if the player is jumping or is preparing to jump.
// The minimap will linger for 5 seconds after the player stops jumping.
displayMinimap = 300;
}
// If the flagship is not in the middle of jumping, then the target should be
// the next system in the travel plan.
else if(!flagship->IsHyperspacing())
{
const vector<const System *> &plan = player.TravelPlan();
next = plan.empty() ? nullptr : plan.back();
}
// Update the target if a new target is available. If there is no new target,
// then only set the target to null if the minimap is no longer lingering.
// This allows the player to send a jump command to target a new system,
// cancel the jump, and have that target system linger on the map for a short
// moment.
if(next != target && (next || !displayMinimap))
{
retargetCenter = true;
target = next;
}
// The target might not have updated, but the player could have moved
// to the target. If this is the case, clear the target. We don't need to recenter
// the target in this case since the center should already be interpolating toward
// this point.
else if(target == current)
target = nullptr;
// Control the display and fading in and out of the minimap.
if(displayMinimap)
{
--displayMinimap;
if(displayMinimap < 30 && fadeMinimap)
--fadeMinimap;
else if(fadeMinimap < 30)
++fadeMinimap;
}
else
fadeMinimap = 0;
// Determine where the minimap should be centered.
if(retargetCenter)
{
lerpCount = 0;
oldCenter = center;
// Center the view half way between the target system and the current system,
// If there is no target system, then center on the current system.
if(target)
targetCenter = .5 * (current->Position() + target->Position());
else
targetCenter = current->Position();
}
// If the flagship begins jumping to the target system, lerp toward the target system's position.
// The last check here prevents the center from moving toward the next system before it has finished
// lerping toward its previous target.
else if(enteringHyperspace && targetCenter != target->Position() && lerpCount >= LERP_DURATION)
{
lerpCount = 0;
oldCenter = center;
targetCenter = target->Position();
}
// Lerp toward the target.
if(lerpCount < LERP_DURATION)
{
center = oldCenter.Lerp(targetCenter, lerpCount / LERP_DURATION);
++lerpCount;
}
}
void MiniMap::Draw(int step) const
{
const Ship *flagship = player.Flagship();
if(!flagship || !current)
return;
Preferences::MinimapDisplay pref = Preferences::GetMinimapDisplay();
if(pref == Preferences::MinimapDisplay::OFF)
return;
float alpha = .5f;
if(pref == Preferences::MinimapDisplay::WHEN_JUMPING)
{
if(!displayMinimap)
return;
alpha *= min(1.f, fadeMinimap / 30.f);
}
set<const System *> drawnSystems;
const Font &font = FontSet::Get(14);
Color lineColor(alpha, 0.f);
Color brightColor(.4f * alpha, 0.f);
const Point &drawPos = GameData::Interfaces().Get("hud")->GetPoint("mini-map");
const Set<Color> &colors = GameData::Colors();
const Color ¤tColor = colors.Get("active mission")->Additive(alpha * 2.f);
const Color &blockedColor = colors.Get("blocked mission")->Additive(alpha * 2.f);
const Color &waypointColor = colors.Get("waypoint")->Additive(alpha * 2.f);
auto drawSystemLinks = [&](const System &system) -> void {
static const string UNKNOWN_SYSTEM = "Unexplored System";
const Government *gov = system.GetGovernment();
Point from = system.Position() - center + drawPos;
const string &name = player.KnowsName(system) ? system.DisplayName() : UNKNOWN_SYSTEM;
font.Draw(name, from + Point(MapPanel::OUTER, -.5 * font.Height()), lineColor);
// Draw the origin and destination systems, since they
// might not be linked via hyperspace.
Color color = Color(.5f * alpha, 0.f);
if(player.CanView(system) && system.IsInhabited(flagship) && gov)
color = gov->GetColor().Additive(alpha);
RingShader::Draw(from, MapPanel::OUTER, MapPanel::INNER, color);
// Add a circle around the system that the player is currently in.
if(&system == current)
RingShader::Draw(from, 11.f, 9.f, brightColor);
for(const System *link : system.Links())
{
// Only draw systems known to be attached to the jump systems.
if(!player.CanView(system) && !player.CanView(*link))
continue;
// Draw the system link. This will double-draw the jump
// path if it is via hyperlink, to increase brightness.
Point to = link->Position() - center + drawPos;
Point unit = (from - to).Unit() * MapPanel::LINK_OFFSET;
LineShader::Draw(from - unit, to + unit, MapPanel::LINK_WIDTH, lineColor);
if(drawnSystems.contains(link))
continue;
drawnSystems.insert(link);
gov = link->GetGovernment();
Color color = Color(.5f * alpha, 0.f);
if(player.CanView(*link) && link->IsInhabited(flagship) && gov)
color = gov->GetColor().Additive(alpha);
RingShader::Draw(to, MapPanel::OUTER, MapPanel::INNER, color);
}
unsigned missionCounter = 0;
for(const Mission &mission : player.Missions())
{
if(missionCounter >= MapPanel::MAX_MISSION_POINTERS_DRAWN)
break;
if(!mission.IsVisible())
continue;
if(mission.Destination()->IsInSystem(&system))
{
pair<bool, bool> blink = MapPanel::BlinkMissionIndicator(player, mission, step);
if(!blink.first)
{
bool isSatisfied = mission.IsSatisfied(player) && !mission.IsFailed() && blink.second;
MapPanel::DrawPointer(from, missionCounter, isSatisfied ? currentColor : blockedColor, false);
}
else
++missionCounter;
}
for(const System *waypoint : mission.Waypoints())
{
if(missionCounter >= MapPanel::MAX_MISSION_POINTERS_DRAWN)
break;
if(waypoint == &system)
MapPanel::DrawPointer(from, missionCounter, waypointColor, false);
}
for(const Planet *stopover : mission.Stopovers())
{
if(missionCounter >= MapPanel::MAX_MISSION_POINTERS_DRAWN)
break;
if(stopover->IsInSystem(&system))
MapPanel::DrawPointer(from, missionCounter, waypointColor, false);
}
for(const System *mark : mission.MarkedSystems())
{
if(missionCounter >= MapPanel::MAX_MISSION_POINTERS_DRAWN)
break;
if(mark == &system)
MapPanel::DrawPointer(from, missionCounter, waypointColor, false);
}
}
};
if(target)
drawnSystems.insert(target);
drawSystemLinks(*current);
if(!target)
return;
drawnSystems.insert(current);
drawSystemLinks(*target);
// Draw the directional arrow. If this is a normal jump,
// the stem was already drawn above.
Point from = current->Position() - center + drawPos;
Point to = target->Position() - center + drawPos;
Point unit = (to - from).Unit();
from += MapPanel::LINK_OFFSET * unit;
to -= MapPanel::LINK_OFFSET * unit;
Color bright(2.f * alpha, 0.f);
// Non-hyperspace jumps are drawn with a dashed directional arrow.
if(!current->Links().contains(target))
LineShader::DrawDashed(from, to, unit, MapPanel::LINK_WIDTH, bright, 11., 4.);
LineShader::Draw(to, to + Angle(-30.).Rotate(unit) * -10., MapPanel::LINK_WIDTH, bright);
LineShader::Draw(to, to + Angle(30.).Rotate(unit) * -10., MapPanel::LINK_WIDTH, bright);
}
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