(7e3aa6097) Merge remote-tracking branch 'origin/docking-interface' into dev

This commit is contained in:
Joonas Rikkonen
2019-05-03 13:48:31 +03:00
parent 8d3a48584b
commit 3701f0e957
12 changed files with 603 additions and 622 deletions
@@ -47,8 +47,9 @@ namespace Barotrauma.Items.Components
//was the last ping sent with directional pinging
private bool isLastPingDirectional;
private readonly Sprite pingCircle, directionalPingCircle, screenOverlay, screenBackground;
private readonly Sprite sonarBlip;
private Sprite pingCircle, directionalPingCircle, screenOverlay, screenBackground;
private Sprite sonarBlip;
private Sprite lineSprite;
private bool aiPingCheckPending;
@@ -86,6 +87,16 @@ namespace Barotrauma.Items.Components
get { return zoom; }
}
//TODO: remove, only for testing
#if DEBUG
[Serialize(false, false), Editable]
public bool DynamicDockingIndicator
{
get;
set;
}
#endif
public override bool IsActive
{
get
@@ -111,29 +122,7 @@ namespace Barotrauma.Items.Components
: base(item, element)
{
connectedTransducers = new List<ConnectedTransducer>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "pingcircle":
pingCircle = new Sprite(subElement);
break;
case "directionalpingcircle":
directionalPingCircle = new Sprite(subElement);
break;
case "screenoverlay":
screenOverlay = new Sprite(subElement);
break;
case "screenbackground":
screenBackground = new Sprite(subElement);
break;
case "blip":
sonarBlip = new Sprite(subElement);
break;
}
}
IsActive = false;
InitProjSpecific(element);
}
@@ -205,6 +194,7 @@ namespace Barotrauma.Items.Components
directionalPingCircle?.Remove();
screenOverlay?.Remove();
screenBackground?.Remove();
lineSprite?.Remove();
}
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
@@ -262,12 +252,21 @@ namespace Barotrauma.Items.Components
return TextManager.Get("roomname.subdiroclock").Replace("[dir]", clockDir.ToString());
}
private Vector2 GetTransducerCenter()
private Vector2 GetTransducerPos()
{
if (!UseTransducers || connectedTransducers.Count == 0) return Vector2.Zero;
if (!UseTransducers || connectedTransducers.Count == 0)
{
//use the position of the sub if the item is static (no body) and inside a sub
return item.Submarine != null && item.body == null ? item.Submarine.WorldPosition : item.WorldPosition;
}
Vector2 transducerPosSum = Vector2.Zero;
foreach (ConnectedTransducer transducer in connectedTransducers)
{
if (transducer.Transducer.Item.Submarine != null)
{
return transducer.Transducer.Item.Submarine.WorldPosition;
}
transducerPosSum += transducer.Transducer.Item.WorldPosition;
}
return transducerPosSum / connectedTransducers.Count;
@@ -172,227 +172,6 @@ namespace Barotrauma.Items.Components
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void Update(float deltaTime, Camera cam)
{
networkUpdateTimer -= deltaTime;
@@ -695,7 +474,9 @@ namespace Barotrauma.Items.Components
if (!posToMaintain.HasValue)
{
unsentChanges = true;
posToMaintain = controlledSub == null ? item.WorldPosition : controlledSub.WorldPosition;
posToMaintain = controlledSub != null ?
controlledSub.WorldPosition :
item.Submarine == null ? item.WorldPosition : item.Submarine.WorldPosition;
}
if (!AutoPilot || !MaintainPos) unsentChanges = true;
@@ -1269,7 +1269,7 @@ namespace Barotrauma
if (recursive)
{
List<Item> alreadySearched = new List<Item>() { this };
HashSet<Connection> alreadySearched = new HashSet<Connection>();
GetConnectedComponentsRecursive(alreadySearched, connectedComponents);
return connectedComponents;
@@ -1291,7 +1291,7 @@ namespace Barotrauma
return connectedComponents;
}
private void GetConnectedComponentsRecursive<T>(List<Item> alreadySearched, List<T> connectedComponents) where T : ItemComponent
private void GetConnectedComponentsRecursive<T>(HashSet<Connection> alreadySearched, List<T> connectedComponents) where T : ItemComponent
{
ConnectionPanel connectionPanel = GetComponent<ConnectionPanel>();
if (connectionPanel == null) { return; }
@@ -1315,28 +1315,35 @@ namespace Barotrauma
}
}
recipient.Item.GetConnectedComponentsRecursive<T>(alreadySearched, connectedComponents);
}
}
}
public List<T> GetConnectedComponentsRecursive<T>(Connection c) where T : ItemComponent
{
List<T> connectedComponents = new List<T>();
List<Item> alreadySearched = new List<Item>() { this };
List<T> connectedComponents = new List<T>();
HashSet<Connection> alreadySearched = new HashSet<Connection>();
GetConnectedComponentsRecursive(c, alreadySearched, connectedComponents);
return connectedComponents;
}
private void GetConnectedComponentsRecursive<T>(Connection c, List<Item> alreadySearched, List<T> connectedComponents) where T : ItemComponent
private static readonly Pair<string, string>[] connectionPairs = new Pair<string, string>[]
{
alreadySearched.Add(this);
new Pair<string, string>("power_in", "power_out"),
new Pair<string, string>("signal_in1", "signal_out1"),
new Pair<string, string>("signal_in2", "signal_out2"),
new Pair<string, string>("signal_in3", "signal_out3"),
new Pair<string, string>("signal_in4", "signal_out4"),
new Pair<string, string>("signal_in", "signal_out"),
new Pair<string, string>("signal_in1", "signal_out"),
new Pair<string, string>("signal_in2", "signal_out")
};
private void GetConnectedComponentsRecursive<T>(Connection c, HashSet<Connection> alreadySearched, List<T> connectedComponents) where T : ItemComponent
{
alreadySearched.Add(c);
var recipients = c.Recipients;
foreach (Connection recipient in recipients)
{
if (alreadySearched.Contains(recipient.Item)) continue;
if (alreadySearched.Contains(recipient)) { continue; }
var component = recipient.Item.GetComponent<T>();
if (component != null)
@@ -1345,7 +1352,29 @@ namespace Barotrauma
}
recipient.Item.GetConnectedComponentsRecursive(recipient, alreadySearched, connectedComponents);
}
}
foreach (Pair<string, string> connectionPair in connectionPairs)
{
if (connectionPair.First == c.Name)
{
var pairedConnection = c.Item.Connections.FirstOrDefault(c2 => c2.Name == connectionPair.Second);
if (pairedConnection != null)
{
if (alreadySearched.Contains(pairedConnection)) { continue; }
GetConnectedComponentsRecursive(pairedConnection, alreadySearched, connectedComponents);
}
}
else if (connectionPair.Second == c.Name)
{
var pairedConnection = c.Item.Connections.FirstOrDefault(c2 => c2.Name == connectionPair.First);
if (pairedConnection != null)
{
if (alreadySearched.Contains(pairedConnection)) { continue; }
GetConnectedComponentsRecursive(pairedConnection, alreadySearched, connectedComponents);
}
}
}
}
@@ -795,6 +795,18 @@ namespace Barotrauma
return new Vector2((float)x, (float)y);
}
/// <summary>
/// Rotates a point in 2d space around the origin
/// </summary>
public static Vector2 RotatePoint(Vector2 point, float radians)
{
var sin = Math.Sin(radians);
var cos = Math.Cos(radians);
var x = (cos * point.X) - (sin * point.Y);
var y = (sin * point.X) + (cos * point.Y);
return new Vector2((float)x, (float)y);
}
/// <summary>
/// Returns the corners of an imaginary rectangle.
/// Unlike the XNA rectangle, this can be rotated with the up parameter.