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  1. #1
    Whicked Sick Higor's Avatar
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    Code review: sgHUD

    Fixing log spams on sgHUD:

    DrawIdentifyInfo:
    Unified indentation style, added safer checks, moved code that draws sgBuilding info inside a block that checks if we're aiming at a sgBuilding.
    Code:
    simulated function bool DrawIdentifyInfo(canvas Canvas)
    {
    	local sgTeleporter tel;
    	local string s, timeleft;
    	local float l,buildTime;
    
    	local bool bSiegeStats;
    
    	local PlayerReplicationInfo BuilderPRI;
    	local sgBuilding Building;
    	local Pawn ViewedBuilder;
    	
    	local float NextLVCost;
    	local int BasicUpgradeCost;
    	
    	if ( PlayerPawn(Owner) != none )
    	{
    		if ( sgPRI(PlayerPawn(Owner).PlayerReplicationInfo) != None )
    			l = sgPRI(PlayerPawn(Owner).PlayerReplicationInfo).iStatus;
    		if (int(l/2)*2 != l)
    			bSiegeStats = true;
    	}
    
    	if (bSiegeStats)
    		return false;
    
    	if ( !TraceIdentify(Canvas) )
    		return false;
    
    
    	if( sgBuilding(IdentifyPawn) != None )
    	{
    		// We Are Looking at a building
    		if ( IdentifyPawn.bDeleteMe )
    			return false;
    			
    		Building = sgBuilding(IdentifyPawn); //Higor, don't do a subclass lookup like 20 times.
    
    		if ( IdentifyPawn.Owner != None ) //Higor, why check for sgBuilding(IdentifyPawn) like 4 times if it can be done once?
    			BuilderPRI = Pawn(Building.Owner).PlayerReplicationInfo;
    
    		s = string(Building.Energy / Building.MaxEnergy * 100);
    
    		s = left(s, InStr(s, ".")+nHUDDecPlaces+1);
    		if (right(s,1)==".")
    			s = left(s,len(s)-1);
    		s = s  @ "%";
    
    		Canvas.Font = MyFonts.GetBigFont(Canvas.ClipX);
    		DrawTwoColorID(Canvas,Building.BuildingName $ ": ", s,Canvas.ClipY - 216 * Scale);
    
    		Canvas.Font = MyFonts.GetBigFont(Canvas.ClipX);
    
    		if( Building.bNoUpgrade == True )
    			s = "N/A";
    		else
    		{
    			s = string(Building.Grade);
    			s = left(s, InStr(s, ".")+nHUDDecPlaces+1);
    			if (right(s,1)==".")
    				s = left(s,len(s)-1);
    			if( Building.Grade != 5 && ( Building.Team == PlayerPawn(Owner).PlayerReplicationInfo.Team || Spectator(Owner) != None ))
    			{
    				NextLVCost = Building.Grade - int(Building.Grade);
    				NextLVCost = 1 - NextLVCost;
    				if( NextLVCost == 0 )
    					NextLVCost=1;
    				if( WildcardsForceField(IdentifyPawn) != None )
    					BasicUpgradeCost=class'WildcardsForceField'.default.UpgradeCost;
    				else
    					BasicUpgradeCost=Building.UpgradeCost;
    //				log(NextLVCost); //Higor: make this log only happen if we are on debug mode, maybe bDebugMode boolean? Log spamming every Tick is BAD
    				NextLVCost *= ( BasicUpgradeCost * (int(Building.Grade)+1));
    				s = s$"  [Next Level:"@Left( string(NextLVCost) ,InStr( string(NextLVCost), "."))$" RU]";
    			}
    		}
    
    		DrawTwoColorID(Canvas,"Level:",s,Canvas.ClipY - 176 * Scale);
    
    		if ( BuilderPRI != None ) //Higor: only happens if looking at building, place it inside building status code block
    		{
    			Canvas.Font = MyFonts.GetBigFont(Canvas.ClipX);
    			DrawTwoColorID(Canvas,"Built by:",
    			BuilderPRI.PlayerName,
    			Canvas.ClipY - 136 * Scale);
    		}
    
    		if(!Building.DoneBuilding) //Higor: same here, placing it in this block ensures Building exists and preventes yet another log warning
    		{
    			buildTime = Building.BuildTime / Building.GS;
    	  		timeleft = string(buildTime - (buildTime * (Building.TotalSCount - Building.SCount) / Building.TotalSCount));
    	  		timeleft = left(timeleft, InStr(timeleft, ".")+nHUDDecPlaces+1);
    	  
    	  		if(float(timeleft) > 0)
    	  		{
    				Canvas.Font = MyFonts.GetBigFont(Canvas.ClipX);
    				DrawTwoColorID(Canvas,"Time left:", timeleft @ "sec"  ,Canvas.ClipY - 96 * Scale);    
    			}
    		}
    	}
    	else 
    	{
    		// We are looking at a Player
    		if ( IdentifyTarget != None )
    			if ( IdentifyTarget.PlayerName != "" )
    				{
    					Canvas.Font = MyFonts.GetBigFont(Canvas.ClipX);
    					DrawTwoColorID(Canvas,IdentifyTarget.PlayerName,string(IdentifyPawn.Health)
    					,Canvas.ClipY - 256 * Scale);
    				}
    	}
    }


    DrawGameSynopsis:
    Fixes at beginning of function, fixes log warnings on spectators by not trying to check the spectator's team ru and core health
    Code:
    simulated function DrawGameSynopsis(canvas Canvas)
    {
        local TournamentGameReplicationInfo
                            GRI;
        local float         XL,XL2,
                            YL,YL2,
                            XOffset,l,
                            YOffset;
        local int           i,
                            X;
        local string        text;
        local sgConstructor gun;
        local class<sgBuilding>
                            buildType;
        local Inventory     inv;
    	local PlayerPawn	POwner;
    	
    	// Percents
        local float fuelPercent, DashPercent;
    	
        local sgPRI		PRI;
        local Jetpack       pack;
        local string 	s;
        local color 	cCol;
        local bool		bSiegeStats;
    
        local sgBaseCore sgB;
    	local WildcardsOrbs Orb, OrbLocked;
    	local int OrbX;
    	local int OrbSpace;
    	local WildcardsOrbs WOR;
    	
    	// HUD Item Slot Vars
    	local float HudItemSlotY;
    
    	POwner = PlayerPawn(Owner);
    
    	if ( (POwner != none) && (sgPRI(POwner.PlayerReplicationInfo) != none) )
    	{
    		l = sgPRI(POwner.PlayerReplicationInfo).iStatus;
    		if (int(l/2)*2 != l) bSiegeStats = true;
    	}
    	else
    		bSiegeStats=false;
    	if (bSiegeStats) return;
    
    	GRI = TournamentGameReplicationInfo(PlayerOwner.GameReplicationInfo);
    	if ( GRI != None )
    		for ( i = 0; i < 4; i++ )
    			DrawTeam(Canvas, GRI.Teams[i]);
    
    	if ( PawnOwner.PlayerReplicationInfo == None ||
          PawnOwner.PlayerReplicationInfo.bIsSpectator )
    		return;
    
    	PRI = sgPRI(PawnOwner.PlayerReplicationInfo);
    	sgB = PRI.Cores[PRI.Team];
    
    	Canvas.Font = MyFonts.GetBigFont(Canvas.ClipX);
    	Canvas.DrawColor = WhiteColor;
    
        Canvas.TextSize("RU:", XL, YL);
        Canvas.TextSize("BaseCore:", XL2, YL2);
    
        if ( bHideAllWeapons )
    	    YOffset = Canvas.ClipY - YL*3;
    	else if ( HudScale * WeaponScale * Canvas.ClipX <= Canvas.ClipX - 256 * Scale )
    		YOffset = Canvas.ClipY - 64*Scale - YL*3;
    	else
    		YOffset = Canvas.ClipY - 128*Scale - YL*3;
    
        Canvas.SetPos(0, YOffset);
        Canvas.Style = ERenderStyle.STY_Masked;
        Canvas.DrawText("RU:", false);
    
         if (sgB != None)
         {
         	Canvas.SetPos(0, YOffset+YL);
         	Canvas.DrawText("BaseCore:", false);
    
    		Orb = sgPRI(POwner.PlayerReplicationInfo).Orb;
    
    		if ( Orb != None )
    			{		
    				Orb = sgPRI(POwner.PlayerReplicationInfo).Orb;
    			}
    
    		foreach AllActors( class'WildcardsOrbs',WOR)
    			{
    				Orb = WOR;
    			}
    
    		// The log is an EPIC fail so I want some facts NOW!!
    		OrbX = 384;
    		OrbSpace = 24;
    		Canvas.SetPos(0,YOffset-OrbX);
    
    		if ( Orb != None )
    			{
         			Canvas.DrawText("Orb Debug Information", false);
    				OrbX -= OrbSpace; Canvas.SetPos(0,YOffset-OrbX);
         			Canvas.DrawText("Type:"@Orb.OrbName, false);
    				OrbX -= OrbSpace; Canvas.SetPos(0,YOffset-OrbX);
         			Canvas.DrawText("Owner:"@Orb.Owner, false);
    				OrbX -= OrbSpace; Canvas.SetPos(0,YOffset-OrbX);
         			Canvas.DrawText("Location (server):"@Orb.ServerLocation, false);
    				OrbX -= OrbSpace; Canvas.SetPos(0,YOffset-OrbX);
         			Canvas.DrawText("Location (client):"@Orb.ClientLocation, false);
    				OrbX -= OrbSpace; Canvas.SetPos(0,YOffset-OrbX);
         			Canvas.DrawText("OrbHolder (server):"@Orb.ServerOrbHolder, false);
    				OrbX -= OrbSpace; Canvas.SetPos(0,YOffset-OrbX);
         			Canvas.DrawText("OrbHolder (client):"@Orb.ClientOrbHolder, false);
    				OrbX -= OrbSpace; Canvas.SetPos(0,YOffset-OrbX);
         			Canvas.DrawText("Physics (server):"@Orb.ServerPhysics, false);
    				OrbX -= OrbSpace; Canvas.SetPos(0,YOffset-OrbX);
         			Canvas.DrawText("Physics (client):"@Orb.ClientPhysics, false);
    			}
    
         }
    
    	 
    	 
        if ( sgPRI(PawnOwner.PlayerReplicationInfo) != None )
        {
    
            Canvas.DrawColor = GreyColor;
            Canvas.SetPos(XL, YOffset);
            Canvas.DrawText(""@int(PRI.RU)@"/"@
              int(sgPRI(PawnOwner.PlayerReplicationInfo).MaxRU), false);
    
    	 if (sgB != none)
    	 {
            	Canvas.SetPos(XL2, YOffset+YL);
    
    		s = string(sgB.Energy / sgB.MaxEnergy * 100);
    		s = left(s, InStr(s, ".")+nHUDDecPlaces+1);
    		if (right(s,1)==".")
    			s = left(s,len(s)-1);
    
    		fuelPercent = float(s);
    		if (fuelPercent > sCore)
    			RedColour=256;
    		else if (fuelPercent < sCore)
    			RedColour = 0;
    
    		if (RedColour<128)
    		{
    			RedColour+=4;
    			cCol.R=128+(128-RedColour);
    			cCol.G=RedColour;
    			cCol.B=RedColour;
    		}
    		else if (RedColour>128)
    		{
    			RedColour-=4;
    			cCol.R=RedColour;
    			cCol.G=RedColour;
    			cCol.B=RedColour;
    
    		}
    		else
    			cCol=GreyColor;
    		
            	Canvas.DrawColor = cCol;
    		sCore = fuelPercent;
                    Canvas.DrawText(""@s, false);
    	 }
    
    
            Canvas.SetPos(XL, YOffset+20);
        }
    
    
    
        gun = sgConstructor(PawnOwner.Weapon);
        if ( gun != None )
        {
            text = gun.GetOptionName();
    
    	if ( gun.IsFunction() )
            {
    	    Canvas.DrawColor = WhiteColor;
                X = Canvas.ClipX - 384 * Scale;
                Canvas.TextSize(text, XL, YL);
                Canvas.SetPos(X + XL/4, YOffset);
                Canvas.DrawText(text, false);
            }
            else if ( gun.IsCategory() )
            {           
                X = Canvas.ClipX - 384 * Scale;
    			
                Canvas.DrawColor = WhiteColor;
                Canvas.TextSize("Select", XL, YL);
                Canvas.SetPos(X, YOffset);
                Canvas.DrawText(""@text, false);
    
                Canvas.DrawColor = GreyColor;
                Canvas.TextSize("Category", XL, YL);
                Canvas.SetPos(X + XL/4, YOffset + YL);
                Canvas.DrawText("Category", false);
            }
            else if ( gun.IsBuilding() )
            {
                Canvas.DrawColor = WhiteColor;
                X = Canvas.ClipX - 384 * Scale;
                Canvas.TextSize(text, XL, YL);
                Canvas.SetPos(X - XL/4, YOffset);
                Canvas.DrawText(text, false);
    
                buildType = gun.GetBuildType();
                if ( buildType != None )
                    text = "Cost:"@buildType.default.BuildCost;
                else
                    text = "Cost:";
                Canvas.DrawColor = GreyColor;
                Canvas.TextSize(text, XL, YL);
                Canvas.SetPos(X, YOffset + YL);
                Canvas.DrawText(text, false);
            }
    
        }
    	
    	///////////////////////////////////////////////////////////////	
    	// HUD ITEM SLOTS /////////////////////////////////////////////
    	///////////////////////////////////////////////////////////////
    	
    	HudItemSlotY = HudItemSlotOriginY;
    	
    	//////////////////////// HUD ITEM /////////////////////////////
    	//////////////////////// JETPACK / Super JETPACK //////////////
    
        for ( inv = PlayerOwner.Inventory; inv != None; inv = inv.Inventory )
    		{
    			if ( JetPack(inv) != None )
    				{
    					pack = Jetpack(inv);
    					Canvas.DrawColor = GreyColor;
    					fuelPercent = FClamp(Jetpack(inv).Fuel / Jetpack(inv).MaxFuel,0, 1);
    					
    					if ( pack.MaxFuel == 999999999 )
    						{
    							Canvas.SetPos(HudItemSlotOriginX,YOffset - HudItemSlotY);	
    							Canvas.DrawTile(texture'IconSuperJetpackFuelBar', 128 * fuelPercent, 32, 0, 0, 128 * fuelPercent, 32);
    							Canvas.SetPos(HudItemSlotOriginX,YOffset - HudItemSlotY);	
    							Canvas.DrawTile(texture'IconSuperJetpackFrame', 128, 32, 0, 0, 128, 32);
    						}
    					else
    						{
    							Canvas.SetPos(HudItemSlotOriginX,YOffset - HudItemSlotY);	
    							Canvas.DrawTile(texture'IconJetpackFuelBar', 128 * fuelPercent, 32, 0, 0, 128 * fuelPercent, 32);
    							Canvas.SetPos(HudItemSlotOriginX,YOffset - HudItemSlotY);	
    							Canvas.DrawTile(texture'IconJetpackFrame', 128, 32, 0, 0, 128, 32);
    						}
    					HudItemSlotY += HudItemSlotSpace;
    				}
    
    	//////////////////////// HUD ITEM /////////////////////////////
    	//////////////////////// SPEED ////////////////////////////////
    
    			if ( sgSpeed(inv) != None && sgSpeed(inv).bActivated )
    				{
    					Canvas.DrawColor = GreyColor;
    					Canvas.SetPos(HudItemSlotOriginX,YOffset - HudItemSlotY);	
    					//Canvas.SetPos(4, YOffset - YL*2 + 26);
    					Canvas.DrawTile(texture'IconSpeed', 128, 32, 0, 0, 128, 32);
    					HudItemSlotY += HudItemSlotSpace;
    				}
    	
    	    //////////////////////// HUD ITEM /////////////////////////////
    	//////////////////////// JUMPBOOST ////////////////////////////////
    
    			if ( UT_Jumpboots(inv) != None )
    				{
    					Canvas.DrawColor = ChallengeHUD(PlayerOwner.MyHUD).HUDColor;
    					Canvas.SetPos(HudItemSlotOriginX,YOffset - HudItemSlotY);	
    					//Canvas.SetPos(4, YOffset - YL*2 + 26);
    					Canvas.DrawTile(texture'SiegeJumpBoots', 32, 32, 0, 0, 32, 32);
                        Canvas.SetPos(HudItemSlotOriginX + 35,YOffset - HudItemSlotY + 6);
                        Canvas.Font = MyFonts.GetBigFont(Canvas.ClipX);
                        Canvas.DrawText(UT_Jumpboots(inv).Charge);
    					HudItemSlotY += HudItemSlotSpace;
    				}
                
        //////////////////////// HUD ITEM /////////////////////////////
    	//////////////////////// INVISIBLE ////////////////////////////////
    
    			if ( UT_invisibility(inv) != None )
    				{
    					Canvas.DrawColor = ChallengeHUD(PlayerOwner.MyHUD).HUDColor;
    					Canvas.SetPos(HudItemSlotOriginX,YOffset - HudItemSlotY);	
    					//Canvas.SetPos(4, YOffset - YL*2 + 26);
    					Canvas.DrawTile(texture'SiegeInvisibility', 32, 32, 0, 0, 32, 32);
                        Canvas.SetPos(HudItemSlotOriginX + 35,YOffset - HudItemSlotY + 6);
                        Canvas.Font = MyFonts.GetBigFont(Canvas.ClipX);
                        Canvas.DrawText(UT_invisibility(inv).Charge);
    					HudItemSlotY += HudItemSlotSpace;
    				}
        //////////////////////// HUD ITEM /////////////////////////////
    	//////////////////////// AMPLIEIER/////////////////////////
    
    			if ( UDamage(inv) != None )
    				{
                        if(!bHasAmp){
                            AmpCharge = 0.1 * UDamage(inv).Charge;
                            SetTimer(1,true);
                            bHasAmp = true;
                        }
                        
    					Canvas.DrawColor = ChallengeHUD(PlayerOwner.MyHUD).HUDColor;
    					Canvas.SetPos(HudItemSlotOriginX,YOffset - HudItemSlotY);	
    					//Canvas.SetPos(4, YOffset - YL*2 + 26);
    					Canvas.DrawTile(texture'SiegeUDamage', 32, 32, 0, 0, 32, 32);
                        Canvas.SetPos(HudItemSlotOriginX + 35,YOffset - HudItemSlotY + 6);
                        Canvas.Font = MyFonts.GetBigFont(Canvas.ClipX);
                        Canvas.DrawText(AmpCharge);
    					HudItemSlotY += HudItemSlotSpace;
    				}
                
        
    		
        
        //////////////////////// HUD ITEM /////////////////////////////
    	//////////////////////// SCUBAGEAR/////////////////////////
    
    			if ( SCUBAGear(inv) != None )
    				{
    					Canvas.DrawColor = ChallengeHUD(PlayerOwner.MyHUD).HUDColor;
    					Canvas.SetPos(HudItemSlotOriginX,YOffset - HudItemSlotY);	
    					//Canvas.SetPos(4, YOffset - YL*2 + 26);
    					Canvas.DrawTile(texture'SiegeScuba', 32, 32, 0, 0, 32, 32);
                        Canvas.SetPos(HudItemSlotOriginX + 35,YOffset - HudItemSlotY + 6);
                        Canvas.Font = MyFonts.GetBigFont(Canvas.ClipX);
                        Canvas.DrawText(SCUBAGear(inv).Charge);
    					HudItemSlotY += HudItemSlotSpace;
    				} 
                
        
    		}
        
    			
    	//////////////////////// HUD ITEM //////////////////////////////////////
    	//////////////////////// DASH PAD METER ////////////////////////////////
    	if ( DashPlayerInstance != None )
    		{
    			OrbX = 384;
    			OrbSpace = 24;
    			Canvas.SetPos(HudItemSlotOriginX,YOffset - HudItemSlotY);			
    			Canvas.DrawColor = NewColor(128,128,128);
    			DashPercent = FClamp(DashPlayerInstance.ClientLifeSpan / DashPlayerInstance.MaxCharge,0, 1);
    			Canvas.DrawTile(texture'IconDashPadChargeBar', 128 * DashPercent, 32, 0, 0, 128 * DashPercent, 32);	
    			Canvas.SetPos(HudItemSlotOriginX,YOffset - HudItemSlotY);			
    			Canvas.DrawTile(texture'IconDashPadFrame', 128, 32, 0, 0, 128, 32);
    			HudItemSlotY += HudItemSlotSpace;
    		}
    		
    		/*
    		log("SiegeGI(Level.Game).MonsterMadness"@SiegeGI(Level.Game).MonsterMadness);
    		log("SiegeGI(Level.Game).MonsterMadness"@SiegeGI(Level.Game).MonstersLeft);
    		if ( SiegeGI(Level.Game).MonsterMadness == true )
    			{
    				XL = 20;
    				YL = 384;
    				Canvas.SetPos(XL,YL);
    				Canvas.DrawColor = NewColor(128,128,128);
    				
    				Canvas.DrawText("Monster Left:"@SiegeGI(Level.Game).MonstersLeft, false);
    			}
    	*/
    }

  2. #2
    Administrator SAM's Avatar
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    Higor can I request Jetpack review please?

  3. #3
    Moderator .seVered.]['s Avatar
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    Speaking of unified indentation... There should be specific tabs stops for specific notifications in the server scroll. So that you can find messages quickly in the log... Like the extra spacing in the Player >??>>???>? was warned for Team Removing...

  4. #4
    Moderator .seVered.]['s Avatar
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    Also, on the HUD issue.. when you set your screen rez to 1600x1280 the server scroll (server message log in the top left corner)_ looks like your in the clouds. I mean the words are very small. Can you implement a way to increase the font if the screen rez is large?

  5. #5
    Whicked Sick Higor's Avatar
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    Could be done, but that won't be me.

  6. #6
    Moderator .seVered.]['s Avatar
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    Whilst it is in discussion, perhaps a change in the RU/Core graphic could be addressed. Maybe change it to a more adjustable graphic that is scale-able with the HUD/Screen Rez... same goes for the Message Scroll.

  7. #7
    Rampage nOs*Wildcard's Avatar
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    mmm, more homework. I might just wipe out the hud as stands and make something more fancy like what I made for Gauntlet 10

    Oh BTW SPAM VICTORY!

    Website: http://gauntletwarriors.com/

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