Merge branch 'master' of https://github.com/Regalis11/Barotrauma
This commit is contained in:
@@ -30,6 +30,9 @@ namespace Barotrauma.Items.Components
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const float nodeDistance = 32.0f;
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const float heightFromFloor = 128.0f;
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const int MaxNodeCount = 255;
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const int MaxNodesPerNetworkEvent = 30;
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private List<Vector2> nodes;
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private List<WireSection> sections;
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@@ -179,7 +182,7 @@ namespace Barotrauma.Items.Components
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{
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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CreateNetworkEvent();
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}
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//the wire is active if only one end has been connected
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IsActive = connections[0] == null ^ connections[1] == null;
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@@ -262,9 +265,10 @@ namespace Barotrauma.Items.Components
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Vector2 pullBackDir = diff == Vector2.Zero ? Vector2.Zero : Vector2.Normalize(diff);
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user.AnimController.Collider.ApplyForce(pullBackDir * user.Mass * 50.0f);
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user.AnimController.UpdateUseItem(true, user.SimPosition + pullBackDir * 2.0f);
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if (currLength > MaxLength * 1.5f)
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if (currLength > MaxLength * 1.5f && GameMain.Client == null)
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{
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ClearConnections();
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CreateNetworkEvent();
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return;
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}
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}
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@@ -284,14 +288,20 @@ namespace Barotrauma.Items.Components
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if (newNodePos != Vector2.Zero && canPlaceNode && nodes.Count > 0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
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{
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if (nodes.Count >= MaxNodeCount)
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{
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nodes.RemoveAt(nodes.Count - 1);
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}
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nodes.Add(newNodePos);
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CleanNodes();
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UpdateSections();
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Drawable = true;
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newNodePos = Vector2.Zero;
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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CreateNetworkEvent();
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}
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}
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return true;
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@@ -434,26 +444,20 @@ namespace Barotrauma.Items.Components
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private void CleanNodes()
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{
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for (int i = nodes.Count - 2; i > 0; i--)
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{
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if ((nodes[i - 1].X == nodes[i].X || nodes[i - 1].Y == nodes[i].Y) &&
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(nodes[i + 1].X == nodes[i].X || nodes[i + 1].Y == nodes[i].Y))
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{
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if (Vector2.Distance(nodes[i - 1], nodes[i]) == Vector2.Distance(nodes[i + 1], nodes[i]))
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{
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nodes.RemoveAt(i);
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}
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}
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}
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bool removed;
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do
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{
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removed = false;
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for (int i = nodes.Count - 2; i > 0; i--)
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{
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if ((nodes[i - 1].X == nodes[i].X && nodes[i + 1].X == nodes[i].X)
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|| (nodes[i - 1].Y == nodes[i].Y && nodes[i + 1].Y == nodes[i].Y))
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if (Math.Abs(nodes[i - 1].X - nodes[i].X) < 1.0f && Math.Abs(nodes[i + 1].X - nodes[i].X) < 1.0f &&
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Math.Sign(nodes[i - 1].Y - nodes[i].Y) != Math.Sign(nodes[i + 1].Y - nodes[i].Y))
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{
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nodes.RemoveAt(i);
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removed = true;
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}
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else if (Math.Abs(nodes[i - 1].Y - nodes[i].Y) < 1.0f && Math.Abs(nodes[i + 1].Y - nodes[i].Y) < 1.0f &&
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Math.Sign(nodes[i - 1].X - nodes[i].X) != Math.Sign(nodes[i + 1].X - nodes[i].X))
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{
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nodes.RemoveAt(i);
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removed = true;
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@@ -585,11 +589,28 @@ namespace Barotrauma.Items.Components
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base.RemoveComponentSpecific();
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}
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private void CreateNetworkEvent()
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{
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if (GameMain.Server == null) return;
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//split into multiple events because one might not be enough to fit all the nodes
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int eventCount = Math.Max((int)Math.Ceiling(nodes.Count / (float)MaxNodesPerNetworkEvent), 1);
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for (int i = 0; i < eventCount; i++)
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{
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GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.components.IndexOf(this), i });
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}
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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msg.Write((byte)Math.Min(nodes.Count, 255));
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for (int i = 0; i < Math.Min(nodes.Count, 255); i++)
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int eventIndex = (int)extraData[2];
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int nodeStartIndex = eventIndex * MaxNodesPerNetworkEvent;
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int nodeCount = MathHelper.Clamp(nodes.Count - nodeStartIndex, 0, MaxNodesPerNetworkEvent);
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msg.WriteRangedInteger(0, (int)Math.Ceiling(MaxNodeCount / (float)MaxNodesPerNetworkEvent), eventIndex);
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msg.WriteRangedInteger(0, MaxNodesPerNetworkEvent, nodeCount);
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for (int i = nodeStartIndex; i < nodeStartIndex + nodeCount; i++)
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{
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msg.Write(nodes[i].X);
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msg.Write(nodes[i].Y);
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@@ -598,20 +619,28 @@ namespace Barotrauma.Items.Components
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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nodes.Clear();
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int eventIndex = msg.ReadRangedInteger(0, (int)Math.Ceiling(MaxNodeCount / (float)MaxNodesPerNetworkEvent));
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int nodeCount = msg.ReadRangedInteger(0, MaxNodesPerNetworkEvent);
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int nodeStartIndex = eventIndex * MaxNodesPerNetworkEvent;
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int nodeCount = msg.ReadByte();
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Vector2[] nodePositions = new Vector2[nodeCount];
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Vector2[] nodePositions = new Vector2[nodeStartIndex + nodeCount];
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for (int i = 0; i < nodes.Count && i < nodePositions.Length; i++)
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{
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nodePositions[i] = nodes[i];
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}
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for (int i = 0; i < nodeCount; i++)
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{
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nodePositions[i] = new Vector2(msg.ReadFloat(), msg.ReadFloat());
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nodePositions[nodeStartIndex + i] = new Vector2(msg.ReadFloat(), msg.ReadFloat());
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}
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if (nodePositions.Any(n => !MathUtils.IsValid(n)))
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{
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nodes.Clear();
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return;
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}
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if (nodePositions.Any(n => !MathUtils.IsValid(n))) return;
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nodes = nodePositions.ToList();
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UpdateSections();
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Drawable = nodes.Any();
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}
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