This commit is contained in:
Regalis
2015-07-31 21:05:55 +03:00
parent 23d847a4ac
commit 85b0cda4ca
181 changed files with 4455 additions and 4073 deletions

211
Subsurface/Source/Camera.cs Normal file
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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace Subsurface
{
public class Camera
{
const float DefaultZoom = 1.0f;
const float ZoomSmoothness = 8.0f;
const float MoveSmoothness = 8.0f;
private float zoom;
private float offsetAmount;
private Matrix transform, shaderTransform, viewMatrix;
private Vector2 position;
private float rotation;
public float Shake;
private Vector2 shakePosition;
private Vector2 shakeTargetPosition;
//the area of the world inside the camera view
private Rectangle worldView;
private Point resolution;
private Vector2 targetPos;
public float Zoom
{
get { return zoom; }
set
{
zoom = value;
if (zoom < 0.1f) zoom = 0.1f;
//if (prevZoom == zoom) return;
Vector2 center = WorldViewCenter;
float newWidth = resolution.X / zoom;
float newHeight = resolution.Y / zoom;
worldView = new Rectangle(
(int)(center.X - newWidth / 2.0f),
(int)(center.Y - newHeight / 2.0f),
(int)newWidth,
(int)newHeight);
UpdateTransform();
}
}
public float Rotation
{
get { return rotation; }
set { rotation = value; }
}
public float OffsetAmount
{
get { return offsetAmount; }
set { offsetAmount = value; }
}
public Point Resolution
{
get { return resolution; }
}
public Rectangle WorldView
{
get { return worldView; }
}
public Vector2 WorldViewCenter
{
get
{
return new Vector2(
worldView.X + worldView.Width / 2.0f,
worldView.Y - worldView.Height / 2.0f);
}
}
public Matrix Transform
{
get { return transform; }
}
public Matrix ShaderTransform
{
get { return shaderTransform; }
}
public Camera()
{
zoom = 1.0f;
rotation = 0.0f;
position = Vector2.Zero;
worldView = new Rectangle(0,0,
Game1.GraphicsWidth,
Game1.GraphicsHeight);
resolution = new Point(Game1.GraphicsWidth, Game1.GraphicsHeight);
viewMatrix =
Matrix.CreateTranslation(new Vector3(Game1.GraphicsWidth / 2.0f, Game1.GraphicsHeight / 2.0f, 0));
}
public Vector2 TargetPos
{
get { return targetPos; }
set { targetPos = value; }
}
// Auxiliary function to move the camera
public void Translate(Vector2 amount)
{
position += amount;
Sound.CameraPos = new Vector3(WorldViewCenter.X, WorldViewCenter.Y, 0.0f);
UpdateTransform();
}
private void UpdateTransform()
{
Vector2 interpolatedPosition = position;//Physics.Interpolate(prevPosition,position);
float interpolatedZoom = zoom;// Physics.Interpolate(prevZoom, zoom);
worldView.X = (int)(interpolatedPosition.X - worldView.Width / 2.0);
worldView.Y = (int)(interpolatedPosition.Y + worldView.Height / 2.0);
transform = Matrix.CreateTranslation(
new Vector3(-interpolatedPosition.X, interpolatedPosition.Y, 0)) *
Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) *
viewMatrix;
shaderTransform = Matrix.CreateTranslation(
new Vector3(
-interpolatedPosition.X - resolution.X / interpolatedZoom / 2.0f,
-interpolatedPosition.Y - resolution.Y / interpolatedZoom / 2.0f, 0)) *
Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) *
viewMatrix;
}
public void MoveCamera(float deltaTime)
{
float moveSpeed = 20.0f/zoom;
Vector2 moveCam = Vector2.Zero;
if (targetPos == Vector2.Zero)
{
if (Keyboard.GetState().IsKeyDown(Keys.A)) moveCam.X -= moveSpeed;
if (Keyboard.GetState().IsKeyDown(Keys.D)) moveCam.X += moveSpeed;
if (Keyboard.GetState().IsKeyDown(Keys.S)) moveCam.Y -= moveSpeed;
if (Keyboard.GetState().IsKeyDown(Keys.W)) moveCam.Y += moveSpeed;
Zoom = MathHelper.Clamp(Zoom + PlayerInput.ScrollWheelSpeed / 1000.0f, 0.1f, 2.0f);
}
else
{
Vector2 mousePos = new Vector2(PlayerInput.GetMouseState.X, PlayerInput.GetMouseState.Y);
Vector2 offset = mousePos - new Vector2(resolution.X / 2.0f, resolution.Y / 2.0f);
offset.X = offset.X / (resolution.X * 0.4f);
offset.Y = -offset.Y / (resolution.Y * 0.3f);
if (offset.Length() > 1.0f) offset.Normalize();
offset = offset * offsetAmount;
float newZoom = Math.Min(DefaultZoom - Math.Min(offset.Length() / resolution.Y, 1.0f),1.0f);
Zoom += (newZoom - zoom) / ZoomSmoothness;
moveCam = (targetPos + offset - position) / MoveSmoothness;
}
shakeTargetPosition = Rand.Vector(Shake);
shakePosition = Vector2.Lerp(shakePosition, shakeTargetPosition, 0.5f);
Shake = MathHelper.Lerp(Shake, 0.0f, 0.03f);
Translate((moveCam+shakePosition)*deltaTime*60.0f);
}
public Vector2 Position
{
get { return position; }
}
public Vector2 ScreenToWorld(Vector2 coords)
{
Vector2 worldCoords = Vector2.Transform(coords, Matrix.Invert(transform));
return new Vector2(worldCoords.X, -worldCoords.Y);
}
public Vector2 WorldToScreen(Vector2 coords)
{
coords.Y = -coords.Y;
//Vector2 screenCoords = Vector2.Transform(coords, transform);
return Vector2.Transform(coords, transform);
}
}
}

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using Lidgren.Network;
using Microsoft.Xna.Framework;
namespace Subsurface
{
class AIController : ISteerable
{
public enum AiState { None, Attack, GoTo, Escape }
public enum SteeringState { Wander, Seek, Escape }
public Character Character;
protected AiState state;
protected SteeringManager steeringManager;
public Vector2 Steering
{
get { return Character.AnimController.TargetMovement; }
set { Character.AnimController.TargetMovement = value; }
}
public Vector2 Position
{
get { return Character.AnimController.limbs[0].SimPosition; }
}
public Vector2 Velocity
{
get { return Character.AnimController.limbs[0].LinearVelocity; }
}
public AiState State
{
get { return state; }
}
public AIController (Character c)
{
Character = c;
steeringManager = new SteeringManager(this);
}
public virtual void Update(float deltaTime) { }
//protected Structure lastStructurePicked;
public virtual void FillNetworkData(NetOutgoingMessage message) { }
public virtual void ReadNetworkData(NetIncomingMessage message) { }
}
}

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using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace Subsurface
{
class AITarget
{
public static List<AITarget> List = new List<AITarget>();
public Entity Entity;
protected float soundRange;
protected float sightRange;
public float SoundRange
{
get
{
return soundRange;
}
set { soundRange = value; }
}
public float SightRange
{
get { return sightRange; }
set { sightRange = value; }
}
public Vector2 Position
{
get { return Entity.SimPosition; }
}
public AITarget(Entity e)
{
Entity = e;
List.Add(this);
}
public void Remove()
{
List.Remove(this);
}
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Xml.Linq;
using FarseerPhysics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using FarseerPhysics.Dynamics;
namespace Subsurface
{
class EnemyAIController : AIController
{
private const float UpdateTargetsInterval = 5.0f;
private const float RaycastInterval = 1.0f;
//the preference to attack a specific type of target (-1.0 - 1.0)
//0.0 = doesn't attack targets of the type
//positive values = attacks targets of this type
//negative values = escapes targets of this type
private float attackRooms;
private float attackHumans;
private float attackWeaker;
private float attackStronger;
private float updateTargetsTimer;
private float raycastTimer;
private Vector2 prevPosition;
private float distanceAccumulator;
//a timer for attacks such as biting that last for a specific amount of time
//the duration is determined by the attackDuration of the attacking limb
private float attackTimer;
//a "cooldown time" after an attack during which the character doesn't try to attack again
private float attackCoolDown;
private float coolDownTimer;
//a point in a wall which the character is currently targeting
private Vector2 wallAttackPos;
//the entity (a wall) which the character is targeting
private IDamageable targetEntity;
//the limb selected for the current attack
private Limb attackingLimb;
private AITarget selectedTarget;
private AITargetMemory selectedTargetMemory;
private float targetValue;
private Dictionary<AITarget, AITargetMemory> targetMemories;
//the eyesight of the NPC (0.0 = blind, 1.0 = sees every target within sightRange)
private float sight;
//how far the NPC can hear targets from (0.0 = deaf, 1.0 = hears every target within soundRange)
private float hearing;
public EnemyAIController(Character c, string file) : base(c)
{
targetMemories = new Dictionary<AITarget, AITargetMemory>();
XDocument doc = ToolBox.TryLoadXml(file);
if (doc == null) return;
XElement aiElement = doc.Root.Element("ai");
if (aiElement == null) return;
attackRooms = ToolBox.GetAttributeFloat(aiElement, "attackrooms", 0.0f) / 100.0f;
attackHumans = ToolBox.GetAttributeFloat(aiElement, "attackhumans", 0.0f) / 100.0f;
attackWeaker = ToolBox.GetAttributeFloat(aiElement, "attackweaker", 0.0f) / 100.0f;
attackStronger = ToolBox.GetAttributeFloat(aiElement, "attackstronger", 0.0f) / 100.0f;
attackCoolDown = ToolBox.GetAttributeFloat(aiElement, "attackcooldown", 5.0f);
sight = ToolBox.GetAttributeFloat(aiElement, "sight", 0.0f);
hearing = ToolBox.GetAttributeFloat(aiElement, "hearing", 0.0f);
state = AiState.None;
}
public override void Update(float deltaTime)
{
UpdateDistanceAccumulator();
Character.AnimController.IgnorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
if (updateTargetsTimer > 0.0)
{
updateTargetsTimer -= deltaTime;
}
else
{
System.Diagnostics.Debug.WriteLine("updatetargets");
UpdateTargets(Character);
updateTargetsTimer = UpdateTargetsInterval;
if (selectedTarget == null)
{
state = AiState.None;
}
else
{
state = (targetValue > 0.0f) ? AiState.Attack : AiState.Escape;
}
//if (coolDownTimer >= 0.0f) return;
}
switch (state)
{
case AiState.None:
UpdateNone(deltaTime);
break;
case AiState.Attack:
UpdateAttack(deltaTime);
break;
}
steeringManager.Update();
}
private void UpdateNone(float deltaTime)
{
//wander around randomly
//UpdateSteeringWander(deltaTime, 0.8f);
steeringManager.SteeringWander(0.8f);
steeringManager.SteeringAvoid(deltaTime, 1.0f);
attackingLimb = null;
attackTimer = 0.0f;
coolDownTimer -= deltaTime;
}
private void UpdateDistanceAccumulator()
{
Limb limb = Character.AnimController.limbs[0];
distanceAccumulator += (limb.SimPosition - prevPosition).Length();
prevPosition = limb.body.Position;
}
private void UpdateAttack(float deltaTime)
{
if (selectedTarget == null)
{
state = AiState.None;
return;
}
selectedTargetMemory.Priority -= deltaTime;
Vector2 attackPosition = selectedTarget.Position;
if (wallAttackPos != Vector2.Zero) attackPosition = wallAttackPos;
if (coolDownTimer>0.0f)
{
UpdateCoolDown(attackPosition, deltaTime);
return;
}
if (raycastTimer > 0.0)
{
raycastTimer -= deltaTime;
}
else
{
GetTargetEntity();
raycastTimer = RaycastInterval;
}
steeringManager.SteeringSeek(attackPosition);
//check if any of the limbs is close enough to attack the target
if (attackingLimb == null)
{
foreach (Limb limb in Character.AnimController.limbs)
{
if (limb.attack==null || limb.attack.Type == AttackType.None) continue;
if (Vector2.Distance(limb.SimPosition, attackPosition) > limb.attack.Range) continue;
attackingLimb = limb;
break;
}
return;
}
UpdateLimbAttack(deltaTime, attackingLimb, attackPosition);
}
private void UpdateCoolDown(Vector2 attackPosition, float deltaTime)
{
coolDownTimer -= deltaTime;
attackingLimb = null;
//System.Diagnostics.Debug.WriteLine("cooldown");
if (selectedTarget.Entity is Hull ||
Vector2.Distance(attackPosition, Character.AnimController.limbs[0].SimPosition) < ConvertUnits.ToSimUnits(500.0f))
{
steeringManager.SteeringSeek(attackPosition, -0.8f);
steeringManager.SteeringAvoid(deltaTime, 1.0f);
}
else
{
steeringManager.SteeringSeek(attackPosition, -0.5f);
steeringManager.SteeringAvoid(deltaTime, 1.0f);
}
}
private void GetTargetEntity()
{
targetEntity = null;
//check if there's a wall between the target and the character
Vector2 rayStart = Character.AnimController.limbs[0].SimPosition;
Vector2 rayEnd = selectedTarget.Position;
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
if (Submarine.LastPickedFraction == 1.0f || closestBody == null)
{
wallAttackPos = Vector2.Zero;
return;
}
Structure wall = closestBody.UserData as Structure;
if (wall == null)
{
wallAttackPos = Submarine.LastPickedPosition;
}
else
{
int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
float sectionDamage = wall.SectionDamage(sectionIndex);
for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++)
{
if (wall.SectionHasHole(i))
{
sectionIndex = i;
break;
}
if (wall.SectionDamage(i) > sectionDamage) sectionIndex = i;
}
wallAttackPos = wall.SectionPosition(sectionIndex);
wallAttackPos = ConvertUnits.ToSimUnits(wallAttackPos);
}
targetEntity = closestBody.UserData as IDamageable;
}
private void UpdateLimbAttack(float deltaTime, Limb limb, Vector2 attackPosition)
{
IDamageable damageTarget = null;
switch (limb.attack.Type)
{
case AttackType.PinchCW:
case AttackType.PinchCCW:
float dir = (limb.attack.Type == AttackType.PinchCW) ? 1.0f : -1.0f;
float dist = Vector2.Distance(limb.SimPosition, attackPosition);
if (wallAttackPos != Vector2.Zero && targetEntity != null)
{
damageTarget = targetEntity as IDamageable;
}
else
{
damageTarget = selectedTarget.Entity as IDamageable;
}
attackTimer += deltaTime*0.05f;
if (damageTarget == null)
{
attackTimer = limb.attack.Duration;
break;
}
if (dist < limb.attack.Range * 0.5f)
{
attackTimer += deltaTime;
limb.body.ApplyTorque(limb.Mass * 50.0f * Character.AnimController.Dir * dir);
limb.attack.DoDamage(damageTarget, limb.SimPosition, deltaTime, (limb.soundTimer <= 0.0f));
limb.soundTimer = Limb.SoundInterval;
}
else
{
//limb.body.ApplyTorque(limb.Mass * -20.0f * character.animController.Dir * dir);
}
limb.body.ApplyLinearImpulse(limb.Mass * 10.0f *
Vector2.Normalize(attackPosition - limb.SimPosition));
steeringManager.SteeringSeek(attackPosition + (limb.SimPosition-Position), 5.0f);
break;
default:
attackTimer = limb.attack.Duration;
break;
}
if (attackTimer >= limb.attack.Duration)
{
attackTimer = 0.0f;
if (Vector2.Distance(limb.SimPosition, attackPosition)<5.0) coolDownTimer = attackCoolDown;
}
}
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the character can see/hear the target and chooses the most preferable target within
//sight/hearing range
public void UpdateTargets(Character character)
{
if (distanceAccumulator<5.0f && Rand.Range(1,3, false)==1)
{
selectedTarget = null;
character.AnimController.TargetMovement = -character.AnimController.TargetMovement;
state = AiState.None;
return;
}
distanceAccumulator = 0.0f;
selectedTarget = null;
selectedTargetMemory = null;
targetValue = 0.0f;
UpdateTargetMemories();
foreach (AITarget target in AITarget.List)
{
float valueModifier = 0.0f;
float dist = 0.0f;
IDamageable targetDamageable = target.Entity as IDamageable;
if (targetDamageable!=null && targetDamageable.Health <= 0.0f) continue;
Character targetCharacter = target.Entity as Character;
//ignore the aitarget if it is the character itself
if (targetCharacter == character) continue;
if (targetCharacter!=null)
{
if (attackHumans == 0.0f || targetCharacter.SpeciesName != "human") continue;
valueModifier = attackHumans;
}
else if (target.Entity!=null && attackRooms!=0.0f)
{
//skip the target if it's the room the character is inside of
if (character.AnimController.CurrentHull != null && character.AnimController.CurrentHull == target.Entity as Hull) continue;
valueModifier = attackRooms;
}
dist = Vector2.Distance(
character.AnimController.limbs[0].SimPosition,
target.Position);
dist = ConvertUnits.ToDisplayUnits(dist);
AITargetMemory targetMemory = FindTargetMemory(target);
valueModifier = valueModifier * targetMemory.Priority / dist;
//dist -= targetMemory.Priority;
if (Math.Abs(valueModifier) > Math.Abs(targetValue) && (dist < target.SightRange * sight || dist < target.SoundRange * hearing))
{
Vector2 rayStart = character.AnimController.limbs[0].SimPosition;
Vector2 rayEnd = target.Position;
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
Structure closestStructure = (closestBody == null) ? null : closestBody.UserData as Structure;
//if (targetCharacter != null)
//{
// //if target is a character that isn't visible, ignore
// if (closestStructure != null) continue;
// //prefer targets with low health
// valueModifier = valueModifier / targetCharacter.Health;
//}
//else
//{
if (targetDamageable != null)
{
valueModifier = valueModifier / targetDamageable.Health;
}
else if (closestStructure!=null)
{
valueModifier = valueModifier / (closestStructure as IDamageable).Health;
}
else
{
valueModifier = valueModifier / 1000.0f;
}
//}
//float newTargetValue = valueModifier/dist;
if (selectedTarget == null || Math.Abs(valueModifier) > Math.Abs(targetValue))
{
selectedTarget = target;
selectedTargetMemory = targetMemory;
targetValue = valueModifier;
Debug.WriteLine(selectedTarget.Entity+": "+targetValue);
}
}
}
//selectedTarget = bestTarget;
//selectedTargetMemory = targetMemory;
//this.targetValue = bestTargetValue;
}
//find the targetMemory that corresponds to some AItarget or create if there isn't one yet
private AITargetMemory FindTargetMemory(AITarget target)
{
AITargetMemory memory = null;
if (targetMemories.TryGetValue(target, out memory))
{
return memory;
}
memory = new AITargetMemory(100.0f);
targetMemories.Add(target, memory);
return memory;
}
//go through all the targetmemories and delete ones that don't
//have a corresponding AItarget or whose priority is 0.0f
private void UpdateTargetMemories()
{
List<AITarget> toBeRemoved = new List<AITarget>();
foreach(KeyValuePair<AITarget, AITargetMemory> memory in targetMemories)
{
memory.Value.Priority += 0.5f;
if (memory.Value.Priority == 0.0f || !AITarget.List.Contains(memory.Key)) toBeRemoved.Add(memory.Key);
}
foreach (AITarget target in toBeRemoved)
{
targetMemories.Remove(target);
}
}
public override void FillNetworkData(NetOutgoingMessage message)
{
message.Write((byte)state);
message.Write(wallAttackPos.X);
message.Write(wallAttackPos.Y);
message.Write(steeringManager.WanderAngle);
message.Write(updateTargetsTimer);
message.Write(raycastTimer);
message.Write(coolDownTimer);
message.Write(targetEntity==null ? -1 : (targetEntity as Entity).ID);
}
public override void ReadNetworkData(NetIncomingMessage message)
{
AiState newState = AiState.None;
Vector2 newWallAttackPos;
float wanderAngle;
float updateTargetsTimer, raycastTimer, coolDownTimer;
int targetID;
try
{
newState = (AiState)(message.ReadByte());
newWallAttackPos = new Vector2(message.ReadFloat(), message.ReadFloat());
wanderAngle = MathUtils.WrapAngleTwoPi(message.ReadFloat());
updateTargetsTimer = MathHelper.Clamp(message.ReadFloat(), 0.0f, UpdateTargetsInterval);
raycastTimer = MathHelper.Clamp(message.ReadFloat(), 0.0f, RaycastInterval);
coolDownTimer = MathHelper.Clamp(message.ReadFloat(), 0.0f, attackCoolDown);
targetID = message.ReadInt32();
}
catch { return; }
wallAttackPos = newWallAttackPos;
steeringManager.WanderAngle = wanderAngle;
this.updateTargetsTimer = updateTargetsTimer;
this.raycastTimer = raycastTimer;
this.coolDownTimer = coolDownTimer;
if (targetID > -1)
targetEntity = Entity.FindEntityByID(targetID) as IDamageable;
}
}
//the "memory" of the character
//keeps track of how preferable it is to attack a specific target
//(if the character can't inflict much damage the target, the priority decreases
//and if the target attacks the character, the priority increases)
class AITargetMemory
{
//private AITarget target;
private float priority;
//public AITarget Target
//{
// get { return target; }
//}
public float Priority
{
get { return priority; }
set { priority = MathHelper.Clamp(value, 1.0f, 100.0f); }
}
public AITargetMemory(float priority)
{
this.priority = priority;
}
}
}

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using Microsoft.Xna.Framework;
namespace Subsurface
{
interface ISteerable
{
Vector2 Steering
{
get;
set;
}
Vector2 Velocity
{
get;
}
Vector2 Position
{
get;
}
}
}

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using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
namespace Subsurface
{
class PathNode
{
private WayPoint wayPoint;
private int wayPointID;
public int state;
public PathNode Parent;
private Vector2 position;
public float F,G,H;
public List<PathNode> connections;
public float[] distances;
public WayPoint Waypoint
{
get { return wayPoint; }
}
public Vector2 Position
{
get {return position;}
}
public PathNode(WayPoint wayPoint)
{
this.wayPoint = wayPoint;
this.position = wayPoint.SimPosition;
wayPointID = wayPoint.ID;
connections = new List<PathNode>();
}
public static List<PathNode> GenerateNodes(List<WayPoint> wayPoints)
{
var nodes = new Dictionary<int, PathNode>();
foreach (WayPoint wayPoint in wayPoints)
{
nodes.Add(wayPoint.ID, new PathNode(wayPoint));
}
foreach (KeyValuePair<int,PathNode> node in nodes)
{
foreach (MapEntity linked in node.Value.wayPoint.linkedTo)
{
PathNode connectedNode = null;
nodes.TryGetValue(linked.ID, out connectedNode);
if (connectedNode == null) continue;
node.Value.connections.Add(connectedNode);
}
}
var nodeList = nodes.Values.ToList();
foreach (PathNode node in nodeList)
{
node.distances = new float[node.connections.Count];
for (int i = 0; i< node.distances.Length; i++)
{
node.distances[i] = Vector2.Distance(node.position, node.connections[i].position);
}
}
return nodeList;
}
}
class PathFinder
{
List<PathNode> nodes;
private bool insideSubmarine;
public PathFinder(List<WayPoint> wayPoints, bool insideSubmarine = false)
{
nodes = PathNode.GenerateNodes(wayPoints.FindAll(w => w.MoveWithLevel != insideSubmarine));
this.insideSubmarine = insideSubmarine;
}
public SteeringPath FindPath(Vector2 start, Vector2 end)
{
float closestDist = 0.0f;
PathNode startNode = null;
foreach (PathNode node in nodes)
{
float dist = Vector2.Distance(start,node.Position);
if (dist<closestDist || startNode==null)
{
closestDist = dist;
startNode = node;
}
}
closestDist = 0.0f;
PathNode endNode = null;
foreach (PathNode node in nodes)
{
float dist = Vector2.Distance(end, node.Position);
if (dist < closestDist || endNode == null)
{
closestDist = dist;
endNode = node;
}
}
if (startNode == null || endNode == null)
{
DebugConsole.ThrowError("Pathfinding error, couldn't find pathnodes");
return new SteeringPath();
}
return FindPath(startNode,endNode);
}
public SteeringPath FindPath(WayPoint start, WayPoint end)
{
PathNode startNode=null, endNode=null;
foreach (PathNode node in nodes)
{
if (node.Waypoint == start)
{
startNode = node;
if (endNode != null) break;
}
if (node.Waypoint == end)
{
endNode = node;
if (startNode != null) break;
}
if (startNode==null || endNode==null)
{
DebugConsole.ThrowError("Pathfinding error, couldn't find matching pathnodes to waypoints");
return new SteeringPath();;
}
}
return FindPath(startNode, endNode);
}
private SteeringPath FindPath(PathNode start, PathNode end)
{
foreach (PathNode node in nodes)
{
node.state = 0;
node.F = 0.0f;
node.G = 0.0f;
node.H = 0.0f;
}
start.state = 1;
while (true)
{
PathNode currNode = null;
float dist = 10000.0f;
foreach (PathNode node in nodes)
{
if (node.state != 1) continue;
if (node.F < dist)
{
dist = node.F;
currNode = node;
}
}
if (currNode == null || currNode == end) break;
currNode.state = 2;
for (int i = 0; i < currNode.connections.Count; i++)
{
PathNode nextNode = currNode.connections[i];
//a node that hasn't been searched yet
if (nextNode.state==0)
{
nextNode.H = Vector2.Distance(nextNode.Position,end.Position);
nextNode.G = currNode.G + currNode.distances[i];
nextNode.F = nextNode.G + nextNode.H;
nextNode.Parent = currNode;
nextNode.state = 1;
}
//node that has been searched
else if (nextNode.state==1)
{
float tempG = currNode.G + currNode.distances[i];
//only use if this new route is better than the
//route the node was a part of
if (tempG < nextNode.G)
{
nextNode.G = tempG;
nextNode.F = nextNode.G + nextNode.H;
nextNode.Parent = currNode;
}
}
}
}
if (end.state==0)
{
//path not found
return new SteeringPath();
}
SteeringPath path = new SteeringPath();
List<WayPoint> finalPath = new List<WayPoint>();
PathNode pathNode = end;
while (pathNode != start && pathNode != null)
{
finalPath.Add(pathNode.Waypoint);
pathNode = pathNode.Parent;
}
finalPath.Reverse();
foreach (WayPoint wayPoint in finalPath)
{
path.AddNode(wayPoint);
}
return path;
}
}
}

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using System;
using Microsoft.Xna.Framework;
using FarseerPhysics.Dynamics;
namespace Subsurface
{
class SteeringManager
{
private const float CircleDistance = 2.5f;
private const float CircleRadius = 0.3f;
private const float RayCastInterval = 0.5f;
private ISteerable host;
private Vector2 steering;
//the steering amount when avoiding obstacles
//(needs a separate variable because it's only updated when a raycast is done to detect any nearby obstacles)
private Vector2 avoidSteering;
private float rayCastTimer;
private float wanderAngle;
public float WanderAngle
{
get { return wanderAngle; }
set { wanderAngle = value; }
}
public SteeringManager(ISteerable host)
{
this.host = host;
wanderAngle = Rand.Range(0.0f, MathHelper.TwoPi);
}
public void SteeringSeek(Vector2 target, float speed = 1.0f)
{
steering += DoSteeringSeek(target, speed);
}
public void SteeringWander(float speed = 1.0f)
{
steering += DoSteeringWander(speed);
}
public void SteeringAvoid(float deltaTime, float speed)
{
steering += DoSteeringAvoid(deltaTime, speed);
}
public void Update(float speed = 1.0f)
{
float steeringSpeed = steering.Length();
if (steeringSpeed>speed)
{
steering = Vector2.Normalize(steering) * Math.Abs(speed);
}
host.Steering = steering;
}
private Vector2 DoSteeringSeek(Vector2 target, float speed = 1.0f)
{
Vector2 targetVel = target - host.Position;
targetVel = Vector2.Normalize(targetVel) * speed;
Vector2 newSteering = targetVel - host.Steering;
if (newSteering==Vector2.Zero) return Vector2.Zero;
float steeringSpeed = (newSteering + host.Steering).Length();
if (steeringSpeed > Math.Abs(speed))
{
newSteering = Vector2.Normalize(newSteering)*Math.Abs(speed);
}
return newSteering;
}
private Vector2 DoSteeringWander(float speed = 1.0f)
{
Vector2 circleCenter = (host.Velocity == Vector2.Zero) ? new Vector2(speed, 0.0f) : host.Velocity;
circleCenter = Vector2.Normalize(circleCenter) * CircleDistance;
Vector2 displacement = new Vector2(
(float)Math.Cos(wanderAngle),
(float)Math.Sin(wanderAngle));
displacement = displacement * CircleRadius;
float angleChange = 1.5f;
wanderAngle += Rand.Range(0.0f, 1.0f) * angleChange - angleChange * 0.5f;
Vector2 newSteering = circleCenter + displacement;
float steeringSpeed = (newSteering + host.Steering).Length();
if (steeringSpeed > speed)
{
newSteering = Vector2.Normalize(newSteering) * speed;
}
return newSteering;
}
private Vector2 DoSteeringAvoid(float deltaTime, float speed = 1.0f)
{
if (steering == Vector2.Zero || host.Steering == Vector2.Zero) return Vector2.Zero;
float maxDistance = 2.0f;
Vector2 ahead = host.Position + Vector2.Normalize(host.Steering)*maxDistance;
if (rayCastTimer <= 0.0f)
{
rayCastTimer = RayCastInterval;
Body closestBody = Submarine.CheckVisibility(host.Position, ahead);
if (closestBody == null)
{
avoidSteering = Vector2.Zero;
return Vector2.Zero;
}
else
{
Structure closestStructure = closestBody.UserData as Structure;
if (closestStructure!=null)
{
Vector2 obstaclePosition = Submarine.LastPickedPosition;
if (closestStructure.IsHorizontal)
{
obstaclePosition.Y = closestStructure.SimPosition.Y;
}
else
{
obstaclePosition.X = closestStructure.SimPosition.X;
}
avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - obstaclePosition);
}
}
}
else
{
rayCastTimer -= deltaTime;
}
return avoidSteering * speed;
}
}
}

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using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace Subsurface
{
class SteeringPath
{
private Queue<WayPoint> nodes;
WayPoint currentNode;
public SteeringPath()
{
nodes = new Queue<WayPoint>();
}
public void AddNode(WayPoint node)
{
if (node == null) return;
nodes.Enqueue(node);
}
public WayPoint CurrentNode
{
get { return currentNode; }
}
public WayPoint GetNode(Vector2 pos, float minDistance = 0.1f)
{
if (nodes.Count == 0) return null;
if (currentNode == null || Vector2.Distance(pos, currentNode.SimPosition) < minDistance) currentNode = nodes.Dequeue();
return currentNode;
}
public void ClearPath()
{
nodes.Clear();
}
}
}

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using System.Xml.Linq;
using FarseerPhysics;
using Microsoft.Xna.Framework;
namespace Subsurface
{
class AnimController : Ragdoll
{
public bool IsStanding;
public enum Animation { None, Climbing, UsingConstruction, Struggle };
public Animation Anim;
public Direction TargetDir;
protected Character character;
protected float walkSpeed, swimSpeed;
//how large impacts the character can take before being stunned
//protected float impactTolerance;
protected float stunTimer;
protected float walkPos;
protected readonly Vector2 stepSize;
protected readonly float legTorque;
protected readonly Vector2 stepOffset;
public float StunTimer
{
get { return stunTimer; }
set { stunTimer = value; }
}
public AnimController(Character character, XElement element)
: base(character, element)
{
this.character = character;
stepSize = ToolBox.GetAttributeVector2(element, "stepsize", Vector2.One);
stepSize = ConvertUnits.ToSimUnits(stepSize);
stepOffset = ToolBox.GetAttributeVector2(element, "stepoffset", Vector2.One);
stepOffset = ConvertUnits.ToSimUnits(stepOffset);
//impactTolerance = ToolBox.GetAttributeFloat(element, "impacttolerance", 10.0f);
legTorque = ToolBox.GetAttributeFloat(element, "legtorque", 0.0f);
}
public virtual void UpdateAnim(float deltaTime) { }
public virtual void HoldItem(float deltaTime, Camera cam, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, float holdAngle) { }
}
}

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using Microsoft.Xna.Framework;
using System;
using System.Xml.Linq;
namespace Subsurface
{
public enum DamageType { None, Blunt, Slash }
public enum AttackType
{
None, PinchCW, PinchCCW
}
struct AttackResult
{
public readonly float Damage;
public readonly float Bleeding;
public readonly bool HitArmor;
public AttackResult(float damage, float bleeding, bool hitArmor=false)
{
this.Damage = damage;
this.Bleeding = bleeding;
this.HitArmor = hitArmor;
}
}
class Attack
{
public readonly AttackType Type;
public readonly float Range;
public readonly float Duration;
public readonly DamageType DamageType;
public readonly float StructureDamage;
public readonly float Damage;
public readonly float BleedingDamage;
public readonly float Stun;
private float priority;
public Attack(XElement element)
{
try
{
Type = (AttackType)Enum.Parse(typeof(AttackType), element.Attribute("type").Value, true);
}
catch
{
Type = AttackType.None;
}
try
{
DamageType = (DamageType)Enum.Parse(typeof(DamageType), ToolBox.GetAttributeString(element, "damagetype", "None"), true);
}
catch
{
DamageType = DamageType.None;
}
Damage = ToolBox.GetAttributeFloat(element, "damage", 0.0f);
StructureDamage = ToolBox.GetAttributeFloat(element, "structuredamage", 0.0f);
BleedingDamage = ToolBox.GetAttributeFloat(element, "bleedingdamage", 0.0f);
Stun = ToolBox.GetAttributeFloat(element, "stun", 0.0f);
Range = FarseerPhysics.ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "range", 0.0f));
Duration = ToolBox.GetAttributeFloat(element, "duration", 0.0f);
priority = ToolBox.GetAttributeFloat(element, "priority", 1.0f);
}
public AttackResult DoDamage(IDamageable target, Vector2 position, float deltaTime, bool playSound = true)
{
float damageAmount = 0.0f;
//DamageSoundType damageSoundType = DamageSoundType.None;
if (target as Character == null)
{
damageAmount = StructureDamage;
//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt: DamageSoundType.StructureSlash;
}
else
{
damageAmount = Damage;
//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
}
//damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
//if (playSound) AmbientSoundManager.PlayDamageSound(damageSoundType, damageAmount, position);
if (Duration > 0.0f) damageAmount *= deltaTime;
float bleedingAmount = (Duration == 0.0f) ? BleedingDamage : BleedingDamage * deltaTime;
if (damageAmount > 0.0f)
{
return target.AddDamage(position, DamageType, damageAmount, bleedingAmount, Stun, playSound);
}
else
{
return new AttackResult(0.0f, 0.0f);
}
}
}
}

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using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Subsurface
{
public enum Gender { None, Male, Female };
class CharacterInfo
{
public string Name;
public Character Character;
public readonly string File;
public Job Job;
private List<int> pickedItems;
private Vector2[] headSpriteRange;
private Gender gender;
public int Salary;
public int HeadSpriteId;
private Sprite headSprite;
public bool StartItemsGiven;
public List<int> PickedItemIDs
{
get { return pickedItems; }
}
public Sprite HeadSprite
{
get
{
if (headSprite == null) LoadHeadSprite();
return headSprite;
}
}
public Gender Gender
{
get { return gender; }
set
{
if (gender == value) return;
gender = value;
int genderIndex = (this.gender == Gender.Female) ? 1 : 0;
if (headSpriteRange[genderIndex] != Vector2.Zero)
{
HeadSpriteId = Rand.Range((int)headSpriteRange[genderIndex].X, (int)headSpriteRange[genderIndex].Y + 1);
}
else
{
HeadSpriteId = 0;
}
LoadHeadSprite();
}
}
public CharacterInfo(string file, string name = "", Gender gender = Gender.None, JobPrefab jobPrefab = null)
{
this.File = file;
headSpriteRange = new Vector2[2];
pickedItems = new List<int>();
//ID = -1;
XDocument doc = ToolBox.TryLoadXml(file);
if (doc == null) return;
if (ToolBox.GetAttributeBool(doc.Root, "genders", false))
{
if (gender == Gender.None)
{
float femaleRatio = ToolBox.GetAttributeFloat(doc.Root, "femaleratio", 0.5f);
this.gender = (Rand.Range(0.0f, 1.0f, false) < femaleRatio) ? Gender.Female : Gender.Male;
}
else
{
this.gender = gender;
}
}
headSpriteRange[0] = ToolBox.GetAttributeVector2(doc.Root, "headid", Vector2.Zero);
headSpriteRange[1] = headSpriteRange[0];
if (headSpriteRange[0] == Vector2.Zero)
{
headSpriteRange[0] = ToolBox.GetAttributeVector2(doc.Root, "maleheadid", Vector2.Zero);
headSpriteRange[1] = ToolBox.GetAttributeVector2(doc.Root, "femaleheadid", Vector2.Zero);
}
int genderIndex = (this.gender == Gender.Female) ? 1 : 0;
if (headSpriteRange[genderIndex] != Vector2.Zero)
{
HeadSpriteId = Rand.Range((int)headSpriteRange[genderIndex].X, (int)headSpriteRange[genderIndex].Y + 1);
}
this.Job = (jobPrefab == null) ? Job.Random() : new Job(jobPrefab);
if (!string.IsNullOrEmpty(name))
{
this.Name = name;
return;
}
if (doc.Root.Element("name") != null)
{
string firstNamePath = ToolBox.GetAttributeString(doc.Root.Element("name"), "firstname", "");
if (firstNamePath != "")
{
firstNamePath = firstNamePath.Replace("[GENDER]", (this.gender == Gender.Female) ? "f" : "");
this.Name = ToolBox.GetRandomLine(firstNamePath);
}
string lastNamePath = ToolBox.GetAttributeString(doc.Root.Element("name"), "lastname", "");
if (lastNamePath != "")
{
lastNamePath = lastNamePath.Replace("[GENDER]", (this.gender == Gender.Female) ? "f" : "");
if (this.Name != "") this.Name += " ";
this.Name += ToolBox.GetRandomLine(lastNamePath);
}
}
Salary = CalculateSalary();
}
private void LoadHeadSprite()
{
XDocument doc = ToolBox.TryLoadXml(File);
if (doc == null) return;
XElement ragdollElement = doc.Root.Element("ragdoll");
foreach (XElement limbElement in ragdollElement.Elements())
{
if (ToolBox.GetAttributeString(limbElement, "type", "").ToLower() != "head") continue;
XElement spriteElement = limbElement.Element("sprite");
string spritePath = spriteElement.Attribute("texture").Value;
spritePath = spritePath.Replace("[GENDER]", (this.gender == Gender.Female) ? "f" : "");
spritePath = spritePath.Replace("[HEADID]", HeadSpriteId.ToString());
headSprite = new Sprite(spriteElement, "", spritePath);
break;
}
}
public GUIFrame CreateInfoFrame(Rectangle rect)
{
GUIFrame frame = new GUIFrame(rect, Color.Transparent);
frame.Padding = new Vector4(10.0f,10.0f,10.0f,10.0f);
return CreateInfoFrame(frame);
}
public GUIFrame CreateInfoFrame(GUIFrame frame)
{
GUIImage image = new GUIImage(new Rectangle(0,0,30,30), HeadSprite, Alignment.TopLeft, frame);
int x = 0, y = 0;
new GUITextBlock(new Rectangle(x+80, y, 200, 20), Name, GUI.style, frame);
y += 20;
new GUITextBlock(new Rectangle(x+80, y, 200, 20), Job.Name, GUI.style, frame);
y += 30;
var skills = Job.Skills;
skills.Sort((s1, s2) => -s1.Level.CompareTo(s2.Level));
new GUITextBlock(new Rectangle(x, y, 200, 20), "Skills:", GUI.style, frame);
y += 20;
foreach (Skill skill in skills)
{
Color textColor = Color.White * (0.5f + skill.Level/200.0f);
new GUITextBlock(new Rectangle(x+20, y, 200, 20), skill.Name, Color.Transparent, textColor, Alignment.Left, GUI.style, frame);
new GUITextBlock(new Rectangle(x + 20, y, 200, 20), skill.Level.ToString(), Color.Transparent, textColor, Alignment.Right, GUI.style, frame);
y += 20;
}
return frame;
}
public void UpdateCharacterItems()
{
pickedItems.Clear();
foreach (Item item in Character.Inventory.items)
{
if (item == null) continue;
pickedItems.Add(item.ID);
}
}
public CharacterInfo(XElement element)
{
Name = ToolBox.GetAttributeString(element, "name", "unnamed");
string genderStr = ToolBox.GetAttributeString(element, "gender", "male").ToLower();
gender = (genderStr == "m") ? Gender.Male : Gender.Female;
File = ToolBox.GetAttributeString(element, "file", "");
Salary = ToolBox.GetAttributeInt(element, "salary", 1000);
HeadSpriteId = ToolBox.GetAttributeInt(element, "headspriteid", 1);
StartItemsGiven = ToolBox.GetAttributeBool(element, "startitemsgiven", false);
pickedItems = new List<int>();
string pickedItemString = ToolBox.GetAttributeString(element, "items", "");
if (!string.IsNullOrEmpty(pickedItemString))
{
string[] itemIds = pickedItemString.Split(',');
foreach (string s in itemIds)
{
pickedItems.Add(int.Parse(s));
}
}
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "job") continue;
Job = new Job(subElement);
break;
}
}
private int CalculateSalary()
{
if (Name == null || Job == null) return 0;
int salary = Math.Abs(Name.GetHashCode()) % 100;
foreach (Skill skill in Job.Skills)
{
salary += skill.Level * 10;
}
return salary;
}
public virtual XElement Save(XElement parentElement)
{
XElement charElement = new XElement("character");
charElement.Add(
new XAttribute("name", Name),
new XAttribute("file", File),
new XAttribute("gender", gender == Gender.Male ? "m" : "f"),
new XAttribute("salary", Salary),
new XAttribute("headspriteid", HeadSpriteId),
new XAttribute("startitemsgiven", StartItemsGiven));
if (Character != null && Character.Inventory != null)
{
UpdateCharacterItems();
}
if (pickedItems.Count > 0)
{
charElement.Add(new XAttribute("items", string.Join(",", pickedItems)));
}
Job.Save(charElement);
parentElement.Add(charElement);
return charElement;
}
}
}

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using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Subsurface
{
class DelayedEffect : StatusEffect
{
public static List<DelayedEffect> List = new List<DelayedEffect>();
private float delay;
private float timer;
private Entity entity;
private List<IPropertyObject> targets;
public float Timer
{
get { return timer; }
}
public DelayedEffect(XElement element)
: base(element)
{
delay = ToolBox.GetAttributeFloat(element, "delay", 1.0f);
}
public override void Apply(ActionType type, float deltaTime, Entity entity, List<IPropertyObject> targets)
{
if (this.type != type) return;
timer = delay;
this.entity = entity;
this.targets = targets;
List.Add(this);
}
public void Update(float deltaTime)
{
timer -= deltaTime;
if (timer > 0.0f) return;
base.Apply(1.0f, entity, targets);
List.Remove(this);
}
}
}

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using System;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
namespace Subsurface
{
class FishAnimController : AnimController
{
//amplitude and wave length of the "sine wave" swimming animation
//if amplitude = 0, sine wave animation isn't used
private float waveAmplitude;
private float waveLength;
private bool rotateTowardsMovement;
private bool flip;
private float flipTimer;
private float? footRotation;
public FishAnimController(Character character, XElement element)
: base(character, element)
{
waveAmplitude = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "waveamplitude", 0.0f));
waveLength = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "wavelength", 0.0f));
flip = ToolBox.GetAttributeBool(element, "flip", false);
walkSpeed = ToolBox.GetAttributeFloat(element, "walkspeed", 1.0f);
swimSpeed = ToolBox.GetAttributeFloat(element, "swimspeed", 1.0f);
float footRot = ToolBox.GetAttributeFloat(element,"footrotation", float.NaN);
if (!float.IsNaN(footRot))
{
footRotation = MathHelper.ToRadians(footRot);
}
rotateTowardsMovement = ToolBox.GetAttributeBool(element, "rotatetowardsmovement", true);
}
public override void UpdateAnim(float deltaTime)
{
ResetPullJoints();
if (strongestImpact > 0.0f)
{
stunTimer = MathHelper.Clamp(strongestImpact * 0.5f, stunTimer, 5.0f);
strongestImpact = 0.0f;
}
if (stunTimer>0.0f)
{
UpdateStruggling();
stunTimer -= deltaTime;
return;
}
else
{
if (inWater)
{
UpdateSineAnim(deltaTime);
}
else
{
UpdateWalkAnim(deltaTime);
}
}
if (flip)
{
//targetDir = (movement.X > 0.0f) ? Direction.Right : Direction.Left;
if (movement.X > 0.1f && movement.X > Math.Abs(movement.Y)*0.5f)
{
TargetDir = Direction.Right;
}
else if (movement.X < -0.1f && movement.X < -Math.Abs(movement.Y)*0.5f)
{
TargetDir = Direction.Left;
}
}
else
{
Limb head = GetLimb(LimbType.Head);
float rotation = MathUtils.WrapAngleTwoPi(head.Rotation);
rotation = MathHelper.ToDegrees(rotation);
if (rotation < 0.0f) rotation += 360;
if (rotation > 20 && rotation < 160)
{
TargetDir = Direction.Left;
}
else if (rotation > 200 && rotation < 340)
{
TargetDir = Direction.Right;
}
}
//if (stunTimer > gameTime.TotalGameTime.TotalMilliseconds) return;
flipTimer += deltaTime;
if (TargetDir != dir)
{
if (flipTimer>1.0f)
{
Flip();
if (flip) Mirror();
flipTimer = 0.0f;
}
}
}
void UpdateSineAnim(float deltaTime)
{
movement = MathUtils.SmoothStep(movement, TargetMovement*swimSpeed, 1.0f);
if (movement == Vector2.Zero) return;
if (!inWater) movement.Y = Math.Min(0.0f, movement.Y);
float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
Limb tail = GetLimb(LimbType.Tail);
if (tail != null && waveAmplitude > 0.0f)
{
walkPos -= movement.Length();
float waveRotation = (float)Math.Sin(walkPos / waveLength) * waveAmplitude;
float angle = MathUtils.GetShortestAngle(tail.body.Rotation, movementAngle + waveRotation);
tail.body.ApplyTorque(angle * tail.Mass);
//limbs[tailIndex].body.ApplyTorque((Math.Sign(angle) + Math.Max(Math.Min(angle * 10.0f, 10.0f), -10.0f)) * limbs[tailIndex].body.Mass);
//limbs[tailIndex].body.ApplyTorque(-limbs[tailIndex].body.AngularVelocity * 0.5f * limbs[tailIndex].body.Mass);
}
Vector2 steerForce = Vector2.Zero;
Limb head = GetLimb(LimbType.Head);
if (head != null)
{
float angle = (rotateTowardsMovement) ?
head.body.Rotation+ MathUtils.GetShortestAngle(head.body.Rotation, movementAngle) :
HeadAngle*Dir;
head.body.SmoothRotate(angle, 25.0f);
//rotate head towards the angle of movement
//float torque = (Math.Sign(angle)*10.0f + MathHelper.Clamp(angle * 10.0f, -10.0f, 10.0f));
//angular drag
//torque -= head.body.AngularVelocity * 0.5f;
//head.body.ApplyTorque(torque * head.body.Mass);
//the movement vector if going to the direction of the head
//Vector2 headMovement = new Vector2(
// (float)Math.Cos(head.body.Rotation - MathHelper.PiOver2),
// (float)Math.Sin(head.body.Rotation - MathHelper.PiOver2));
//headMovement *= movement.Length();
//the movement angle is between direction of the head and the direction
//where the character is actually trying to go
//current * (float)alpha + previous * (1.0f - (float)alpha);
steerForce = (movement * 50.0f - head.LinearVelocity * 30.0f);
// force += (headMovement - movement) * Math.Min(head.LinearVelocity.Length()/movement.Length(), 1.0f);
if (!inWater) steerForce.Y = 0.0f;
}
for (int i = 0; i < limbs.Count(); i++)
{
if (steerForce!=Vector2.Zero)
limbs[i].body.ApplyForce(steerForce * limbs[i].SteerForce * limbs[i].Mass);
if (limbs[i].type != LimbType.Torso) continue;
float dist = (limbs[0].SimPosition - limbs[i].SimPosition).Length();
Vector2 limbPos = limbs[0].SimPosition - Vector2.Normalize(movement) * dist;
limbs[i].body.ApplyForce(((limbPos - limbs[i].SimPosition) * 3.0f - limbs[i].LinearVelocity * 3.0f) * limbs[i].Mass);
}
if (!inWater)
{
UpdateWalkAnim(deltaTime);
}
else
{
floorY = limbs[0].SimPosition.Y;
}
}
void UpdateWalkAnim(float deltaTime)
{
movement = MathUtils.SmoothStep(movement, TargetMovement * walkSpeed, 0.2f);
if (movement == Vector2.Zero) return;
Limb colliderLimb;
float colliderHeight;
Limb torso = GetLimb(LimbType.Torso);
Limb head = GetLimb(LimbType.Head);
if (torso!=null)
{
colliderLimb = torso;
colliderHeight = TorsoPosition;
colliderLimb.body.SmoothRotate(TorsoAngle*Dir, 10.0f);
}
else
{
colliderLimb = head;
colliderHeight = HeadPosition;
if (onGround) colliderLimb.body.SmoothRotate(HeadAngle*Dir, 100.0f);
}
Vector2 colliderPos = colliderLimb.SimPosition;
Vector2 rayStart = colliderPos;
Vector2 rayEnd = rayStart - new Vector2(0.0f, colliderHeight);
if (stairs != null) rayEnd.Y -= 0.5f;
//do a raytrace straight down from the torso to figure
//out whether the ragdoll is standing on ground
float closestFraction = 1;
//Structure closestStructure = null;
Game1.World.RayCast((fixture, point, normal, fraction) =>
{
//other limbs and bodies with no collision detection are ignored
if (fixture == null ||
fixture.CollisionCategories == Physics.CollisionCharacter ||
fixture.CollisionCategories == Physics.CollisionNone ||
fixture.CollisionCategories == Physics.CollisionMisc) return -1;
Structure structure = fixture.Body.UserData as Structure;
if (structure != null)
{
if (structure.StairDirection != Direction.None && (stairs == null)) return -1;
if (structure.IsPlatform && (IgnorePlatforms || stairs != null)) return -1;
}
onGround = true;
onFloorTimer = 0.05f;
if (fraction < closestFraction) closestFraction = fraction;
return 1;
}
, rayStart, rayEnd);
//the ragdoll "stays on ground" for 50 millisecs after separation
if (onFloorTimer <= 0.0f)
{
onGround = false;
}
else
{
onFloorTimer -= deltaTime;
}
if (!onGround) return;
if (closestFraction == 1) //raycast didn't hit anything
floorY = (currentHull == null) ? -1000.0f : ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height);
else
floorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
if (Math.Abs(colliderPos.Y - floorY) < colliderHeight * 1.2f)
{
colliderLimb.Move(new Vector2(colliderPos.X + movement.X * 0.2f, floorY + colliderHeight), 5.0f);
}
float walkCycleSpeed = head.LinearVelocity.X * 0.05f;
walkPos -= walkCycleSpeed;
Vector2 transformedStepSize = new Vector2(
(float)Math.Cos(walkPos) * stepSize.X * 3.0f,
(float)Math.Sin(walkPos) * stepSize.Y * 2.0f);
foreach (Limb limb in limbs)
{
switch (limb.type)
{
case LimbType.LeftFoot:
case LimbType.RightFoot:
Vector2 footPos = new Vector2(limb.SimPosition.X, colliderPos.Y - colliderHeight);
if (limb.RefJointIndex>-1)
{
RevoluteJoint refJoint = limbJoints[limb.RefJointIndex];
footPos.X = refJoint.WorldAnchorA.X;
}
footPos.X += stepOffset.X * Dir;
footPos.Y += stepOffset.Y;
if (limb.type == LimbType.LeftFoot)
{
limb.Move(footPos +new Vector2(
transformedStepSize.X + movement.X * 0.1f,
(transformedStepSize.Y > 0.0f) ? transformedStepSize.Y : 0.0f),
8.0f);
}
else if (limb.type == LimbType.RightFoot)
{
limb.Move(footPos +new Vector2(
-transformedStepSize.X + movement.X * 0.1f,
(-transformedStepSize.Y > 0.0f) ? -transformedStepSize.Y : 0.0f),
8.0f);
}
if (footRotation!=null) limb.body.SmoothRotate((float)footRotation*Dir, 50.0f);
break;
case LimbType.LeftLeg:
case LimbType.RightLeg:
if (legTorque!=0.0f) limb.body.ApplyTorque(limb.Mass*legTorque*Dir);
break;
}
}
}
void UpdateStruggling()
{
Limb head = GetLimb(LimbType.Head);
Limb tail = GetLimb(LimbType.Tail);
if (head != null) head.body.ApplyTorque(head.Mass * Dir * 0.1f);
if (tail != null) tail.body.ApplyTorque(tail.Mass * -Dir * 0.1f);
}
public override void Flip()
{
base.Flip();
foreach (Limb l in limbs)
{
if (!l.DoesFlip) continue;
l.body.SetTransform(l.SimPosition,
-l.body.Rotation);
}
}
private void Mirror()
{
float leftX = limbs[0].SimPosition.X, rightX = limbs[0].SimPosition.X;
for (int i = 1; i < limbs.Count(); i++ )
{
if (limbs[i].SimPosition.X < leftX)
{
leftX = limbs[i].SimPosition.X;
}
else if (limbs[i].SimPosition.X > rightX)
{
rightX = limbs[i].SimPosition.X;
}
}
float midX = (leftX + rightX) / 2.0f;
foreach (Limb l in limbs)
{
Vector2 newPos = new Vector2(midX - (l.SimPosition.X - midX), l.SimPosition.Y);
l.body.SetTransform(newPos, l.body.Rotation);
}
}
}
}

View File

@@ -0,0 +1,826 @@
using System;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using Microsoft.Xna.Framework;
namespace Subsurface
{
class HumanoidAnimController : AnimController
{
public HumanoidAnimController(Character character, XElement element)
: base(character, element)
{
}
public override void UpdateAnim(float deltaTime)
{
Vector2 colliderPos = GetLimb(LimbType.Torso).SimPosition;
if (inWater) stairs = null;
Vector2 rayStart = colliderPos; // at the bottom of the player sprite
Vector2 rayEnd = rayStart - new Vector2(0.0f, TorsoPosition);
if (stairs != null) rayEnd.Y -= 0.5f;
if (Anim != Animation.UsingConstruction) ResetPullJoints();
//do a raytrace straight down from the torso to figure
//out whether the ragdoll is standing on ground
float closestFraction = 1;
Structure closestStructure = null;
Game1.World.RayCast((fixture, point, normal, fraction) =>
{
switch (fixture.CollisionCategories)
{
case Physics.CollisionStairs:
if (inWater) return -1;
Structure structure = fixture.Body.UserData as Structure;
if (stairs == null && structure!=null)
{
if (LowestLimb.SimPosition.Y < structure.SimPosition.Y)
{
return -1;
}
else
{
stairs = structure;
}
}
break;
case Physics.CollisionPlatform:
Structure platform = fixture.Body.UserData as Structure;
if (IgnorePlatforms || LowestLimb.Position.Y < platform.Rect.Y) return -1;
break;
case Physics.CollisionWall:
break;
default:
return -1;
}
onGround = true;
if (fraction < closestFraction)
{
closestFraction = fraction;
Structure structure = fixture.Body.UserData as Structure;
if (structure != null) closestStructure = structure;
}
onFloorTimer = 0.05f;
return closestFraction;
}
, rayStart, rayEnd);
if (closestStructure != null && closestStructure.StairDirection != Direction.None)
{
stairs = closestStructure;
}
else
{
stairs = null;
}
//the ragdoll "stays on ground" for 50 millisecs after separation
if (onFloorTimer <= 0.0f)
{
onGround = false;
if (GetLimb(LimbType.Torso).inWater) inWater = true;
//TODO: joku järkevämpi systeemi
//if (!inWater && lastTimeOnFloor + 200 < gameTime.TotalGameTime.Milliseconds)
// stunTimer = Math.Max(stunTimer, (float)gameTime.TotalGameTime.TotalMilliseconds + 100.0f);
}
else
{
onFloorTimer -= deltaTime;
}
if (closestFraction == 1) //raycast didn't hit anything
{
floorY = (currentHull == null) ? -1000.0f : ConvertUnits.ToSimUnits(currentHull.Rect.Y - currentHull.Rect.Height);
}
else
{
floorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
}
IgnorePlatforms = (TargetMovement.Y < 0.0f);
//stun (= disable the animations) if the ragdoll receives a large enough impact
if (strongestImpact > 0.0f)
{
character.Stun();
stunTimer = MathHelper.Clamp(strongestImpact * 0.5f, stunTimer, 5.0f);
}
strongestImpact = 0.0f;
if (stunTimer > 0)
{
UpdateStruggling();
stunTimer -= deltaTime;
return;
}
switch (Anim)
{
case Animation.Climbing:
UpdateClimbing();
break;
case Animation.UsingConstruction:
break;
default:
if (inWater)
UpdateSwimming();
else if (IsStanding)
UpdateStanding();
break;
}
if (TargetDir != dir) Flip();
foreach (Limb limb in limbs)
{
limb.Disabled = false;
}
}
void UpdateStanding()
{
Vector2 handPos;
Limb leftFoot = GetLimb(LimbType.LeftFoot);
Limb rightFoot = GetLimb(LimbType.RightFoot);
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
Limb leftLeg = GetLimb(LimbType.LeftLeg);
Limb rightLeg = GetLimb(LimbType.RightLeg);
float getUpSpeed = 0.3f;
float walkCycleSpeed = head.LinearVelocity.X * 0.08f;
if (stairs != null)
{
TargetMovement = new Vector2(MathHelper.Clamp(TargetMovement.X, -2.0f, 2.0f), TargetMovement.Y) ;
if ((TargetMovement.X>0.0f && stairs.StairDirection == Direction.Right) ||
TargetMovement.X < 0.0f && stairs.StairDirection == Direction.Left)
{
TargetMovement *= 1.35f;
}
else
{
TargetMovement /= 1.2f;
}
walkCycleSpeed *= 1.5f;
}
Vector2 colliderPos = new Vector2(torso.SimPosition.X, floorY);
float walkPosX = (float)Math.Cos(walkPos);
float walkPosY = (float)Math.Sin(walkPos);
float runningModifier = (float)Math.Max(Math.Abs(movement.X) / 1.5f, 1.0);
Vector2 stepSize = new Vector2(
this.stepSize.X * walkPosX * runningModifier,
this.stepSize.Y * walkPosY * runningModifier * runningModifier);
float footMid = (leftFoot.SimPosition.X + rightFoot.SimPosition.X) / 2.0f;
movement = MathUtils.SmoothStep(movement, TargetMovement, 0.5f);
movement.Y = 0.0f;
//place the anchors of the head and the torso to make the ragdoll stand
if (onGround && LowestLimb != null && (LowestLimb.SimPosition.Y-floorY < 0.5f || stairs != null) && head !=null)
{
getUpSpeed = Math.Max(getUpSpeed * (head.SimPosition.Y - colliderPos.Y), 0.25f);
if (stairs != null)
{
if (LowestLimb.SimPosition.Y < stairs.SimPosition.Y) IgnorePlatforms = true;
torso.pullJoint.Enabled = true;
torso.pullJoint.WorldAnchorB = new Vector2(
MathHelper.SmoothStep(torso.SimPosition.X, footMid + movement.X * 0.35f, getUpSpeed * 0.8f),
MathHelper.SmoothStep(torso.SimPosition.Y, colliderPos.Y + TorsoPosition - Math.Abs(walkPosX * 0.05f), getUpSpeed * 3.0f));
head.pullJoint.Enabled = true;
head.pullJoint.WorldAnchorB = new Vector2(
MathHelper.SmoothStep(head.SimPosition.X, footMid + movement.X * 0.4f, getUpSpeed * 0.8f),
MathHelper.SmoothStep(head.SimPosition.Y, colliderPos.Y + HeadPosition - Math.Abs(walkPosX * 0.05f), getUpSpeed * 3.0f));
}
else
{
torso.pullJoint.Enabled = true;
torso.pullJoint.WorldAnchorB =
MathUtils.SmoothStep(torso.SimPosition,
new Vector2(footMid + movement.X * 0.35f, colliderPos.Y + TorsoPosition), getUpSpeed);
head.pullJoint.Enabled = true;
head.pullJoint.WorldAnchorB =
MathUtils.SmoothStep(head.SimPosition,
new Vector2(footMid + movement.X * 0.4f, colliderPos.Y + HeadPosition), getUpSpeed);
}
//moving horizontally
if (TargetMovement.X != 0.0f)
{
//progress the walking animation
walkPos -= (walkCycleSpeed / runningModifier)*0.8f;
MoveLimb(leftFoot,
colliderPos + new Vector2(
stepSize.X,
(stepSize.Y > 0.0f) ? stepSize.Y : -0.15f),
15.0f, true);
MoveLimb(rightFoot,
colliderPos + new Vector2(
-stepSize.X,
(-stepSize.Y > 0.0f) ? -stepSize.Y : -0.15f),
15.0f, true);
if (Math.Sign(stepSize.X) == Math.Sign(Dir))
{
leftFoot.body.SmoothRotate(leftLeg.body.Rotation + MathHelper.PiOver2 * Dir * 1.6f, 20.0f * runningModifier);
}
else if (Math.Sign(-stepSize.X) == Math.Sign(Dir))
{
rightFoot.body.SmoothRotate(rightLeg.body.Rotation + MathHelper.PiOver2 * Dir * 1.6f, 20 * runningModifier);
}
if (walkPosY > 0.0f)
{
GetLimb(LimbType.LeftThigh).body.ApplyTorque(-walkPosY * Dir * Math.Abs(movement.X) * -5.0f);
}
else
{
GetLimb(LimbType.RightThigh).body.ApplyTorque(walkPosY * Dir * Math.Abs(movement.X) * -5.0f);
}
//calculate the positions of hands
handPos = torso.SimPosition;
handPos.X = -walkPosX * 0.1f * runningModifier;
float lowerY = -0.6f + runningModifier/3.5f;
handPos.Y = lowerY + (float)(Math.Abs(Math.Sin(walkPos - Math.PI * 1.5f) * 0.1)) / runningModifier;
Vector2 posAdditon = new Vector2(movement.X*0.07f, 0.0f);
if (stairs!=null)
{
if ((stairs.StairDirection == Direction.Right && movement.X < 0.0f) ||
(stairs.StairDirection == Direction.Left && movement.X > 0.0f))
{
posAdditon.Y -= 0.1f;
}
else
{
posAdditon.Y += 0.1f;
}
}
if (!rightHand.Disabled)
{
rightHand.body.ApplyTorque(walkPosY * runningModifier * Dir);
MoveLimb(rightHand, torso.SimPosition + posAdditon +
new Vector2(
-handPos.X,
(Math.Sign(walkPosX) == Math.Sign(Dir)) ? handPos.Y : lowerY),
15.0f, true);
}
if (!leftHand.Disabled)
{
leftHand.body.ApplyTorque(-walkPosY * runningModifier * Dir);
MoveLimb(leftHand, torso.SimPosition + posAdditon +
new Vector2(
handPos.X,
(Math.Sign(walkPosX) == Math.Sign(-Dir)) ? handPos.Y : lowerY),
15.0f, true);
}
}
else
{
//add torque to the head to do a subtle "breathing" effect
//head.body.ApplyTorque((float)Math.Sin(gameTime.TotalGameTime.TotalMilliseconds / 300) * 0.2f);
//standing still -> "attach" the feet to the ground
float movementFactor = (movement.X / 4.0f) * movement.X * Math.Sign(movement.X);
Vector2 footPos = new Vector2(
colliderPos.X + movementFactor - Dir * 0.05f,
colliderPos.Y - 0.2f - Math.Abs(movementFactor));
MoveLimb(leftFoot, footPos, 2.5f);
MoveLimb(rightFoot, footPos, 2.5f);
leftFoot.body.SmoothRotate(Dir * MathHelper.PiOver2, 5.0f);
rightFoot.body.SmoothRotate(Dir * MathHelper.PiOver2, 5.0f);
//handPos = torso.SimPosition;
//handPos.X += movement.X;
//handPos.Y -= 0.4f;
if (!rightHand.Disabled)
{
// MoveLimb(rightHand, handPos, 0.05f, true);
//rightHand.body.ApplyLinearImpulse((handPos - rightHand.Position));
rightHand.body.SmoothRotate(0.0f, 5.0f);
var rightArm = GetLimb(LimbType.RightArm);
rightArm.body.SmoothRotate(0.0f, 20.0f);
}
if (!leftHand.Disabled)
{
//MoveLimb(leftHand, handPos, 0.05f, true);
//leftHand.body.ApplyLinearImpulse((handPos - leftHand.Position));
leftHand.body.SmoothRotate(0.0f, 5.0f);
var leftArm = GetLimb(LimbType.LeftArm);
leftArm.body.SmoothRotate(0.0f, 20.0f);
}
}
}
for (int i = 0; i < 2; i++)
{
Limb leg = (i == 0) ? rightFoot : leftFoot;
if (leg.SimPosition.Y < torso.SimPosition.Y) continue;
leg.body.ApplyTorque(-Dir * leg.Mass * 20.0f);
}
}
void UpdateSwimming()
{
IgnorePlatforms = true;
Vector2 footPos, handPos;
float surfaceLimiter = 1.0f;
Limb head = GetLimb(LimbType.Head);
if (currentHull != null && (currentHull.Rect.Y - currentHull.Surface > 50.0f) && !head.inWater)
{
surfaceLimiter = (ConvertUnits.ToDisplayUnits(head.SimPosition.Y)-surfaceY);
surfaceLimiter = Math.Max(1.0f, surfaceLimiter);
if (surfaceLimiter > 20.0f) return;
}
Limb torso = GetLimb(LimbType.Torso);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
Limb leftFoot = GetLimb(LimbType.LeftFoot);
Limb rightFoot = GetLimb(LimbType.RightFoot);
Limb leftLeg = GetLimb(LimbType.LeftLeg);
Limb rightLeg = GetLimb(LimbType.RightLeg);
float rotation = MathHelper.WrapAngle(torso.Rotation);
rotation = MathHelper.ToDegrees(rotation);
if (rotation < 0.0f) rotation += 360;
if (!character.IsNetworkPlayer)
{
if (rotation > 20 && rotation < 170)
TargetDir = Direction.Left;
else if (rotation > 190 && rotation < 340)
TargetDir = Direction.Right;
}
if (TargetMovement == Vector2.Zero) return;
float targetSpeed = TargetMovement.Length();
if (targetSpeed > 0.0f) TargetMovement /= targetSpeed;
//if trying to head to the opposite direction, apply torque
//to the torso to flip the ragdoll around
if (Math.Sign(TargetMovement.X) != Dir && TargetMovement.X != 0.0f)
{
float torque = torso.Mass * 10.0f;
torque *= (rotation > 90 && rotation < 270) ? -Dir : Dir;
torso.body.ApplyTorque(torque);
}
movement = MathUtils.SmoothStep(movement, TargetMovement, 0.3f);
//dont try to move upwards if head is already out of water
if (surfaceLimiter > 1.0f && TargetMovement.Y > 0.0f)
{
if (TargetMovement.X == 0.0f)
{
head.body.ApplyForce(head.Mass * new Vector2(-Dir * 5.1f, -5.0f));
torso.body.ApplyForce(torso.Mass * new Vector2(-Dir * 5.1f, -15.0f));
leftFoot.body.ApplyForce(leftFoot.Mass * new Vector2(0.0f, -80.0f));
rightFoot.body.ApplyForce(rightFoot.Mass * new Vector2(0.0f, -80.0f));
}
else
{
TargetMovement = new Vector2(
(float)Math.Sqrt(targetSpeed * targetSpeed - TargetMovement.Y * TargetMovement.Y)
* Math.Sign(TargetMovement.X),
Math.Max(TargetMovement.Y, TargetMovement.Y * 0.2f));
head.body.ApplyTorque(Dir * 0.1f);
}
movement.Y = movement.Y - (surfaceLimiter - 1.0f) * 0.01f;
}
head.body.ApplyForce((new Vector2(movement.X,
movement.Y / surfaceLimiter + 0.2f) - head.body.LinearVelocity * 0.2f) *
20.0f * head.body.Mass);
torso.body.ApplyForce((new Vector2(movement.X,
movement.Y / surfaceLimiter + 0.2f) - torso.body.LinearVelocity * 0.2f) * 10.0f * torso.body.Mass);
walkPos += movement.Length() * 0.15f;
footPos = (leftFoot.SimPosition + rightFoot.SimPosition) / 2.0f;
Vector2 transformedFootPos = new Vector2((float)Math.Sin(walkPos) * 0.3f, 0.0f);
transformedFootPos = Vector2.Transform(
transformedFootPos,
Matrix.CreateRotationZ(torso.body.Rotation));
MoveLimb(leftFoot, footPos + transformedFootPos, 2.5f);
MoveLimb(rightFoot, footPos - transformedFootPos, 2.5f);
//float legCorrection = MathUtils.GetShortestAngle(leftLeg.Rotation, torso.body.Rotation);
//leftLeg.body.ApplyTorque(legCorrection);
//legCorrection = MathUtils.GetShortestAngle(rightLeg.Rotation, torso.body.Rotation);
//rightLeg.body.ApplyTorque(legCorrection);
Vector2 feetExtendForce = new Vector2(
(float)-Math.Sin(torso.body.Rotation),
(float)Math.Cos(torso.body.Rotation));
leftFoot.body.ApplyForce(feetExtendForce);
rightFoot.body.ApplyForce(feetExtendForce);
leftFoot.body.ApplyTorque(leftFoot.body.Mass * -Dir);
rightFoot.body.ApplyTorque(rightFoot.body.Mass * -Dir);
handPos = (torso.SimPosition + head.SimPosition) / 2.0f;
//if (!rightHand.Disabled) rightHand.body.ApplyTorque(leftHand.body.Mass * Dir);
//if (!leftHand.Disabled) leftHand.body.ApplyTorque(leftHand.body.Mass * Dir);
//at the surface, not moving sideways -> hands just float around
if (!headInWater && TargetMovement.X == 0.0f && TargetMovement.Y>0)
{
handPos.X = handPos.X + Dir * 0.6f;
float wobbleAmount = 0.05f;
if (!rightHand.Disabled)
{
MoveLimb(rightHand, new Vector2(
handPos.X + (float)Math.Sin(walkPos / 1.5f) * wobbleAmount,
handPos.Y + (float)Math.Sin(walkPos / 3.5f) * wobbleAmount - 0.0f), 1.5f);
}
if (!leftHand.Disabled)
{
MoveLimb(leftHand, new Vector2(
handPos.X + (float)Math.Sin(walkPos / 2.0f) * wobbleAmount,
handPos.Y + (float)Math.Sin(walkPos / 3.0f) * wobbleAmount - 0.0f), 1.5f);
}
return;
}
handPos += head.LinearVelocity * 0.1f;
float handCyclePos = walkPos / 2.0f;
float handPosX = (float)Math.Cos(handCyclePos * Dir) * 0.4f;
float handPosY = (float)Math.Sin(handCyclePos * Dir) * 0.7f;
handPosY = MathHelper.Clamp(handPosY, -0.6f, 0.6f);
Matrix rotationMatrix = Matrix.CreateRotationZ(torso.Rotation);
if (!rightHand.Disabled)
{
Vector2 rightHandPos = new Vector2(-handPosX, -handPosY);
rightHandPos.X = (Dir == 1.0f) ? Math.Max(0.2f, rightHandPos.X) : Math.Min(-0.2f, rightHandPos.X);
rightHandPos = Vector2.Transform(rightHandPos, rotationMatrix);
MoveLimb(rightHand, handPos + rightHandPos, 3.5f);
}
if (!leftHand.Disabled)
{
Vector2 leftHandPos = new Vector2(handPosX, handPosY);
leftHandPos.X = (Dir == 1.0f) ? Math.Max(0.2f, leftHandPos.X) : Math.Min(-0.2f, leftHandPos.X);
leftHandPos = Vector2.Transform(leftHandPos, rotationMatrix);
MoveLimb(leftHand, handPos + leftHandPos, 3.5f);
}
}
void UpdateClimbing()
{
if (character.SelectedConstruction == null)
{
Anim = Animation.None;
return;
}
onGround = false;
IgnorePlatforms = true;
movement = MathUtils.SmoothStep(movement, TargetMovement, 0.3f);
Vector2 footPos, handPos;
Limb leftFoot = GetLimb(LimbType.LeftFoot);
Limb rightFoot = GetLimb(LimbType.RightFoot);
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
Limb waist = GetLimb(LimbType.Waist);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb rightHand = GetLimb(LimbType.RightHand);
Vector2 ladderSimPos = ConvertUnits.ToSimUnits(
character.SelectedConstruction.Rect.X + character.SelectedConstruction.Rect.Width / 2.0f,
character.SelectedConstruction.Rect.Y);
MoveLimb(head, new Vector2(ladderSimPos.X - 0.27f * Dir, head.SimPosition.Y + 0.05f), 10.5f);
MoveLimb(torso, new Vector2(ladderSimPos.X - 0.27f * Dir, torso.SimPosition.Y), 10.5f);
MoveLimb(waist, new Vector2(ladderSimPos.X - 0.35f * Dir, waist.SimPosition.Y), 10.5f);
float stepHeight = ConvertUnits.ToSimUnits(30.0f);
handPos = new Vector2(
ladderSimPos.X,
head.SimPosition.Y + 0.5f + movement.Y * 0.1f - ladderSimPos.Y);
MoveLimb(leftHand,
new Vector2(handPos.X,
MathUtils.Round(handPos.Y - stepHeight, stepHeight * 2.0f) + stepHeight + ladderSimPos.Y),
5.2f);
MoveLimb(rightHand,
new Vector2(handPos.X,
MathUtils.Round(handPos.Y, stepHeight * 2.0f) + ladderSimPos.Y),
5.2f);
leftHand.body.ApplyTorque(Dir * 2.0f);
rightHand.body.ApplyTorque(Dir * 2.0f);
footPos = new Vector2(
handPos.X - Dir*0.05f,
head.SimPosition.Y - stepHeight * 2.7f - ladderSimPos.Y);
//if (movement.Y < 0) footPos.Y += 0.05f;
MoveLimb(leftFoot,
new Vector2(footPos.X,
MathUtils.Round(footPos.Y + stepHeight, stepHeight * 2.0f) - stepHeight + ladderSimPos.Y),
15.5f, true);
MoveLimb(rightFoot,
new Vector2(footPos.X,
MathUtils.Round(footPos.Y, stepHeight * 2.0f) + ladderSimPos.Y),
15.5f, true);
//apply torque to the legs to make the knees bend
Limb leftLeg = GetLimb(LimbType.LeftLeg);
Limb rightLeg = GetLimb(LimbType.RightLeg);
leftLeg.body.ApplyTorque(Dir * -8.0f);
rightLeg.body.ApplyTorque(Dir * -8.0f);
//apply forces to the head and the torso to move the character up/down
float movementFactor = (handPos.Y / stepHeight) * (float)Math.PI;
movementFactor = 0.8f + (float)Math.Abs(Math.Sin(movementFactor));
Vector2 climbForce = new Vector2(0.0f, movement.Y + 0.4f) * movementFactor;
torso.body.ApplyForce(climbForce * 40.0f * torso.Mass);
head.body.SmoothRotate(0.0f);
Rectangle trigger = character.SelectedConstruction.Prefab.Triggers.First();
trigger = character.SelectedConstruction.TransformTrigger(trigger);
//stop climbing if:
// - going too fast (can't grab a ladder while falling)
// - moving sideways
// - reached the top or bottom of the ladder
if (Math.Abs(torso.LinearVelocity.Y) > 5.0f ||
TargetMovement.X != 0.0f ||
(TargetMovement.Y < 0.0f && ConvertUnits.ToSimUnits(trigger.Height) + handPos.Y < HeadPosition*1.5f) ||
(TargetMovement.Y > 0.0f && handPos.Y > 0.3f))
{
Anim = Animation.None;
character.SelectedConstruction = null;
IgnorePlatforms = false;
}
}
void UpdateStruggling()
{
Limb leftLeg = GetLimb(LimbType.LeftFoot);
Limb rightLeg = GetLimb(LimbType.RightFoot);
Limb torso = GetLimb(LimbType.Torso);
walkPos += 0.2f;
if (inWater) return;
Vector2 footPos = torso.body.Position+ new Vector2(TorsoPosition*Dir,0.0f);
MoveLimb(leftLeg, footPos, 0.7f);
MoveLimb(rightLeg, footPos, 0.7f);
}
public override void HoldItem(float deltaTime, Camera cam, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, float holdAngle)
{
//calculate the handle positions
Matrix itemTransfrom = Matrix.CreateRotationZ(item.body.Rotation);
Vector2[] transformedHandlePos = new Vector2[2];
transformedHandlePos[0] = Vector2.Transform(handlePos[0], itemTransfrom);
transformedHandlePos[1] = Vector2.Transform(handlePos[1], itemTransfrom);
Limb head = GetLimb(LimbType.Head);
Limb torso = GetLimb(LimbType.Torso);
Limb leftHand = GetLimb(LimbType.LeftHand);
Limb leftArm = GetLimb(LimbType.LeftArm);
Limb rightHand = GetLimb(LimbType.RightHand);
Limb rightArm = GetLimb(LimbType.RightArm);
Vector2 itemPos = character.SecondaryKeyDown.State ? aimPos : holdPos;
float itemAngle;
if (character.SecondaryKeyDown.State && itemPos != Vector2.Zero)
{
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
Vector2 diff = (mousePos - torso.SimPosition) * Dir;
holdAngle = MathUtils.VectorToAngle(new Vector2(diff.X, diff.Y * Dir)) - torso.body.Rotation * Dir;
holdAngle = MathHelper.Clamp(MathUtils.WrapAnglePi(holdAngle), -1.3f, 1.0f);
itemAngle = (torso.body.Rotation + holdAngle * Dir);
head.body.SmoothRotate(itemAngle);
if (TargetMovement == Vector2.Zero && inWater)
{
torso.body.SmoothRotate(0.2f * Dir);
torso.body.ApplyForce(torso.body.LinearVelocity * -0.5f);
}
}
else
{
itemAngle = (torso.body.Rotation + holdAngle * Dir);
}
Vector2 shoulderPos = limbJoints[2].WorldAnchorA;
Vector2 transformedHoldPos = shoulderPos;
if (itemPos == Vector2.Zero)
{
if (character.SelectedItems[0] == item)
{
transformedHoldPos = rightHand.pullJoint.WorldAnchorA - transformedHandlePos[0];
itemAngle = (rightHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
//rightHand.Disabled = true;
}
if (character.SelectedItems[1] == item)
{
transformedHoldPos = leftHand.pullJoint.WorldAnchorA - transformedHandlePos[1];
itemAngle = (leftHand.Rotation + (holdAngle - MathHelper.PiOver2) * Dir);
//leftHand.Disabled = true;
}
}
else
{
if (character.SelectedItems[0] == item)
{
rightHand.Disabled = true;
}
if (character.SelectedItems[1] == item)
{
leftHand.Disabled = true;
}
itemPos.X = itemPos.X * Dir;
Matrix torsoTransform = Matrix.CreateRotationZ(itemAngle);
transformedHoldPos += Vector2.Transform(itemPos, torsoTransform);
}
Vector2 bodyVelocity = torso.body.LinearVelocity / 60.0f;
item.body.ResetDynamics();
item.body.SetTransform(MathUtils.SmoothStep(item.body.Position, transformedHoldPos + bodyVelocity, 0.5f), itemAngle);
//item.body.SmoothRotate(itemAngle, 50.0f);
for (int i = 0; i < 2; i++)
{
if (character.SelectedItems[i] != item) continue;
if (itemPos == Vector2.Zero) continue;
Limb hand = (i == 0) ? rightHand : leftHand;
Limb arm = (i == 0) ? rightArm : leftArm;
//hand length
float a = 37.0f;
//arm length
float b = 28.0f;
//distance from shoulder to holdpos
float c = ConvertUnits.ToDisplayUnits(Vector2.Distance(transformedHoldPos + transformedHandlePos[i], shoulderPos));
c = MathHelper.Clamp(a + b - 1, b-a, c);
float ang2 = MathUtils.VectorToAngle((transformedHoldPos + transformedHandlePos[i]) - shoulderPos)+MathHelper.PiOver2;
float armAngle = MathUtils.SolveTriangleSSS(a, b, c);
float handAngle = MathUtils.SolveTriangleSSS(b, a, c);
arm.body.SmoothRotate((ang2 - armAngle * Dir), 20.0f);
hand.body.SmoothRotate((ang2 + handAngle * Dir), 100.0f);
}
}
public override void Flip()
{
base.Flip();
Limb torso = GetLimb(LimbType.Torso);
Vector2 difference;
Matrix torsoTransform = Matrix.CreateRotationZ(torso.Rotation);
for (int i = 0; i < character.SelectedItems.Length; i++)
{
if (character.SelectedItems[i] != null)
{
difference = character.SelectedItems[i].body.Position - torso.SimPosition;
difference = Vector2.Transform(difference, torsoTransform);
difference.Y = -difference.Y;
character.SelectedItems[i].body.SetTransform(
torso.SimPosition + Vector2.Transform(difference, -torsoTransform),
MathUtils.WrapAngleTwoPi(-character.SelectedItems[i].body.Rotation));
}
}
foreach (Limb l in limbs)
{
switch (l.type)
{
case LimbType.LeftHand:
case LimbType.LeftArm:
case LimbType.RightHand:
case LimbType.RightArm:
difference = l.body.Position - torso.SimPosition;
difference = Vector2.Transform(difference, torsoTransform);
difference.Y = -difference.Y;
l.body.SetTransform(torso.SimPosition + Vector2.Transform(difference, -torsoTransform), -l.body.Rotation);
break;
default:
if (!inWater) l.body.SetTransform(l.body.Position,
MathUtils.WrapAnglePi(l.body.Rotation * (l.DoesFlip ? -1.0f : 1.0f)));
break;
}
}
}
}
}

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using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface
{
class Skill
{
string name;
int level;
public string Name
{
get { return name; }
}
public int Level
{
get { return level; }
}
public Skill(string name, int level)
{
this.name = name;
this.level = level;
}
}
class Job
{
private JobPrefab prefab;
private Dictionary<string, Skill> skills;
public string Name
{
get { return prefab.Name; }
}
public string Description
{
get { return prefab.Description; }
}
public JobPrefab Prefab
{
get { return prefab; }
}
public List<string> SpawnItemNames
{
get { return prefab.ItemNames; }
}
public List<Skill> Skills
{
get { return skills.Values.ToList(); }
}
//public List<float> SkillLevels
//{
// get { return skills.Values.ToList(); }
//}
public Job(JobPrefab jobPrefab)
{
prefab = jobPrefab;
skills = new Dictionary<string, Skill>();
foreach (KeyValuePair<string, Vector2> skill in prefab.Skills)
{
skills.Add(
skill.Key,
new Skill( skill.Key, (int)Rand.Range(skill.Value.X, skill.Value.Y, false)));
}
}
public Job(XElement element)
{
string name = ToolBox.GetAttributeString(element, "name", "").ToLower();
prefab = JobPrefab.List.Find(jp => jp.Name.ToLower() == name);
skills = new Dictionary<string, Skill>();
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "skill") continue;
string skillName = ToolBox.GetAttributeString(subElement, "name", "");
if (string.IsNullOrEmpty(name)) continue;
skills.Add(
skillName,
new Skill(skillName, ToolBox.GetAttributeInt(subElement, "level", 0)));
}
}
public static Job Random()
{
JobPrefab prefab = JobPrefab.List[Rand.Int(JobPrefab.List.Count-1, false)];
return new Job(prefab);
}
public int GetSkillLevel(string skillName)
{
Skill skill = null;
skills.TryGetValue(skillName, out skill);
return (skill==null) ? 0 : skill.Level;
}
public virtual XElement Save(XElement parentElement)
{
XElement jobElement = new XElement("job");
jobElement.Add(new XAttribute("name", Name));
foreach (KeyValuePair<string, Skill> skill in skills)
{
jobElement.Add(new XElement("skill", new XAttribute("name", skill.Value.Name), new XAttribute("level", skill.Value.Level)));
}
parentElement.Add(jobElement);
return jobElement;
}
}
}

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using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Globalization;
using System.Xml.Linq;
namespace Subsurface
{
class JobPrefab
{
public static List<JobPrefab> List;
string name;
string description;
//how many crew members can have the job (only one captain etc)
private int maxNumber;
//how many crew members are REQUIRED to have a job
//(i.e. if one captain is required, one captain is chosen even if all the players have set captain to lowest preference)
private int minNumber;
//if set to true, a client that has chosen this as their preferred job will get it no matter what
public bool AllowAlways
{
get;
private set;
}
//names of the items the character spawns with
public List<string> ItemNames;
public Dictionary<string, Vector2> Skills;
public string Name
{
get { return name; }
}
public string Description
{
get { return description; }
}
public int MaxNumber
{
get { return maxNumber; }
}
public int MinNumber
{
get { return minNumber; }
}
public JobPrefab(XElement element)
{
name = element.Name.ToString();
description = ToolBox.GetAttributeString(element, "description", "");
minNumber = ToolBox.GetAttributeInt(element, "minnumber", 0);
maxNumber = ToolBox.GetAttributeInt(element, "maxnumber", 10);
AllowAlways = ToolBox.GetAttributeBool(element, "allowalways", false);
ItemNames = new List<string>();
Skills = new Dictionary<string, Vector2>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "item":
string itemName = ToolBox.GetAttributeString(subElement, "name", "");
if (!string.IsNullOrEmpty(itemName)) ItemNames.Add(itemName);
break;
case "skills":
LoadSkills(subElement);
break;
}
}
}
public static JobPrefab Random()
{
return List[Rand.Int(List.Count)];
}
private void LoadSkills(XElement element)
{
foreach (XElement subElement in element.Elements())
{
string skillName = ToolBox.GetAttributeString(subElement, "name", "");
if (string.IsNullOrEmpty(skillName) || Skills.ContainsKey(skillName)) continue;
var levelString = ToolBox.GetAttributeString(subElement, "level", "");
if (levelString.Contains(","))
{
Skills.Add(skillName, ToolBox.ParseToVector2(levelString, false));
}
else
{
float skillLevel = float.Parse(levelString, CultureInfo.InvariantCulture);
Skills.Add(skillName, new Vector2(skillLevel, skillLevel));
}
}
}
public static void LoadAll(List<string> filePaths)
{
List = new List<JobPrefab>();
foreach (string filePath in filePaths)
{
XDocument doc = ToolBox.TryLoadXml(filePath);
if (doc == null) return;
foreach (XElement element in doc.Root.Elements())
{
JobPrefab job = new JobPrefab(element);
List.Add(job);
}
}
}
}
}

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using System;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface
{
public enum LimbType
{
None, LeftHand, RightHand, LeftArm, RightArm,
LeftLeg, RightLeg, LeftFoot, RightFoot, Head, Torso, Tail, Legs, RightThigh, LeftThigh, Waist
};
class Limb
{
private const float LimbDensity = 15;
private const float LimbAngularDamping = 7;
public readonly Character character;
//the physics body of the limb
public PhysicsBody body;
private Texture2D bodyShapeTexture;
private readonly int refJointIndex;
private readonly float steerForce;
private readonly bool doesFlip;
public Sprite sprite;
public bool inWater;
public FixedMouseJoint pullJoint;
public readonly LimbType type;
public readonly bool ignoreCollisions;
//private readonly float maxHealth;
//private float damage;
//private float bleeding;
public readonly float impactTolerance;
private readonly Vector2 armorSector;
private readonly float armorValue;
Sound hitSound;
//a timer for delaying when a hitsound/attacksound can be played again
public float soundTimer;
public const float SoundInterval = 0.2f;
public readonly Attack attack;
private Direction dir;
private Item wearingItem;
private Sprite wearingItemSprite;
private Vector2 animTargetPos;
public Texture2D BodyShapeTexture
{
get { return bodyShapeTexture; }
}
public bool DoesFlip
{
get { return doesFlip; }
}
public Vector2 Position
{
get { return ConvertUnits.ToDisplayUnits(body.Position); }
}
public Vector2 SimPosition
{
get { return body.Position; }
}
public float Rotation
{
get { return body.Rotation; }
}
public Vector2 AnimTargetPos
{
get { return animTargetPos; }
}
public float SteerForce
{
get { return steerForce; }
}
public float Mass
{
get { return body.Mass; }
}
public bool Disabled { get; set; }
public Sound HitSound
{
get { return hitSound; }
}
public Vector2 LinearVelocity
{
get { return body.LinearVelocity; }
}
public float Dir
{
get { return ((dir == Direction.Left) ? -1.0f : 1.0f); }
set { dir = (value==-1.0f) ? Direction.Left : Direction.Right; }
}
public int RefJointIndex
{
get { return refJointIndex; }
}
//public float Damage
//{
// get { return damage; }
// set
// {
// damage = Math.Max(value, 0.0f);
// if (damage >=maxHealth) character.Kill();
// }
//}
//public float MaxHealth
//{
// get { return maxHealth; }
//}
//public float Bleeding
//{
// get { return bleeding; }
// set { bleeding = MathHelper.Clamp(value, 0.0f, 100.0f); }
//}
public Item WearingItem
{
get { return wearingItem; }
set { wearingItem = value; }
}
public Sprite WearingItemSprite
{
get { return wearingItemSprite; }
set { wearingItemSprite = value; }
}
public Limb (Character character, XElement element)
{
this.character = character;
dir = Direction.Right;
doesFlip = ToolBox.GetAttributeBool(element, "flip", false);
body = new PhysicsBody(element);
if (ToolBox.GetAttributeBool(element, "ignorecollisions", false))
{
body.CollisionCategories = Category.None;
body.CollidesWith = Category.None;
ignoreCollisions = true;
}
else
{
//limbs don't collide with each other
body.CollisionCategories = Physics.CollisionCharacter;
body.CollidesWith = Physics.CollisionAll & ~Physics.CollisionCharacter & ~Physics.CollisionMisc;
}
impactTolerance = ToolBox.GetAttributeFloat(element, "impacttolerance", 8.0f);
body.UserData = this;
refJointIndex = -1;
if (element.Attribute("type") != null)
{
try
{
type = (LimbType)Enum.Parse(typeof(LimbType), element.Attribute("type").Value, true);
}
catch
{
type = LimbType.None;
DebugConsole.ThrowError("Error in "+element+"! ''"+element.Attribute("type").Value+"'' is not a valid limb type");
}
Vector2 jointPos = ToolBox.GetAttributeVector2(element, "pullpos", Vector2.Zero);
jointPos = ConvertUnits.ToSimUnits(jointPos);
refJointIndex = ToolBox.GetAttributeInt(element, "refjoint", -1);
pullJoint = new FixedMouseJoint(body.FarseerBody, jointPos);
pullJoint.Enabled = false;
pullJoint.MaxForce = 150.0f * body.Mass;
Game1.World.AddJoint(pullJoint);
}
else
{
type = LimbType.None;
}
steerForce = ToolBox.GetAttributeFloat(element, "steerforce", 0.0f);
//maxHealth = Math.Max(ToolBox.GetAttributeFloat(element, "health", 100.0f),1.0f);
armorSector = ToolBox.GetAttributeVector2(element, "armorsector", Vector2.Zero);
armorSector.X = MathHelper.ToRadians(armorSector.X);
armorSector.Y = MathHelper.ToRadians(armorSector.Y);
armorValue = Math.Max(ToolBox.GetAttributeFloat(element, "armor", 1.0f), 1.0f);
body.BodyType = BodyType.Dynamic;
body.FarseerBody.AngularDamping = LimbAngularDamping;
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString())
{
case "sprite":
string spritePath = subElement.Attribute("texture").Value;
if (character.Info!=null)
{
spritePath = spritePath.Replace("[GENDER]", (character.Info.Gender == Gender.Female) ? "f" : "");
spritePath = spritePath.Replace("[HEADID]", character.Info.HeadSpriteId.ToString());
}
sprite = new Sprite(subElement, "", spritePath);
break;
case "attack":
attack = new Attack(subElement);
break;
case "sound":
hitSound = Sound.Load(ToolBox.GetAttributeString(subElement, "file", ""));
break;
}
}
}
public void Move(Vector2 pos, float amount, bool pullFromCenter=false)
{
Vector2 pullPos = body.Position;
if (pullJoint!=null && !pullFromCenter)
{
pullPos = pullJoint.WorldAnchorA;
}
animTargetPos = pos;
Vector2 vel = body.LinearVelocity;
Vector2 deltaPos = pos - pullPos;
deltaPos *= amount;
body.ApplyLinearImpulse((deltaPos - vel * 0.5f) * body.Mass, pullPos);
}
public AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, bool playSound)
{
DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
bool hitArmor = false;
if (armorSector != Vector2.Zero)
{
float rot = body.Rotation;
if (Dir == -1) rot -= MathHelper.Pi;
Vector2 armorLimits = new Vector2(rot-armorSector.X*Dir, rot-armorSector.Y*Dir);
float mid = (armorLimits.X + armorLimits.Y) / 2.0f;
float angleDiff = MathUtils.GetShortestAngle(MathUtils.VectorToAngle(position - SimPosition), mid);
if (Math.Abs(angleDiff) < (armorSector.Y - armorSector.X) / 2.0f)
{
hitArmor = true;
damageSoundType = DamageSoundType.LimbArmor;
amount /= armorValue;
bleedingAmount /= armorValue;
}
}
if (playSound)
{
AmbientSoundManager.PlayDamageSound(damageSoundType, amount, position);
}
//Bleeding += bleedingAmount;
//Damage += amount;
float bloodAmount = hitArmor ? 0 : (int)Math.Min((int)(amount * 2.0f), 20);
//if (closestLimb.Damage>=100.0f)
//{
// bloodAmount *= 2;
// foreach (var joint in animController.limbJoints)
// {
// if (!(joint.BodyA == closestLimb.body.FarseerBody) && !(joint.BodyB == closestLimb.body.FarseerBody)) continue;
// joint.Enabled = false;
// break;
// }
//}
for (int i = 0; i < bloodAmount; i++)
{
Vector2 particleVel = SimPosition - position;
if (particleVel != Vector2.Zero) particleVel = Vector2.Normalize(particleVel);
Game1.ParticleManager.CreateParticle("blood",
SimPosition,
particleVel * Rand.Range(1.0f, 3.0f));
}
for (int i = 0; i < bloodAmount / 2; i++)
{
Game1.ParticleManager.CreateParticle("waterblood", SimPosition, Vector2.Zero);
}
return new AttackResult(amount, bleedingAmount, hitArmor);
}
public void Update(float deltaTime)
{
if (LinearVelocity.X>100.0f)
{
DebugConsole.ThrowError("CHARACTER EXPLODED");
foreach (Limb limb in character.AnimController.limbs)
{
limb.body.ResetDynamics();
limb.body.SetTransform(body.Position, 0.0f);
}
}
if (inWater)
{
//buoyancy
Vector2 buoyancy = new Vector2(0, Mass * 9.6f);
//drag
Vector2 velDir = Vector2.Normalize(LinearVelocity);
Vector2 line = new Vector2((float)Math.Cos(body.Rotation), (float)Math.Sin(body.Rotation));
line *= ConvertUnits.ToSimUnits(sprite.size.Y);
Vector2 normal = new Vector2(-line.Y, line.X);
normal = Vector2.Normalize(-normal);
float dragDot = Vector2.Dot(normal, velDir);
Vector2 dragForce = Vector2.Zero;
if (dragDot > 0)
{
float vel = LinearVelocity.Length();
float drag = dragDot * vel * vel
* ConvertUnits.ToSimUnits(sprite.size.Y);
dragForce = drag * -velDir;
if (dragForce.Length() > 100.0f) { }
}
body.ApplyForce(dragForce + buoyancy);
body.ApplyTorque(body.AngularVelocity * body.Mass * -0.05f);
}
if (character.IsDead) return;
soundTimer -= deltaTime;
//if (MathUtils.RandomFloat(0.0f, 1000.0f) < Bleeding)
//{
// Game1.particleManager.CreateParticle(
// !inWater ? "blood" : "waterblood",
// SimPosition, Vector2.Zero);
//}
}
public void Draw(SpriteBatch spriteBatch)
{
Color color = Color.White;// new Color(1.0f, 1.0f - damage / maxHealth, 1.0f - damage / maxHealth);
body.Dir = Dir;
body.Draw(spriteBatch, sprite, color);
if (wearingItem != null)
{
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
wearingItemSprite.Draw(spriteBatch,
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
color,
-body.DrawRotation,
1.0f, spriteEffect);
}
if (!Game1.DebugDraw) return;
if (pullJoint!=null)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true);
}
if (bodyShapeTexture == null)
{
switch (body.bodyShape)
{
case PhysicsBody.Shape.Rectangle:
bodyShapeTexture = GUI.CreateRectangle(
(int)ConvertUnits.ToDisplayUnits(body.width),
(int)ConvertUnits.ToDisplayUnits(body.height));
break;
case PhysicsBody.Shape.Capsule:
bodyShapeTexture = GUI.CreateCapsule(
(int)ConvertUnits.ToDisplayUnits(body.radius),
(int)ConvertUnits.ToDisplayUnits(body.height));
break;
case PhysicsBody.Shape.Circle:
bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(body.radius));
break;
}
}
spriteBatch.Draw(
bodyShapeTexture,
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
null,
Color.White,
-body.DrawRotation,
new Vector2(bodyShapeTexture.Width / 2, bodyShapeTexture.Height / 2), 1.0f, SpriteEffects.None, 0.0f);
}
public void Remove()
{
sprite.Remove();
body.Remove();
if (hitSound!=null) hitSound.Remove();
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface
{
class Ragdoll
{
public static List<Ragdoll> list = new List<Ragdoll>();
protected Hull currentHull;
public Limb[] limbs;
private Dictionary<LimbType, Limb> limbDictionary;
public RevoluteJoint[] limbJoints;
Character character;
private Limb lowestLimb;
protected float strongestImpact;
float headPosition, headAngle;
float torsoPosition, torsoAngle;
protected double onFloorTimer;
//the movement speed of the ragdoll
public Vector2 movement;
//the target speed towards which movement is interpolated
private Vector2 targetMovement;
//a movement vector that overrides targetmovement if trying to steer
//a character to the position sent by server in multiplayer mode
public Vector2 correctionMovement;
protected float floorY;
protected float surfaceY;
protected bool inWater, headInWater;
public bool onGround;
private bool ignorePlatforms;
protected Structure stairs;
protected Direction dir;
//private byte ID;
public Limb LowestLimb
{
get { return lowestLimb; }
}
public float Mass
{
get;
private set;
}
public Vector2 TargetMovement
{
get
{
return (correctionMovement == Vector2.Zero) ? targetMovement : correctionMovement;
}
set
{
if (float.IsNaN(value.X) || float.IsNaN(value.Y))
{
targetMovement = Vector2.Zero;
return;
}
targetMovement.X = MathHelper.Clamp(value.X, -3.0f, 3.0f);
targetMovement.Y = MathHelper.Clamp(value.Y, -3.0f, 3.0f);
}
}
public float HeadPosition
{
get { return headPosition; }
}
public float HeadAngle
{
get { return headAngle; }
}
public float TorsoPosition
{
get { return torsoPosition; }
}
public float TorsoAngle
{
get { return torsoAngle; }
}
public float Dir
{
get { return ((dir == Direction.Left) ? -1.0f : 1.0f); }
}
public bool InWater
{
get { return inWater; }
}
public bool HeadInWater
{
get { return headInWater; }
}
public Hull CurrentHull
{
get { return currentHull;}
}
public bool IgnorePlatforms
{
get { return ignorePlatforms; }
set
{
if (ignorePlatforms == value) return;
ignorePlatforms = value;
foreach (Limb l in limbs)
{
if (l.ignoreCollisions) continue;
l.body.CollidesWith = (ignorePlatforms) ?
Physics.CollisionWall | Physics.CollisionProjectile | Physics.CollisionStairs
: Physics.CollisionAll & ~Physics.CollisionCharacter & ~Physics.CollisionMisc;
}
}
}
public float StrongestImpact
{
get { return strongestImpact; }
set { strongestImpact = Math.Max(value, strongestImpact); }
}
public Structure Stairs
{
get { return stairs; }
}
public Ragdoll(Character character, XElement element)
{
list.Add(this);
this.character = character;
dir = Direction.Right;
//int limbAmount = ;
limbs = new Limb[element.Elements("limb").Count()];
limbJoints = new RevoluteJoint[element.Elements("joint").Count()];
limbDictionary = new Dictionary<LimbType, Limb>();
headPosition = ToolBox.GetAttributeFloat(element, "headposition", 50.0f);
headPosition = ConvertUnits.ToSimUnits(headPosition);
headAngle = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "headangle", 0.0f));
torsoPosition = ToolBox.GetAttributeFloat(element, "torsoposition", 50.0f);
torsoPosition = ConvertUnits.ToSimUnits(torsoPosition);
torsoAngle = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "torsoangle", 0.0f));
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString())
{
case "limb":
byte ID = Convert.ToByte(subElement.Attribute("id").Value);
Limb limb = new Limb(character, subElement);
limb.body.FarseerBody.OnCollision += OnLimbCollision;
limbs[ID] = limb;
Mass += limb.Mass;
if (!limbDictionary.ContainsKey(limb.type)) limbDictionary.Add(limb.type, limb);
break;
case "joint":
Byte limb1ID = Convert.ToByte(subElement.Attribute("limb1").Value);
Byte limb2ID = Convert.ToByte(subElement.Attribute("limb2").Value);
Vector2 limb1Pos = ToolBox.GetAttributeVector2(subElement, "limb1anchor", Vector2.Zero);
limb1Pos = ConvertUnits.ToSimUnits(limb1Pos);
Vector2 limb2Pos = ToolBox.GetAttributeVector2(subElement, "limb2anchor", Vector2.Zero);
limb2Pos = ConvertUnits.ToSimUnits(limb2Pos);
RevoluteJoint joint = new RevoluteJoint(limbs[limb1ID].body.FarseerBody, limbs[limb2ID].body.FarseerBody, limb1Pos, limb2Pos);
joint.CollideConnected = false;
if (subElement.Attribute("lowerlimit")!=null)
{
joint.LimitEnabled = true;
joint.LowerLimit = float.Parse(subElement.Attribute("lowerlimit").Value) * ((float)Math.PI / 180.0f);
joint.UpperLimit = float.Parse(subElement.Attribute("upperlimit").Value) * ((float)Math.PI / 180.0f);
}
joint.MotorEnabled = true;
joint.MaxMotorTorque = 0.25f;
Game1.World.AddJoint(joint);
for (int i = 0; i < limbJoints.Length; i++ )
{
if (limbJoints[i] != null) continue;
limbJoints[i] = joint;
break;
}
break;
}
}
foreach (var joint in limbJoints)
{
joint.BodyB.SetTransform(
joint.BodyA.Position+joint.LocalAnchorA-joint.LocalAnchorB,
(joint.LowerLimit+joint.UpperLimit)/2.0f);
}
float startDepth = 0.1f;
float increment = 0.0001f;
foreach (Character otherCharacter in Character.CharacterList)
{
if (otherCharacter==character) continue;
startDepth+=increment;
}
foreach (Limb limb in limbs)
{
limb.sprite.Depth = startDepth + limb.sprite.Depth * 0.00001f;
}
}
public bool OnLimbCollision(Fixture f1, Fixture f2, Contact contact)
{
Structure structure = f2.Body.UserData as Structure;
//always collides with bodies other than structures
if (structure == null)
{
CalculateImpact(f1, f2, contact);
return true;
}
if (structure.IsPlatform)
{
if (ignorePlatforms) return false;
//the collision is ignored if the lowest limb is under the platform
if (lowestLimb==null || lowestLimb.Position.Y < structure.Rect.Y) return false;
}
else if (structure.StairDirection!=Direction.None)
{
if (inWater || !(targetMovement.Y>Math.Abs(targetMovement.X/2.0f)) && lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + 50.0f)
{
stairs = null;
return false;
}
if (targetMovement.Y >= 0.0f && lowestLimb.SimPosition.Y > ConvertUnits.ToSimUnits(structure.Rect.Y - Submarine.GridSize.Y * 8.0f))
{
stairs = null;
return false;
}
Limb limb = f1.Body.UserData as Limb;
if (limb != null && (limb.type == LimbType.LeftFoot || limb.type == LimbType.RightFoot))
{
if (contact.Manifold.LocalNormal.Y >= 0.0f)
{
stairs = structure;
return true;
}
else
{
stairs = null;
return false;
}
}
else
{
return false;
}
}
CalculateImpact(f1, f2, contact);
return true;
}
private void CalculateImpact(Fixture f1, Fixture f2, Contact contact)
{
Vector2 normal = contact.Manifold.LocalNormal;
Vector2 avgVelocity = Vector2.Zero;
foreach (Limb limb in limbs)
{
avgVelocity += limb.LinearVelocity;
}
avgVelocity = avgVelocity / limbs.Count();
float impact = Vector2.Dot((f1.Body.LinearVelocity + avgVelocity) / 2.0f, -normal);
if (Game1.Server != null) impact = impact / 2.0f;
Limb l = (Limb)f1.Body.UserData;
if (impact > 1.0f && l.HitSound != null && l.soundTimer <= 0.0f) l.HitSound.Play(Math.Min(impact / 5.0f, 1.0f), impact * 100.0f, l.body.FarseerBody);
if (impact > l.impactTolerance)
{
character.Health -= (impact - l.impactTolerance * 0.1f);
strongestImpact = Math.Max(strongestImpact, impact - l.impactTolerance);
}
}
public virtual void Draw(SpriteBatch spriteBatch)
{
foreach (Limb limb in limbs)
{
limb.Draw(spriteBatch);
}
if (!Game1.DebugDraw) return;
foreach (Limb limb in limbs)
{
if (limb.pullJoint != null)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(limb.pullJoint.WorldAnchorA);
pos.Y = -pos.Y;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
if (limb.AnimTargetPos == Vector2.Zero) continue;
Vector2 pos2 = ConvertUnits.ToDisplayUnits(limb.AnimTargetPos);
pos2.Y = -pos2.Y;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos2.X, (int)pos2.Y, 5, 5), Color.Blue, true, 0.01f);
GUI.DrawLine(spriteBatch, pos, pos2, Color.Green);
}
}
foreach (RevoluteJoint joint in limbJoints)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorA);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
pos = ConvertUnits.ToDisplayUnits(joint.WorldAnchorB);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.White, true);
}
}
public virtual void Flip()
{
dir = (dir == Direction.Left) ? Direction.Right : Direction.Left;
for (int i = 0; i < limbJoints.Count(); i++)
{
float lowerLimit = -limbJoints[i].UpperLimit;
float upperLimit = -limbJoints[i].LowerLimit;
limbJoints[i].LowerLimit = lowerLimit;
limbJoints[i].UpperLimit = upperLimit;
limbJoints[i].LocalAnchorA = new Vector2(-limbJoints[i].LocalAnchorA.X, limbJoints[i].LocalAnchorA.Y);
limbJoints[i].LocalAnchorB = new Vector2(-limbJoints[i].LocalAnchorB.X, limbJoints[i].LocalAnchorB.Y);
}
for (int i = 0; i < limbs.Count(); i++)
{
if (limbs[i] == null) continue;
Vector2 spriteOrigin = limbs[i].sprite.Origin;
spriteOrigin.X = limbs[i].sprite.SourceRect.Width - spriteOrigin.X;
limbs[i].sprite.Origin = spriteOrigin;
limbs[i].Dir = Dir;
if (limbs[i].pullJoint == null) continue;
limbs[i].pullJoint.LocalAnchorA =
new Vector2(
-limbs[i].pullJoint.LocalAnchorA.X,
limbs[i].pullJoint.LocalAnchorA.Y);
}
}
/// <summary>
///
/// </summary>
/// <param name="pullFromCenter">if false, force is applied to the position of pullJoint</param>
protected void MoveLimb(Limb limb, Vector2 pos, float amount, bool pullFromCenter = false)
{
limb.Move(pos, amount, pullFromCenter);
}
public void ResetPullJoints()
{
for (int i = 0; i < limbs.Count(); i++)
{
if (limbs[i] == null) continue;
if (limbs[i].pullJoint == null) continue;
limbs[i].pullJoint.Enabled = false;
}
}
public static void UpdateAll(float deltaTime)
{
foreach (Ragdoll r in list)
{
r.Update(deltaTime);
}
}
public void FindHull()
{
Limb torso = GetLimb(LimbType.Torso);
if (torso==null) torso = GetLimb(LimbType.Head);
currentHull = Hull.FindHull(
ConvertUnits.ToDisplayUnits(torso.SimPosition),
currentHull);
}
public void Update(float deltaTime)
{
UpdateNetplayerPosition();
Vector2 flowForce = Vector2.Zero;
FindLowestLimb();
FindHull();
//ragdoll isn't in any room -> it's in the water
if (currentHull == null)
{
inWater = true;
headInWater = true;
}
else
{
flowForce = GetFlowForce();
inWater = false;
headInWater = false;
if (currentHull.Volume>currentHull.FullVolume*0.95f || ConvertUnits.ToSimUnits(currentHull.Surface)-floorY> HeadPosition*0.95f)
inWater = true;
}
foreach (Limb limb in limbs)
{
Vector2 limbPosition = ConvertUnits.ToDisplayUnits(limb.SimPosition);
//find the room which the limb is in
//the room where the ragdoll is in is used as the "guess", meaning that it's checked first
Hull limbHull = Hull.FindHull(limbPosition, currentHull);
bool prevInWater = limb.inWater;
limb.inWater = false;
if (limbHull==null)
{
//limb isn't in any room -> it's in the water
limb.inWater = true;
}
else if (limbHull.Volume>0.0f && Submarine.RectContains(limbHull.Rect, limbPosition))
{
if (limbPosition.Y < limbHull.Surface)
{
limb.inWater = true;
if (flowForce.Length() > 0.01f)
{
limb.body.ApplyForce(flowForce);
if (flowForce.Length() > 15.0f) surfaceY = limbHull.Surface;
}
surfaceY = limbHull.Surface;
if (limb.type == LimbType.Head)
{
headInWater = true;
surfaceY = limbHull.Surface;
}
}
//the limb has gone through the surface of the water
if (Math.Abs(limb.LinearVelocity.Y) > 3.0 && inWater != prevInWater)
{
//create a splash particle
Subsurface.Particles.Particle splash = Game1.ParticleManager.CreateParticle("watersplash",
new Vector2(limb.SimPosition.X, ConvertUnits.ToSimUnits(limbHull.Surface)),
new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 0.1f)),
0.0f);
if (splash != null) splash.yLimits = ConvertUnits.ToSimUnits(
new Vector2(
limbHull.Rect.Y,
limbHull.Rect.Y - limbHull.Rect.Height));
Game1.ParticleManager.CreateParticle("bubbles",
new Vector2(limb.SimPosition.X, ConvertUnits.ToSimUnits(limbHull.Surface)),
limb.LinearVelocity*0.001f,
0.0f);
//if the character dropped into water, create a wave
if (limb.LinearVelocity.Y<0.0f)
{
//1.0 when the limb is parallel to the surface of the water
// = big splash and a large impact
float parallel = (float)Math.Abs(Math.Sin(limb.Rotation));
Vector2 impulse = Vector2.Multiply(limb.LinearVelocity, -parallel * limb.Mass);
//limb.body.ApplyLinearImpulse(impulse);
int n = (int)((limbPosition.X - limbHull.Rect.X) / Hull.WaveWidth);
limbHull.WaveVel[n] = Math.Min(impulse.Y * 1.0f, 5.0f);
StrongestImpact = ((impulse.Length() * 0.5f) - limb.impactTolerance);
}
}
}
limb.Update(deltaTime);
}
}
private void UpdateNetplayerPosition()
{
Limb refLimb = GetLimb(LimbType.Torso);
if (refLimb== null) refLimb = GetLimb(LimbType.Head);
if (refLimb.body.TargetPosition == Vector2.Zero) return;
//if the limb is further away than resetdistance, all limbs are immediately snapped to their targetpositions
float resetDistance = 1.5f;
//if the limb is closer than alloweddistance, limb positions aren't updated
float allowedDistance = 0.1f;
float dist = Vector2.Distance(limbs[0].body.Position, refLimb.body.TargetPosition);
bool resetAll = (dist > resetDistance && character.LargeUpdateTimer == 1);
Vector2 newMovement = (refLimb.body.TargetPosition - refLimb.body.Position);
if (newMovement == Vector2.Zero || newMovement.Length() < allowedDistance)
{
refLimb.body.TargetPosition = Vector2.Zero;
correctionMovement = Vector2.Zero;
return;
}
else
{
if (inWater)
{
foreach (Limb limb in limbs)
{
if (limb.body.TargetPosition == Vector2.Zero) continue;
limb.body.SetTransform(limb.SimPosition + newMovement * 0.1f, limb.Rotation);
}
}
else
{
correctionMovement = Vector2.Normalize(newMovement) * ((targetMovement == Vector2.Zero) ? 1.0f : targetMovement.Length());
}
}
if (resetAll)
{
System.Diagnostics.Debug.WriteLine("resetall");
foreach (Limb limb in limbs)
{
if (limb.body.TargetPosition == Vector2.Zero) continue;
limb.body.LinearVelocity = limb.body.TargetVelocity;
limb.body.AngularVelocity = limb.body.TargetAngularVelocity;
limb.body.SetTransform(limb.body.TargetPosition, limb.body.TargetRotation);
limb.body.TargetPosition = Vector2.Zero;
}
}
}
private Vector2 GetFlowForce()
{
Vector2 limbPos = ConvertUnits.ToDisplayUnits(limbs[0].SimPosition);
Vector2 force = Vector2.Zero;
foreach (MapEntity e in MapEntity.mapEntityList)
{
Gap gap = e as Gap;
if (gap == null || gap.FlowTargetHull!=currentHull ||gap.FlowForce == Vector2.Zero) continue;
Vector2 gapPos = gap.SimPosition;
float dist = Vector2.Distance(limbPos, gapPos);
force += Vector2.Normalize(gap.FlowForce)*(Math.Max(gap.FlowForce.Length() - dist, 0.0f)/1000.0f);
}
if (force.Length() > 20.0f) return force;
return force;
}
public Limb GetLimb(LimbType limbType)
{
Limb limb = null;
limbDictionary.TryGetValue(limbType, out limb);
return limb;
}
public void FindLowestLimb()
{
//find the lowest limb
lowestLimb = null;
foreach (Limb limb in limbs)
{
if (lowestLimb == null)
lowestLimb = limb;
else if (limb.SimPosition.Y < lowestLimb.SimPosition.Y)
lowestLimb = limb;
}
}
public void Remove()
{
foreach (Limb l in limbs) l.Remove();
foreach (RevoluteJoint joint in limbJoints)
{
Game1.World.RemoveJoint(joint);
}
}
}
}

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using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Subsurface
{
class StatusEffect
{
[Flags]
public enum TargetType
{
This = 1, Parent = 2, Character = 4, Contained = 8, Nearby = 16, UseTarget=32
}
private TargetType targetTypes;
private string[] targetNames;
public string[] propertyNames;
private object[] propertyEffects;
private bool disableDeltaTime;
private string[] onContainingNames;
public readonly ActionType type;
private Explosion explosion;
private Sound sound;
public TargetType Targets
{
get { return targetTypes; }
}
public string[] TargetNames
{
get { return targetNames; }
}
public string[] OnContainingNames
{
get { return onContainingNames; }
}
public static StatusEffect Load(XElement element)
{
if (element.Attribute("delay")!=null)
{
return new DelayedEffect(element);
}
else
{
return new StatusEffect(element);
}
}
protected StatusEffect(XElement element)
{
IEnumerable<XAttribute> attributes = element.Attributes();
List<XAttribute> propertyAttributes = new List<XAttribute>();
disableDeltaTime = ToolBox.GetAttributeBool(element, "disabledeltatime", false);
foreach (XAttribute attribute in attributes)
{
switch (attribute.Name.ToString())
{
case "type":
try
{
type = (ActionType)Enum.Parse(typeof(ActionType), attribute.Value, true);
}
catch
{
string[] split = attribute.Value.Split('=');
type = (ActionType)Enum.Parse(typeof(ActionType), split[0], true);
string[] containingNames = split[1].Split(',');
onContainingNames = new string[containingNames.Count()];
for (int i =0; i < containingNames.Count(); i++)
{
onContainingNames[i] = containingNames[i].Trim();
}
}
break;
case "target":
string[] Flags = attribute.Value.Split(',');
foreach (string s in Flags)
{
targetTypes |= (TargetType)Enum.Parse(typeof(TargetType), s, true);
}
break;
case "targetnames":
string[] names = attribute.Value.Split(',');
targetNames = new string[names.Count()];
for (int i=0; i < names.Count(); i++ )
{
targetNames[i] = names[i].Trim();
}
break;
case "sound":
sound = Sound.Load(attribute.Value.ToString());
break;
default:
propertyAttributes.Add(attribute);
break;
}
}
int count = propertyAttributes.Count();
propertyNames = new string[count];
propertyEffects = new object[count];
int n = 0;
foreach (XAttribute attribute in propertyAttributes)
{
propertyNames[n] = attribute.Name.ToString().ToLower();
propertyEffects[n] = ToolBox.GetAttributeObject(attribute);
n++;
}
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "explosion":
explosion = new Explosion(subElement);
break;
}
}
//oxygen = ToolBox.GetAttributeFloat(element, "oxygen", 0.0f);
//deteriorateOnActive = ToolBox.GetAttributeFloat(element, "deteriorateonactive", 0.0f);
//deteriorateOnUse = ToolBox.GetAttributeFloat(element, "deteriorateonuse", 0.0f);
}
//public virtual void Apply(ActionType type, float deltaTime, Item item, Character character = null)
//{
// if (this.type == type) Apply(deltaTime, character, item);
//}
public virtual void Apply(ActionType type, float deltaTime, Entity entity, IPropertyObject target)
{
if (targetNames != null && !targetNames.Contains(target.Name)) return;
List<IPropertyObject> targets = new List<IPropertyObject>();
targets.Add(target);
if (this.type == type) Apply(deltaTime, entity, targets);
}
public virtual void Apply(ActionType type, float deltaTime, Entity entity, List<IPropertyObject> targets)
{
if (this.type == type) Apply(deltaTime, entity, targets);
}
protected virtual void Apply(float deltaTime, Entity entity, List<IPropertyObject> targets)
{
if (explosion != null) explosion.Explode(entity.SimPosition);
if (sound != null) sound.Play(1.0f, 1000.0f, ConvertUnits.ToDisplayUnits(entity.SimPosition));
for (int i = 0; i < propertyNames.Count(); i++)
{
ObjectProperty property;
foreach (IPropertyObject target in targets)
{
if (targetNames!=null && !targetNames.Contains(target.Name)) continue;
if (!target.ObjectProperties.TryGetValue(propertyNames[i], out property)) continue;
ApplyToProperty(property, propertyEffects[i], deltaTime);
}
}
}
//protected virtual void Apply(float deltaTime, Character character, Item item)
//{
// if (explosion != null) explosion.Explode(item.SimPosition);
// if (sound != null) sound.Play(1.0f, 1000.0f, item.body.FarseerBody);
// for (int i = 0; i < propertyNames.Count(); i++)
// {
// ObjectProperty property;
// if (character!=null && character.properties.TryGetValue(propertyNames[i], out property))
// {
// ApplyToProperty(property, propertyEffects[i], deltaTime);
// }
// if (item == null) continue;
// if (item.properties.TryGetValue(propertyNames[i], out property))
// {
// ApplyToProperty(property, propertyEffects[i], deltaTime);
// }
// foreach (ItemComponent ic in item.components)
// {
// if (!ic.properties.TryGetValue(propertyNames[i], out property)) continue;
// ApplyToProperty(property, propertyEffects[i], deltaTime);
// }
// }
//}
protected void ApplyToProperty(ObjectProperty property, object value, float deltaTime)
{
if (disableDeltaTime) deltaTime = 1.0f;
Type type = value.GetType();
if (type == typeof(float))
{
property.TrySetValue((float)property.GetValue() + (float)value * deltaTime);
}
else if (type == typeof(int))
{
property.TrySetValue((int)property.GetValue() + (int)value * deltaTime);
}
else if (type == typeof(bool))
{
property.TrySetValue((bool)value);
}
else if (type == typeof(string))
{
property.TrySetValue((string)value);
}
}
public static void UpdateAll(float deltaTime)
{
for (int i = DelayedEffect.List.Count-1; i>= 0; i--)
{
DelayedEffect.List[i].Update(deltaTime);
}
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using System.Text;
using System.Xml.Linq;
namespace Subsurface
{
public enum ContentType
{
None, Jobs, Item, Character, Structure, Executable
}
public class ContentPackage
{
public static List<ContentPackage> list = new List<ContentPackage>();
string name;
public string Name
{
get { return name; }
}
public string Path
{
get;
private set;
}
private Md5Hash md5Hash;
public Md5Hash MD5hash
{
get
{
if (md5Hash == null) CalculateHash();
return md5Hash;
}
}
public List<ContentFile> files;
private ContentPackage()
{
files = new List<ContentFile>();
}
public ContentPackage(string filePath)
: this()
{
XDocument doc = ToolBox.TryLoadXml(filePath);
if (doc==null)
{
DebugConsole.ThrowError("Couldn't load content package ''"+filePath+"''!");
return;
}
Path = filePath;
name = ToolBox.GetAttributeString(doc.Root, "name", "");
foreach (XElement subElement in doc.Root.Elements())
{
ContentType type = (ContentType)Enum.Parse(typeof(ContentType), subElement.Name.ToString(), true);
files.Add(new ContentFile(ToolBox.GetAttributeString(subElement, "file", ""), type));
}
}
public override string ToString()
{
return name;
}
public static ContentPackage CreatePackage(string name)
{
ContentPackage newPackage = new ContentPackage();
newPackage.name = name;
list.Add(newPackage);
return newPackage;
}
public ContentFile AddFile(string path, ContentType type)
{
if (files.Find(file => file.path == path && file.type == type) != null) return null;
ContentFile cf = new ContentFile(path, type);
files.Add(cf);
return cf;
}
public void RemoveFile(ContentFile file)
{
files.Remove(file);
}
public void Save(string filePath)
{
XDocument doc = new XDocument();
doc.Add(new XElement("contentpackage",
new XAttribute("name", name),
new XAttribute("path", Path)));
//doc.Root.Add(
// new XElement("jobs", new XAttribute("file", JobFile)),
// new XElement("structures", new XAttribute("file", StructureFile)));
foreach (ContentFile file in files)
{
doc.Root.Add(new XElement(file.type.ToString(), new XAttribute("file", file.path)));
}
//foreach (string itemFile in itemFiles)
//{
// doc.Root.Add(new XElement("item", new XAttribute("file", itemFile)));
//}
doc.Save(filePath+"//"+name+".xml");
}
private void CalculateHash()
{
StringBuilder sb = new StringBuilder();
List<byte[]> hashes = new List<byte[]>();
//foreach (ContentFile file in files)
//{
// if (file.path.EndsWith(".xml", true, System.Globalization.CultureInfo.InvariantCulture))
// {
// XDocument doc = ToolBox.TryLoadXml(file.path);
// sb.Append(doc.ToString());
// }
//}
var md5 = MD5.Create();
foreach (ContentFile file in files)
{
using (var stream = File.OpenRead(file.path))
{
hashes.Add(md5.ComputeHash(stream));
}
}
//string str = sb.ToString();
byte[] bytes = new byte[hashes.Count()*16];
for (int i = 0; i < hashes.Count; i++ )
{
hashes[i].CopyTo(bytes, i*16);
}
//System.Buffer.BlockCopy(str.ToCharArray(), 0, bytes, 0, bytes.Length);
md5Hash = new Md5Hash(bytes);
}
public List<string> GetFilesOfType(ContentType type)
{
List<ContentFile> contentFiles = files.FindAll(f => f.type == type);
List<string> filePaths = new List<string>();
foreach (ContentFile contentFile in contentFiles)
{
filePaths.Add(contentFile.path);
}
return filePaths;
}
public static void LoadAll(string folder)
{
if (!Directory.Exists(folder))
{
try
{
Directory.CreateDirectory(folder);
}
catch
{
return;
}
}
string[] files = Directory.GetFiles(folder, "*.xml");
foreach (string filePath in files)
{
ContentPackage package = new ContentPackage(filePath);
list.Add(package);
}
}
}
public class ContentFile
{
public string path;
public ContentType type;
public ContentFile(string path, ContentType type)
{
Directory.GetCurrentDirectory();
//Path.get
this.path = path;
this.type = type;
}
public override string ToString()
{
return path;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Subsurface
{
enum Status
{
Running, Success, Failure
}
// Keeps track of all running coroutines, and runs them till the end.
static class CoroutineManager
{
static List<IEnumerator<Status>> Coroutines = new List<IEnumerator<Status>>();
// Starting a coroutine just means adding an enumerator to the list.
// You might also want to be able to stop coroutines or delete them,
// which might mean putting them into a dictionary
public static void StartCoroutine(IEnumerable<Status> func)
{
Coroutines.Add(func.GetEnumerator());
}
// Updating just means stepping through all the coroutines
public static void Update()
{
for (int i = Coroutines.Count-1; i>=0; i--)
{
Coroutines[i].MoveNext();
switch (Coroutines[i].Current)
{
case Status.Success:
Coroutines.RemoveAt(i);
break;
case Status.Failure:
DebugConsole.ThrowError("Coroutine ''" + Coroutines[i]+ "'' has failed");
break;
}
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Subsurface.Networking;
namespace Subsurface
{
struct ColoredText
{
public string text;
public Color color;
public ColoredText(string text, Color color)
{
this.text = text;
this.color = color;
}
}
static class DebugConsole
{
public static List<ColoredText> messages = new List<ColoredText>();
static bool isOpen;
static GUITextBox textBox;
//used for keeping track of the message entered when pressing up/down
static int selectedIndex;
public static bool IsOpen
{
get { return isOpen; }
}
public static void Init(GameWindow window)
{
textBox = new GUITextBox(new Rectangle(30, 480,780, 30), Color.Black, Color.White, Alignment.Left, Alignment.Left);
NewMessage("Press F3 to open/close the debug console", Color.Green);
}
public static void Update(Game1 game, float deltaTime)
{
if (PlayerInput.KeyHit(Keys.F3))
{
isOpen = !isOpen;
if (isOpen)
{
textBox.Select();
}
else
{
textBox.Deselect();
}
//keyboardDispatcher.Subscriber = (isOpen) ? textBox : null;
}
if (isOpen)
{
Character.DisableControls = true;
if (PlayerInput.KeyHit(Keys.Up))
{
SelectMessage(-1);
}
else if (PlayerInput.KeyHit(Keys.Down))
{
SelectMessage(1);
}
textBox.Update(deltaTime);
if (PlayerInput.GetKeyboardState.IsKeyDown(Keys.Enter) && textBox.Text != "")
{
messages.Add(new ColoredText(textBox.Text, Color.White));
ExecuteCommand(textBox.Text, game);
textBox.Text = "";
selectedIndex = messages.Count;
}
}
}
private static void SelectMessage(int direction)
{
int messageCount = messages.Count;
if (messageCount == 0) return;
direction = Math.Min(Math.Max(-1, direction), 1);
selectedIndex += direction;
if (selectedIndex < 0) selectedIndex = messageCount - 1;
selectedIndex = selectedIndex % messageCount;
textBox.Text = messages[selectedIndex].text;
}
public static void Draw(SpriteBatch spriteBatch)
{
if (!isOpen) return;
int x = 20, y = 20;
int width = 800, height = 500;
int margin = 5;
GUI.DrawRectangle(spriteBatch,
new Vector2(x, y),
new Vector2(width, height),
new Color(0.4f, 0.4f, 0.4f, 0.6f), true);
GUI.DrawRectangle(spriteBatch,
new Vector2(x + margin, y + margin),
new Vector2(width - margin * 2, height - margin * 2),
new Color(0.0f, 0.0f, 0.0f, 0.6f), true);
//remove messages that won't fit on the screen
while (messages.Count() * 20 > height-70)
{
messages.RemoveAt(0);
}
Vector2 messagePos = new Vector2(x + margin * 2, y + height - 70 - messages.Count()*20);
foreach (ColoredText message in messages)
{
spriteBatch.DrawString(GUI.Font, message.text, messagePos, message.color);
messagePos.Y += 20;
}
textBox.Draw(spriteBatch);
}
public static void ExecuteCommand(string command, Game1 game)
{
if (Game1.Client!=null)
{
ThrowError("Console commands are disabled in multiplayer mode");
return;
}
if (command == "") return;
string[] commands = command.Split(' ');
switch (commands[0].ToLower())
{
case "spawn":
if (commands.Length == 1) return;
if (commands[1].ToLower()=="human")
{
WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human);
Character.Controlled = new Character(Character.HumanConfigFile, (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition);
if (Game1.GameSession != null)
{
SinglePlayerMode mode = Game1.GameSession.gameMode as SinglePlayerMode;
if (mode == null) break;
mode.crewManager.AddCharacter(Character.Controlled);
mode.crewManager.SelectCharacter(Character.Controlled);
}
}
else
{
WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Enemy);
new Character("Content/Characters/" + commands[1] + "/" + commands[1] + ".xml", (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition);
}
break;
//case "startserver":
// if (Game1.Server==null)
// Game1.NetworkMember = new GameServer();
// break;
case "kick":
if (Game1.Server == null) break;
Game1.Server.KickPlayer(commands[1]);
break;
case "startclient":
if (commands.Length == 1) return;
if (Game1.Client == null)
{
Game1.NetworkMember = new GameClient("Name");
Game1.Client.ConnectToServer(commands[1]);
}
break;
case "mainmenuscreen":
case "mainmenu":
case "menu":
Game1.MainMenuScreen.Select();
break;
case "gamescreen":
case "game":
Game1.GameScreen.Select();
break;
case "editmapscreen":
case "editmap":
case "edit":
Game1.EditMapScreen.Select();
break;
case "editcharacter":
case "editchar":
Game1.EditCharacterScreen.Select();
break;
case "freecamera":
case "freecam":
Character.Controlled = null;
Game1.GameScreen.Cam.TargetPos = Vector2.Zero;
break;
case "editwater":
case "water":
if (Game1.Client== null)
{
Hull.EditWater = !Hull.EditWater;
}
break;
case "generatelevel":
Game1.Level = new Level("asdf", 50.0f, 500,500, 50);
Game1.Level.Generate(100.0f);
break;
case "fixitems":
foreach (Item it in Item.itemList)
{
it.Condition = 100.0f;
}
break;
case "shake":
Game1.GameScreen.Cam.Shake = 10.0f;
break;
case "losenabled":
case "los":
case "drawlos":
Game1.LightManager.LosEnabled = !Game1.LightManager.LosEnabled;
break;
case "lighting":
case "lightingenabled":
case "light":
case "lights":
Game1.LightManager.LightingEnabled = !Game1.LightManager.LightingEnabled;
break;
case "oxygen":
case "air":
foreach (Hull hull in Hull.hullList)
{
hull.OxygenPercentage = 100.0f;
}
break;
case "lobbyscreen":
case "lobby":
Game1.LobbyScreen.Select();
break;
case "savemap":
if (commands.Length < 2) break;
Submarine.SaveCurrent("Content/SavedMaps/" + string.Join(" ", commands.Skip(1)));
NewMessage("map saved", Color.Green);
break;
case "loadmap":
if (commands.Length < 2) break;
Submarine.Load("Content/SavedMaps/" + string.Join(" ", commands.Skip(1)));
break;
//case "savegame":
// SaveUtil.SaveGame();
// break;
//case "loadgame":
// SaveUtil.LoadGame(SaveUtil.SaveFolder + "save");
// break;
case "messagebox":
if (commands.Length < 3) break;
new GUIMessageBox(commands[1], commands[2]);
break;
case "debugdraw":
//Hull.DebugDraw = !Hull.DebugDraw;
//Ragdoll.DebugDraw = !Ragdoll.DebugDraw;
Game1.DebugDraw = !Game1.DebugDraw;
break;
default:
NewMessage("Command not found", Color.Red);
break;
}
}
public static void NewMessage(string msg, Color color)
{
if (String.IsNullOrEmpty((msg))) return;
messages.Add(new ColoredText(msg, color));
if (textBox != null && textBox.Text == "") selectedIndex = messages.Count;
}
public static void ThrowError(string error, Exception e = null)
{
if (e != null) error += " {" + e.Message + "}";
System.Diagnostics.Debug.WriteLine(error);
NewMessage(error, Color.Red);
isOpen = true;
}
}
}

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using System;
using System.Runtime.InteropServices;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace EventInput
{
public class KeyboardLayout
{
const uint KLF_ACTIVATE = 1; //activate the layout
const int KL_NAMELENGTH = 9; // length of the keyboard buffer
const string LANG_EN_US = "00000409";
const string LANG_HE_IL = "0001101A";
[DllImport("user32.dll")]
private static extern long LoadKeyboardLayout(
string pwszKLID, // input locale identifier
uint Flags // input locale identifier options
);
[DllImport("user32.dll")]
private static extern long GetKeyboardLayoutName(
StringBuilder pwszKLID //[out] string that receives the name of the locale identifier
);
public static string getName()
{
StringBuilder name = new StringBuilder(KL_NAMELENGTH);
GetKeyboardLayoutName(name);
return name.ToString();
}
}
public class CharacterEventArgs : EventArgs
{
private readonly char character;
private readonly int lParam;
public CharacterEventArgs(char character, int lParam)
{
this.character = character;
this.lParam = lParam;
}
public char Character
{
get { return character; }
}
public int Param
{
get { return lParam; }
}
public int RepeatCount
{
get { return lParam & 0xffff; }
}
public bool ExtendedKey
{
get { return (lParam & (1 << 24)) > 0; }
}
public bool AltPressed
{
get { return (lParam & (1 << 29)) > 0; }
}
public bool PreviousState
{
get { return (lParam & (1 << 30)) > 0; }
}
public bool TransitionState
{
get { return (lParam & (1 << 31)) > 0; }
}
}
public class KeyEventArgs : EventArgs
{
private Keys keyCode;
public KeyEventArgs(Keys keyCode)
{
this.keyCode = keyCode;
}
public Keys KeyCode
{
get { return keyCode; }
}
}
public delegate void CharEnteredHandler(object sender, CharacterEventArgs e);
public delegate void KeyEventHandler(object sender, KeyEventArgs e);
public static class EventInput
{
/// <summary>
/// Event raised when a character has been entered.
/// </summary>
public static event CharEnteredHandler CharEntered;
/// <summary>
/// Event raised when a key has been pressed down. May fire multiple times due to keyboard repeat.
/// </summary>
public static event KeyEventHandler KeyDown;
/// <summary>
/// Event raised when a key has been released.
/// </summary>
public static event KeyEventHandler KeyUp;
delegate IntPtr WndProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam);
static bool initialized;
static IntPtr prevWndProc;
static WndProc hookProcDelegate;
static IntPtr hIMC;
//various Win32 constants that we need
const int GWL_WNDPROC = -4;
const int WM_KEYDOWN = 0x100;
const int WM_KEYUP = 0x101;
const int WM_CHAR = 0x102;
const int WM_IME_SETCONTEXT = 0x0281;
const int WM_INPUTLANGCHANGE = 0x51;
const int WM_GETDLGCODE = 0x87;
const int WM_IME_COMPOSITION = 0x10f;
const int DLGC_WANTALLKEYS = 4;
//Win32 functions that we're using
[DllImport("Imm32.dll", CharSet = CharSet.Unicode)]
static extern IntPtr ImmGetContext(IntPtr hWnd);
[DllImport("Imm32.dll", CharSet = CharSet.Unicode)]
static extern IntPtr ImmAssociateContext(IntPtr hWnd, IntPtr hIMC);
[DllImport("user32.dll", CharSet = CharSet.Unicode)]
static extern IntPtr CallWindowProc(IntPtr lpPrevWndFunc, IntPtr hWnd, uint Msg, IntPtr wParam, IntPtr lParam);
[DllImport("user32.dll", CharSet = CharSet.Unicode)]
static extern int SetWindowLong(IntPtr hWnd, int nIndex, int dwNewLong);
/// <summary>
/// Initialize the TextInput with the given GameWindow.
/// </summary>
/// <param name="window">The XNA window to which text input should be linked.</param>
public static void Initialize(GameWindow window)
{
if (initialized)
throw new InvalidOperationException("TextInput.Initialize can only be called once!");
hookProcDelegate = HookProc;
prevWndProc = (IntPtr)SetWindowLong(window.Handle, GWL_WNDPROC,
(int)Marshal.GetFunctionPointerForDelegate(hookProcDelegate));
hIMC = ImmGetContext(window.Handle);
initialized = true;
}
static IntPtr HookProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam)
{
IntPtr returnCode = CallWindowProc(prevWndProc, hWnd, msg, wParam, lParam);
switch (msg)
{
case WM_GETDLGCODE:
returnCode = (IntPtr)(returnCode.ToInt32() | DLGC_WANTALLKEYS);
break;
case WM_KEYDOWN:
if (KeyDown != null)
KeyDown(null, new KeyEventArgs((Keys)wParam));
break;
case WM_KEYUP:
if (KeyUp != null)
KeyUp(null, new KeyEventArgs((Keys)wParam));
break;
case WM_CHAR:
if (CharEntered != null)
CharEntered(null, new CharacterEventArgs((char)wParam, lParam.ToInt32()));
break;
case WM_IME_SETCONTEXT:
if (wParam.ToInt32() == 1)
ImmAssociateContext(hWnd, hIMC);
break;
case WM_INPUTLANGCHANGE:
ImmAssociateContext(hWnd, hIMC);
returnCode = (IntPtr)1;
break;
}
return returnCode;
}
}
}

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using System;
using System.Threading;
using System.Windows;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace EventInput
{
public interface IKeyboardSubscriber
{
void ReceiveTextInput(char inputChar);
void ReceiveTextInput(string text);
void ReceiveCommandInput(char command);
void ReceiveSpecialInput(Keys key);
bool Selected { get; set; } //or Focused
}
public class KeyboardDispatcher
{
public KeyboardDispatcher(GameWindow window)
{
EventInput.Initialize(window);
EventInput.CharEntered += EventInput_CharEntered;
EventInput.KeyDown += EventInput_KeyDown;
}
void EventInput_KeyDown(object sender, KeyEventArgs e)
{
if (_subscriber == null)
return;
_subscriber.ReceiveSpecialInput(e.KeyCode);
}
void EventInput_CharEntered(object sender, CharacterEventArgs e)
{
if (_subscriber == null)
return;
if (char.IsControl(e.Character))
{
//ctrl-v
if (e.Character == 0x16)
{
//XNA runs in Multiple Thread Apartment state, which cannot recieve clipboard
Thread thread = new Thread(PasteThread);
thread.SetApartmentState(ApartmentState.STA);
thread.Start();
thread.Join();
_subscriber.ReceiveTextInput(_pasteResult);
}
else
{
_subscriber.ReceiveCommandInput(e.Character);
}
}
else
{
_subscriber.ReceiveTextInput(e.Character);
}
}
IKeyboardSubscriber _subscriber;
public IKeyboardSubscriber Subscriber
{
get { return _subscriber; }
set
{
if (_subscriber != null)
_subscriber.Selected = false;
_subscriber = value;
if (value != null)
value.Selected = true;
}
}
//Thread has to be in Single Thread Apartment state in order to receive clipboard
string _pasteResult = "";
[STAThread]
void PasteThread()
{
_pasteResult = Clipboard.ContainsText() ? Clipboard.GetText() : "";
}
}
}

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using System.Xml.Linq;
using Microsoft.Xna.Framework;
using System;
namespace Subsurface
{
class MonsterEvent : ScriptedEvent
{
private string characterFile;
private int minAmount, maxAmount;
private Character[] monsters;
public MonsterEvent(XElement element)
: base (element)
{
characterFile = ToolBox.GetAttributeString(element, "characterfile", "");
minAmount = ToolBox.GetAttributeInt(element, "minamount", 1);
maxAmount = Math.Max(ToolBox.GetAttributeInt(element, "maxamount", 1),minAmount);
}
protected override void Start()
{
WayPoint randomWayPoint = WayPoint.GetRandom(SpawnType.Enemy);
int amount = Rand.Range(minAmount, maxAmount, false);
monsters = new Character[amount];
for (int i = 0; i < amount; i++)
{
Vector2 position = (randomWayPoint == null) ? Vector2.Zero : randomWayPoint.SimPosition;
position.X += Rand.Range(-0.5f, 0.5f);
position.Y += Rand.Range(-0.5f, 0.5f);
monsters[i] = new Character(characterFile, position);
}
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
if (!isStarted) return;
if (!isFinished)
{
bool monstersDead = true;
for (int i = 0; i < monsters.Length; i++)
{
if (monsters[i].IsDead) continue;
monstersDead = false;
break;
}
if (monstersDead) Finished();
}
}
}
}

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namespace Subsurface
{
class PropertyTask : Task
{
Item item;
public delegate bool IsFinishedHandler();
private IsFinishedHandler IsFinishedChecker;
public PropertyTask(Item item, IsFinishedHandler isFinished, float priority, string name)
: base(priority, name)
{
if (taskManager == null) return;
this.item = item;
IsFinishedChecker = isFinished;
taskManager.TaskStarted(this);
}
public override void Update(float deltaTime)
{
if (IsFinishedChecker())
{
Finished();
}
}
}
}

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using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface
{
class MonsterQuest : Quest
{
//string monsterName;
string monsterFile;
Character monster;
public override Vector2 RadarPosition
{
get
{
return monster.Position;
}
}
public MonsterQuest(XElement element)
: base(element)
{
monsterFile = ToolBox.GetAttributeString(element, "monsterfile", "");
}
public override void Start(Level level)
{
Vector2 position = level.PositionsOfInterest[Rand.Int(level.PositionsOfInterest.Count)];
monster = new Character(monsterFile, ConvertUnits.ToSimUnits(position+level.Position));
}
public override void End()
{
if (!monster.IsDead)
{
new GUIMessageBox("Quest failed", failureMessage);
return;
}
GiveReward();
completed = true;
}
}
}

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using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Xml.Linq;
namespace Subsurface
{
class Quest
{
private static List<Quest> list = new List<Quest>();
private static string configFile = "Content/Quests.xml";
private string name;
private string description;
protected bool completed;
protected string successMessage;
protected string failureMessage;
protected string radarLabel;
private int reward;
public string Name
{
get { return name; }
}
public string Description
{
get { return description; }
}
public int Reward
{
get { return reward; }
}
public bool Completed
{
get { return completed; }
}
public virtual string RadarLabel
{
get { return radarLabel; }
}
public virtual Vector2 RadarPosition
{
get { return Vector2.Zero; }
}
public Quest(XElement element)
{
name = ToolBox.GetAttributeString(element, "name", "");
description = ToolBox.GetAttributeString(element, "description", "");
reward = ToolBox.GetAttributeInt(element, "reward", 1);
successMessage = ToolBox.GetAttributeString(element, "successmessage", "");
failureMessage = ToolBox.GetAttributeString(element, "failuremessage", "");
radarLabel = ToolBox.GetAttributeString(element, "radarlabel", "");
}
public static Quest LoadRandom(Location[] locations, Random rand)
{
XDocument doc = ToolBox.TryLoadXml(configFile);
if (doc == null) return null;
int eventCount = doc.Root.Elements().Count();
//int[] commonness = new int[eventCount];
float[] eventProbability = new float[eventCount];
float probabilitySum = 0.0f;
int i = 0;
foreach (XElement element in doc.Root.Elements())
{
eventProbability[i] = ToolBox.GetAttributeInt(element, "commonness", 1);
probabilitySum += eventProbability[i];
i++;
}
float randomNumber = (float)rand.NextDouble() * probabilitySum;
i = 0;
foreach (XElement element in doc.Root.Elements())
{
if (randomNumber <= eventProbability[i])
{
Type t;
string type = element.Name.ToString();
try
{
t = Type.GetType("Subsurface." + type + ", Subsurface", true, true);
if (t == null)
{
DebugConsole.ThrowError("Error in " + configFile + "! Could not find a quest class of the type ''" + type + "''.");
continue;
}
}
catch
{
DebugConsole.ThrowError("Error in " + configFile + "! Could not find a an event class of the type ''" + type + "''.");
continue;
}
ConstructorInfo constructor = t.GetConstructor(new[] { typeof(XElement) });
object instance = constructor.Invoke(new object[] { element });
Quest quest = (Quest)instance;
for (int n = 0; n<2; n++)
{
quest.description = quest.description.Replace("[location"+(n+1)+"]", locations[n].Name);
quest.successMessage = quest.successMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
quest.failureMessage = quest.failureMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
}
return quest;
}
randomNumber -= eventProbability[i];
i++;
}
return null;
}
public virtual void Start(Level level)
{
}
/// <summary>
/// End the quest and give a reward if it was completed successfully
/// </summary>
/// <returns>whether the quest was completed or not</returns>
public virtual void End()
{
completed = true;
GiveReward();
}
public void GiveReward()
{
var mode = Game1.GameSession.gameMode as SinglePlayerMode;
mode.Money += reward;
if (!string.IsNullOrWhiteSpace(successMessage))
{
new GUIMessageBox("Quest completed", successMessage);
}
}
}
}

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using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface
{
class SalvageQuest : Quest
{
ItemPrefab itemPrefab;
Item item;
public override Vector2 RadarPosition
{
get
{
return item.Position;
}
}
public SalvageQuest(XElement element)
: base(element)
{
string itemName = ToolBox.GetAttributeString(element, "itemname", "");
itemPrefab = ItemPrefab.list.Find(ip => ip.Name == itemName) as ItemPrefab;
if (itemPrefab == null)
{
DebugConsole.ThrowError("Error in salvagequest: couldn't find an item prefab with the name "+itemName);
}
}
public override void Start(Level level)
{
Vector2 position = level.PositionsOfInterest[Rand.Int(level.PositionsOfInterest.Count)];
item = new Item(itemPrefab, position + level.Position);
//item.MoveWithLevel = true;
}
public override void End()
{
if (item.CurrentHull == null)
{
new GUIMessageBox("Quest failed", failureMessage);
return;
}
item.Remove();
GiveReward();
completed = true;
}
}
}

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namespace Subsurface
{
class RepairTask : Task
{
Item item;
public RepairTask(Item item, float priority, string name)
: base(priority, name)
{
if (taskManager == null) return;
this.item = item;
taskManager.TaskStarted(this);
}
public override void Update(float deltaTime)
{
if (item.Condition > 50.0f) Finished();
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Xml.Linq;
namespace Subsurface
{
class ScriptedEvent
{
private static string configFile = "Content/randomevents.xml";
const int MaxPreviousEvents = 6;
const float PreviouslyUsedWeight = 10.0f;
static List<int> previousEvents = new List<int>();
protected string name;
protected string description;
protected int commonness;
protected int difficulty;
//the time after starting a shift after which the event is started
//the time is set to a random value between startTimeMin and startTimeMax at the start of the shift
private int startTimeMin;
private int startTimeMax;
private double startTimer;
protected bool isStarted;
protected bool isFinished;
public string Name
{
get { return name; }
}
public string Description
{
get { return description; }
}
public int Commonness
{
get { return commonness; }
}
public string MusicType
{
get;
set;
}
public bool IsStarted
{
get { return isStarted; }
}
public bool IsFinished
{
get { return isFinished; }
}
public int Difficulty
{
get { return difficulty; }
}
public ScriptedEvent(XElement element)
{
name = ToolBox.GetAttributeString(element, "name", "");
description = ToolBox.GetAttributeString(element, "description", "");
difficulty = ToolBox.GetAttributeInt(element, "difficulty", 1);
commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
MusicType = ToolBox.GetAttributeString(element, "musictype", "default");
if (element.Attribute("starttime") != null)
{
startTimeMax = ToolBox.GetAttributeInt(element, "starttime", 1);
startTimeMin = startTimeMax;
}
else
{
startTimeMax = ToolBox.GetAttributeInt(element, "starttimemax", 1);
startTimeMin = ToolBox.GetAttributeInt(element, "starttimemin", 1);
}
}
public static ScriptedEvent LoadRandom(Random rand)
{
XDocument doc = ToolBox.TryLoadXml(configFile);
if (doc == null) return null;
int eventCount = doc.Root.Elements().Count();
//int[] commonness = new int[eventCount];
float[] eventProbability = new float[eventCount];
float probabilitySum = 0.0f;
int i = 0;
foreach (XElement element in doc.Root.Elements())
{
eventProbability[i] = ToolBox.GetAttributeInt(element, "commonness", 1);
//if the event has been previously selected, it's less likely to be selected now
int previousEventIndex = previousEvents.FindIndex(x => x == i);
if (previousEventIndex >= 0)
{
//how many shifts ago was the event last selected
int eventDist = eventCount - previousEventIndex;
float weighting = (1.0f / eventDist) * PreviouslyUsedWeight;
eventProbability[i] *= weighting;
}
probabilitySum += eventProbability[i];
i++;
}
float randomNumber = (float)rand.NextDouble() * probabilitySum;
i = 0;
foreach (XElement element in doc.Root.Elements())
{
if (randomNumber <= eventProbability[i])
{
Type t;
string type = element.Name.ToString();
try
{
t = Type.GetType("Subsurface." + type + ", Subsurface", true, true);
if (t == null)
{
DebugConsole.ThrowError("Error in " + configFile + "! Could not find an event class of the type ''" + type + "''.");
continue;
}
}
catch
{
DebugConsole.ThrowError("Error in " + configFile + "! Could not find an event class of the type ''" + type + "''.");
continue;
}
ConstructorInfo constructor = t.GetConstructor(new[] { typeof(XElement) });
object instance = constructor.Invoke(new object[] { element });
previousEvents.Add(i);
return (ScriptedEvent)instance;
}
randomNumber -= eventProbability[i];
i++;
}
return null;
}
public virtual void Init()
{
isStarted = false;
isFinished = false;
startTimer = Rand.Range(startTimeMin, startTimeMax, false);
}
protected virtual void Start()
{
}
public virtual void Update(float deltaTime)
{
if (isStarted) return;
if (startTimer>0)
{
startTimer -= deltaTime;
}
else
{
Start();
isStarted = true;
}
}
public virtual void Finished()
{
isFinished = true;
//EventManager.EventFinished(this);
}
}
}

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namespace Subsurface
{
class ScriptedTask : Task
{
private ScriptedEvent scriptedEvent;
private bool prevStarted;
public ScriptedTask(ScriptedEvent scriptedEvent)
: base(scriptedEvent.Difficulty, scriptedEvent.Name)
{
if (taskManager == null) return;
this.musicType = scriptedEvent.MusicType;
this.scriptedEvent = scriptedEvent;
scriptedEvent.Init();
}
public override void Update(float deltaTime)
{
if (prevStarted == false && scriptedEvent.IsStarted)
{
taskManager.TaskStarted(this);
prevStarted = true;
}
scriptedEvent.Update(deltaTime);
if (scriptedEvent.IsFinished) Finished();
}
}
}

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namespace Subsurface
{
class Task
{
protected string name;
private float priority;
protected string musicType;
protected TaskManager taskManager;
protected bool isFinished;
public string Name
{
get { return name; }
}
public float Priority
{
get { return priority; }
}
public string MusicType
{
get { return musicType; }
}
public bool IsFinished
{
get { return isFinished; }
}
public Task(float priority, string name)
{
if (Game1.GameSession==null || Game1.GameSession.taskManager == null) return;
taskManager = Game1.GameSession.taskManager;
musicType = "repair";
this.priority = priority;
this.name = name;
taskManager.AddTask(this);
}
public virtual void Update(float deltaTime)
{
}
protected virtual void Finished()
{
taskManager.TaskFinished(this);
isFinished = true;
}
}
}

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using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace Subsurface
{
class TaskManager
{
const float CriticalPriority = 50.0f;
private List<Task> tasks;
private GUIListBox taskListBox;
public List<Task> Tasks
{
get { return tasks; }
}
public bool CriticalTasks
{
get
{
foreach (Task task in tasks)
{
if (task.Priority >= CriticalPriority) return true;
}
return false;
}
}
public TaskManager(GameSession session)
{
tasks = new List<Task>();
taskListBox = new GUIListBox(new Rectangle(Game1.GraphicsWidth - 250, 50, 250, 500), Color.Transparent);
//taskListBox.ScrollBarEnabled = false;
//taskListBox.Padding = GUI.style.smallPadding;
}
public void AddTask(Task newTask)
{
if (tasks.Contains(newTask)) return;
tasks.Add(newTask);
}
public void StartShift(Level level)
{
CreateScriptedEvents(level);
taskListBox.ClearChildren();
}
public void EndShift()
{
taskListBox.ClearChildren();
tasks.Clear();
}
private void CreateScriptedEvents(Level level)
{
Random rand = new Random(level.Seed.GetHashCode());
float totalDifficulty = level.Difficulty;
int tries = 0;
do
{
ScriptedEvent scriptedEvent = ScriptedEvent.LoadRandom(rand);
if (scriptedEvent==null || scriptedEvent.Difficulty > totalDifficulty)
{
tries++;
continue;
}
AddTask(new ScriptedTask(scriptedEvent));
totalDifficulty -= scriptedEvent.Difficulty;
tries = 0;
} while (tries < 5);
}
public void TaskStarted(Task task)
{
Color color = Color.Red;
int width = 250;
if (task.Priority < 30.0f)
{
width = 200;
color = Color.Yellow;
}
else if (task.Priority < 60)
{
width = 220;
color = Color.Orange;
}
GUIFrame frame = new GUIFrame(new Rectangle(0,0,width,40), Color.Transparent, Alignment.Right, null, taskListBox);
frame.UserData = task;
frame.Padding = new Vector4(0.0f, 5.0f, 5.0f, 5.0f);
GUIFrame colorFrame = new GUIFrame(new Rectangle(0, 0, 0, 0), color * 0.5f, Alignment.Right, null, frame);
GUITextBlock textBlock = new GUITextBlock(new Rectangle(5, 5, 0, 20), task.Name, Color.Transparent, Color.Black, Alignment.Right, null, colorFrame);
//textBlock.Padding = new Vector4(10.0f, 10.0f, 0.0f, 0.0f);
//colorFrame.AddChild(textBlock);
taskListBox.children.Sort((x, y) => ((Task)y.UserData).Priority.CompareTo(((Task)x.UserData).Priority));
}
public void TaskFinished(Task task)
{
}
public void Update(float deltaTime)
{
Task removeTask = null;
GUIComponent removeComponent = null;
foreach (Task task in tasks)
{
if (task.IsFinished)
{
foreach (GUIComponent comp in taskListBox.children)
{
if (comp.UserData as Task != task) continue;
comp.Rect = new Rectangle(comp.Rect.X, comp.Rect.Y, comp.Rect.Width, comp.Rect.Height - 1);
comp.children[0].ClearChildren();
if (comp.Rect.Height < 1)
{
removeComponent = comp;
removeTask = task;
}
break;
}
}
else
{
task.Update(deltaTime);
}
}
if (removeComponent!= null)
{
taskListBox.RemoveChild(removeComponent);
tasks.Remove(removeTask);
}
//endShiftButton.Enabled = finished || Game1.server!=null;
}
public void Draw(SpriteBatch spriteBatch)
{
taskListBox.Draw(spriteBatch);
}
}
}

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using System.Collections.Generic;
using System.Linq;
namespace Subsurface
{
public class FrameCounter
{
public long TotalFrames { get; private set; }
public double TotalSeconds { get; private set; }
public double AverageFramesPerSecond { get; private set; }
public double CurrentFramesPerSecond { get; private set; }
public const int MaximumSamples = 10;
private Queue<double> sampleBuffer = new Queue<double>();
public bool Update(double deltaTime)
{
//float deltaTime = stopwatch.ElapsedMilliseconds / 1000.0f;
if (deltaTime == 0.0f) { return false; }
//stopwatch.Restart();
CurrentFramesPerSecond = (1.0 / deltaTime);
sampleBuffer.Enqueue(CurrentFramesPerSecond);
if (sampleBuffer.Count > MaximumSamples)
{
sampleBuffer.Dequeue();
AverageFramesPerSecond = sampleBuffer.Average(i => i);
}
else
{
AverageFramesPerSecond = CurrentFramesPerSecond;
}
if (AverageFramesPerSecond < 0 || AverageFramesPerSecond > 500) { }
TotalFrames++;
TotalSeconds += deltaTime;
return true;
}
}
}

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using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface
{
class GUIComponentStyle
{
public readonly Vector4 Padding;
public readonly Color Color;
public readonly Color textColor;
public readonly Color HoverColor;
public readonly Color SelectedColor;
public readonly Color OutlineColor;
public readonly List<Sprite> Sprites;
public GUIComponentStyle(XElement element)
{
Sprites = new List<Sprite>();
Padding = ToolBox.GetAttributeVector4(element, "padding", Vector4.Zero);
Vector4 colorVector = ToolBox.GetAttributeVector4(element, "color", new Vector4(0.0f, 0.0f, 0.0f, 0.0f));
Color = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
colorVector = ToolBox.GetAttributeVector4(element, "textcolor", new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
textColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
colorVector = ToolBox.GetAttributeVector4(element, "hovercolor", new Vector4(0.0f, 0.0f, 0.0f, 0.0f));
HoverColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
colorVector = ToolBox.GetAttributeVector4(element, "selectedcolor", new Vector4(0.0f, 0.0f, 0.0f, 0.0f));
SelectedColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
colorVector = ToolBox.GetAttributeVector4(element, "outlinecolor", new Vector4(0.0f, 0.0f, 0.0f, 0.0f));
OutlineColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "sprite":
Sprites.Add(new Sprite(subElement));
break;
}
}
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
namespace Subsurface
{
[Flags]
public enum Alignment
{
CenterX = 1, Left = 2, Right = 4, CenterY = 8, Top = 16, Bottom = 32 ,
TopRight = (Top | Right), TopLeft = (Top | Left), TopCenter = (CenterX | Top),
Center = (CenterX | CenterY),
BottomRight = (Bottom | Right), BottomLeft = (Bottom | Left), BottomCenter = (CenterX | Bottom)
}
class GUI
{
public static GUIStyle style;
static Texture2D t;
public static SpriteFont Font, SmallFont;
private static GraphicsDevice graphicsDevice;
private static List<GUIMessage> messages = new List<GUIMessage>();
private static Sound[] sounds;
private static bool pauseMenuOpen;
private static GUIFrame pauseMenu;
public static bool PauseMenuOpen
{
get { return pauseMenuOpen; }
}
public static void LoadContent(GraphicsDevice graphics)
{
graphicsDevice = graphics;
sounds = new Sound[2];
sounds[0] = Sound.Load("Content/Sounds/UI/UImsg.ogg");
// create 1x1 texture for line drawing
t = new Texture2D(graphicsDevice, 1, 1);
t.SetData<Color>(
new Color[] { Color.White });// fill the texture with white
style = new GUIStyle("Content/UI/style.xml");
}
public static void TogglePauseMenu()
{
if (Screen.Selected == Game1.MainMenuScreen) return;
TogglePauseMenu(null, null);
if (pauseMenuOpen)
{
pauseMenu = new GUIFrame(new Rectangle(0,0,200,300), null, Alignment.Center, style);
int y = 0;
var button = new GUIButton(new Rectangle(0, y, 0, 30), "Resume", Alignment.CenterX, GUI.style, pauseMenu);
button.OnClicked = TogglePauseMenu;
y += 60;
if (Screen.Selected == Game1.GameScreen && Game1.GameSession !=null)
{
SinglePlayerMode spMode = Game1.GameSession.gameMode as SinglePlayerMode;
if (spMode!=null)
{
button = new GUIButton(new Rectangle(0, y, 0, 30), "Load previous", Alignment.CenterX, GUI.style, pauseMenu);
button.OnClicked += TogglePauseMenu;
button.OnClicked += Game1.GameSession.LoadPrevious;
y += 60;
}
}
if (Screen.Selected == Game1.LobbyScreen)
{
SinglePlayerMode spMode = Game1.GameSession.gameMode as SinglePlayerMode;
if (spMode != null)
{
button = new GUIButton(new Rectangle(0, y, 0, 30), "Save & quit", Alignment.CenterX, GUI.style, pauseMenu);
button.OnClicked += QuitClicked;
button.OnClicked += TogglePauseMenu;
button.UserData = "save";
y += 60;
}
}
button = new GUIButton(new Rectangle(0, y, 0, 30), "Quit", Alignment.CenterX, GUI.style, pauseMenu);
button.OnClicked += QuitClicked;
button.OnClicked += TogglePauseMenu;
}
}
private static bool TogglePauseMenu(GUIButton button, object obj)
{
pauseMenuOpen = !pauseMenuOpen;
return true;
}
private static bool QuitClicked(GUIButton button, object obj)
{
if (button.UserData as string == "save")
{
SaveUtil.SaveGame(Game1.GameSession.SaveFile);
}
Game1.MainMenuScreen.Select();
Game1.MainMenuScreen.SelectTab(null, (int)MainMenuScreen.Tabs.Main);
return true;
}
public static void DrawLine(SpriteBatch sb, Vector2 start, Vector2 end, Color clr, float depth = 0.0f)
{
Vector2 edge = end - start;
// calculate angle to rotate line
float angle = (float)Math.Atan2(edge.Y, edge.X);
sb.Draw(t,
new Rectangle(// rectangle defines shape of line and position of start of line
(int)start.X,
(int)start.Y,
(int)edge.Length(), //sb will strech the texture to fill this rectangle
1), //width of line, change this to make thicker line
null,
clr, //colour of line
angle, //angle of line (calulated above)
new Vector2(0, 0), // point in line about which to rotate
SpriteEffects.None,
depth);
}
public static void DrawRectangle(SpriteBatch sb, Vector2 start, Vector2 size, Color clr, bool isFilled = false, float depth = 0.0f)
{
if (isFilled)
{
sb.Draw(t, new Rectangle((int)start.X,(int)start.Y,(int)size.X,(int)size.Y),null,clr);
}
else
{
Vector2 p2 = new Vector2(start.X + size.X, start.Y);
Vector2 p4 = new Vector2(start.X, start.Y + size.Y);
DrawLine(sb, start, p2, clr, depth);
DrawLine(sb, p2, start + size, clr, depth);
DrawLine(sb, start + size, p4, clr, depth);
DrawLine(sb, p4, start, clr, depth);
}
}
public static void DrawRectangle(SpriteBatch sb, Rectangle rect, Color clr, bool isFilled = false, float depth = 0.0f)
{
if (isFilled)
{
sb.Draw(t, rect, null, clr);
}
else
{
Vector2 p1 = new Vector2(rect.X, rect.Y);
Vector2 p2 = new Vector2(rect.X + rect.Width, rect.Y);
Vector2 p3 = new Vector2(rect.X + rect.Width, rect.Y + rect.Height);
Vector2 p4 = new Vector2(rect.X, rect.Y + rect.Height);
DrawLine(sb, p1, p2, clr, depth);
DrawLine(sb, p2, p3, clr, depth);
DrawLine(sb, p3, p4, clr, depth);
DrawLine(sb, p4, p1, clr, depth);
}
}
public static Texture2D CreateCircle(int radius)
{
int outerRadius = radius * 2 + 2; // So circle doesn't go out of bounds
Texture2D texture = new Texture2D(graphicsDevice, outerRadius, outerRadius);
Color[] data = new Color[outerRadius * outerRadius];
// Colour the entire texture transparent first.
for (int i = 0; i < data.Length; i++)
data[i] = Color.Transparent;
// Work out the minimum step necessary using trigonometry + sine approximation.
double angleStep = 1f / radius;
for (double angle = 0; angle < Math.PI * 2; angle += angleStep)
{
// Use the parametric definition of a circle: http://en.wikipedia.org/wiki/Circle#Cartesian_coordinates
int x = (int)Math.Round(radius + radius * Math.Cos(angle));
int y = (int)Math.Round(radius + radius * Math.Sin(angle));
data[y * outerRadius + x + 1] = Color.White;
}
texture.SetData(data);
return texture;
}
public static Texture2D CreateCapsule(int radius, int height)
{
int textureWidth = radius * 2, textureHeight = height + radius * 2;
Texture2D texture = new Texture2D(graphicsDevice, textureWidth, textureHeight);
Color[] data = new Color[textureWidth * textureHeight];
// Colour the entire texture transparent first.
for (int i = 0; i < data.Length; i++)
data[i] = Color.Transparent;
// Work out the minimum step necessary using trigonometry + sine approximation.
double angleStep = 1f / radius;
for (int i = 0; i < 2; i++ )
{
for (double angle = 0; angle < Math.PI * 2; angle += angleStep)
{
// Use the parametric definition of a circle: http://en.wikipedia.org/wiki/Circle#Cartesian_coordinates
int x = (int)Math.Round(radius + radius * Math.Cos(angle));
int y = (height-1)*i + (int)Math.Round(radius + radius * Math.Sin(angle));
data[y * textureWidth + x] = Color.White;
}
}
for (int y = radius; y<textureHeight-radius; y++)
{
data[y * textureWidth] = Color.White;
data[y * textureWidth + (textureWidth-1)] = Color.White;
}
texture.SetData(data);
return texture;
}
public static Texture2D CreateRectangle(int width, int height)
{
Texture2D texture = new Texture2D(graphicsDevice, width, height);
Color[] data = new Color[width * height];
for (int i = 0; i < data.Length; i++)
data[i] = Color.Transparent;
for (int y = 0; y < height; y++)
{
data[y * width] = Color.White;
data[y * width + (width-1)] = Color.White;
}
for (int x = 0; x < width; x++)
{
data[x] = Color.White;
data[(height - 1) * width + x] = Color.White;
}
texture.SetData(data);
return texture;
}
public static bool DrawButton(SpriteBatch sb, Rectangle rect, string text, bool isHoldable = false)
{
Color color = new Color(200, 200, 200);
bool clicked = false;
if (rect.Contains(PlayerInput.GetMouseState.Position))
{
clicked = (PlayerInput.GetMouseState.LeftButton == ButtonState.Pressed);
color = clicked ? new Color(100, 100, 100) : new Color(250, 250, 250);
if (!isHoldable)
clicked = PlayerInput.LeftButtonClicked();
}
DrawRectangle(sb, rect, color, true);
sb.DrawString(Font, text, new Vector2(rect.X + 10, rect.Y + 10), Color.White);
return clicked;
}
public static void Draw(float deltaTime, SpriteBatch spriteBatch, Camera cam)
{
spriteBatch.DrawString(Font,
"FPS: " + (int)Game1.FrameCounter.AverageFramesPerSecond,
new Vector2(10, 10), Color.White);
if (Game1.DebugDraw)
{
spriteBatch.DrawString(Font,
"Physics: " + Game1.World.UpdateTime
+ " - bodies: " + Game1.World.BodyList.Count
+ "Camera pos: " + Game1.GameScreen.Cam.Position,
new Vector2(10, 30), Color.White);
}
if (Character.Controlled != null && cam!=null) Character.Controlled.DrawHud(spriteBatch, cam);
if (Game1.NetworkMember != null) Game1.NetworkMember.Draw(spriteBatch);
DrawMessages(spriteBatch, (float)deltaTime);
if (GUIMessageBox.messageBoxes.Count>0)
{
var messageBox = GUIMessageBox.messageBoxes.Peek();
if (messageBox != null) messageBox.Draw(spriteBatch);
}
if (pauseMenuOpen)
{
pauseMenu.Update(1.0f);
pauseMenu.Draw(spriteBatch);
}
DebugConsole.Draw(spriteBatch);
if (GUIComponent.MouseOn != null && !string.IsNullOrWhiteSpace(GUIComponent.MouseOn.ToolTip)) GUIComponent.MouseOn.DrawToolTip(spriteBatch);
}
public static void Update(float deltaTime)
{
if (GUIMessageBox.messageBoxes.Count > 0)
{
var messageBox = GUIMessageBox.messageBoxes.Peek();
if (messageBox != null)
{
GUIComponent.MouseOn = messageBox;
messageBox.Update(deltaTime);
}
}
}
public static void AddMessage(string message, Color color, float lifeTime = 3.0f, bool playSound = true)
{
if (messages.Count>0 && messages[messages.Count-1].Text == message)
{
messages[messages.Count - 1].LifeTime = lifeTime;
return;
}
Vector2 currPos = new Vector2(Game1.GraphicsWidth / 2.0f, Game1.GraphicsHeight * 0.7f);
currPos.Y += messages.Count * 30;
messages.Add(new GUIMessage(message, color, currPos, lifeTime));
if (playSound) PlayMessageSound();
}
public static void PlayMessageSound()
{
sounds[0].Play();
}
private static void DrawMessages(SpriteBatch spriteBatch, float deltaTime)
{
if (messages.Count == 0) return;
Vector2 currPos = new Vector2(Game1.GraphicsWidth / 2.0f, Game1.GraphicsHeight * 0.7f);
int i = 1;
foreach (GUIMessage msg in messages)
{
float alpha = 1.0f;
if (msg.LifeTime < 1.0f)
{
alpha -= 1.0f - msg.LifeTime;
}
msg.Pos = MathUtils.SmoothStep(msg.Pos, currPos, deltaTime*20.0f);
spriteBatch.DrawString(Font, msg.Text,
new Vector2((int)msg.Pos.X, (int)msg.Pos.Y),
msg.Color * alpha, 0.0f,
new Vector2((int)(0.5f * msg.Size.X), (int)(0.5f * msg.Size.Y)), 1.0f, SpriteEffects.None, 0.0f);
currPos.Y += 30.0f;
messages[0].LifeTime -= deltaTime/i;
i++;
}
if (messages[0].LifeTime <= 0.0f) messages.Remove(messages[0]);
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Subsurface
{
class GUIButton : GUIComponent
{
protected GUITextBlock textBlock;
protected GUIFrame frame;
public delegate bool OnClickedHandler(GUIButton button, object obj);
public OnClickedHandler OnClicked;
public delegate bool OnPressedHandler();
public OnPressedHandler OnPressed;
public bool Enabled { get; set; }
public string Text
{
get { return textBlock.Text; }
set { textBlock.Text = value; }
}
public GUIButton(Rectangle rect, string text, GUIStyle style, GUIComponent parent = null)
: this(rect, text, null, Alignment.Left, style, parent)
{
}
public GUIButton(Rectangle rect, string text, Alignment alignment, GUIStyle style, GUIComponent parent = null)
: this(rect, text, null, alignment, style, parent)
{
}
public GUIButton(Rectangle rect, string text, Color? color, GUIStyle style, GUIComponent parent = null)
: this(rect, text, color, (Alignment.Left | Alignment.Top), style, parent)
{
}
public GUIButton(Rectangle rect, string text, Color? color, Alignment alignment, GUIStyle style, GUIComponent parent = null)
:base (style)
{
this.rect = rect;
if (color!=null) this.color = (Color)color;
this.alignment = alignment;
Enabled = true;
if (parent != null)
parent.AddChild(this);
frame = new GUIFrame(new Rectangle(0,0,0,0), style, this);
if (style!=null) style.Apply(frame, this);
textBlock = new GUITextBlock(new Rectangle(0, 0, 0, 0), text,
Color.Transparent, (this.style==null) ? Color.Black : this.style.textColor,
Alignment.Center, style, this);
}
public override void Draw(SpriteBatch spriteBatch)
{
if (rect.Contains(PlayerInput.GetMouseState.Position) && Enabled && (MouseOn == null || MouseOn == this || IsParentOf(MouseOn)))
{
state = ComponentState.Hover;
if (PlayerInput.GetMouseState.LeftButton == ButtonState.Pressed)
{
if (OnPressed != null)
{
if (OnPressed()) state = ComponentState.Selected;
}
}
else if (PlayerInput.LeftButtonClicked())
{
if (OnClicked != null)
{
if (OnClicked(this, UserData)) state = ComponentState.Selected;
}
}
}
else
{
state = ComponentState.None;
}
frame.State = state;
//Color currColor = color;
//if (state == ComponentState.Hover) currColor = hoverColor;
//if (state == ComponentState.Selected) currColor = selectedColor;
//GUI.DrawRectangle(spriteBatch, rect, currColor * alpha, true);
////spriteBatch.DrawString(HUD.font, text, new Vector2(rect.X+rect.Width/2, rect.Y+rect.Height/2), Color.Black, 0.0f, new Vector2(0.5f,0.5f), 1.0f, SpriteEffects.None, 0.0f);
//GUI.DrawRectangle(spriteBatch, rect, Color.Black * alpha, false);
DrawChildren(spriteBatch);
if (!Enabled) GUI.DrawRectangle(spriteBatch, rect, Color.Gray*0.5f, true);
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using EventInput;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface
{
abstract class GUIComponent
{
public static GUIComponent MouseOn;
protected static KeyboardDispatcher keyboardDispatcher;
public enum ComponentState { None, Hover, Selected};
protected Alignment alignment;
protected GUIComponentStyle style;
protected object userData;
protected Rectangle rect;
public bool CanBeFocused;
protected Vector4 padding;
protected Color color;
protected Color hoverColor;
protected Color selectedColor;
protected GUIComponent parent;
public List<GUIComponent> children;
protected ComponentState state;
public virtual SpriteFont Font
{
get;
set;
}
public string ToolTip
{
get;
set;
}
private GUITextBlock toolTipBlock;
//protected float alpha;
public GUIComponent Parent
{
get { return parent; }
}
public Vector2 Center
{
get { return new Vector2(rect.Center.X, rect.Center.Y); }
}
public Rectangle Rect
{
get { return rect; }
set
{
int prevX = rect.X, prevY = rect.Y;
int prevWidth = rect.Width, prevHeight = rect.Height;
rect = value;
if (prevX == rect.X && prevY == rect.Y && rect.Width == prevWidth && rect.Height == prevHeight) return;
foreach (GUIComponent child in children)
{
child.Rect = new Rectangle(
child.rect.X + (rect.X - prevX),
child.rect.Y + (rect.Y - prevY),
Math.Max(child.rect.Width + (rect.Width - prevWidth),0),
Math.Max(child.rect.Height + (rect.Height - prevHeight),0));
}
}
}
protected List<Sprite> sprites;
//public Alignment SpriteAlignment { get; set; }
//public bool RepeatSpriteX, RepeatSpriteY;
public Color OutlineColor { get; set; }
public ComponentState State
{
get { return state; }
set { state = value; }
}
public object UserData
{
get { return userData; }
set { userData = value; }
}
public virtual Vector4 Padding
{
get { return padding; }
set { padding = value; }
}
public int CountChildren
{
get { return children.Count(); }
}
public virtual Color Color
{
get { return color; }
set { color = value; }
}
public Color HoverColor
{
get { return hoverColor; }
set { hoverColor = value; }
}
public Color SelectedColor
{
get { return selectedColor; }
set { selectedColor = value; }
}
//public float Alpha
//{
// get
// {
// return alpha;
// }
// set
// {
// alpha = MathHelper.Clamp(value, 0.0f, 1.0f);
// foreach (GUIComponent child in children)
// {
// child.Alpha = value;
// }
// }
//}
protected GUIComponent(GUIStyle style)
{
//alpha = 1.0f;
OutlineColor = Color.Transparent;
Font = GUI.Font;
sprites = new List<Sprite>();
children = new List<GUIComponent>();
CanBeFocused = true;
if (style!=null) style.Apply(this);
}
public static void Init(GameWindow window)
{
keyboardDispatcher = new KeyboardDispatcher(window);
}
public T GetChild<T>()
{
foreach (GUIComponent child in children)
{
if (child is T) return (T)(object)child;
}
return default(T);
}
public GUIComponent GetChild(object obj)
{
foreach (GUIComponent child in children)
{
if (child.UserData == obj) return child;
}
return null;
}
public bool IsParentOf(GUIComponent component)
{
foreach (GUIComponent child in children)
{
if (child == component) return true;
if (child.IsParentOf(component)) return true;
}
return false;
}
public virtual void Draw(SpriteBatch spriteBatch)
{
Color currColor = color;
if (state == ComponentState.Selected) currColor = selectedColor;
if (state == ComponentState.Hover) currColor = hoverColor;
GUI.DrawRectangle(spriteBatch, rect, currColor * (currColor.A / 255.0f), true);
if (sprites != null)
{
foreach (Sprite sprite in sprites)
{
Vector2 startPos = new Vector2(rect.X, rect.Y);
Vector2 size = new Vector2(sprite.SourceRect.Width, sprite.SourceRect.Height);
if (sprite.size.X == 0.0f) size.X = rect.Width;
if (sprite.size.Y == 0.0f) size.Y = rect.Height;
sprite.DrawTiled(spriteBatch, startPos, size, currColor * (currColor.A / 255.0f));
}
}
//Color newColor = color;
//if (state == ComponentState.Selected) newColor = selectedColor;
//if (state == ComponentState.Hover) newColor = hoverColor;
//GUI.DrawRectangle(spriteBatch, rect, newColor*alpha, true);
//DrawChildren(spriteBatch);
}
public void DrawToolTip(SpriteBatch spriteBatch)
{
int width = 200;
if (toolTipBlock==null || (string)toolTipBlock.userData != ToolTip)
{
string wrappedText = ToolBox.WrapText(ToolTip, width, GUI.SmallFont);
toolTipBlock = new GUITextBlock(new Rectangle(0,0,width, wrappedText.Split('\n').Length*15), ToolTip, GUI.style, null, true);
toolTipBlock.userData = ToolTip;
}
toolTipBlock.rect = new Rectangle((int)PlayerInput.MousePosition.X, (int)PlayerInput.MousePosition.Y, toolTipBlock.rect.Width, toolTipBlock.rect.Height);
toolTipBlock.Draw(spriteBatch);
}
public virtual void Update(float deltaTime)
{
if (CanBeFocused)
{
if (rect.Contains(PlayerInput.MousePosition))
{
MouseOn = this;
}
else
{
if (MouseOn == this) MouseOn = null;
}
}
foreach (GUIComponent child in children)
{
child.Update(deltaTime);
}
}
protected virtual void UpdateDimensions(GUIComponent parent = null)
{
Rectangle parentRect = (parent==null) ? new Rectangle(0,0,Game1.GraphicsWidth, Game1.GraphicsHeight) : parent.rect;
Vector4 padding = (parent == null) ? Vector4.Zero : parent.padding;
if (rect.Width == 0) rect.Width = parentRect.Width - rect.X
- (int)padding.X - (int)padding.Z;
if (rect.Height == 0) rect.Height = parentRect.Height - rect.Y
- (int)padding.Y - (int)padding.W;
if (alignment.HasFlag(Alignment.CenterX))
{
rect.X += parentRect.X + (int)parentRect.Width/2 - (int)rect.Width/2;
}
else if (alignment.HasFlag(Alignment.Right))
{
rect.X += parentRect.X + (int)parentRect.Width - (int)padding.Z - (int)rect.Width;
}
else
{
rect.X += parentRect.X + (int)padding.X;
}
if (alignment.HasFlag(Alignment.CenterY))
{
rect.Y += parentRect.Y + (int)parentRect.Height / 2 - (int)rect.Height / 2;
}
else if (alignment.HasFlag(Alignment.Bottom))
{
rect.Y += parentRect.Y + (int)parentRect.Height - (int)padding.W - (int)rect.Height;
}
else
{
rect.Y += parentRect.Y + (int)padding.Y;
}
}
public virtual void ApplyStyle(GUIComponentStyle style)
{
color = style.Color;
hoverColor = style.HoverColor;
selectedColor = style.SelectedColor;
padding = style.Padding;
sprites = style.Sprites;
OutlineColor = style.OutlineColor;
this.style = style;
}
public virtual void DrawChildren(SpriteBatch spriteBatch)
{
for (int i = 0; i < children.Count; i++ )
{
children[i].Draw(spriteBatch);
}
}
public virtual void AddChild(GUIComponent child)
{
child.parent = this;
child.UpdateDimensions(this);
children.Add(child);
}
public virtual void RemoveChild(GUIComponent child)
{
if (children.Contains(child)) children.Remove(child);
}
public virtual void ClearChildren()
{
children.Clear();
}
}
}

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using Microsoft.Xna.Framework;
using System;
namespace Subsurface
{
class GUIFrame : GUIComponent
{
public GUIFrame(Rectangle rect, GUIStyle style = null, GUIComponent parent = null)
: this(rect, null, (Alignment.Left | Alignment.Top), style, parent)
{
}
public GUIFrame(Rectangle rect, Color color, GUIStyle style = null, GUIComponent parent = null)
: this(rect, color, (Alignment.Left | Alignment.Top), style, parent)
{
}
public GUIFrame(Rectangle rect, Color? color, Alignment alignment, GUIStyle style = null, GUIComponent parent = null)
: base(style)
{
this.rect = rect;
this.alignment = alignment;
if (color!=null) this.color = (Color)color;
if (parent != null)
{
parent.AddChild(this);
}
else
{
UpdateDimensions();
}
//if (style != null) ApplyStyle(style);
}
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
{
Color currColor = color;
if (state == ComponentState.Selected) currColor = selectedColor;
if (state == ComponentState.Hover) currColor = hoverColor;
GUI.DrawRectangle(spriteBatch, rect, currColor * (currColor.A/255.0f), true);
base.Draw(spriteBatch);
if (OutlineColor != Color.Transparent)
{
GUI.DrawRectangle(spriteBatch, rect, OutlineColor * (OutlineColor.A/255.0f), false);
}
DrawChildren(spriteBatch);
}
}
}

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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface
{
class GUIImage : GUIComponent
{
Sprite sprite;
Rectangle sourceRect;
bool crop;
public bool Crop
{
get
{
return crop;
}
set
{
crop = value;
if (crop)
{
sourceRect.Width = Math.Min(sprite.SourceRect.Width, Rect.Width);
sourceRect.Height = Math.Min(sprite.SourceRect.Height, Rect.Height);
}
}
}
public float Scale
{
get;
set;
}
public Rectangle SourceRect
{
get { return sourceRect; }
set { sourceRect = value; }
}
public GUIImage(Rectangle rect, string spritePath, Alignment alignment, GUIComponent parent = null)
: this(rect, new Sprite(spritePath, Vector2.Zero), alignment, parent)
{
}
public GUIImage(Rectangle rect, Sprite sprite, Alignment alignment, GUIComponent parent = null)
: base(null)
{
this.rect = rect;
this.alignment = alignment;
color = Color.White;
//alpha = 1.0f;
Scale = 1.0f;
this.sprite = sprite;
if (rect.Width == 0) this.rect.Width = (int)sprite.size.X;
if (rect.Height == 0) this.rect.Height = (int)Math.Min(sprite.size.Y, sprite.size.Y * (this.rect.Width / sprite.size.X));
sourceRect = sprite.SourceRect;
if (parent != null)
parent.AddChild(this);
}
public override void Draw(SpriteBatch spriteBatch)
{
Color currColor = color;
if (state == ComponentState.Hover) currColor = hoverColor;
if (state == ComponentState.Selected) currColor = selectedColor;
spriteBatch.Draw(sprite.Texture, new Vector2(rect.X, rect.Y), sourceRect, currColor * (currColor.A / 255.0f), 0.0f, Vector2.Zero,
Scale, SpriteEffects.None, 0.0f);
DrawChildren(spriteBatch);
}
}
}

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using System;
using System.Diagnostics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface
{
class GUIListBox : GUIComponent
{
protected GUIComponent selected;
public delegate bool OnSelectedHandler(object obj);
public OnSelectedHandler OnSelected;
public delegate object CheckSelectedHandler();
public CheckSelectedHandler CheckSelected;
private GUIScrollBar scrollBar;
private GUIFrame frame;
private int totalSize;
private int spacing;
private bool scrollBarEnabled;
private bool scrollBarHidden;
private bool enabled;
public object SelectedData
{
get
{
return (selected == null) ? null : selected.UserData;
}
}
public int SelectedIndex
{
get
{
if (selected == null) return -1;
return children.FindIndex(x => x == selected);
}
}
public float BarScroll
{
get { return scrollBar.BarScroll; }
set { scrollBar.BarScroll = value; }
}
public float BarSize
{
get { return scrollBar.BarSize; }
}
public int Spacing
{
get { return spacing; }
set { spacing = value; }
}
public bool Enabled
{
get { return enabled; }
set { enabled = value; }
}
public bool ScrollBarEnabled
{
get { return scrollBarEnabled; }
set
{
if (value)
{
if (!scrollBarEnabled && scrollBarHidden) ShowScrollBar();
}
else
{
if (scrollBarEnabled && !scrollBarHidden) HideScrollBar();
}
scrollBarEnabled = value;
}
}
public GUIListBox(Rectangle rect, GUIStyle style, GUIComponent parent = null)
: this(rect, style, Alignment.TopLeft, parent)
{
}
public GUIListBox(Rectangle rect, GUIStyle style, Alignment alignment, GUIComponent parent = null)
: this(rect, null, style, parent)
{
}
public GUIListBox(Rectangle rect, Color? color, GUIStyle style = null, GUIComponent parent = null)
: this(rect, color, (Alignment.Left | Alignment.Top), style, parent)
{
}
public GUIListBox(Rectangle rect, Color? color, Alignment alignment, GUIStyle style = null, GUIComponent parent = null)
: base(style)
{
this.rect = rect;
this.alignment = alignment;
if (color!=null) this.color = (Color)color;
if (parent != null)
parent.AddChild(this);
scrollBarHidden = true;
scrollBar = new GUIScrollBar(
new Rectangle(this.rect.X + this.rect.Width-20, this.rect.Y, 20, this.rect.Height), color, 1.0f, style);
frame = new GUIFrame(Rectangle.Empty, style, this);
if (style != null) style.Apply(frame, this);
UpdateScrollBarSize();
enabled = true;
scrollBarEnabled = true;
scrollBar.BarScroll = 0.0f;
}
public void Select(object selection)
{
foreach (GUIComponent child in children)
{
if (child.UserData != selection) continue;
selected = child;
if (OnSelected != null) OnSelected(selected.UserData);
return;
}
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
scrollBar.Update(deltaTime);
}
public void Select(int childIndex)
{
//children[0] is the GUIFrame, ignore it
childIndex += 1;
if (childIndex >= children.Count || childIndex<0) return;
selected = children[childIndex];
if (OnSelected != null) OnSelected(selected.UserData);
}
public void Deselect()
{
selected = null;
}
public void UpdateScrollBarSize()
{
totalSize = 0;
foreach (GUIComponent child in children)
{
if (child == frame) continue;
totalSize += (scrollBar.IsHorizontal) ? child.Rect.Width : child.Rect.Height;
totalSize += spacing;
}
scrollBar.BarSize = scrollBar.IsHorizontal ?
Math.Min((float)rect.Width / (float)totalSize, 1.0f) :
Math.Min((float)rect.Height / (float)totalSize, 1.0f);
if (scrollBar.BarSize < 1.0f && scrollBarHidden) ShowScrollBar();
if (scrollBar.BarSize >= 1.0f && !scrollBarHidden) HideScrollBar();
}
public override void AddChild(GUIComponent child)
{
base.AddChild(child);
//float oldScroll = scrollBar.BarScroll;
//float oldSize = scrollBar.BarSize;
UpdateScrollBarSize();
//if (oldSize == 1.0f && scrollBar.BarScroll == 0.0f) scrollBar.BarScroll = 1.0f;
//if (scrollBar.BarSize < 1.0f && oldScroll == 1.0f)
//{
// scrollBar.BarScroll = 1.0f;
//}
}
public override void ClearChildren()
{
base.ClearChildren();
selected = null;
}
public override void RemoveChild(GUIComponent child)
{
base.RemoveChild(child);
if (selected == child) selected = null;
UpdateScrollBarSize();
}
private void ShowScrollBar()
{
if (scrollBarHidden) Rect = new Rectangle(rect.X, rect.Y, rect.Width - scrollBar.Rect.Width, rect.Height);
scrollBarHidden = false;
}
private void HideScrollBar()
{
if (!scrollBarHidden) Rect = new Rectangle(rect.X, rect.Y, rect.Width + scrollBar.Rect.Width, rect.Height);
scrollBarHidden = true;
}
public override void Draw(SpriteBatch spriteBatch)
{
base.Draw(spriteBatch);
frame.Draw(spriteBatch);
//GUI.DrawRectangle(spriteBatch, rect, color*alpha, true);
int x = rect.X, y = rect.Y;
if (!scrollBarHidden)
{
scrollBar.Draw(spriteBatch);
if (scrollBar.IsHorizontal)
{
x -= (int)((totalSize - rect.Height) * scrollBar.BarScroll);
}
else
{
y -= (int)((totalSize - rect.Height) * scrollBar.BarScroll);
}
}
for (int i = 0; i < children.Count; i++ )
{
GUIComponent child = children[i];
if (child == frame) continue;
child.Rect = new Rectangle(child.Rect.X, y, child.Rect.Width, child.Rect.Height);
y += child.Rect.Height + spacing;
if (child.Rect.Y + child.Rect.Height < rect.Y) continue;
if (child.Rect.Y + child.Rect.Height > rect.Y + rect.Height) break;
if (child.Rect.Y < rect.Y && child.Rect.Y + child.Rect.Height >= rect.Y)
{
y = rect.Y;
continue;
}
if (selected == child)
{
child.State = ComponentState.Selected;
if (CheckSelected != null)
{
if (CheckSelected() != selected.UserData) selected = null;
}
}
else if (enabled && (MouseOn == this || (MouseOn != null && this.IsParentOf(MouseOn))) && child.Rect.Contains(PlayerInput.GetMouseState.Position))
{
child.State = ComponentState.Hover;
if (PlayerInput.LeftButtonClicked())
{
Debug.WriteLine("clicked");
selected = child;
if (OnSelected != null)
{
if (!OnSelected(child.UserData)) selected = null;
}
}
}
else
{
child.State = ComponentState.None;
}
child.Draw(spriteBatch);
}
//GUI.DrawRectangle(spriteBatch, rect, Color.Black, false);
}
}
}

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using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Subsurface
{
class GUIMessage
{
ColoredText coloredText;
Vector2 pos;
float lifeTime;
Vector2 size;
public string Text
{
get { return coloredText.text; }
}
public Color Color
{
get { return coloredText.color; }
}
public Vector2 Pos
{
get { return pos; }
set { pos = value; }
}
public Vector2 Size
{
get { return size; }
}
public float LifeTime
{
get { return lifeTime; }
set { lifeTime = value; }
}
public GUIMessage(string text, Color color, Vector2 position, float lifeTime)
{
coloredText = new ColoredText(text, color);
pos = position;
this.lifeTime = lifeTime;
size = GUI.Font.MeasureString(text);
}
}
}

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using Microsoft.Xna.Framework;
using System.Collections.Generic;
namespace Subsurface
{
class GUIMessageBox : GUIFrame
{
public static Queue<GUIMessageBox> messageBoxes = new Queue<GUIMessageBox>();
const int DefaultWidth=400, DefaultHeight=200;
//public delegate bool OnClickedHandler(GUIButton button, object obj);
//public OnClickedHandler OnClicked;
//GUIFrame frame;
public GUIButton[] Buttons;
public GUIMessageBox(string header, string text)
: this(header, text, new string[] {"OK"})
{
this.Buttons[0].OnClicked = Close;
}
public GUIMessageBox(string header, string text, int width, int height)
: this(header, text, new string[] { "OK" }, width, height)
{
this.Buttons[0].OnClicked = Close;
}
public GUIMessageBox(string header, string text, string[] buttons, int width=DefaultWidth, int height=DefaultHeight, Alignment textAlignment = Alignment.TopLeft)
: base(new Rectangle(0,0, width, height),
null, Alignment.Center, GUI.style, null)
{
//Padding = GUI.style.smallPadding;
//if (buttons == null || buttons.Length == 0)
//{
// DebugConsole.ThrowError("Creating a message box with no buttons isn't allowed");
// return;
//}
new GUITextBlock(new Rectangle(0, 0, 0, 30), header, Color.Transparent, Color.White, textAlignment, GUI.style, this, true);
new GUITextBlock(new Rectangle(0, 30, 0, height - 70), text, Color.Transparent, Color.White, textAlignment, GUI.style, this, true);
int x = 0;
this.Buttons = new GUIButton[buttons.Length];
for (int i = 0; i < buttons.Length; i++)
{
this.Buttons[i] = new GUIButton(new Rectangle(x, 0, 150, 30), buttons[i], Alignment.Left | Alignment.Bottom, GUI.style, this);
x += this.Buttons[i].Rect.Width + 20;
}
messageBoxes.Enqueue(this);
}
public bool Close(GUIButton button, object obj)
{
if (parent != null) parent.RemoveChild(this);
messageBoxes.Dequeue();
return true;
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface
{
class GUIProgressBar : GUIComponent
{
private bool isHorizontal;
private GUIFrame frame;
private float barSize;
private int margin;
public delegate float ProgressGetterHandler();
public ProgressGetterHandler ProgressGetter;
public bool IsHorizontal
{
get { return isHorizontal; }
}
public float BarSize
{
get { return barSize; }
set
{
float oldBarSize = barSize;
barSize = MathHelper.Clamp(value, 0.0f, 1.0f);
if (barSize!=oldBarSize) UpdateRect();
}
}
public GUIProgressBar(Rectangle rect, Color color, float barSize, GUIComponent parent = null)
: this(rect,color,barSize, (Alignment.Left | Alignment.Top), parent)
{
}
public GUIProgressBar(Rectangle rect, Color color, float barSize, Alignment alignment, GUIComponent parent = null)
: base(null)
{
this.rect = rect;
this.color = color;
isHorizontal = (rect.Width > rect.Height);
this.alignment = alignment;
margin = 5;
if (parent != null)
parent.AddChild(this);
frame = new GUIFrame(new Rectangle(0,0,0,0), Color.White, null, this);
this.barSize = barSize;
UpdateRect();
}
private void UpdateRect()
{
rect = new Rectangle(
frame.Rect.X + margin,
frame.Rect.Y + margin,
isHorizontal ? (int)((frame.Rect.Width - margin * 2) * barSize) : (frame.Rect.Width - margin * 2),
isHorizontal ? (frame.Rect.Height - margin * 2) : (int)((frame.Rect.Height - margin * 2) * barSize));
}
public override void Draw(SpriteBatch spriteBatch)
{
if (ProgressGetter != null) BarSize = ProgressGetter();
DrawChildren(spriteBatch);
GUI.DrawRectangle(spriteBatch, rect, color * (color.A / 255.0f), true);
}
}
}

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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface
{
class GUIScrollBar : GUIComponent
{
public static GUIScrollBar draggingBar;
private bool isHorizontal;
private GUIFrame frame;
private GUIButton bar;
private float barSize;
private float barScroll;
private bool enabled;
public delegate bool OnMovedHandler(object obj);
public OnMovedHandler OnMoved;
public bool IsHorizontal
{
get { return isHorizontal; }
}
public bool Enabled
{
get { return enabled; }
set { enabled = value; }
}
public float BarScroll
{
get { return barScroll; }
set
{
barScroll = MathHelper.Clamp(value, 0.0f, 1.0f);
int newX = bar.Rect.X - frame.Rect.X, newY = bar.Rect.Y - frame.Rect.Y;
if (isHorizontal)
{
newX = (int)(barScroll *(frame.Rect.Width - bar.Rect.Width));
newX = Math.Max(newX, 0);
newX = Math.Min(newX, frame.Rect.Width - bar.Rect.Width);
}
else
{
newY = (int)(barScroll * (frame.Rect.Height- bar.Rect.Height));
newY = Math.Max(newY, 0);
newY = Math.Min(newY, frame.Rect.Height - bar.Rect.Height);
}
bar.Rect = new Rectangle(newX + frame.Rect.X, newY + frame.Rect.Y, bar.Rect.Width, bar.Rect.Height);
}
}
public float BarSize
{
get { return barSize; }
set
{
float oldBarSize = barSize;
barSize = Math.Min(Math.Max(value, 0.0f), 1.0f);
if (barSize != oldBarSize) UpdateRect();
}
}
public GUIScrollBar(Rectangle rect, GUIStyle style, float barSize, GUIComponent parent = null)
: this(rect, null, barSize, style, parent)
{
}
public GUIScrollBar(Rectangle rect, Color? color, float barSize, GUIStyle style = null, GUIComponent parent = null)
: this(rect, color, barSize, Alignment.TopLeft, style, parent)
{
}
public GUIScrollBar(Rectangle rect, Color? color, float barSize, Alignment alignment, GUIStyle style = null, GUIComponent parent = null)
: base(style)
{
this.rect = rect;
//GetDimensions(parent);
this.alignment = alignment;
if (parent != null)
parent.AddChild(this);
isHorizontal = (rect.Width > rect.Height);
frame = new GUIFrame(new Rectangle(0,0,0,0), Color.White, style, this);
//AddChild(frame);
//System.Diagnostics.Debug.WriteLine(frame.rect);
bar = new GUIButton(new Rectangle(0, 0, 0, 0), "", color, style, this);
bar.OnPressed = SelectBar;
//AddChild(bar);
enabled = true;
UpdateRect();
}
private void UpdateRect()
{
bar.Rect = new Rectangle(
bar.Rect.X,
bar.Rect.Y,
isHorizontal ? (int)(frame.Rect.Width * barSize) : frame.Rect.Width,
isHorizontal ? frame.Rect.Height : (int)(frame.Rect.Height * barSize));
foreach (GUIComponent child in bar.children)
{
child.Rect = bar.Rect;
}
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
if (draggingBar != this) return;
if (!PlayerInput.LeftButtonDown()) draggingBar = null;
MoveButton();
}
public override void Draw(SpriteBatch spriteBatch)
{
DrawChildren(spriteBatch);
}
private bool SelectBar()
{
if (!enabled) return false;
if (barSize == 1.0f) return false;
draggingBar = this;
return true;
}
private void MoveButton()
{
//if (!enabled) return false;
//if (barSize == 1.0f) return false;
int newX = bar.Rect.X - frame.Rect.X, newY = bar.Rect.Y - frame.Rect.Y;
int moveAmount;
if (isHorizontal)
{
moveAmount = PlayerInput.GetMouseState.Position.X - PlayerInput.GetOldMouseState.Position.X;
newX = Math.Min(Math.Max(newX + moveAmount, 0), frame.Rect.Width - bar.Rect.Width);
barScroll = (float)newX / ((float)frame.Rect.Width - (float)bar.Rect.Width);
}
else
{
moveAmount = PlayerInput.GetMouseState.Position.Y - PlayerInput.GetOldMouseState.Position.Y;
newY = Math.Min(Math.Max(newY+moveAmount, 0), frame.Rect.Height - bar.Rect.Height);
barScroll = (float)newY / ((float)frame.Rect.Height - (float)bar.Rect.Height);
}
if (moveAmount != 0 && OnMoved != null) OnMoved(moveAmount);
bar.Rect = new Rectangle(newX + frame.Rect.X, newY + frame.Rect.Y, bar.Rect.Width, bar.Rect.Height);
}
}
}

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using System.Xml.Linq;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
namespace Subsurface
{
class GUIStyle
{
private Dictionary<string, GUIComponentStyle> componentStyles;
public GUIStyle(string file)
{
componentStyles = new Dictionary<string, GUIComponentStyle>();
XDocument doc;
try { doc = XDocument.Load(file); }
catch (Exception e)
{
DebugConsole.ThrowError("Loading style ''" + file + "'' failed", e);
return;
}
//smallPadding = ToolBox.GetAttributeVector4(doc.Root, "smallpadding", Vector4.Zero);
//largePadding = ToolBox.GetAttributeVector4(doc.Root, "largepadding", Vector4.Zero);
//Vector4 colorVector = ToolBox.GetAttributeVector4(doc.Root, "backgroundcolor", new Vector4(0.0f,0.0f,0.0f,1.0f));
//backGroundColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
//colorVector = ToolBox.GetAttributeVector4(doc.Root, "foregroundcolor", new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
//foreGroundColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
//colorVector = ToolBox.GetAttributeVector4(doc.Root, "textcolor", new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
//textColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
//colorVector = ToolBox.GetAttributeVector4(doc.Root, "hovercolor", new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
//hoverColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
//colorVector = ToolBox.GetAttributeVector4(doc.Root, "selectedcolor", new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
//selectedColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
foreach (XElement subElement in doc.Root.Elements())
{
GUIComponentStyle componentStyle = new GUIComponentStyle(subElement);
componentStyles.Add(subElement.Name.ToString().ToLower(), componentStyle);
}
}
public void Apply(GUIComponent targetComponent, GUIComponent parent = null)
{
GUIComponentStyle componentStyle = null;
string name = (parent==null) ? targetComponent.GetType().Name.ToLower() : parent.GetType().Name.ToLower();
componentStyles.TryGetValue(name, out componentStyle);
if (componentStyle==null)
{
DebugConsole.ThrowError("Couldn't find a GUI style for "+targetComponent.GetType().Name);
return;
}
targetComponent.ApplyStyle(componentStyle);
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface
{
class GUITextBlock : GUIComponent
{
protected string text;
protected Alignment textAlignment;
protected Vector2 textPos;
protected Vector2 origin;
protected Vector2 caretPos;
protected Color textColor;
public delegate string TextGetterHandler();
public TextGetterHandler TextGetter;
public bool Wrap;
public override Vector4 Padding
{
get { return padding; }
set
{
padding = value;
SetTextPos();
}
}
public string Text
{
get { return text; }
set
{
text = value;
SetTextPos();
}
}
public bool LimitText
{
get;
set;
}
public Vector2 TextPos
{
get { return textPos; }
}
public Vector2 Origin
{
get { return origin; }
}
public Color TextColor
{
get { return textColor; }
set { textColor = value; }
}
public Vector2 CaretPos
{
get { return caretPos; }
}
public GUITextBlock(Rectangle rect, string text, GUIStyle style, GUIComponent parent = null, bool wrap = false)
: this(rect, text, style, Alignment.TopLeft, Alignment.TopLeft, parent, wrap)
{
}
public GUITextBlock(Rectangle rect, string text, GUIStyle style, Alignment alignment = Alignment.TopLeft, Alignment textAlignment = Alignment.TopLeft, GUIComponent parent = null, bool wrap = false)
: this (rect, text, null, null, alignment, textAlignment, style, parent, wrap)
{
}
public GUITextBlock(Rectangle rect, string text, Color? color, Color? textColor, Alignment textAlignment = Alignment.Left, GUIStyle style = null, GUIComponent parent = null, bool wrap = false)
: this(rect, text,color, textColor, Alignment.TopLeft, textAlignment, style, parent, wrap)
{
}
protected override void UpdateDimensions(GUIComponent parent)
{
base.UpdateDimensions(parent);
SetTextPos();
}
public override void ApplyStyle(GUIComponentStyle style)
{
base.ApplyStyle(style);
textColor = style.textColor;
}
public GUITextBlock(Rectangle rect, string text, Color? color, Color? textColor, Alignment alignment, Alignment textAlignment = Alignment.Left, GUIStyle style = null, GUIComponent parent = null, bool wrap = false)
:base (style)
{
this.rect = rect;
if (color!=null) this.color = (Color)color;
if (textColor!=null) this.textColor = (Color)textColor;
this.text = text;
this.alignment = alignment;
this.textAlignment = textAlignment;
if (parent != null)
parent.AddChild(this);
//if (wrap)
//{
this.Wrap = wrap;
// this.text = ToolBox.WrapText(this.text, rect.Width);
//}
SetTextPos();
}
private void SetTextPos()
{
if (text==null) return;
Vector2 size = MeasureText(text);
if (Wrap && rect.Width>0)
{
//text = text.Replace("\n"," ");
text = ToolBox.WrapText(text, rect.Width, Font);
Vector2 newSize = MeasureText(text);
//Rectangle newRect = rect;
//newRect.Width += (int)(newSize.X-size.X);
//newRect.Height += (int)(newSize.Y - size.Y);
//Rect = newRect;
size = newSize;
}
if (LimitText && text.Length>1 && size.Y > rect.Height)
{
string[] lines = text.Split('\n');
text = string.Join("\n", lines, 0, lines.Length-1);
}
textPos = new Vector2(rect.Width / 2.0f, rect.Height / 2.0f);
origin = size * 0.5f;
if (textAlignment.HasFlag(Alignment.Left))
origin.X += (rect.Width / 2.0f - padding.X) - size.X / 2;
if (textAlignment.HasFlag(Alignment.Right))
origin.X -= (rect.Width / 2.0f - padding.Z) - size.X / 2;
if (textAlignment.HasFlag(Alignment.Top))
origin.Y += (rect.Height / 2.0f - padding.Y) - size.Y / 2;
if (textAlignment.HasFlag(Alignment.Bottom))
origin.Y -= (rect.Height / 2.0f - padding.W) - size.Y / 2;
origin.X = (int)origin.X;
origin.Y = (int)origin.Y;
textPos.X = (int)textPos.X;
textPos.Y = (int)textPos.Y;
if (text.Contains("\n"))
{
string[] lines = text.Split('\n');
Vector2 lastLineSize = MeasureText(lines[lines.Length-1]);
caretPos = new Vector2(rect.X + lastLineSize.X, rect.Y + size.Y - lastLineSize.Y) + textPos - origin;
}
else
{
caretPos = new Vector2(rect.X + size.X, rect.Y) + textPos - origin;
}
}
private Vector2 MeasureText(string text)
{
Vector2 size = Vector2.Zero;
while (size == Vector2.Zero)
{
try { size = Font.MeasureString((text == "") ? " " : text); }
catch { text = text.Substring(0, text.Length - 1); }
}
return size;
}
public override void Draw(SpriteBatch spriteBatch)
{
Color currColor = color;
if (state == ComponentState.Hover) currColor = hoverColor;
if (state == ComponentState.Selected) currColor = selectedColor;
GUI.DrawRectangle(spriteBatch, rect, currColor*(currColor.A/255.0f), true);
base.Draw(spriteBatch);
if (TextGetter != null) text = TextGetter();
if (!string.IsNullOrEmpty(text))
{
spriteBatch.DrawString(Font,
text,
new Vector2(rect.X, rect.Y) + textPos,
textColor * (textColor.A / 255.0f),
0.0f, origin, 1.0f,
SpriteEffects.None, 0.0f);
}
DrawChildren(spriteBatch);
}
}
}

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using System;
using EventInput;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Subsurface
{
delegate void TextBoxEvent(GUITextBox sender);
class GUITextBox : GUIComponent, IKeyboardSubscriber
{
public event TextBoxEvent Clicked;
bool caretVisible;
float caretTimer;
GUITextBlock textBlock;
public delegate bool OnEnterHandler(GUITextBox textBox, string text);
public OnEnterHandler OnEnter;
public delegate bool OnTextChangedHandler(GUITextBox textBox, string text);
public OnTextChangedHandler OnTextChanged;
public GUITextBlock.TextGetterHandler TextGetter
{
get { return textBlock.TextGetter; }
set { textBlock.TextGetter = value; }
}
public bool Wrap
{
get { return textBlock.Wrap; }
set { textBlock.Wrap = value; }
}
public bool LimitText
{
get { return textBlock.LimitText; }
set { textBlock.LimitText = value; }
}
public bool Enabled
{
get;
set;
}
public override SpriteFont Font
{
set
{
base.Font = value;
if (textBlock == null) return;
textBlock.Font = value;
}
}
public override Color Color
{
get { return color; }
set
{
color = value;
textBlock.Color = color;
}
}
public String Text
{
get
{
return textBlock.Text;
}
set
{
textBlock.Text = value;
if (textBlock.Text == null) textBlock.Text = "";
if (textBlock.Text != "")
{
//if you attempt to display a character that is not in your font
//you will get an exception, so we filter the characters
//remove the filtering if you're using a default character in your spritefont
String filtered = "";
foreach (char c in value)
{
if (Font.Characters.Contains(c)) filtered += c;
}
textBlock.Text = filtered;
if (!Wrap && Font.MeasureString(textBlock.Text).X > rect.Width)
{
//ensure that text cannot be larger than the box
Text = textBlock.Text.Substring(0, textBlock.Text.Length - 1);
}
}
}
}
public GUITextBox(Rectangle rect, GUIStyle style = null, GUIComponent parent = null)
: this(rect, null, null, Alignment.Left, Alignment.Left, style, parent)
{
}
public GUITextBox(Rectangle rect, Alignment alignment = Alignment.Left, GUIStyle style = null, GUIComponent parent = null)
: this(rect, null, null, alignment, Alignment.Left, style, parent)
{
}
public GUITextBox(Rectangle rect, Color? color, Color? textColor, Alignment alignment, Alignment textAlignment = Alignment.Left, GUIStyle style = null, GUIComponent parent = null)
: base(style)
{
Enabled = true;
this.rect = rect;
if (color != null) this.color = (Color)color;
this.alignment = alignment;
//this.textAlignment = textAlignment;
if (parent != null)
parent.AddChild(this);
textBlock = new GUITextBlock(new Rectangle(0,0,0,0), "", color, textColor, textAlignment, style, this);
textBlock.Padding = new Vector4(10.0f, 0.0f, 10.0f, 0.0f);
if (style != null) style.Apply(textBlock, this);
previousMouse = PlayerInput.GetMouseState;
//SetTextPos();
}
public void Select()
{
Selected = true;
keyboardDispatcher.Subscriber = this;
if (Clicked != null) Clicked(this);
}
public void Deselect()
{
if (keyboardDispatcher.Subscriber == this) keyboardDispatcher.Subscriber = null;
}
MouseState previousMouse;
public override void Update(float deltaTime)
{
if (!Enabled) return;
caretTimer += deltaTime;
caretVisible = ((caretTimer*1000.0f) % 1000) < 500;
if (rect.Contains(PlayerInput.GetMouseState.Position))
{
state = ComponentState.Hover;
if (PlayerInput.LeftButtonClicked()) Select();
}
else
{
state = ComponentState.None;
}
if (keyboardDispatcher.Subscriber == this)
{
Character.DisableControls = true;
if (OnEnter != null && PlayerInput.KeyHit(Keys.Enter))
{
string input = Text;
Text = "";
OnEnter(this, input);
}
}
}
public override void Draw(SpriteBatch spriteBatch)
{
DrawChildren(spriteBatch);
Vector2 caretPos = textBlock.CaretPos;
if (caretVisible && Selected)
{
GUI.DrawLine(spriteBatch,
new Vector2((int)caretPos.X + 2, caretPos.Y + 3),
new Vector2((int)caretPos.X + 2, caretPos.Y + Font.MeasureString("I").Y - 3),
textBlock.TextColor * (textBlock.TextColor.A / 255.0f));
}
}
public void ReceiveTextInput(char inputChar)
{
Text = Text + inputChar;
if (OnTextChanged!=null) OnTextChanged(this, Text);
}
public void ReceiveTextInput(string text)
{
Text = Text + text;
if (OnTextChanged != null) OnTextChanged(this, Text);
}
public void ReceiveCommandInput(char command)
{
switch (command)
{
case '\b': //backspace
if (Text.Length > 0)
Text = Text.Substring(0, Text.Length - 1);
break;
case '\r': //return
if (OnEnterPressed != null)
OnEnterPressed(this);
break;
case '\t': //tab
if (OnTabPressed != null)
OnTabPressed(this);
break;
}
if (OnTextChanged != null) OnTextChanged(this, Text);
}
public void ReceiveSpecialInput(Keys key)
{
}
public event TextBoxEvent OnEnterPressed;
public event TextBoxEvent OnTabPressed;
public bool Selected
{
get;
set;
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Subsurface
{
class GUITickBox : GUIComponent
{
GUIFrame box;
GUITextBlock text;
public delegate bool OnSelectedHandler(object obj);
public OnSelectedHandler OnSelected;
private bool selected;
public bool Selected
{
get { return selected; }
set
{
if (value == selected) return;
selected = value;
state = (selected) ? ComponentState.Selected : ComponentState.None;
}
}
public GUITickBox(Rectangle rect, string label, Alignment alignment, GUIComponent parent)
: base(null)
{
if (parent != null)
parent.AddChild(this);
box = new GUIFrame(rect, Color.DarkGray, null, this);
box.HoverColor = Color.Gray;
box.SelectedColor = Color.DarkGray;
text = new GUITextBlock(new Rectangle(rect.X + 40, rect.Y, 200, 30), label, Color.Transparent, Color.White, Alignment.TopLeft, null, this);
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
if (box.Rect.Contains(PlayerInput.GetMouseState.Position))
{
box.State = ComponentState.Hover;
if (PlayerInput.GetMouseState.LeftButton == ButtonState.Pressed)
{
box.State = ComponentState.Selected;
}
if (PlayerInput.LeftButtonClicked())
{
Selected = !Selected;
if (OnSelected != null) OnSelected(this);
}
}
else
{
box.State = ComponentState.None;
}
}
public override void Draw(SpriteBatch spriteBatch)
{
DrawChildren(spriteBatch);
if (Selected)
{
GUI.DrawRectangle(spriteBatch, new Rectangle(box.Rect.X + 2, box.Rect.Y + 2, box.Rect.Width - 4, box.Rect.Height - 4), Color.Green * 0.8f, true);
}
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
namespace Subsurface
{
class TitleScreen
{
private Texture2D backgroundTexture,monsterTexture,titleTexture;
readonly RenderTarget2D renderTarget;
float state;
public Vector2 Position;
public TitleScreen(GraphicsDevice graphics)
{
backgroundTexture = Game1.TextureLoader.FromFile("Content/UI/titleBackground.png");
monsterTexture = Game1.TextureLoader.FromFile("Content/UI/titleMonster.png");
titleTexture = Game1.TextureLoader.FromFile("Content/UI/titleText.png");
renderTarget = new RenderTarget2D(graphics, Game1.GraphicsWidth, Game1.GraphicsHeight);
}
public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float loadState, float deltaTime)
{
//if (stopwatch == null)
//{
// stopwatch = new Stopwatch();
// stopwatch.Start();
//}
graphics.SetRenderTarget(renderTarget);
//Debug.WriteLine(stopwatch.Elapsed.TotalMilliseconds);
float scale = Game1.GraphicsHeight/2048.0f;
state += deltaTime;
Vector2 center = new Vector2(Game1.GraphicsWidth*0.3f, Game1.GraphicsHeight/2.0f) + Position*scale;
Vector2 titlePos = center + new Vector2(-0.0f + (float)Math.Sqrt(state) * 220.0f, 0.0f) * scale;
titlePos.X = Math.Min(titlePos.X, (float)Game1.GraphicsWidth / 2.0f);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
graphics.Clear(Color.Black);
spriteBatch.Draw(backgroundTexture, center, null, Color.White * Math.Min(state / 5.0f, 1.0f), 0.0f,
new Vector2(backgroundTexture.Width / 2.0f, backgroundTexture.Height / 2.0f),
scale, SpriteEffects.None, 0.2f);
spriteBatch.Draw(monsterTexture,
center + new Vector2(state * 100.0f - 1200.0f, state * 30.0f - 100.0f) * scale, null,
Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0.1f);
spriteBatch.Draw(titleTexture,
titlePos, null,
Color.White * Math.Min((state - 1.0f) / 5.0f, 1.0f), 0.0f, new Vector2(titleTexture.Width / 2.0f, titleTexture.Height / 2.0f), scale, SpriteEffects.None, 0.0f);
spriteBatch.End();
graphics.SetRenderTarget(null);
Matrix transform = Matrix.CreateTranslation(
new Vector3(Game1.GraphicsWidth / 2.0f,
Game1.GraphicsHeight / 2.0f, 0));
Hull.renderer.RenderBack(graphics, renderTarget, transform);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
spriteBatch.Draw(titleTexture,
titlePos, null,
Color.White * Math.Min((state - 3.0f) / 5.0f, 1.0f), 0.0f, new Vector2(titleTexture.Width / 2.0f, titleTexture.Height / 2.0f), scale, SpriteEffects.None, 0.0f);
string loadText = "";
if (loadState == 100.0f)
{
loadText = "Press any key to continue";
}
else if (loadState > 0.0f)
{
loadText = "Loading... " + (int)loadState + " %";
}
spriteBatch.DrawString(GUI.Font, loadText, new Vector2(Game1.GraphicsWidth/2.0f - 50.0f, Game1.GraphicsHeight*0.8f), Color.White);
spriteBatch.End();
}
}
}

320
Subsurface/Source/Game1.cs Normal file
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using System;
using System.Diagnostics;
using System.Reflection;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Subsurface.Networking;
using Subsurface.Particles;
using System.Collections;
using System.Collections.Generic;
using Microsoft.Xna.Framework.Input;
namespace Subsurface
{
class Game1 : Game
{
public static GraphicsDeviceManager Graphics;
static int graphicsWidth, graphicsHeight;
static SpriteBatch spriteBatch;
public static bool DebugDraw;
public static GraphicsDevice CurrGraphicsDevice;
public static FrameCounter FrameCounter;
public static readonly Version Version = Assembly.GetEntryAssembly().GetName().Version;
public static GameScreen GameScreen;
public static MainMenuScreen MainMenuScreen;
public static LobbyScreen LobbyScreen;
public static NetLobbyScreen NetLobbyScreen;
public static EditMapScreen EditMapScreen;
public static EditCharacterScreen EditCharacterScreen;
public static Lights.LightManager LightManager;
public static ContentPackage SelectedPackage
{
get { return Config.SelectedContentPackage; }
}
public static Level Level;
public static GameSession GameSession;
public static NetworkMember NetworkMember;
public static ParticleManager ParticleManager;
public static TextureLoader TextureLoader;
public static World World;
public static TitleScreen TitleScreen;
private bool titleScreenOpen;
public static GameSettings Config;
//public static Random localRandom;
//public static Random random;
//private Stopwatch renderTimer;
//public static int renderTimeElapsed;
public Camera Cam
{
get { return GameScreen.Cam; }
}
public static int GraphicsWidth
{
get { return graphicsWidth; }
}
public static int GraphicsHeight
{
get { return graphicsHeight; }
}
public static GameServer Server
{
get { return NetworkMember as GameServer; }
}
public static GameClient Client
{
get { return NetworkMember as GameClient; }
}
public Game1()
{
Graphics = new GraphicsDeviceManager(this);
Config = new GameSettings("config.xml");
graphicsWidth = Config.GraphicsWidth;
graphicsHeight = Config.GraphicsHeight;
Graphics.IsFullScreen = Config.FullScreenEnabled;
Graphics.PreferredBackBufferWidth = graphicsWidth;
Graphics.PreferredBackBufferHeight = graphicsHeight;
Content.RootDirectory = "Content";
//graphics.SynchronizeWithVerticalRetrace = false;
//graphics.ApplyChanges();
FrameCounter = new FrameCounter();
//renderTimer = new Stopwatch();
IsMouseVisible = true;
IsFixedTimeStep = false;
//TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 55);
World = new World(new Vector2(0, -9.82f));
Settings.VelocityIterations = 2;
Settings.PositionIterations = 1;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
base.Initialize();
CurrGraphicsDevice = GraphicsDevice;
//Event.Init("Content/randomevents.xml");
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
graphicsWidth = GraphicsDevice.Viewport.Width;
graphicsHeight = GraphicsDevice.Viewport.Height;
Sound.Init();
ConvertUnits.SetDisplayUnitToSimUnitRatio(Physics.DisplayToSimRation);
spriteBatch = new SpriteBatch(GraphicsDevice);
TextureLoader = new TextureLoader(GraphicsDevice);
titleScreenOpen = true;
TitleScreen = new TitleScreen(GraphicsDevice);
CoroutineManager.StartCoroutine(Load());
}
private float loadState = 0.0f;
private IEnumerable<Status> Load()
{
GUI.Font = ToolBox.TryLoadFont("SpriteFont1", Content);
GUI.SmallFont = ToolBox.TryLoadFont("SmallFont", Content);
sw = new Stopwatch();
LightManager = new Lights.LightManager(GraphicsDevice);
Hull.renderer = new WaterRenderer(GraphicsDevice);
loadState = 1.0f;
yield return Status.Running;
GUI.LoadContent(GraphicsDevice);
loadState = 2.0f;
yield return Status.Running;
MapEntityPrefab.Init();
loadState = 10.0f;
yield return Status.Running;
JobPrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Jobs));
loadState = 15.0f;
yield return Status.Running;
StructurePrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Structure));
loadState = 25.0f;
yield return Status.Running;
ItemPrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Item));
loadState = 40.0f;
yield return Status.Running;
Debug.WriteLine("sounds");
CoroutineManager.StartCoroutine(AmbientSoundManager.Init());
loadState = 70.0f;
yield return Status.Running;
GameMode.Init();
Submarine.Preload("Content/SavedMaps");
loadState = 80.0f;
yield return Status.Running;
GameScreen = new GameScreen(Graphics.GraphicsDevice);
loadState = 90.0f;
yield return Status.Running;
MainMenuScreen = new MainMenuScreen(this);
LobbyScreen = new LobbyScreen();
NetLobbyScreen = new NetLobbyScreen();
EditMapScreen = new EditMapScreen();
EditCharacterScreen = new EditCharacterScreen();
yield return Status.Running;
ParticleManager = new ParticleManager("Content/Particles/prefabs.xml", Cam);
yield return Status.Running;
GUIComponent.Init(Window);
DebugConsole.Init(Window);
yield return Status.Running;
LocationType.Init("Content/Map/locationTypes.xml");
MainMenuScreen.Select();
yield return Status.Running;
loadState = 100.0f;
yield return Status.Success;
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
Sound.Dispose();
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
base.Update(gameTime);
double deltaTime = gameTime.ElapsedGameTime.TotalSeconds;
PlayerInput.Update(deltaTime);
if (loadState >= 100.0f && !titleScreenOpen)
{
if (PlayerInput.KeyHit(Keys.Escape)) GUI.TogglePauseMenu();
DebugConsole.Update(this, (float)deltaTime);
if ((!DebugConsole.IsOpen && !GUI.PauseMenuOpen) || NetworkMember != null) Screen.Selected.Update(deltaTime);
GUI.Update((float)deltaTime);
if (NetworkMember != null)
{
NetworkMember.Update();
}
else
{
NetworkEvent.events.Clear();
}
}
CoroutineManager.Update();
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
protected override void Draw(GameTime gameTime)
{
//renderTimer.Restart();
double deltaTime = gameTime.ElapsedGameTime.TotalSeconds;
FrameCounter.Update(deltaTime);
if (titleScreenOpen)
{
TitleScreen.Draw(spriteBatch, GraphicsDevice, loadState, (float)deltaTime);
if (loadState>=100.0f && (PlayerInput.GetKeyboardState.GetPressedKeys().Length>0 || PlayerInput.LeftButtonClicked()))
{
titleScreenOpen = false;
}
}
else if (loadState >= 100.0f)
{
Screen.Selected.Draw(deltaTime, GraphicsDevice, spriteBatch);
}
//renderTimeElapsed = (int)renderTimer.Elapsed.Ticks;
//renderTimer.Stop();
if (sw.Elapsed.TotalSeconds < Physics.step)
{
System.Threading.Thread.Sleep((int)((Physics.step - sw.Elapsed.TotalSeconds)*1000.0));
}
sw.Restart();
}
Stopwatch sw;
protected override void OnExiting(object sender, EventArgs args)
{
if (NetworkMember != null) NetworkMember.Disconnect();
base.OnExiting(sender, args);
}
}
}

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using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Subsurface
{
class CargoManager
{
private List<MapEntityPrefab> purchasedItems;
public CargoManager()
{
purchasedItems = new List<MapEntityPrefab>();
}
public void AddItem(MapEntityPrefab item)
{
purchasedItems.Add(item);
}
public void CreateItems()
{
WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo);
if (wp==null)
{
DebugConsole.ThrowError("The submarine must have a waypoint marked as Cargo for bought items to be placed correctly!");
return;
}
Hull cargoRoom = Hull.FindHull(wp.Position);
if (wp == null)
{
DebugConsole.ThrowError("A waypoint marked as Cargo must be placed inside a room!");
return;
}
foreach (MapEntityPrefab prefab in purchasedItems)
{
Vector2 position = new Vector2(
Rand.Range(cargoRoom.Rect.X + 20, cargoRoom.Rect.Right - 20),
Rand.Range(cargoRoom.Rect.Y - cargoRoom.Rect.Height + 20.0f, cargoRoom.Rect.Y));
new Item(prefab as ItemPrefab, wp.Position);
}
purchasedItems.Clear();
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Xml.Linq;
namespace Subsurface
{
class CrewManager
{
public List<Character> characters;
public List<CharacterInfo> characterInfos;
//public static string mapFile;
//public string saveFile;
private int money;
private GUIFrame guiFrame;
private GUIListBox listBox;
public int Money
{
get { return money; }
set { money = (int)Math.Max(value, 0.0f); }
}
public CrewManager()
{
characters = new List<Character>();
characterInfos = new List<CharacterInfo>();
guiFrame = new GUIFrame(new Rectangle(0, 50, 150, 450), Color.Transparent);
listBox = new GUIListBox(new Rectangle(0, 0, 150, 0), Color.Transparent, null, guiFrame);
listBox.ScrollBarEnabled = false;
listBox.OnSelected = SelectCharacter;
money = 10000;
}
public CrewManager(XElement element)
: this()
{
money = ToolBox.GetAttributeInt(element, "money", 0);
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower()!="character") continue;
characterInfos.Add(new CharacterInfo(subElement));
}
}
public bool SelectCharacter(object selection)
{
//listBox.Select(selection);
Character character = selection as Character;
if (character == null) return false;
if (characters.Contains(character))
{
Character.Controlled = character;
return true;
}
return false;
}
public void AddCharacter(Character character)
{
characters.Add(character);
if (!characterInfos.Contains(character.Info))
{
characterInfos.Add(character.Info);
}
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 40), Color.Transparent, null, listBox);
frame.UserData = character;
frame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
frame.HoverColor = Color.LightGray * 0.5f;
frame.SelectedColor = Color.Gold * 0.5f;
string name = character.Info.Name.Replace(' ', '\n');
GUITextBlock textBlock = new GUITextBlock(
new Rectangle(40, 0, 0, 25),
name,
Color.Transparent, Color.White,
Alignment.Left, Alignment.Left,
null, frame);
textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
new GUIImage(new Rectangle(-10, -10, 0, 0), character.AnimController.limbs[0].sprite, Alignment.Left, frame);
}
public void Update(float deltaTime)
{
guiFrame.Update(deltaTime);
}
public void KillCharacter(Character killedCharacter)
{
GUIComponent characterBlock = listBox.GetChild(killedCharacter) as GUIComponent;
if (characterBlock != null) characterBlock.Color = Color.DarkRed * 0.5f;
//if (characters.Find(c => !c.IsDead)==null)
//{
// Game1.GameSession.EndShift(null, null);
//}
}
public void StartShift()
{
listBox.ClearChildren();
characters.Clear();
WayPoint[] waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos);
for (int i = 0; i < waypoints.Length; i++)
{
//WayPoint randomWayPoint = WayPoint.GetRandom(SpawnType.Human);
//Vector2 position = (randomWayPoint == null) ? Vector2.Zero : randomWayPoint.SimPosition;
Character character = new Character(characterInfos[i], waypoints[i]);
Character.Controlled = character;
if (!character.Info.StartItemsGiven)
{
character.GiveJobItems(waypoints[i]);
character.Info.StartItemsGiven = true;
}
AddCharacter(character);
}
if (characters.Count > 0) SelectCharacter(characters[0]);
}
public void EndShift()
{
foreach (Character c in characters)
{
if (!c.IsDead)
{
c.Info.UpdateCharacterItems();
continue;
}
CharacterInfo deadInfo = characterInfos.Find(x => c.Info == x);
if (deadInfo != null) characterInfos.Remove(deadInfo);
}
characters.Clear();
listBox.ClearChildren();
}
public void Draw(SpriteBatch spriteBatch)
{
guiFrame.Draw(spriteBatch);
}
public void Save(XElement parentElement)
{
XElement element = new XElement("crew");
element.Add(new XAttribute("money", money));
foreach (CharacterInfo ci in characterInfos)
{
ci.Save(element);
}
parentElement.Add(element);
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Reflection;
namespace Subsurface
{
class GameModePreset
{
public static List<GameModePreset> list = new List<GameModePreset>();
public ConstructorInfo Constructor;
public string Name;
public bool IsSinglePlayer;
public GameModePreset(string name, Type type, bool isSinglePlayer = false)
{
this.Name = name;
//Constructor = constructor;
Constructor = type.GetConstructor(new Type[] { typeof(GameModePreset)});
IsSinglePlayer = isSinglePlayer;
list.Add(this);
}
public GameMode Instantiate()
{
object[] lobject = new object[] { this };
return(GameMode)Constructor.Invoke(lobject);
}
}
class GameMode
{
public static List<GameModePreset> presetList = new List<GameModePreset>();
TimeSpan duration;
protected DateTime startTime;
protected DateTime endTime;
//public readonly bool IsSinglePlayer;
private GUIProgressBar timerBar;
protected bool isRunning;
//protected string name;
protected GameModePreset preset;
private string endMessage;
public virtual Quest Quest
{
get { return null; }
}
public DateTime StartTime
{
get { return startTime; }
}
public DateTime EndTime
{
get { return endTime; }
}
public bool IsRunning
{
get { return isRunning; }
}
public bool IsSinglePlayer
{
get { return preset.IsSinglePlayer; }
}
public string Name
{
get { return preset.Name; }
}
public string EndMessage
{
get { return endMessage; }
}
public GameMode(GameModePreset preset)
{
this.preset = preset;
//list.Add(this);
}
public virtual void Draw(SpriteBatch spriteBatch)
{
if (timerBar != null) timerBar.Draw(spriteBatch);
}
public virtual void Start(TimeSpan duration)
{
startTime = DateTime.Now;
if (duration!=TimeSpan.Zero)
{
endTime = startTime + duration;
this.duration = duration;
timerBar = new GUIProgressBar(new Rectangle(Game1.GraphicsWidth - 120, 20, 100, 25), Color.Gold, 0.0f, null);
}
endMessage = "The round has ended!";
isRunning = true;
}
public virtual void Update(float deltaTime)
{
if (!isRunning) return;
if (duration != TimeSpan.Zero)
{
double elapsedTime = (DateTime.Now - startTime).TotalSeconds;
timerBar.BarSize = (float)(elapsedTime / duration.TotalSeconds);
}
//if (DateTime.Now >= endTime)
//{
// End(endMessage);
//}
}
public virtual void End(string endMessage = "")
{
isRunning = false;
if (endMessage != "" || this.endMessage == null) this.endMessage = endMessage;
Game1.GameSession.EndShift(endMessage);
}
public static void Init()
{
new GameModePreset("Single Player", typeof(SinglePlayerMode), true);
new GameModePreset("SandBox", typeof(GameMode), false);
new GameModePreset("Traitor", typeof(TraitorMode), false);
new GameModePreset("Quest", typeof(QuestMode), false);
}
}
}

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using System;
using System.IO;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Text;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Subsurface
{
class GameSession
{
public readonly TaskManager taskManager;
//protected DateTime startTime;
//protected DateTime endTime;
public readonly GameMode gameMode;
private GUIFrame guiRoot;
//private GUIListBox chatBox;
//private GUITextBox textBox;
private string saveFile;
private Submarine submarine;
public Quest Quest
{
get
{
if (gameMode != null) return gameMode.Quest;
return null;
}
}
private Level level;
public Level Level
{
get { return level; }
}
public Map Map
{
get
{
SinglePlayerMode mode = (gameMode as SinglePlayerMode);
return (mode == null) ? null : mode.map;
}
}
public Submarine Submarine
{
get { return submarine; }
}
public string SaveFile
{
get { return saveFile; }
}
public GameSession(Submarine submarine, string saveFile, GameModePreset gameModePreset)
:this(submarine, saveFile, gameModePreset.Instantiate())
{
}
public GameSession(Submarine selectedSub, string saveFile, GameMode gameMode = null)
{
taskManager = new TaskManager(this);
this.saveFile = saveFile;
guiRoot = new GUIFrame(new Rectangle(0,0,Game1.GraphicsWidth,Game1.GraphicsWidth), Color.Transparent);
this.gameMode = gameMode;
this.submarine = selectedSub;
}
public GameSession(Submarine selectedSub, string saveFile, string filePath)
: this(selectedSub, saveFile)
{
XDocument doc = ToolBox.TryLoadXml(filePath);
if (doc == null) return;
foreach (XElement subElement in doc.Root.Elements())
{
if (subElement.Name.ToString().ToLower() != "gamemode") continue;
gameMode = new SinglePlayerMode(subElement);
}
}
public void StartShift(TimeSpan duration, string levelSeed)
{
Level level = Level.CreateRandom(levelSeed);
StartShift(duration, level);
}
public void StartShift(TimeSpan duration, Level level, bool reloadSub = true)
{
Game1.LightManager.LosEnabled = (Game1.Server==null);
this.level = level;
if (reloadSub || Submarine.Loaded != submarine) submarine.Load();
if (level != null)
{
level.Generate(submarine == null ? 100.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height));
submarine.SetPosition(level.StartPosition - new Vector2(0.0f, 2000.0f));
}
if (Quest!=null) Quest.Start(Level.Loaded);
if (gameMode!=null) gameMode.Start(duration);
taskManager.StartShift(level);
}
public void EndShift(string endMessage)
{
if (Quest != null) Quest.End();
if (Game1.Server!=null)
{
Game1.Server.EndGame(endMessage);
}
else if (Game1.Client==null)
{
Game1.LobbyScreen.Select();
}
taskManager.EndShift();
//gameMode.End();
//return true;
}
public void KillCharacter(Character character)
{
SinglePlayerMode singlePlayerMode = gameMode as SinglePlayerMode;
if (singlePlayerMode == null) return;
singlePlayerMode.crewManager.KillCharacter(character);
}
public bool LoadPrevious(GUIButton button, object obj)
{
SaveUtil.LoadGame(saveFile);
Game1.LobbyScreen.Select();
return true;
}
public void Update(float deltaTime)
{
taskManager.Update(deltaTime);
guiRoot.Update(deltaTime);
if (gameMode != null) gameMode.Update(deltaTime);
}
public void Draw(SpriteBatch spriteBatch)
{
guiRoot.Draw(spriteBatch);
taskManager.Draw(spriteBatch);
if (gameMode != null) gameMode.Draw(spriteBatch);
}
public void Save(string filePath)
{
XDocument doc = new XDocument(
new XElement((XName)"Gamesession"));
var now = DateTime.Now;
doc.Root.Add(new XAttribute("savetime", now.Hour + ":" + now.Minute + ", " + now.ToShortDateString()));
((SinglePlayerMode)gameMode).Save(doc.Root);
try
{
doc.Save(filePath);
}
catch
{
DebugConsole.ThrowError("Saving gamesession to ''" + filePath + "'' failed!");
}
}
}
}

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using System.Collections.Generic;
namespace Subsurface
{
class HireManager
{
public List<CharacterInfo> availableCharacters;
const int MaxAvailableCharacters = 10;
public HireManager()
{
availableCharacters = new List<CharacterInfo>();
}
public void GenerateCharacters(string file, int amount)
{
for (int i = 0 ; i<amount ; i++)
{
availableCharacters.Add(new CharacterInfo(file));
}
}
}
}

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using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Subsurface
{
class QuestMode : GameMode
{
Quest quest;
public override Quest Quest
{
get
{
return quest;
}
}
public QuestMode(GameModePreset preset)
: base(preset)
{
Location[] locations = new Location[2];
Random rand = new Random(Game1.NetLobbyScreen.LevelSeed.GetHashCode());
for (int i = 0; i < 2; i++)
{
locations[i] = Location.CreateRandom(new Vector2((float)rand.NextDouble() * 10000.0f, (float)rand.NextDouble() * 10000.0f));
}
quest = Quest.LoadRandom(locations, rand);
}
public override void Start(TimeSpan duration)
{
base.Start(duration);
new GUIMessageBox(quest.Name, quest.Description, 400, 400);
quest.Start(Level.Loaded);
}
public override void End(string endMessage = "")
{
quest.End();
base.End(endMessage);
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface
{
class SinglePlayerMode : GameMode
{
//private const int StartCharacterAmount = 3;
public readonly CrewManager crewManager;
//public readonly HireManager hireManager;
private GUIButton endShiftButton;
public readonly CargoManager CargoManager;
public Map map;
private bool crewDead;
private float endTimer;
private bool savedOnStart;
public override Quest Quest
{
get
{
return map.SelectedConnection.Quest;
}
}
public int Money
{
get { return crewManager.Money; }
set { crewManager.Money = value; }
}
public SinglePlayerMode(GameModePreset preset)
: base(preset)
{
crewManager = new CrewManager();
CargoManager = new CargoManager();
endShiftButton = new GUIButton(new Rectangle(Game1.GraphicsWidth - 220, 20, 200, 25), "End shift", Alignment.TopLeft, GUI.style);
endShiftButton.OnClicked = EndShift;
for (int i = 0; i < 3; i++)
{
JobPrefab jobPrefab = null;
switch (i)
{
case 0:
jobPrefab = JobPrefab.List.Find(jp => jp.Name == "Captain");
break;
case 1:
jobPrefab = JobPrefab.List.Find(jp => jp.Name == "Engineer");
break;
case 2:
jobPrefab = JobPrefab.List.Find(jp => jp.Name == "Mechanic");
break;
}
CharacterInfo characterInfo =
new CharacterInfo(Character.HumanConfigFile, "", Gender.None, jobPrefab);
crewManager.characterInfos.Add(characterInfo);
}
}
public SinglePlayerMode(XElement element)
: this(GameModePreset.list.Find(gm => gm.Name == "Single Player"))
{
string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
GenerateMap(mapSeed);
map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "crew") continue;
crewManager = new CrewManager(subElement);
}
}
public void GenerateMap(string seed)
{
map = new Map(seed, 500);
}
public override void Start(TimeSpan duration)
{
CargoManager.CreateItems();
if (!savedOnStart)
{
SaveUtil.SaveGame(Game1.GameSession.SaveFile);
savedOnStart = true;
}
endTimer = 5.0f;
crewManager.StartShift();
}
public bool TryHireCharacter(HireManager hireManager, CharacterInfo characterInfo)
{
if (crewManager.Money < characterInfo.Salary) return false;
hireManager.availableCharacters.Remove(characterInfo);
crewManager.characterInfos.Add(characterInfo);
crewManager.Money -= characterInfo.Salary;
return true;
}
public string GetMoney()
{
return ("Money: " + crewManager.Money);
}
public override void Draw(SpriteBatch spriteBatch)
{
base.Draw(spriteBatch);
crewManager.Draw(spriteBatch);
if (Level.Loaded.AtEndPosition)
{
endShiftButton.Text = "Enter " + map.SelectedLocation.Name;
endShiftButton.Draw(spriteBatch);
}
else if (Level.Loaded.AtStartPosition)
{
endShiftButton.Text = "Enter " + map.CurrentLocation.Name;
endShiftButton.Draw(spriteBatch);
}
//chatBox.Draw(spriteBatch);
//textBox.Draw(spriteBatch);
//timerBar.Draw(spriteBatch);
//if (Game1.Client == null) endShiftButton.Draw(spriteBatch);
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
crewManager.Update(deltaTime);
endShiftButton.Update(deltaTime);
if (!crewDead)
{
if (crewManager.characters.Find(c => !c.IsDead) == null)
{
crewDead = true;
}
}
else
{
endTimer -= deltaTime;
if (endTimer <= 0.0f) End("");
}
}
public override void End(string endMessage = "")
{
isRunning = false;
//if (endMessage != "" || this.endMessage == null) this.endMessage = endMessage;
StringBuilder sb = new StringBuilder();
List<Character> casualties = crewManager.characters.FindAll(c => c.IsDead);
if (casualties.Count == crewManager.characters.Count)
{
sb.Append("Your entire crew has died!");
var msgBox = new GUIMessageBox("", sb.ToString(), new string[] { "Load game", "Quit" });
msgBox.Buttons[0].OnClicked += Game1.GameSession.LoadPrevious;
msgBox.Buttons[0].OnClicked += msgBox.Close;
msgBox.Buttons[1].OnClicked = Game1.LobbyScreen.QuitToMainMenu;
msgBox.Buttons[1].OnClicked += msgBox.Close;
}
else
{
if (casualties.Any())
{
sb.Append("Casualties: \n");
foreach (Character c in casualties)
{
sb.Append(" - " + c.Info.Name + "\n");
}
}
else
{
sb.Append("No casualties!");
}
if (Level.Loaded.AtEndPosition)
{
map.MoveToNextLocation();
}
SaveUtil.SaveGame(Game1.GameSession.SaveFile);
}
crewManager.EndShift();
for (int i = Character.CharacterList.Count - 1; i >= 0; i--)
{
Character.CharacterList[i].Remove();
}
Game1.GameSession.EndShift("");
}
private bool EndShift(GUIButton button, object obj)
{
End("");
return true;
}
public void Save(XElement element)
{
//element.Add(new XAttribute("day", day));
XElement modeElement = new XElement("gamemode");
modeElement.Add(new XAttribute("currentlocation", map.CurrentLocationIndex));
modeElement.Add(new XAttribute("mapseed", map.Seed));
crewManager.Save(modeElement);
element.Add(modeElement);
}
}
}

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using System;
using System.Linq;
using Subsurface.Networking;
namespace Subsurface
{
class TraitorMode : GameMode
{
Client traitor;
Client target;
public TraitorMode(GameModePreset preset)
: base(preset)
{
}
public override void Start(TimeSpan duration)
{
base.Start(duration);
traitor = null;
target = null;
}
public override void Update(float deltaTime)
{
if (Game1.Server == null) return;
base.Update(deltaTime);
if (!isRunning) return;
if (DateTime.Now >= endTime)
{
string endMessage = traitor.character.Info.Name + " was a traitor! ";
endMessage += (traitor.character.Info.Gender == Gender.Male) ? "His" : "Her";
endMessage += " task was to assassinate " + target.character.Info.Name + ". The task was unsuccesful.";
End(endMessage);
return;
}
if (traitor==null || target ==null)
{
int clientCount = Game1.Server.connectedClients.Count();
if (clientCount < 2) return;
int traitorIndex = Rand.Int(clientCount, false);
traitor = Game1.Server.connectedClients[traitorIndex];
int targetIndex = 0;
while (targetIndex == traitorIndex)
{
targetIndex = Rand.Int(clientCount, false);
}
target = Game1.Server.connectedClients[targetIndex];
Game1.Server.NewTraitor(traitor, target);
}
else
{
if (target.character.IsDead)
{
string endMessage = traitor.character.Info.Name + " was a traitor! ";
endMessage += (traitor.character.Info.Gender == Gender.Male) ? "his" : "her";
endMessage += " task was to assassinate " + target.character.Info.Name + ". The task was succesful.";
End(endMessage);
}
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface
{
public class GameSettings
{
public int GraphicsWidth
{
get;
set;
}
public int GraphicsHeight
{
get;
set;
}
public bool FullScreenEnabled
{
get;
set;
}
public ContentPackage SelectedContentPackage
{
get;
set;
}
public GameSettings(string filePath)
{
Load(filePath);
}
public void Load(string filePath)
{
XDocument doc = ToolBox.TryLoadXml(filePath);
try
{
XElement graphicsMode = doc.Root.Element("graphicsmode");
GraphicsWidth = int.Parse(graphicsMode.Attribute("width").Value);
GraphicsHeight = int.Parse(graphicsMode.Attribute("height").Value);
FullScreenEnabled = graphicsMode.Attribute("fullscreen").Value == "true";
}
catch
{
GraphicsWidth = 1024;
GraphicsHeight = 768;
}
foreach (XElement subElement in doc.Root.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "contentpackage":
string path = ToolBox.GetAttributeString(subElement, "path", "");
SelectedContentPackage = ContentPackage.list.Find(cp => cp.Path == path);
if (SelectedContentPackage == null) SelectedContentPackage = new ContentPackage(path);
break;
}
}
}
public void Save(string filePath)
{
XDocument doc = new XDocument();
if (doc.Root == null)
{
doc.Add(new XElement("config"));
}
XElement gMode = doc.Root.Element("graphicsmode");
if (gMode == null)
{
gMode = new XElement("graphicsmode");
doc.Root.Add(gMode);
}
gMode.ReplaceAttributes(
new XAttribute("width", GraphicsWidth),
new XAttribute("height", GraphicsHeight),
new XAttribute("fullscreen", FullScreenEnabled ? "true" : "false"));
if (SelectedContentPackage != null)
{
doc.Root.Add(new XElement("contentpackage",
new XAttribute("path", SelectedContentPackage.Path)));
}
doc.Save(filePath);
}
}
}

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using System.Collections.Generic;
namespace Subsurface
{
interface IPropertyObject
{
string Name
{
get;
}
Dictionary<string, ObjectProperty> ObjectProperties
{
get;
}
}
}

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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Subsurface
{
[Flags]
public enum LimbSlot
{
Any = 1, RightHand = 2, LeftHand = 4, Head = 8, Torso = 16, Legs = 32, BothHands = 64
};
class CharacterInventory : Inventory
{
private static Texture2D icons;
private Character character;
private static LimbSlot[] limbSlots = new LimbSlot[] {
LimbSlot.Head, LimbSlot.Torso, LimbSlot.Legs, LimbSlot.LeftHand, LimbSlot.RightHand,
LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any };
private Vector2[] slotPositions;
public CharacterInventory(int capacity, Character character)
: base(capacity)
{
this.character = character;
if (icons == null) icons = Game1.TextureLoader.FromFile("Content/UI/inventoryIcons.png");
slotPositions = new Vector2[limbSlots.Length];
int rectWidth = 40, rectHeight = 40;
int spacing = 10;
for (int i = 0; i < slotPositions.Length; i++)
{
switch (i)
{
//head, torso, legs
case 0:
case 1:
case 2:
slotPositions[i] = new Vector2(
spacing,
Game1.GraphicsHeight - (spacing + rectHeight) * (3 - i));
break;
//lefthand, righthand
case 3:
case 4:
slotPositions[i] = new Vector2(
spacing * 2 + rectWidth + (spacing + rectWidth) * (i - 3),
Game1.GraphicsHeight - (spacing + rectHeight));
break;
default:
slotPositions[i] = new Vector2(
spacing * (4 + (i - 5)) + rectWidth * (3 + (i - 5)),
Game1.GraphicsHeight - (spacing + rectHeight));
break;
}
}
}
protected override void DropItem(Item item)
{
item.Drop(character);
item.body.SetTransform(character.SimPosition, 0.0f);
}
public int FindLimbSlot(LimbSlot limbSlot)
{
for (int i = 0; i < items.Length; i++)
{
if ( limbSlots[i] == limbSlot) return i;
}
return -1;
}
public bool IsInLimbSlot(Item item, LimbSlot limbSlot)
{
for (int i = 0; i<items.Length; i++)
{
if (items[i] == item && limbSlots[i] == limbSlot) return true;
}
return false;
}
/// <summary>
/// If there is room, puts the item in the inventory and returns true, otherwise returns false
/// </summary>
public override bool TryPutItem(Item item, LimbSlot allowedSlots, bool createNetworkEvent = true)
{
for (int i = 0; i < capacity; i++)
{
//item is already in the inventory!
if (items[i] == item) return true;
}
if (allowedSlots.HasFlag(LimbSlot.Any))
{
for (int i = 0; i < capacity; i++)
{
if (items[i] != null) continue;
if (limbSlots[i] != LimbSlot.Any) continue;
PutItem(item, i, createNetworkEvent);
item.Unequip(character);
return true;
}
}
for (int i = 0; i < capacity; i++)
{
if (allowedSlots.HasFlag(limbSlots[i]) && items[i]!=null) return false;
}
for (int i = 0; i < capacity; i++)
{
if (allowedSlots.HasFlag(limbSlots[i]) && items[i] == null)
{
PutItem(item, i, createNetworkEvent);
item.Equip(character);
return true;
}
}
if (allowedSlots.HasFlag(LimbSlot.BothHands)) TryPutItem(item, 3, createNetworkEvent);
return false;
}
public override bool TryPutItem(Item item, int i, bool createNetworkEvent)
{
LimbSlot usedSlots = item.AllowedSlots;
//there's already an item in the slot
if (items[i] != null)
{
bool combined = false;
if (item.Combine(items[i]))
{
//PutItem(item, i, false, false);
combined = true;
}
else if (items[i].Combine(item))
{
//PutItem(items[i], i, false, false);
combined = true;
}
if (!combined) return false;
if (usedSlots.HasFlag(LimbSlot.BothHands))
{
if (limbSlots[i] == LimbSlot.LeftHand)
{
PutItem(item, FindLimbSlot(LimbSlot.RightHand), createNetworkEvent, false);
}
else if (limbSlots[i] == LimbSlot.RightHand)
{
PutItem(item, FindLimbSlot(LimbSlot.LeftHand), createNetworkEvent, false);
}
}
if (limbSlots[i] == LimbSlot.Any) item.Unequip(character);
return true;
}
if (limbSlots[i]==LimbSlot.Any)
{
if (usedSlots.HasFlag(LimbSlot.Any))
{
item.Unequip(character);
PutItem(item, i, createNetworkEvent);
return true;
}
else
{
return false;
}
}
else
{
if (limbSlots[i] != LimbSlot.Any && usedSlots.HasFlag(limbSlots[i]) && items[i] == null)
{
item.Unequip(character);
PutItem(item, i, createNetworkEvent);
item.Equip(character);
return true;
}
if (usedSlots.HasFlag(LimbSlot.BothHands) && (limbSlots[i]==LimbSlot.LeftHand || limbSlots[i]==LimbSlot.RightHand))
{
int rightHandSlot = FindLimbSlot(LimbSlot.LeftHand);
int leftHandSlot = FindLimbSlot(LimbSlot.RightHand);
if (items[rightHandSlot] != null) return false;
if (items[leftHandSlot] != null) return false;
PutItem(item, rightHandSlot, true, true);
PutItem(item, leftHandSlot, true, false);
item.Equip(character);
return true;
}
return false;
}
}
public override void Draw(SpriteBatch spriteBatch)
{
if (doubleClickedItem!=null && doubleClickedItem.inventory!=this)
{
TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots, true);
}
doubleClickedItem = null;
int rectWidth = 40, rectHeight = 40;
Rectangle slotRect = new Rectangle(0, 0, rectWidth, rectHeight);
Rectangle draggingItemSlot = slotRect;
for (int i = 0; i < capacity; i++)
{
slotRect.X = (int)slotPositions[i].X;
slotRect.Y = (int)slotPositions[i].Y;
if (i==1) //head
{
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
new Rectangle(0,0,56,128), Color.White*0.7f, 0.0f,
new Vector2(28.0f, 64.0f), Vector2.One,
SpriteEffects.None, 0.1f);
}
else if (i==3 || i==4)
{
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
new Rectangle(92, 41*(4-i), 36, 40), Color.White * 0.7f, 0.0f,
new Vector2(18.0f, 20.0f), Vector2.One,
SpriteEffects.None, 0.1f);
}
}
for (int i = 0; i < capacity; i++)
{
slotRect.X = (int)slotPositions[i].X;
slotRect.Y = (int)slotPositions[i].Y;
UpdateSlot(spriteBatch, slotRect, i, items[i], false);
if (draggingItem!=null && draggingItem == items[i]) draggingItemSlot = slotRect;
}
if (draggingItem != null && !draggingItemSlot.Contains(PlayerInput.MousePosition))
{
if (PlayerInput.GetMouseState.LeftButton == ButtonState.Pressed)
{
slotRect.X = PlayerInput.GetMouseState.X - slotRect.Width / 2;
slotRect.Y = PlayerInput.GetMouseState.Y - slotRect.Height / 2;
//GUI.DrawRectangle(spriteBatch, rect, Color.White, true);
//draggingItem.sprite.Draw(spriteBatch, new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2), Color.White);
DrawSlot(spriteBatch, slotRect, draggingItem, false, false);
}
else
{
draggingItem.body.SetTransform(character.SimPosition, 0.0f);
DropItem(draggingItem);
//draggingItem = null;
}
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Xml.Linq;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface.Items.Components
{
class ItemContainer : ItemComponent
{
List<RelatedItem> containableItems;
public ItemInventory inventory;
//how many items can be contained
[HasDefaultValue(5, false)]
public int Capacity
{
get { return capacity; }
set { capacity = Math.Max(value, 1); }
}
private int capacity;
[HasDefaultValue(true, false)]
public bool HideItems
{
get { return hideItems; }
set { hideItems = value; }
}
private bool hideItems;
[HasDefaultValue(false, false)]
public bool DrawInventory
{
get { return drawInventory; }
set { drawInventory = value; }
}
private bool drawInventory;
//the position of the first item in the container
[HasDefaultValue("0.0,0.0", false)]
public string ItemPos
{
get { return ToolBox.Vector2ToString(itemPos); }
set { itemPos = ToolBox.ParseToVector2(value); }
}
private Vector2 itemPos;
//item[i].Pos = itemPos + itemInterval*i
[HasDefaultValue("0.0,0.0", false)]
public string ItemInterval
{
get { return ToolBox.Vector2ToString(itemInterval); }
set { itemInterval = ToolBox.ParseToVector2(value); }
}
private Vector2 itemInterval;
[HasDefaultValue(0.0f, false)]
public float ItemRotation
{
get { return itemRotation; }
set { itemRotation = value; }
}
private float itemRotation;
[HasDefaultValue("0.5,0.9", false)]
public string HudPos
{
get { return ToolBox.Vector2ToString(hudPos); }
set
{
hudPos = ToolBox.ParseToVector2(value);
//inventory.CenterPos = hudPos;
}
}
private Vector2 hudPos;
[HasDefaultValue(5, false)]
public int SlotsPerRow
{
get { return slotsPerRow; }
set { slotsPerRow = value; }
}
private int slotsPerRow;
public ItemContainer(Item item, XElement element)
: base (item, element)
{
inventory = new ItemInventory(this, capacity, hudPos, slotsPerRow);
containableItems = new List<RelatedItem>();
//itemPos = ToolBox.GetAttributeVector2(element, "ItemPos", Vector2.Zero);
//itemPos = ConvertUnits.ToSimUnits(itemPos);
//itemInterval = ToolBox.GetAttributeVector2(element, "ItemInterval", Vector2.Zero);
//itemInterval = ConvertUnits.ToSimUnits(itemInterval);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "containable":
RelatedItem containable = RelatedItem.Load(subElement);
if (containable!=null) containableItems.Add(containable);
break;
}
}
}
public void RemoveContained(Item item)
{
inventory.RemoveItem(item);
}
public bool CanBeContained(Item item)
{
if (containableItems.Count == 0) return true;
return (containableItems.Find(x => x.MatchesItem(item)) != null);
}
public override void Update(float deltaTime, Camera cam)
{
foreach (Item contained in inventory.items)
{
if (contained == null || contained.Condition<=0.0f) continue;
if (contained.body!=null) contained.body.Enabled = false;
RelatedItem ri = containableItems.Find(x => x.MatchesItem(contained));
if (ri == null) continue;
foreach (StatusEffect effect in ri.statusEffects)
{
if (effect.Targets.HasFlag(StatusEffect.TargetType.This)) effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
if (effect.Targets.HasFlag(StatusEffect.TargetType.Contained)) effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
}
contained.ApplyStatusEffects(ActionType.OnContained, deltaTime);
}
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
base.Draw(spriteBatch);
if (hideItems || (item.body!=null && !item.body.Enabled)) return;
Vector2 transformedItemPos = itemPos;
Vector2 transformedItemInterval = itemInterval;
float currentRotation = itemRotation;
//float transformedItemRotation = itemRotation;
if (item.body == null)
{
transformedItemPos = new Vector2(item.Rect.X, item.Rect.Y);
transformedItemPos = transformedItemPos + itemPos;
}
else
{
//item.body.Enabled = true;
Matrix transform = Matrix.CreateRotationZ(item.body.Rotation);
if (item.body.Dir==-1.0f)
{
transformedItemPos.X = -transformedItemPos.X;
transformedItemInterval.X = -transformedItemInterval.X;
}
transformedItemPos = Vector2.Transform(transformedItemPos, transform);
transformedItemInterval = Vector2.Transform(transformedItemInterval, transform);
transformedItemPos += ConvertUnits.ToDisplayUnits(item.body.Position);
currentRotation += item.body.Rotation;
}
foreach (Item containedItem in inventory.items)
{
if (containedItem == null) continue;
containedItem.sprite.Draw(
spriteBatch,
new Vector2(transformedItemPos.X, -transformedItemPos.Y),
-currentRotation,
1.0f,
(item.body != null && item.body.Dir == -1) ? SpriteEffects.FlipHorizontally : SpriteEffects.None);
transformedItemPos += transformedItemInterval;
}
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
if (!drawInventory && false) return;
inventory.Draw(spriteBatch);
}
public override bool Pick(Character picker)
{
return (picker != null);
}
public override bool Combine(Item item)
{
if (containableItems.Find(x => x.MatchesItem(item)) == null) return false;
if (inventory.TryPutItem(item))
{
isActive = true;
if (hideItems || (item.body!=null && !item.body.Enabled)) item.body.Enabled = false;
item.container = this.item;
return true;
}
return false;
}
public override void OnMapLoaded()
{
if (itemIds == null) return;
for (int i = 0; i < itemIds.Length; i++)
{
Item item = MapEntity.FindEntityByID(itemIds[i]) as Item;
if (item == null) continue;
inventory.TryPutItem(item, i, false);
}
itemIds = null;
}
public override void Load(XElement componentElement)
{
base.Load(componentElement);
string containedString = ToolBox.GetAttributeString(componentElement, "contained", "");
string[] itemIdStrings = containedString.Split(',');
itemIds = new int[itemIdStrings.Length];
for (int i = 0; i < itemIdStrings.Length; i++)
{
int id = -1;
if (!int.TryParse(itemIdStrings[i], out id)) continue;
itemIds[i] = id;
}
}
int[] itemIds;
public override XElement Save(XElement parentElement)
{
XElement componentElement = base.Save(parentElement);
string[] itemIdStrings = new string[inventory.items.Length];
for (int i = 0; i < inventory.items.Length; i++)
{
itemIdStrings[i] = (inventory.items[i]==null) ? "-1" : inventory.items[i].ID.ToString();
}
componentElement.Add(new XAttribute("contained", string.Join(",",itemIdStrings)));
return componentElement;
}
}
}

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using System;
using System.IO;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Subsurface.Lights;
namespace Subsurface.Items.Components
{
class Door : ItemComponent
{
Gap linkedGap;
Rectangle window;
ConvexHull convexHull;
ConvexHull convexHull2;
private float stuck;
public float Stuck
{
get { return stuck; }
set
{
if (isOpen) return;
stuck = MathHelper.Clamp(value, 0.0f, 100.0f);
if (stuck == 0.0f) isStuck = false;
if (stuck == 100.0f) isStuck = true;
}
}
private bool isStuck;
Gap LinkedGap
{
get
{
if (linkedGap != null) return linkedGap;
foreach (MapEntity e in item.linkedTo)
{
linkedGap = e as Gap;
if (linkedGap != null) return linkedGap;
}
linkedGap = new Gap(item.Rect);
linkedGap.Open = openState;
item.linkedTo.Add(linkedGap);
return linkedGap;
}
}
bool isOpen;
float openState;
[HasDefaultValue("0.0,0.0,0.0,0.0", false)]
public string Window
{
get { return ToolBox.Vector4ToString(new Vector4(window.X, window.Y, window.Width, window.Height)); }
set
{
Vector4 vector = ToolBox.ParseToVector4(value);
if (vector.Z!=0.0f || vector.W !=0.0f)
{
window = new Rectangle((int)vector.X, (int)vector.Y, (int)vector.Z, (int)vector.W);
}
}
}
[Editable, HasDefaultValue(false, true)]
public bool IsOpen
{
get { return isOpen; }
set
{
isOpen = value;
OpenState = (isOpen) ? 1.0f : 0.0f;
}
}
private Rectangle doorRect;
public float OpenState
{
get { return openState; }
set
{
float prevValue = openState;
openState = MathHelper.Clamp(value, 0.0f, 1.0f);
if (openState == prevValue) return;
UpdateConvexHulls();
}
}
PhysicsBody body;
Sprite doorSprite;
public Door(Item item, XElement element)
: base(item, element)
{
//Vector2 position = new Vector2(newRect.X, newRect.Y);
// isOpen = false;
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "sprite") continue;
doorSprite = new Sprite(subElement, Path.GetDirectoryName(item.Prefab.ConfigFile));
break;
}
doorRect = new Rectangle(
item.Rect.Center.X - (int)(doorSprite.size.X / 2),
item.Rect.Y,
(int)doorSprite.size.X,
(int)doorSprite.size.Y);
body = new PhysicsBody(BodyFactory.CreateRectangle(Game1.World,
ConvertUnits.ToSimUnits(Math.Max(doorRect.Width, 1)),
ConvertUnits.ToSimUnits(Math.Max(doorRect.Height, 1)),
1.5f));
body.CollisionCategories = Physics.CollisionWall;
body.UserData = item;
body.BodyType = BodyType.Static;
body.SetTransform(
ConvertUnits.ToSimUnits(new Vector2(doorRect.Center.X, doorRect.Y - doorRect.Height / 2)),
0.0f);
body.Friction = 0.5f;
//string spritePath = Path.GetDirectoryName(item.Prefab.ConfigFile) + "\\"+ ToolBox.GetAttributeString(element, "sprite", "");
Vector2[] corners = GetConvexHullCorners(doorRect);
convexHull = new ConvexHull(corners, Color.Black);
if (window!=Rectangle.Empty) convexHull2 = new ConvexHull(corners, Color.Black);
UpdateConvexHulls();
isActive = true;
}
private void UpdateConvexHulls()
{
Rectangle rect = doorRect;
rect.Height = (int)(rect.Height * (1.0f - openState));
if (window.Height == 0 || window.Width == 0)
{
}
else
{
//Rectangle rect = item.Rect;
//rect.Height = (int)(rect.Height * (1.0f - openState));
rect.Height = -window.Y;
rect.Y += (int)(doorRect.Height * openState);
rect.Height = Math.Max(rect.Height - (rect.Y - doorRect.Y), 0);
rect.Y = Math.Min(doorRect.Y, rect.Y);
if (convexHull2 != null)
{
Rectangle rect2 = doorRect;
rect2.Y = rect2.Y + window.Y - window.Height;
rect2.Y += (int)(doorRect.Height * openState);
rect2.Y = Math.Min(doorRect.Y, rect2.Y);
rect2.Height = rect2.Y - (doorRect.Y - (int)(doorRect.Height * (1.0f - openState)));
//convexHull2.SetVertices(GetConvexHullCorners(rect2));
if (rect2.Height == 0)
{
convexHull2.Enabled = false;
}
else
{
convexHull2.Enabled = true;
convexHull2.SetVertices(GetConvexHullCorners(rect2));
}
}
}
if (rect.Height == 0)
{
convexHull.Enabled = false;
}
else
{
convexHull.Enabled = true;
convexHull.SetVertices(GetConvexHullCorners(rect));
}
}
private Vector2[] GetConvexHullCorners(Rectangle rect)
{
Vector2[] corners = new Vector2[4];
corners[0] = new Vector2(rect.X, rect.Y - rect.Height);
corners[1] = new Vector2(rect.X, rect.Y);
corners[2] = new Vector2(rect.Right, rect.Y);
corners[3] = new Vector2(rect.Right, rect.Y - rect.Height);
return corners;
}
public override void Move(Vector2 amount)
{
base.Move(amount);
//LinkedGap.Move(amount);
body.SetTransform(body.Position + ConvertUnits.ToSimUnits(amount), 0.0f);
convexHull.Move(amount);
if (convexHull2 != null) convexHull2.Move(amount);
}
public override bool Pick(Character picker)
{
isOpen = !isOpen;
return true;
}
public override void Update(float deltaTime, Camera cam)
{
if (!isStuck)
{
OpenState += deltaTime * ((isOpen) ? 3.0f : -3.0f);
LinkedGap.Open = openState;
}
item.SendSignal((isOpen) ? "1" : "0", "state_out");
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
body.Enabled = false;
convexHull.Enabled = false;
linkedGap.Open = 1.0f;
if (convexHull2 != null) convexHull2.Enabled = false;
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
Color color = (item.IsSelected) ? Color.Green : Color.White;
color = color * (item.Condition / 100.0f);
color.A = 255;
//prefab.sprite.Draw(spriteBatch, new Vector2(rect.X, -rect.Y), new Vector2(rect.Width, rect.Height), color);
if (openState == 1.0f)
{
body.Enabled = false;
}
else
{
spriteBatch.Draw(doorSprite.Texture, new Vector2(item.Rect.Center.X, -item.Rect.Y),
new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.size.Y * openState),
(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
if (openState == 0.0f)
{
body.Enabled = true;
}
else
{
//push characters out of the doorway when the door is closing/opening
Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
Vector2 simSize = ConvertUnits.ToSimUnits(new Vector2(item.Rect.Width,
item.Rect.Height * (1.0f - openState)));
foreach (Character c in Character.CharacterList)
{
int dir = Math.Sign(c.AnimController.limbs[0].SimPosition.X - simPos.X);
foreach (Limb l in c.AnimController.limbs)
{
if (l.SimPosition.Y < simPos.Y || l.SimPosition.Y > simPos.Y - simSize.Y) continue;
if (Math.Abs(l.SimPosition.X - simPos.X) > simSize.X * 2.0f) continue;
l.body.ApplyForce(new Vector2(dir * 10.0f, 0.0f));
}
}
}
}
}
public override void Remove()
{
base.Remove();
Game1.World.RemoveBody(body.FarseerBody);
if (linkedGap!=null) linkedGap.Remove();
doorSprite.Remove();
convexHull.Remove();
if (convexHull2 != null) convexHull2.Remove();
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
{
if (connection.Name=="toggle")
{
isOpen = !isOpen;
}
else if (connection.Name == "set_state")
{
isOpen = (signal!="0");
}
}
}
}

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using System.Xml.Linq;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
namespace Subsurface.Items.Components
{
class Holdable : Pickable
{
//the position(s) in the item that the character grabs
protected Vector2[] handlePos;
private List<RelatedItem> prevRequiredItems;
string prevMsg;
//protected Character picker;
//the distance from the holding characters elbow to center of the physics body of the item
protected Vector2 holdPos;
protected Vector2 aimPos;
protected bool aimable;
private bool attachable;
private bool attached;
private PhysicsBody body;
//the angle in which the character holds the item
protected float holdAngle;
[HasDefaultValue(false, true)]
public bool Attached
{
get { return attached; }
set { attached = value; }
}
[HasDefaultValue(false, false)]
public bool Aimable
{
get { return aimable; }
set { aimable = value; }
}
[HasDefaultValue(false, false)]
public bool Attachable
{
get { return attachable; }
set { attachable = value; }
}
[HasDefaultValue("0.0,0.0", false)]
public string HoldPos
{
get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(holdPos)); }
set { holdPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
}
[HasDefaultValue("0.0,0.0", false)]
public string AimPos
{
get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(aimPos)); }
set { aimPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
}
[HasDefaultValue(0.0f, false)]
public float HoldAngle
{
get { return MathHelper.ToDegrees(holdAngle); }
set { holdAngle = MathHelper.ToRadians(value); }
}
public Holdable(Item item, XElement element)
: base(item, element)
{
body = item.body;
handlePos = new Vector2[2];
for (int i = 1; i < 3; i++)
{
handlePos[i - 1] = ToolBox.GetAttributeVector2(element, "handle" + i, Vector2.Zero);
handlePos[i - 1] = ConvertUnits.ToSimUnits(handlePos[i - 1]);
}
canBePicked = true;
if (attachable)
{
prevRequiredItems = new List<RelatedItem>(requiredItems);
prevMsg = Msg;
requiredItems.Clear();
Msg = "";
}
//holdAngle = ToolBox.GetAttributeFloat(element, "holdangle", 0.0f);
//holdAngle = MathHelper.ToRadians(holdAngle);
}
public override void Drop(Character dropper)
{
if (picker == null)
{
if (dropper==null) return;
picker = dropper;
}
if (picker.Inventory == null) return;
item.body.Enabled = true;
isActive = false;
//item.Unequip();
picker.DeselectItem(item);
picker.Inventory.RemoveItem(item);
picker = null;
}
public override void Equip(Character character)
{
picker = character;
if (!item.body.Enabled)
{
Limb rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
item.SetTransform(rightHand.SimPosition, 0.0f);
}
if (picker.TrySelectItem(item))
{
item.body.Enabled = true;
isActive = true;
}
}
public override void Unequip(Character character)
{
if (picker == null) return;
picker.DeselectItem(item);
item.body.Enabled = false;
isActive = false;
}
public override bool Pick(Character picker)
{
if (!attachable)
{
return base.Pick(picker);
}
if (!base.Pick(picker))
{
return false;
}
else
{
requiredItems.Clear();
Msg = "";
}
attached = false;
if (body!=null) item.body = body;
//item.body.Enabled = true;
return true;
}
public override bool Use(float deltaTime, Character character = null)
{
if (!attachable || item.body==null) return true;
item.Drop();
item.body.Enabled = false;
item.body = null;
requiredItems = new List<RelatedItem>(prevRequiredItems);
Msg = prevMsg;
attached = true;
return true;
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
Update(deltaTime, cam);
}
public override void Update(float deltaTime, Camera cam)
{
if (!item.body.Enabled) return;
if (!picker.HasSelectedItem(item)) isActive = false;
ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
if (item.body.Dir != picker.AnimController.Dir) Flip(item);
AnimController ac = picker.AnimController;
//item.sprite.Depth = picker.AnimController.GetLimb(LimbType.RightHand).sprite.Depth + 0.01f;
ac.HoldItem(deltaTime, cam, item, handlePos, holdPos, aimPos, holdAngle);
}
protected void Flip(Item item)
{
handlePos[0].X = -handlePos[0].X;
handlePos[1].X = -handlePos[1].X;
item.body.Dir = -item.body.Dir;
}
public override void OnMapLoaded()
{
//prevRequiredItems = new List<RelatedItem>(requiredItems);
if (attached)
{
Use(1.0f);
}
else
{
requiredItems.Clear();
Msg = "";
}
}
}
}

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using System;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Pickable : ItemComponent
{
protected Character picker;
protected LimbSlot allowedSlots;
public LimbSlot AllowedSlots
{
get { return allowedSlots; }
}
public Character Picker
{
get { return picker; }
}
public Pickable(Item item, XElement element)
: base(item, element)
{
string slotString = ToolBox.GetAttributeString(element, "slots", "Any");
string[] slots = slotString.Split(',');
foreach (string slot in slots)
{
allowedSlots = allowedSlots | (LimbSlot)Enum.Parse(typeof(LimbSlot), slot.Trim());
}
canBePicked = true;
}
public override bool Pick(Character picker)
{
if (picker == null) return false;
if (picker.Inventory == null) return false;
if (picker.Inventory.TryPutItem(item, allowedSlots))
{
if (!picker.HasSelectedItem(item) && item.body!=null) item.body.Enabled = false;
this.picker = picker;
for (int i = item.linkedTo.Count - 1; i >= 0; i--)
item.linkedTo[i].RemoveLinked(item);
item.linkedTo.Clear();
ApplyStatusEffects(ActionType.OnPicked, 1.0f, picker);
//foreach (StatusEffect effect in item.Prefab.statusEffects)
//{
// effect.OnPicked(picker, null);
//}
return true;
}
return false;
}
public override void Drop(Character dropper)
{
if (picker == null)
{
picker = dropper;
//foreach (Character c in Character.characterList)
//{
// if (c.Inventory == null) continue;
// if (c.Inventory.FindIndex(item) == -1) continue;
// picker = c;
// break;
//}
}
if (picker==null || picker.Inventory == null) return;
if (item.body!= null && !item.body.Enabled)
{
Limb rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
item.SetTransform(rightHand.SimPosition, 0.0f);
item.body.Enabled = true;
}
picker.Inventory.RemoveItem(item);
picker = null;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
namespace Subsurface.Items.Components
{
class RangedWeapon : ItemComponent
{
private float reload;
private Vector2 barrelPos;
[HasDefaultValue("0.0,0.0", false)]
public string BarrelPos
{
get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
set { barrelPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
}
public Vector2 TransformedBarrelPos
{
get
{
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
Vector2 flippedPos = barrelPos;
if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
return (Vector2.Transform(flippedPos, bodyTransform) + item.body.Position);
}
}
public RangedWeapon(Item item, XElement element)
: base(item, element)
{
//barrelPos = ToolBox.GetAttributeVector2(element, "barrelpos", Vector2.Zero);
//barrelPos = ConvertUnits.ToSimUnits(barrelPos);
}
public override void Update(float deltaTime, Camera cam)
{
reload -= deltaTime;
if (reload < 0.0f)
{
reload = 0.0f;
isActive = false;
}
}
public override bool Use(float deltaTime, Character character = null)
{
if (character == null) return false;
if (!character.SecondaryKeyDown.State || reload > 0.0f) return false;
isActive = true;
reload = 1.0f;
bool failed = DoesUseFail(character);
List<Body> limbBodies = new List<Body>();
foreach (Limb l in character.AnimController.limbs)
{
limbBodies.Add(l.body.FarseerBody);
}
Item[] containedItems = item.ContainedItems;
if (containedItems == null || !containedItems.Any()) return false;
foreach (Item projectile in containedItems)
{
if (projectile == null) continue;
//find the projectile-itemcomponent of the projectile,
//and add the limbs of the shooter to the list of bodies to be ignored
//so that the player can't shoot himself
Projectile projectileComponent= projectile.GetComponent<Projectile>();
if (projectileComponent == null) continue;
projectile.body.ResetDynamics();
projectile.SetTransform(TransformedBarrelPos,
(item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi);
projectile.Use(deltaTime);
if (failed)
{
Vector2 modifiedVelocity = projectile.body.LinearVelocity;
modifiedVelocity.X *= Rand.Range(0.0f, 0.5f);
modifiedVelocity.Y *= Rand.Range(0.0f, 0.5f);
projectile.body.LinearVelocity = modifiedVelocity;
projectile.body.ApplyTorque(projectile.body.Mass * Rand.Range(-10.0f, 10.0f));
//recoil
//item.body.ApplyLinearImpulse(
// new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -10.0f);
}
else
{
projectileComponent.ignoredBodies = limbBodies;
//recoil
//item.body.ApplyLinearImpulse(
// new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * -item.body.Mass);
}
item.RemoveContained(projectile);
Rope rope = item.GetComponent<Rope>();
if (rope != null) rope.Attach(projectile);
return true;
}
return false;
}
}
}

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using System;
using System.Collections.Generic;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Subsurface.Particles;
namespace Subsurface.Items.Components
{
class RepairTool : ItemComponent
{
List<string> fixableEntities;
float range;
Vector2 pickedPosition;
Vector2 barrelPos;
float structureFixAmount, limbFixAmount;
[HasDefaultValue(0.0f, false)]
public float Range
{
get { return ConvertUnits.ToDisplayUnits(range); }
set { range = ConvertUnits.ToSimUnits(value); }
}
[HasDefaultValue(0.0f, false)]
public float StructureFixAmount
{
get { return structureFixAmount; }
set { structureFixAmount = value; }
}
[HasDefaultValue(0.0f, false)]
public float LimbFixAmount
{
get { return limbFixAmount; }
set { limbFixAmount = value; }
}
[HasDefaultValue("0.0,0.0", false)]
public string BarrelPos
{
get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
set { barrelPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
}
public Vector2 TransformedBarrelPos
{
get
{
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
Vector2 flippedPos = barrelPos;
if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
return (Vector2.Transform(flippedPos, bodyTransform) + item.body.Position);
}
}
public RepairTool(Item item, XElement element)
: base(item, element)
{
this.item = item;
//range = ToolBox.GetAttributeFloat(element, "range", 100.0f);
//range = ConvertUnits.ToSimUnits(range);
//structureFixAmount = ToolBox.GetAttributeFloat(element, "structurefixamount", 1.0f);
//limbFixAmount = ToolBox.GetAttributeFloat(element, "limbfixamount", -0.5f);
fixableEntities = new List<string>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "fixable":
fixableEntities.Add(subElement.Attribute("name").Value);
break;
}
}
}
//public override void Update(float deltaTime, Camera cam)
//{
// base.Update(deltaTime, cam);
//}
public override bool Use(float deltaTime, Character character = null)
{
if (character == null) return false;
if (!character.SecondaryKeyDown.State) return false;
if (DoesUseFail(character)) return false;
isActive = true;
Vector2 targetPosition = item.body.Position;
//targetPosition = targetPosition.X, -targetPosition.Y);
targetPosition += new Vector2(
(float)Math.Cos(item.body.Rotation),
(float)Math.Sin(item.body.Rotation)) * range * item.body.Dir;
List<Body> ignoredBodies = new List<Body>();
foreach (Limb limb in character.AnimController.limbs)
{
ignoredBodies.Add(limb.body.FarseerBody);
}
Body targetBody = Submarine.PickBody(TransformedBarrelPos, targetPosition, ignoredBodies);
pickedPosition = Submarine.LastPickedPosition;
if (targetBody==null || targetBody.UserData==null) return true;
//ApplyStatusEffects(ActionType.OnUse, 1.0f, character);
Structure targetStructure;
Limb targetLimb;
Item targetItem;
if ((targetStructure = (targetBody.UserData as Structure)) != null)
{
if (!fixableEntities.Contains(targetStructure.Name)) return true;
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) return true;
targetStructure.HighLightSection(sectionIndex);
targetStructure.AddDamage(sectionIndex, -structureFixAmount);
}
else if ((targetLimb = (targetBody.UserData as Limb)) != null)
{
if (character.SecondaryKeyDown.State)
{
targetLimb.character.Health += limbFixAmount;
//isActive = true;
}
}
else if ((targetItem = (targetBody.UserData as Item)) != null)
{
//targetItem.Condition -= structureFixAmount;
targetItem.IsHighlighted = true;
foreach (StatusEffect effect in statusEffects)
{
//if (Array.IndexOf(effect.TargetNames, targetItem.Name) == -1) continue;
effect.Apply(ActionType.OnUse, deltaTime, item, targetItem.AllPropertyObjects);
//targetItem.ApplyStatusEffect(effect, ActionType.OnUse, deltaTime);
}
//ApplyStatusEffects(ActionType.OnUse, 1.0f, null, targ);
}
//if (character.SecondaryKeyDown.State)
//{
// IPropertyObject propertyObject = targetBody.UserData as IPropertyObject;
// if (propertyObject!=null) ApplyStatusEffects(ActionType.OnUse, 1.0f, item.SimPosition, propertyObject);
// //isActive = true;
//}
return true;
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
//isActive = true;
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
if (!isActive) return;
Vector2 particleSpeed = new Vector2(
(float)Math.Cos(item.body.Rotation),
(float)Math.Sin(item.body.Rotation)) *item.body.Dir * 5.0f;
Game1.ParticleManager.CreateParticle("weld", TransformedBarrelPos, particleSpeed);
//Vector2 startPos = ConvertUnits.ToDisplayUnits(item.body.Position);
//Vector2 endPos = ConvertUnits.ToDisplayUnits(pickedPosition);
//endPos = new Vector2(endPos.X + Game1.localRandom.Next(-2, 2), endPos.Y + Game1.localRandom.Next(-2, 2));
//GUI.DrawLine(spriteBatch, startPos, endPos, Color.Orange, 0.0f);
isActive = false;
}
}
}

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using FarseerPhysics;
using Microsoft.Xna.Framework;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Throwable : Holdable
{
float throwForce;
float throwPos;
bool throwing;
[HasDefaultValue(1.0f, false)]
public float ThrowForce
{
get { return throwForce; }
set { throwForce = value; }
}
public Throwable(Item item, XElement element)
: base(item, element)
{
//throwForce = ToolBox.GetAttributeFloat(element, "throwforce", 1.0f);
}
public override bool Use(float deltaTime, Character character = null)
{
if (character == null) return false;
if (!character.SecondaryKeyDown.State || throwing) return false;
throwing = true;
isActive = true;
return true;
}
public override void SecondaryUse(float deltaTime, Character character = null)
{
if (throwing) return;
throwPos = 0.25f;
}
public override void Drop(Character dropper)
{
base.Drop(dropper);
throwing = false;
throwPos = 0.0f;
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
Update(deltaTime, cam);
}
public override void Update(float deltaTime, Camera cam)
{
if (!item.body.Enabled) return;
if (!picker.HasSelectedItem(item)) isActive = false;
if (!picker.SecondaryKeyDown.State && !throwing) throwPos = 0.0f;
ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
if (item.body.Dir != picker.AnimController.Dir) Flip(item);
AnimController ac = picker.AnimController;
ac.HoldItem(deltaTime, cam, item, handlePos, new Vector2(throwPos, 0.0f), aimPos, holdAngle);
if (!throwing) return;
throwPos += deltaTime*5.0f;
Vector2 throwVector = ConvertUnits.ToSimUnits(picker.CursorPosition) - item.body.Position;
throwVector = Vector2.Normalize(throwVector);
if (handlePos[0]!=Vector2.Zero)
{
Limb leftHand = ac.GetLimb(LimbType.LeftHand);
leftHand.body.ApplyForce(throwVector*10.0f);
}
if (handlePos[1] != Vector2.Zero)
{
Limb rightHand = ac.GetLimb(LimbType.RightHand);
rightHand.body.ApplyForce(throwVector * 10.0f);
}
if (throwPos>1.0f)
{
item.Drop();
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Xml.Linq;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Subsurface.Networking;
using System.IO;
using System.Globalization;
namespace Subsurface.Items.Components
{
class ItemSound
{
public readonly Sound Sound;
public readonly ActionType Type;
public string VolumeProperty;
public float VolumeMultiplier;
public readonly float Range;
public ItemSound(Sound sound, ActionType type, float range)
{
this.Sound = sound;
this.Type = type;
this.Range = range;
}
}
/// <summary>
/// The base class for components holding the different functionalities of the item
/// </summary>
class ItemComponent : IPropertyObject
{
protected Item item;
protected string name;
protected bool isActive;
protected bool characterUsable;
protected bool canBePicked;
protected bool canBeSelected;
public List<StatusEffect> statusEffects;
protected bool updated;
public List<RelatedItem> requiredItems;
public List<Skill> requiredSkills;
private List<ItemSound> sounds;
private GUIFrame guiFrame;
public readonly Dictionary<string, ObjectProperty> properties;
public Dictionary<string, ObjectProperty> ObjectProperties
{
get { return properties; }
}
//has the component already been updated this frame
public bool Updated
{
get { return updated; }
set { updated = value; }
}
public virtual bool IsActive
{
get { return isActive; }
set { isActive = value; }
}
[HasDefaultValue(false, false)]
public bool CanBePicked
{
get { return canBePicked; }
set { canBePicked = value; }
}
[HasDefaultValue(false, false)]
public bool CanBeSelected
{
get { return canBeSelected; }
set { canBeSelected = value; }
}
[HasDefaultValue(false, false)]
public bool DeleteOnUse
{
get;
set;
}
public Item Item
{
get { return item; }
}
public string Name
{
get { return name; }
}
protected GUIFrame GuiFrame
{
get
{
if (guiFrame==null)
{
DebugConsole.ThrowError("Error: the component "+name+" in "+item.Name+" doesn't have a guiFrame");
guiFrame = new GUIFrame(new Rectangle(0, 0, 100, 100), Color.Black);
}
return guiFrame;
}
}
[HasDefaultValue("", false)]
public string Msg
{
get { return msg; }
set { msg = value; }
}
private string msg;
public ItemComponent(Item item, XElement element)
{
this.item = item;
properties = ObjectProperty.GetProperties(this);
//canBePicked = ToolBox.GetAttributeBool(element, "canbepicked", false);
//canBeSelected = ToolBox.GetAttributeBool(element, "canbeselected", false);
//msg = ToolBox.GetAttributeString(element, "msg", "");
requiredItems = new List<RelatedItem>();
requiredSkills = new List<Skill>();
sounds = new List<ItemSound>();
statusEffects = new List<StatusEffect>();
//var initableProperties = ObjectProperty.GetProperties<Initable>(this);
//foreach (ObjectProperty initableProperty in initableProperties)
//{
// object value = ToolBox.GetAttributeObject(element, initableProperty.Name.ToLower());
// if (value==null)
// {
// foreach (var ini in initableProperty.Attributes.OfType<Initable>())
// {
// value = ini.defaultValue;
// break;
// }
// }
// initableProperty.TrySetValue(value);
//}
properties = ObjectProperty.InitProperties(this, element);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "requireditem":
case "requireditems":
RelatedItem ri = RelatedItem.Load(subElement);
if (ri != null) requiredItems.Add(ri);
break;
case "requiredskill":
case "requiredskills":
string skillName = ToolBox.GetAttributeString(subElement, "name", "");
requiredSkills.Add(new Skill(skillName, ToolBox.GetAttributeInt(subElement, "level", 0)));
break;
case "statuseffect":
statusEffects.Add(StatusEffect.Load(subElement));
break;
case "guiframe":
Vector4 rect = ToolBox.GetAttributeVector4(subElement, "rect", Vector4.One);
rect.X *= Game1.GraphicsWidth;
rect.Y *= Game1.GraphicsHeight;
rect.Z *= Game1.GraphicsWidth;
rect.W *= Game1.GraphicsHeight;
Vector4 color = ToolBox.GetAttributeVector4(subElement, "color", Vector4.One);
Alignment alignment = Alignment.Center;
try
{
alignment = (Alignment)Enum.Parse(typeof(Alignment),
ToolBox.GetAttributeString(subElement, "alignment", "Center"), true);
}
catch
{
DebugConsole.ThrowError("Error in " + element + "! ''" + element.Attribute("type").Value + "'' is not a valid alignment");
}
guiFrame = new GUIFrame(
new Rectangle((int)rect.X, (int)rect.Y, (int)rect.Z, (int)rect.W),
new Color(color.X, color.Y, color.Z, color.W), alignment, GUI.style);
//guiFrame.Alpha = color.W;
break;
case "sound":
string filePath = ToolBox.GetAttributeString(subElement, "file", "");
if (filePath=="") continue;
if (!filePath.Contains("\\")) filePath = Path.GetDirectoryName(item.Prefab.ConfigFile)+"\\"+filePath;
//int index = item.Prefab.sounds.FindIndex(x => x.FilePath == filePath);
ActionType type;
try
{
type = (ActionType)Enum.Parse(typeof(ActionType), ToolBox.GetAttributeString(subElement, "type", ""), true);
}
catch (Exception e)
{
DebugConsole.ThrowError("Invalid sound type in "+subElement+"!", e);
break;
}
Sound sound = Sound.Load(filePath);
float range = ToolBox.GetAttributeFloat(subElement, "range", 800.0f);
ItemSound itemSound = new ItemSound(sound, type, range);
itemSound.VolumeProperty = ToolBox.GetAttributeString(subElement, "volume", "");
itemSound.VolumeMultiplier = ToolBox.GetAttributeFloat(subElement, "volumemultiplier", 1.0f);
sounds.Add(itemSound);
break;
}
}
}
private ItemSound loopingSound;
private int loopingSoundIndex;
public void PlaySound(ActionType type, Vector2 position, bool loop=false)
{
ItemSound itemSound = null;
if (!loop || !Sounds.SoundManager.IsPlaying(loopingSoundIndex))
{
List<ItemSound> matchingSounds = sounds.FindAll(x => x.Type == type);
if (matchingSounds.Count == 0) return;
int index = Rand.Int(matchingSounds.Count);
itemSound = matchingSounds[index];
if (loop) loopingSound = itemSound;
}
if (loop)
{
loopingSoundIndex = loopingSound.Sound.Loop(loopingSoundIndex, GetSoundVolume(loopingSound), position, loopingSound.Range);
}
else
{
itemSound.Sound.Play(GetSoundVolume(itemSound), itemSound.Range, position);
}
}
private float GetSoundVolume(ItemSound sound)
{
if (sound.VolumeProperty == "") return 1.0f;
ObjectProperty op = null;
if (properties.TryGetValue(sound.VolumeProperty.ToLower(), out op))
{
float newVolume = 0.0f;
float.TryParse(op.GetValue().ToString(), NumberStyles.Any, CultureInfo.InvariantCulture, out newVolume);
newVolume *= sound.VolumeMultiplier;
return MathHelper.Clamp(newVolume, 0.0f, 1.0f);
}
return 0.0f;
}
public virtual void Move(Vector2 amount) { }
/// <summary>a character has picked the item</summary>
public virtual bool Pick(Character picker)
{
return false;
}
public virtual bool Select(Character character)
{
return CanBeSelected;
}
/// <summary>a character has dropped the item</summary>
public virtual void Drop(Character dropper) { }
public virtual void Draw(SpriteBatch spriteBatch, bool editing = false) { }
public virtual void DrawHUD(SpriteBatch spriteBatch, Character character) { }
/// <summary>
/// a construction has activated the item (such as a turret shooting a projectile)
/// call the Activate-methods of the components</summary>
/// <param name="c"> The construction which activated the item</param>
/// <param name="modifier"> A vector that can be used to pass additional information to the components</param>
public virtual void ItemActivate(Item item, Vector2 modifier) { }
//called when isActive is true and condition > 0.0f
public virtual void Update(float deltaTime, Camera cam) { }
//called when isActive is true and condition == 0.0f
public virtual void UpdateBroken(float deltaTime, Camera cam)
{
if (loopingSoundIndex <= 0) return;
if (Sounds.SoundManager.IsPlaying(loopingSoundIndex))
{
Sounds.SoundManager.Stop(loopingSoundIndex);
}
}
//called when the item is equipped and left mouse button is pressed
//returns true if the item was used succesfully (not out of ammo, reloading, etc)
public virtual bool Use(float deltaTime, Character character = null)
{
return false;
}
//called when the item is equipped and right mouse button is pressed
public virtual void SecondaryUse(float deltaTime, Character character = null) { }
//called when the item is placed in a "limbslot"
public virtual void Equip(Character character) { }
//called then the item is dropped or dragged out of a "limbslot"
public virtual void Unequip(Character character) { }
public virtual bool UseOtherItem(Item item)
{
return false;
}
public virtual void ReceiveSignal(string signal, Connection connection, Item sender, float power = 0.0f)
{
switch (connection.Name)
{
case "activate":
case "use":
item.Use(1.0f);
break;
}
}
public virtual bool Combine(Item item)
{
return false;
}
public virtual void Remove()
{
if (loopingSound!=null)
{
Sounds.SoundManager.Stop(loopingSoundIndex);
}
}
public bool HasRequiredSkills(Character character)
{
Skill temp;
return HasRequiredSkills(character, out temp);
}
public bool HasRequiredSkills(Character character, out Skill insufficientSkill)
{
foreach (Skill skill in requiredSkills)
{
int characterLevel = character.GetSkillLevel(skill.Name);
if (characterLevel < skill.Level)
{
insufficientSkill = skill;
return false;
}
}
insufficientSkill = null;
return true;
}
protected bool DoesUseFail(Character character)
{
foreach (Skill skill in requiredSkills)
{
int characterLevel = character.GetSkillLevel(skill.Name);
if (characterLevel > skill.Level) continue;
if (Rand.Int(characterLevel) - skill.Level < 0)
{
item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
//Item.ApplyStatusEffects();
return true;
}
}
return false;
}
public bool HasRequiredContainedItems(bool addMessage)
{
List<RelatedItem> requiredContained = requiredItems.FindAll(ri=> ri.Type == RelatedItem.RelationType.Contained);
if (!requiredContained.Any()) return true;
Item[] containedItems = item.ContainedItems;
if (containedItems == null || !containedItems.Any()) return false;
foreach (RelatedItem ri in requiredContained)
{
Item containedItem = Array.Find(containedItems, x => x != null && x.Condition > 0.0f && ri.MatchesItem(x));
if (containedItem == null)
{
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
return false;
}
}
return true;
}
public bool HasRequiredItems(Character character, bool addMessage)
{
if (!requiredItems.Any()) return true;
foreach (RelatedItem ri in requiredItems)
{
if (!ri.Type.HasFlag(RelatedItem.RelationType.Equipped) && !ri.Type.HasFlag(RelatedItem.RelationType.Picked)) continue;
bool hasItem = false;
if (ri.Type.HasFlag(RelatedItem.RelationType.Equipped))
{
if (character.SelectedItems.FirstOrDefault(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)) != null) hasItem = true;
}
if (!hasItem && ri.Type.HasFlag(RelatedItem.RelationType.Picked))
{
if (character.Inventory.items.FirstOrDefault(x => x!=null && x.Condition>0.0f && ri.MatchesItem(x))!=null) hasItem = true;
}
if (!hasItem)
{
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
return false;
}
}
return true;
}
public void ApplyStatusEffects(ActionType type, float deltaTime, Character character = null)
{
foreach (StatusEffect effect in statusEffects)
{
if (effect.type != type) continue;
item.ApplyStatusEffect(effect, type, deltaTime, character);
}
}
public void ApplyStatusEffects(ActionType type, float deltaTime, IPropertyObject target)
{
foreach (StatusEffect effect in statusEffects)
{
if (effect.type != type) continue;
effect.Apply(type, deltaTime, item, target);
}
}
public virtual XElement Save(XElement parentElement)
{
XElement componentElement = new XElement(name);
foreach (RelatedItem ri in requiredItems)
{
XElement newElement = new XElement("requireditem");
ri.Save(newElement);
componentElement.Add(newElement);
}
ObjectProperty.SaveProperties(this, componentElement);
//var saveProperties = ObjectProperty.GetProperties<Saveable>(this);
//foreach (var property in saveProperties)
//{
// object value = property.GetValue();
// if (value == null) continue;
// bool dontSave = false;
// foreach (var ini in property.Attributes.OfType<Initable>())
// {
// if (ini.defaultValue != value) continue;
// dontSave = true;
// break;
// }
// if (dontSave) continue;
// componentElement.Add(new XAttribute(property.Name.ToLower(), value));
//}
parentElement.Add(componentElement);
return componentElement;
}
public virtual void Load(XElement componentElement)
{
if (componentElement == null) return;
foreach (XAttribute attribute in componentElement.Attributes())
{
ObjectProperty property = null;
if (!properties.TryGetValue(attribute.Name.ToString().ToLower(), out property)) continue;
property.TrySetValue(attribute.Value);
}
List<RelatedItem> prevRequiredItems = new List<RelatedItem>(requiredItems);
requiredItems.Clear();
foreach (XElement subElement in componentElement.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "requireditem":
RelatedItem newRequiredItem = RelatedItem.Load(subElement);
if (newRequiredItem == null) continue;
var prevRequiredItem = prevRequiredItems.Find(ri => ri.JoinedNames == newRequiredItem.JoinedNames);
if (prevRequiredItem!=null)
{
newRequiredItem.statusEffects = prevRequiredItem.statusEffects;
newRequiredItem.Msg = prevRequiredItem.Msg;
}
requiredItems.Add(newRequiredItem);
break;
}
}
}
public virtual void OnMapLoaded() { }
public static ItemComponent Load(XElement element, Item item, string file)
{
Type t;
string type = element.Name.ToString().ToLower();
try
{
// Get the type of a specified class.
t = Type.GetType("Subsurface.Items.Components." + type + ", Subsurface", true, true);
if (t == null)
{
DebugConsole.ThrowError("Could not find the component ''" + type + "'' (" + file + ")");
return null;
}
}
catch (Exception e)
{
DebugConsole.ThrowError("Could not find the component ''" + type + "'' (" + file + ")", e);
return null;
}
ConstructorInfo constructor;
try
{
if (t!=typeof(ItemComponent) && !t.IsSubclassOf(typeof(ItemComponent))) return null;
constructor = t.GetConstructor(new Type[] { typeof(Item), typeof(XElement) });
if (constructor == null)
{
DebugConsole.ThrowError("Could not find the constructor of the component ''" + type + "'' (" + file + ")");
return null;
}
}
catch (Exception e)
{
DebugConsole.ThrowError("Could not find the constructor of the component ''" + type + "'' (" + file + ")", e);
return null;
}
object[] lobject = new object[] { item, element };
object component = constructor.Invoke(lobject);
ItemComponent ic = (ItemComponent)component;
ic.name = element.Name.ToString();
return ic;
}
public virtual void FillNetworkData(NetworkEventType type, NetOutgoingMessage message)
{
}
public virtual void ReadNetworkData(NetworkEventType type, NetIncomingMessage message)
{
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Label : ItemComponent
{
GUITextBox textBox;
private string text;
[HasDefaultValue("", true)]
public string Text
{
get { return text; }
set
{
text = value;
}
}
public Label(Item item, XElement element)
: base(item, element)
{
}
public override bool Select(Character character)
{
if (textBox == null)
{
textBox = new GUITextBox(Rectangle.Empty, GUI.style, GuiFrame);
textBox.Wrap = true;
textBox.OnTextChanged = TextChanged;
textBox.LimitText = true;
GUIButton button = new GUIButton(new Rectangle(0,0,100,15), "OK", null, Alignment.BottomRight, GUI.style, GuiFrame);
button.OnClicked = Close;
}
textBox.Text = text;
textBox.Select();
return base.Select(character);
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
//isActive = true;
GuiFrame.Update((float)Physics.step);
GuiFrame.Draw(spriteBatch);
//int width = 300, height = 300;
//int x = Game1.GraphicsWidth / 2 - width / 2;
//int y = Game1.GraphicsHeight / 2 - height / 2 - 50;
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
if (!textBox.Selected) character.SelectedConstruction = null;
}
private bool TextChanged(GUITextBox textBox, string text)
{
this.text = text;
item.NewComponentEvent(this, true);
return true;
}
private bool Close(GUIButton button, object obj)
{
textBox.Deselect();
return true;
}
public override void FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetOutgoingMessage message)
{
message.Write(Text);
}
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message)
{
string newText = "";
try
{
newText = message.ReadString();
}
catch
{
return;
}
Text = newText;
}
}
}

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using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Ladder : ItemComponent
{
public Ladder(Item item, XElement element)
: base(item, element)
{
}
public override bool Select(Character character = null)
{
if (character == null) return false;
character.AnimController.Anim = AnimController.Animation.Climbing;
//picker.SelectedConstruction = item;
return true;
}
}
}

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using System;
using System.Collections.Generic;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
namespace Subsurface.Items.Components
{
struct LimbPos
{
public LimbType limbType;
public Vector2 position;
}
class Controller : ItemComponent
{
//where the limbs of the user should be positioned when using the controller
List<LimbPos> limbPositions;
Direction dir;
//the x-position where the user walks to when using the controller
float userPos;
Camera cam;
Character character;
[HasDefaultValue(1.0f,false)]
public float UserPos
{
set { userPos = value; }
}
public Controller(Item item, XElement element)
: base(item, element)
{
limbPositions = new List<LimbPos>();
dir = (Direction)Enum.Parse(typeof(Direction), ToolBox.GetAttributeString(element, "direction", "None"), true);
foreach (XElement el in element.Elements())
{
if (el.Name != "limbposition") continue;
LimbPos lp = new LimbPos();
try
{
lp.limbType = (LimbType)Enum.Parse(typeof(LimbType), el.Attribute("limb").Value, true);
}
catch (Exception e)
{
DebugConsole.ThrowError("Error in " + element + ": " + e.Message, e);
}
lp.position = ToolBox.GetAttributeVector2(el, "position", Vector2.Zero);
limbPositions.Add(lp);
}
isActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
this.cam = cam;
if (character == null || character.SelectedConstruction != item)
{
if (character != null)
{
character.SelectedConstruction = null;
character.AnimController.Anim = AnimController.Animation.None;
character = null;
}
isActive = false;
return;
}
ApplyStatusEffects(ActionType.OnActive, deltaTime, character);
if (userPos != 0.0f && character.AnimController.Anim != AnimController.Animation.UsingConstruction)
{
Limb torso = character.AnimController.GetLimb(LimbType.Torso);
float torsoX = ConvertUnits.ToDisplayUnits(torso.SimPosition.X);
if (Math.Abs(torsoX - item.Rect.X + userPos) > 10.0f)
{
character.AnimController.Anim = AnimController.Animation.None;
character.AnimController.TargetMovement =
new Vector2(
Math.Min(Math.Max(item.Rect.X + userPos - torsoX, -1.0f), 1.0f),
0.0f);
character.AnimController.TargetDir = (Math.Sign(torsoX - item.Rect.X + userPos) == 1) ? Direction.Right : Direction.Left;
return;
}
}
if (limbPositions.Count == 0) return;
character.AnimController.Anim = AnimController.Animation.UsingConstruction;
character.AnimController.ResetPullJoints();
if (dir != 0) character.AnimController.TargetDir = dir;
foreach (LimbPos lb in limbPositions)
{
Limb limb = character.AnimController.GetLimb(lb.limbType);
if (limb == null) continue;
FixedMouseJoint fmj = limb.pullJoint;
if (fmj == null) continue;
Vector2 position = ConvertUnits.ToSimUnits(lb.position + new Vector2(item.Rect.X, item.Rect.Y));
fmj.Enabled = true;
fmj.WorldAnchorB = position;
}
//foreach (MapEntity e in item.linkedTo)
//{
// Item linkedItem = e as Item;
// if (linkedItem == null) continue;
// linkedItem.Update(cam, deltaTime);
//}
item.SendSignal(ToolBox.Vector2ToString(character.CursorPosition), "position_out");
}
public override bool Use(float deltaTime, Character activator = null)
{
//character = activator;
//foreach (MapEntity e in item.linkedTo)
//{
// Item linkedItem = e as Item;
// if (linkedItem == null) continue;
// linkedItem.Use(deltaTime, activator);
//}
item.SendSignal("1", "trigger_out");
ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
return true;
}
public override void SecondaryUse(float deltaTime, Character character = null)
{
if (character == null) return;
foreach (Connection c in item.Connections)
{
if (c.Name != "position_out") continue;
foreach (Connection c2 in c.Recipients)
{
if (c2 == null || c2.Item==null || !c2.Item.Prefab.FocusOnSelected) continue;
Vector2 centerPos = c2.Item.Position;
if (character == Character.Controlled && cam != null)
{
Lights.LightManager.ViewPos = centerPos;
cam.TargetPos = c2.Item.Position;
}
break;
}
}
//foreach (MapEntity e in item.linkedTo)
//{
// Item linkedItem = e as Item;
// if (linkedItem == null) continue;
// linkedItem.SecondaryUse(deltaTime, character);
//}
}
public override bool Pick(Character picker)
{
item.SendSignal("1", "signal_out");
return true;
}
public override bool Select(Character activator = null)
{
if (character!=null && character.SelectedConstruction == item)
{
character = null;
isActive = false;
if (activator != null) activator.AnimController.Anim = AnimController.Animation.None;
return false;
}
else
{
character = activator;
if (activator == null) return false;
isActive = true;
}
item.SendSignal("1", "signal_out");
return true;
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Engine : Powered
{
float force;
float targetForce;
float maxForce;
float powerPerForce;
[Editable, HasDefaultValue(1.0f, true)]
public float PowerPerForce
{
get { return powerPerForce; }
set
{
powerPerForce = Math.Max(0.0f, value);
}
}
[Editable, HasDefaultValue(2000.0f, true)]
public float MaxForce
{
get { return maxForce; }
set
{
maxForce = Math.Max(0.0f, value);
}
}
public float Force
{
get { return force;}
set { force = MathHelper.Clamp(value, -100.0f, 100.0f); }
}
public Engine(Item item, XElement element)
: base(item, element)
{
isActive = true;
}
public float CurrentVolume
{
get { return Math.Abs((force / 100.0f) * (voltage / minVoltage)); }
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
currPowerConsumption = Math.Abs(targetForce) * powerPerForce;
Force = MathHelper.Lerp(force, (voltage < minVoltage) ? 0.0f : targetForce, 0.1f);
if (Force != 0.0f)
{
Vector2 currForce = new Vector2((force / 100.0f) * maxForce * (voltage / minVoltage), 0.0f);
Submarine.Loaded.ApplyForce(currForce);
for (int i = 0; i < 5; i++)
{
Game1.ParticleManager.CreateParticle("bubbles", item.SimPosition,
-currForce/500.0f + new Vector2(Rand.Range(-1.0f, 1.0f), Rand.Range(-0.5f, 0.5f)));
}
}
voltage = 0.0f;
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
//isActive = true;
GuiFrame.Draw(spriteBatch);
//int width = 300, height = 300;
//int x = Game1.GraphicsWidth / 2 - width / 2;
//int y = Game1.GraphicsHeight / 2 - height / 2 - 50;
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
spriteBatch.DrawString(GUI.Font, "Force: " + (int)(targetForce) + " %", new Vector2(GuiFrame.Rect.X + 30, GuiFrame.Rect.Y + 30), Color.White);
if (GUI.DrawButton(spriteBatch, new Rectangle(GuiFrame.Rect.X + 280, GuiFrame.Rect.Y + 30, 40, 40), "+", true)) targetForce += 1.0f;
if (GUI.DrawButton(spriteBatch, new Rectangle(GuiFrame.Rect.X + 280, GuiFrame.Rect.Y + 80, 40, 40), "-", true)) targetForce -= 1.0f;
item.NewComponentEvent(this, true);
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
force = MathHelper.Lerp(force, 0.0f, 0.1f);
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
{
base.ReceiveSignal(signal, connection, sender, power);
if (connection.Name == "set_force")
{
float tempForce;
if (float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out tempForce))
{
targetForce = tempForce;
targetForce = MathHelper.Clamp(targetForce, -100.0f, 100.0f);
}
}
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class FabricableItem
{
//public static List<FabricableItem> list = new List<FabricableItem>();
//public readonly string[] FabricatorTags;
public readonly ItemPrefab TargetItem;
public readonly List<ItemPrefab> RequiredItems;
public readonly float RequiredTime;
//ListOrSomething requiredLevels
public FabricableItem(XElement element)
{
string name = ToolBox.GetAttributeString(element, "name", "").ToLower();
TargetItem = ItemPrefab.list.Find(ip => ip.Name.ToLower() == name) as ItemPrefab;
if (TargetItem == null)
{
DebugConsole.ThrowError("Error in Fabricable Item! Item ''" + element.Name + "'' not found.");
return;
}
RequiredItems = new List<ItemPrefab>();
string[] requiredItemNames = ToolBox.GetAttributeString(element, "requireditems", "").Split(',');
foreach (string requiredItemName in requiredItemNames)
{
ItemPrefab requiredItem = ItemPrefab.list.Find(ip => ip.Name.ToLower() == requiredItemName.Trim().ToLower()) as ItemPrefab;
if (requiredItem == null) continue;
RequiredItems.Add(requiredItem);
}
RequiredTime = ToolBox.GetAttributeFloat(element, "requiredtime", 1.0f);
}
}
class Fabricator : ItemComponent
{
List<FabricableItem> fabricableItems;
GUIListBox itemList;
GUIFrame selectedItemFrame;
FabricableItem fabricatedItem;
float timeUntilReady;
public Fabricator(Item item, XElement element)
: base(item, element)
{
fabricableItems = new List<FabricableItem>();
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString() != "fabricableitem") continue;
FabricableItem fabricableItem = new FabricableItem(subElement);
if (fabricableItem.TargetItem != null) fabricableItems.Add(fabricableItem);
}
int width = 400, height = 300;
itemList = new GUIListBox(new Rectangle(Game1.GraphicsWidth / 2 - width / 2, Game1.GraphicsHeight / 2 - height / 2, width, height), Color.White * 0.7f);
itemList.OnSelected = SelectItem;
//structureList.CheckSelected = MapEntityPrefab.GetSelected;
foreach (FabricableItem fi in fabricableItems)
{
Color color = ((itemList.CountChildren % 2) == 0) ? Color.White : Color.LightGray;
//GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 50), Color.Transparent, itemList);
//frame.UserData = fi;
//frame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
//frame.Color = color;
//frame.HoverColor = Color.Gold * 0.2f;
//frame.SelectedColor = Color.Gold * 0.5f;
GUITextBlock textBlock = new GUITextBlock(
new Rectangle(0, 0, 0, 25), fi.TargetItem.Name,
color, Color.Black,
Alignment.Left, Alignment.Left, null, itemList);
textBlock.UserData = fi;
textBlock.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
//if (fi.TargetItem.sprite != null)
//{
// GUIImage img = new GUIImage(new Rectangle(0, 0, 40, 40), fi.TargetItem.sprite, Alignment.Left, frame);
// img.Scale = Math.Min(Math.Min(40.0f / img.SourceRect.Width, 40.0f / img.SourceRect.Height), 1.0f);
//}
}
}
private bool SelectItem(object obj)
{
FabricableItem targetItem = obj as FabricableItem;
if (targetItem == null) return false;
int width = 200, height = 150;
selectedItemFrame = new GUIFrame(new Rectangle(Game1.GraphicsWidth / 2 - width / 2, itemList.Rect.Bottom+20, width, height), Color.Black*0.8f);
//selectedItemFrame.Padding = GUI.style.smallPadding;
if (targetItem.TargetItem.sprite != null)
{
GUIImage img = new GUIImage(new Rectangle(0, 0, 40, 40), targetItem.TargetItem.sprite, Alignment.CenterX, selectedItemFrame);
img.Scale = Math.Min(Math.Min(40.0f / img.SourceRect.Width, 40.0f / img.SourceRect.Height), 1.0f);
string text = targetItem.TargetItem.Name + "\n";
text += "Required items:\n";
foreach (ItemPrefab ip in targetItem.RequiredItems)
{
text += " - " + ip.Name + "\n";
}
text += "Required time: "+targetItem.RequiredTime+" s";
GUITextBlock textBlock = new GUITextBlock(
new Rectangle(0, 0, 0, 25),
text,
Color.Transparent, Color.White,
Alignment.CenterX | Alignment.CenterY,
Alignment.Left, null,
selectedItemFrame);
GUIButton button = new GUIButton(new Rectangle(0,0,100,20), "Create", Color.White, Alignment.CenterX | Alignment.Bottom, GUI.style, selectedItemFrame);
button.OnClicked = StartFabricating;
button.UserData = targetItem;
}
return true;
}
public override bool Pick(Character picker)
{
return (picker != null);
}
private bool StartFabricating(GUIButton button, object obj)
{
GUIComponent listElement = itemList.GetChild(obj);
listElement.Color = Color.Green;
itemList.Enabled = false;
fabricatedItem = obj as FabricableItem;
isActive = true;
timeUntilReady = fabricatedItem.RequiredTime;
return true;
}
public override void Update(float deltaTime, Camera cam)
{
timeUntilReady -= deltaTime;
if (timeUntilReady > 0.0f) return;
ItemContainer container = item.GetComponent<ItemContainer>();
foreach (ItemPrefab ip in fabricatedItem.RequiredItems)
{
var requiredItem = Array.Find(container.inventory.items, it => it != null && it.Prefab == ip);
container.inventory.RemoveItem(requiredItem);
}
new Item(fabricatedItem.TargetItem, item.Position);
isActive = false;
fabricatedItem = null;
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
FabricableItem targetItem = itemList.SelectedData as FabricableItem;
if (targetItem != null)
{
selectedItemFrame.GetChild<GUIButton>().Enabled = true;
ItemContainer container = item.GetComponent<ItemContainer>();
foreach (ItemPrefab ip in targetItem.RequiredItems)
{
if (Array.Find(container.inventory.items, it => it != null && it.Prefab == ip) != null) continue;
selectedItemFrame.GetChild<GUIButton>().Enabled = false;
break;
}
}
itemList.Update(0.016f);
itemList.Draw(spriteBatch);
if (selectedItemFrame != null)
{
selectedItemFrame.Update(0.016f);
selectedItemFrame.Draw(spriteBatch);
}
}
}
}

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using System;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface.Items.Components
{
class MiniMap : Powered
{
public MiniMap(Item item, XElement element)
: base(item, element)
{
isActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
currPowerConsumption = powerConsumption;
voltage = 0.0f;
}
public override bool Pick(Character picker)
{
if (picker == null) return false;
//picker.SelectedConstruction = item;
return true;
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
int x = GuiFrame.Rect.X;
int y = GuiFrame.Rect.Y;
GuiFrame.Draw(spriteBatch);
//GUI.DrawRectangle(spriteBatch, new Rectangle(x,y,width,height), Color.Black, true);
Rectangle miniMap = new Rectangle(x + 20, y + 40, width - 40, height - 60);
float size = Math.Min((float)miniMap.Width / (float)Submarine.Borders.Width, (float)miniMap.Height / (float)Submarine.Borders.Height);
foreach (Hull hull in Hull.hullList)
{
Rectangle hullRect = new Rectangle(
miniMap.X + (int)((hull.Rect.X - Submarine.Borders.X) * size),
miniMap.Y - (int)((hull.Rect.Y - Submarine.Borders.Y) * size),
(int)(hull.Rect.Width * size),
(int)(hull.Rect.Height * size));
float waterAmount = Math.Min(hull.Volume / hull.FullVolume, 1.0f);
if (hullRect.Height * waterAmount > 1.0f)
{
Rectangle waterRect = new Rectangle(
hullRect.X,
(int)(hullRect.Y + hullRect.Height * (1.0f - waterAmount)),
hullRect.Width,
(int)(hullRect.Height * waterAmount));
GUI.DrawRectangle(spriteBatch, waterRect, Color.DarkBlue, true);
}
GUI.DrawRectangle(spriteBatch, hullRect, Color.White);
}
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull!=null) continue;
Rectangle characterRect = new Rectangle(
miniMap.X + (int)((c.Position.X - Submarine.Borders.X) * size),
miniMap.Y - (int)((c.Position.Y - Submarine.Borders.Y) * size),
5, 5);
GUI.DrawRectangle(spriteBatch, characterRect, Color.White, true);
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class OxygenGenerator : Powered
{
PropertyTask powerUpTask;
float powerDownTimer;
bool running;
List<Vent> ventList;
public bool IsRunning()
{
return (running && item.Condition>0.0f);
}
public OxygenGenerator(Item item, XElement element)
: base(item, element)
{
isActive = true;
ventList = new List<Vent>();
item.linkedTo.CollectionChanged += delegate(object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e)
{ GetVents(); };
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
currPowerConsumption = powerConsumption;
if (item.CurrentHull == null) return;
if (voltage < minVoltage)
{
powerDownTimer += deltaTime;
running = false;
if ((powerUpTask==null || powerUpTask.IsFinished) && powerDownTimer>5.0f)
{
powerUpTask = new PropertyTask(item, IsRunning, 50.0f, "Turn on the oxygen generator");
}
return;
}
else
{
powerDownTimer = 0.0f;
}
running = true;
float deltaOxygen = Math.Min(voltage, 1.0f) * 50000.0f;
item.CurrentHull.Oxygen += deltaOxygen * deltaTime;
UpdateVents(deltaOxygen);
voltage = 0.0f;
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
powerDownTimer += deltaTime;
}
private void GetVents()
{
foreach (MapEntity entity in item.linkedTo)
{
Item linkedItem = entity as Item;
if (linkedItem == null) continue;
Vent vent = linkedItem.GetComponent<Vent>();
if (vent != null) ventList.Add(vent);
}
}
private void UpdateVents(float deltaOxygen)
{
if (ventList.Count == 0) return;
deltaOxygen = deltaOxygen / ventList.Count;
foreach (Vent v in ventList)
{
v.OxygenFlow = deltaOxygen;
v.IsActive = true;
}
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Specialized;
using System.Globalization;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Pump : Powered
{
float flowPercentage;
float maxFlow;
float? targetLevel;
Hull hull1, hull2;
[HasDefaultValue(0.0f, true)]
private float FlowPercentage
{
get { return flowPercentage; }
set
{
if (float.IsNaN(flowPercentage)) return;
flowPercentage = MathHelper.Clamp(value,-100.0f,100.0f);
}
}
[HasDefaultValue(100.0f, false)]
public float MaxFlow
{
get { return maxFlow; }
set { maxFlow = value; }
}
public Pump(Item item, XElement element)
: base(item, element)
{
item.linkedTo.CollectionChanged += delegate(object sender, NotifyCollectionChangedEventArgs e)
{ GetHulls(); };
}
public override void Update(float deltaTime, Camera cam)
{
if (targetLevel != null)
{
float hullPercentage = 0.0f;
if (hull1 != null) hullPercentage = (hull1.Volume / hull1.FullVolume) * 100.0f;
flowPercentage = ((float)targetLevel - hullPercentage);
}
currPowerConsumption = powerConsumption * Math.Abs(flowPercentage / 100.0f);
if (voltage < minVoltage) return;
if (hull2 == null && hull1 == null) return;
float powerFactor = (currPowerConsumption==0.0f) ? 1.0f : voltage;
//flowPercentage = maxFlow * powerFactor;
float deltaVolume = 0.0f;
deltaVolume = (flowPercentage/100.0f) * maxFlow * powerFactor;
hull1.Volume += deltaVolume;
if (hull1.Volume > hull1.FullVolume) hull1.Pressure += 0.5f;
if (hull2 != null)
{
hull2.Volume -= deltaVolume;
if (hull2.Volume > hull1.FullVolume) hull2.Pressure += 0.5f;
}
voltage = 0.0f;
}
private void GetHulls()
{
hull1 = null;
hull2 = null;
foreach (MapEntity e in item.linkedTo)
{
Hull hull = e as Hull;
if (hull == null) continue;
if (hull1 == null)
{
hull1 = hull;
}
else if (hull2 == null && hull != hull1)
{
hull2 = hull;
break;
}
}
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
int x = GuiFrame.Rect.X;
int y = GuiFrame.Rect.Y;
GuiFrame.Draw(spriteBatch);
if (GUI.DrawButton(spriteBatch, new Rectangle(x + 20, y + 20, 100, 40), ((isActive) ? "TURN OFF" : "TURN ON")))
{
targetLevel = null;
isActive = !isActive;
if (!isActive) currPowerConsumption = 0.0f;
}
spriteBatch.DrawString(GUI.Font, "Flow percentage: " + (int)flowPercentage + " %", new Vector2(x + 20, y + 80), Color.White);
if (GUI.DrawButton(spriteBatch, new Rectangle(x + 200, y + 70, 40, 40), "+", true)) FlowPercentage += 1.0f;
if (GUI.DrawButton(spriteBatch, new Rectangle(x + 250, y + 70, 40, 40), "-", true)) FlowPercentage -= 1.0f;
item.NewComponentEvent(this, true);
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
{
base.ReceiveSignal(signal, connection, sender, power);
if (connection.Name == "toggle")
{
isActive = !isActive;
}
else if (connection.Name == "set_active")
{
isActive = (signal != "0");
}
else if (connection.Name == "set_speed")
{
float tempSpeed;
if (float.TryParse(signal, NumberStyles.Any, CultureInfo.InvariantCulture, out tempSpeed))
{
flowPercentage = MathHelper.Clamp(tempSpeed, -100.0f, 100.0f);
}
}
else if (connection.Name == "set_targetlevel")
{
float tempTarget;
if (float.TryParse(signal, NumberStyles.Any, CultureInfo.InvariantCulture, out tempTarget))
{
targetLevel = MathHelper.Clamp(tempTarget, 0.0f, 100.0f);
}
}
if (!isActive) currPowerConsumption = 0.0f;
}
public override void FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetOutgoingMessage message)
{
message.Write(flowPercentage);
message.Write(isActive);
}
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message)
{
float newFlow = 0.0f;
bool newActive;
try
{
newFlow = message.ReadFloat();
newActive = message.ReadBoolean();
}
catch { return; }
FlowPercentage = newFlow;
isActive = newActive;
}
}
}

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using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Radar : Powered
{
private float range;
private float pingState;
private Sprite pingCircle, screenOverlay;
[HasDefaultValue(0.0f, false)]
public float Range
{
get { return ConvertUnits.ToDisplayUnits(range); }
set { range = ConvertUnits.ToSimUnits(value); }
}
public Radar(Item item, XElement element)
: base(item, element)
{
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "pingcircle":
pingCircle = new Sprite(subElement);
break;
case "screenoverlay":
screenOverlay = new Sprite(subElement);
break;
}
}
//renderTarget = new RenderTarget2D(Game1.CurrGraphicsDevice, GuiFrame.Rect.Width, GuiFrame.Rect.Height);
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
if (voltage>=minVoltage)
{
pingState = (pingState + deltaTime * 0.5f);
if (pingState>1.0f)
{
item.Use(deltaTime, null);
pingState = 0.0f;
}
}
else
{
pingState = 0.0f;
}
}
public override bool Use(float deltaTime, Character character = null)
{
return (pingState > 1.0f);
}
public override void DrawHUD(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Character character)
{
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
int x = GuiFrame.Rect.X;
int y = GuiFrame.Rect.Y;
GuiFrame.Draw(spriteBatch);
if (voltage < minVoltage) return;
if (GUI.DrawButton(spriteBatch, new Rectangle(x+20, y+20, 200, 30), "Activate Radar")) isActive = !isActive;
int radius = GuiFrame.Rect.Height / 2 - 10;
DrawRadar(spriteBatch, new Rectangle((int)GuiFrame.Center.X - radius, (int)GuiFrame.Center.Y - radius, radius * 2, radius * 2));
//voltage = 0.0f;
}
private void DrawRadar(SpriteBatch spriteBatch, Rectangle rect)
{
Vector2 center = new Vector2(rect.Center.X, rect.Center.Y);
//lineEnd += new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * Math.Min(width, height) / 2.0f;
//GUI.DrawLine(spriteBatch, GuiFrame.Center, lineEnd, Color.Green);
if (!isActive) return;
if (pingCircle!=null)
{
pingCircle.Draw(spriteBatch, center, Color.White * (1.0f-pingState), 0.0f, (rect.Width/pingCircle.size.X)*pingState);
}
float radius = pingCircle.size.X / 2.0f;
float simScale = 1.5f;
float displayScale = 0.015f;
if (Level.Loaded != null)
{
List<Vector2[]> edges = Level.Loaded.GetCellEdges(-Level.Loaded.Position, 7);
Vector2 offset = Vector2.Zero;
for (int i = 0; i < edges.Count; i++)
{
GUI.DrawLine(spriteBatch,
center + (edges[i][0] - offset) * displayScale,
center + (edges[i][1] - offset) * displayScale, Color.White);
}
for (int i = 0; i < Submarine.Loaded.HullVertices.Count; i++)
{
Vector2 start = Submarine.Loaded.HullVertices[i] * simScale;
start.Y = -start.Y;
Vector2 end = Submarine.Loaded.HullVertices[(i + 1) % Submarine.Loaded.HullVertices.Count] * simScale;
end.Y = -end.Y;
GUI.DrawLine(spriteBatch, center + start, center + end, Color.White);
}
}
foreach (Character c in Character.CharacterList)
{
if (c.AnimController.CurrentHull != null) continue;
Vector2 pos = c.Position * displayScale;
if (c.SimPosition != Vector2.Zero && pos.Length() < radius)
{
int width = (int)MathHelper.Clamp(c.Mass / 20, 1, 10);
pos.Y = -pos.Y;
pos += center;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - width / 2, (int)pos.Y - width / 2, width, width), Color.White, true);
}
}
if (screenOverlay!=null)
{
screenOverlay.Draw(spriteBatch, center, 0.0f, rect.Width/screenOverlay.size.X);
}
//if (Level.Loaded != null)
//{
// for (int i = 0; i < 2; i++)
// {
// Vector2 targetPos = (i == 0) ? Level.Loaded.StartPosition : Level.Loaded.EndPosition;
// targetPos += Level.Loaded.Position;
// float dist = targetPos.Length();
// targetPos.Y = -targetPos.Y;
// Vector2 markerPos = Vector2.Normalize(targetPos) * (rect.Width * 0.55f);
// markerPos += center;
// GUI.DrawRectangle(spriteBatch, new Rectangle((int)markerPos.X, (int)markerPos.Y, 5, 5), Color.LightGreen);
// string label;
// if (Game1.GameSession.Map!=null)
// {
// label = (i == 0) ? Game1.GameSession.Map.CurrentLocation.Name : Game1.GameSession.Map.SelectedLocation.Name;
// }
// else
// {
// label = (i == 0) ? "Start" : "End";
// }
// spriteBatch.DrawString(GUI.SmallFont, label, new Vector2(markerPos.X + 10, markerPos.Y), Color.LightGreen);
// spriteBatch.DrawString(GUI.SmallFont, (int)(dist / 80.0f) + " m", new Vector2(markerPos.X + 10, markerPos.Y + 15), Color.LightGreen);
// }
DrawMarker(spriteBatch,
(Game1.GameSession.Map == null) ? "Start" : Game1.GameSession.Map.CurrentLocation.Name,
(Level.Loaded.StartPosition + Level.Loaded.Position), displayScale, center, (rect.Width * 0.55f));
DrawMarker(spriteBatch,
(Game1.GameSession.Map == null) ? "End" : Game1.GameSession.Map.SelectedLocation.Name,
(Level.Loaded.EndPosition + Level.Loaded.Position), displayScale, center, (rect.Width * 0.55f));
if (Game1.GameSession.Quest != null)
{
var quest = Game1.GameSession.Quest;
if (!string.IsNullOrWhiteSpace(quest.RadarLabel))
{
DrawMarker(spriteBatch,
quest.RadarLabel,
quest.RadarPosition, displayScale, center, (rect.Width * 0.55f));
}
}
}
private void DrawMarker(SpriteBatch spriteBatch, string label, Vector2 position, float scale, Vector2 center, float radius)
{
//position += Level.Loaded.Position;
float dist = position.Length();
position *= scale;
position.Y = -position.Y;
Vector2 markerPos = (dist*scale>radius) ? Vector2.Normalize(position) * radius : position;
markerPos += center;
GUI.DrawRectangle(spriteBatch, new Rectangle((int)markerPos.X, (int)markerPos.Y, 5, 5), Color.LightGreen);
spriteBatch.DrawString(GUI.SmallFont, label, new Vector2(markerPos.X + 10, markerPos.Y), Color.LightGreen);
spriteBatch.DrawString(GUI.SmallFont, (int)(dist / 80.0f) + " m", new Vector2(markerPos.X + 10, markerPos.Y + 15), Color.LightGreen);
}
}
}

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using System;
using System.Collections.Generic;
using System.Xml.Linq;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Subsurface.Networking;
namespace Subsurface.Items.Components
{
class Reactor : Powered
{
//the rate at which the reactor is being run un
//higher rates generate more power (and heat)
float fissionRate;
//the rate at which the heat is being dissipated
float coolingRate;
float temperature;
//is automatic temperature control on
//(adjusts the cooling rate automatically to keep the
//amount of power generated balanced with the load)
bool autoTemp;
//the temperature after which fissionrate is automatically
//turned down and cooling increased
float shutDownTemp;
float meltDownTemp;
//how much power is provided to the grid per 1 temperature unit
float powerPerTemp;
int graphSize = 25;
float graphTimer;
int updateGraphInterval = 500;
float[] fissionRateGraph;
float[] coolingRateGraph;
float[] tempGraph;
private PropertyTask powerUpTask;
[Editable, HasDefaultValue(9500.0f, true)]
public float MeltDownTemp
{
get { return meltDownTemp; }
set
{
meltDownTemp = Math.Max(0.0f, value);
}
}
[Editable, HasDefaultValue(1.0f, true)]
public float PowerPerTemp
{
get { return powerPerTemp; }
set
{
powerPerTemp = Math.Max(0.0f, value);
}
}
public float FissionRate
{
get { return fissionRate; }
set { fissionRate = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public float CoolingRate
{
get { return coolingRate; }
set { coolingRate = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public float Temperature
{
get { return temperature; }
set { temperature = MathHelper.Clamp(value, 0.0f, 10000.0f); }
}
public bool IsRunning()
{
return (temperature > 0.0f);
}
public float ExtraCooling { get; set; }
public float AvailableFuel { get; set; }
public Reactor(Item item, XElement element)
: base(item, element)
{
fissionRateGraph = new float[graphSize];
coolingRateGraph = new float[graphSize];
tempGraph = new float[graphSize];
meltDownTemp = 9000.0f;
shutDownTemp = 500.0f;
powerPerTemp = 1.0f;
isActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
//ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
fissionRate = Math.Min(fissionRate, AvailableFuel);
float heat = 100 * fissionRate * (AvailableFuel/2000.0f);
float heatDissipation = 50 * coolingRate + ExtraCooling;
float deltaTemp = (((heat - heatDissipation) * 5) - temperature) / 1000.0f;
Temperature = temperature + deltaTemp;
if (temperature > meltDownTemp)
{
MeltDown();
return;
}
else if (temperature == 0.0f)
{
if (powerUpTask == null || powerUpTask.IsFinished)
{
powerUpTask = new PropertyTask(item, IsRunning, 50.0f, "Power up the reactor");
}
}
item.Condition -= temperature * deltaTime * 0.00005f;
if (temperature > shutDownTemp)
{
CoolingRate += 0.5f;
FissionRate -= 0.5f;
}
else if (autoTemp)
{
float load = 0.0f;
List<Connection> connections = item.Connections;
if (connections!=null && connections.Count>0)
{
foreach (Connection connection in connections)
{
foreach (Connection recipient in connection.Recipients)
{
Item it = recipient.Item as Item;
if (it == null) continue;
PowerTransfer pt = it.GetComponent<PowerTransfer>();
if (pt != null) load += pt.PowerLoad;
}
}
}
//foreach (MapEntity e in item.linkedTo)
//{
// Item it = e as Item;
// if (it == null) continue;
// PowerTransfer pt = it.GetComponent<PowerTransfer>();
// if (pt != null) load += pt.PowerLoad;
//}
fissionRate = Math.Min(load / 200.0f, shutDownTemp);
//float target = Math.Min(targetTemp, load);
CoolingRate = coolingRate + (temperature - Math.Min(load, shutDownTemp) + deltaTemp)*0.1f;
}
//fission rate can't be lowered below a certain amount if the core is too hot
FissionRate = Math.Max(fissionRate, heat / 200.0f);
//the power generated by the reactor is equal to the temperature
currPowerConsumption = -temperature*powerPerTemp;
if (item.CurrentHull != null)
{
//the sound can be heard from 20 000 display units away when everything running at 100%
item.CurrentHull.SoundRange += (coolingRate + fissionRate) * 100;
}
UpdateGraph(deltaTime);
ExtraCooling = 0.0f;
AvailableFuel = 0.0f;
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
base.UpdateBroken(deltaTime, cam);
Temperature -= deltaTime * 1000.0f;
FissionRate -= deltaTime * 10.0f;
CoolingRate -= deltaTime * 10.0f;
currPowerConsumption = -temperature;
UpdateGraph(deltaTime);
ExtraCooling = 0.0f;
}
private void UpdateGraph(float deltaTime)
{
graphTimer += deltaTime * 1000.0f;
if (graphTimer > updateGraphInterval)
{
UpdateGraph(fissionRateGraph, fissionRate);
UpdateGraph(coolingRateGraph, coolingRate);
UpdateGraph(tempGraph, temperature);
graphTimer = 0.0f;
}
}
private void MeltDown()
{
if (item.Condition <= 0.0f) return;
new RepairTask(item, 60.0f, "Reactor meltdown!");
item.Condition = 0.0f;
//fissionRate = 0.0f;
//coolingRate = 0.0f;
//PlaySound(ActionType.OnFailure, item.Position);
//item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, null);
//new Explosion(item.SimPosition, 6.0f, 500.0f, 600.0f, 10.0f, 2.0f).Explode();
if (item.ContainedItems!=null)
{
foreach (Item containedItem in item.ContainedItems)
{
if (containedItem == null) continue;
containedItem.Condition = 0.0f;
}
}
}
public override bool Pick(Character picker)
{
return (picker != null);
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
base.Draw(spriteBatch);
GUI.DrawRectangle(spriteBatch,
new Vector2(item.Rect.X + item.Rect.Width / 2 - 6, -item.Rect.Y + 29),
new Vector2(12, 42), Color.Black);
if (temperature > 0)
GUI.DrawRectangle(spriteBatch,
new Vector2(item.Rect.X + item.Rect.Width / 2 - 5, -item.Rect.Y + 30 + (40.0f * (1.0f - temperature / 10000.0f))),
new Vector2(10, 40 * (temperature / 10000.0f)), new Color(temperature / 10000.0f, 1.0f - (temperature / 10000.0f), 0.0f, 1.0f), true);
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
isActive = true;
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
int x = GuiFrame.Rect.X;
int y = GuiFrame.Rect.Y;
GuiFrame.Draw(spriteBatch);
float xOffset = (graphTimer / (float)updateGraphInterval);
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
spriteBatch.DrawString(GUI.Font, "Temperature: " + (int)temperature + " C", new Vector2(x + 30, y + 30), Color.White);
DrawGraph(tempGraph, spriteBatch, x + 30, y + 50, 10000.0f, xOffset);
y += 130;
spriteBatch.DrawString(GUI.Font, "Fission rate: " + (int)fissionRate + " %", new Vector2(x + 30, y + 30), Color.White);
DrawGraph(fissionRateGraph, spriteBatch, x + 30, y + 50, 100.0f, xOffset);
if (GUI.DrawButton(spriteBatch, new Rectangle(x + 280, y + 30, 40, 40), "+", true)) FissionRate += 1.0f;
if (GUI.DrawButton(spriteBatch, new Rectangle(x + 280, y + 80, 40, 40), "-", true)) FissionRate -= 1.0f;
y += 130;
spriteBatch.DrawString(GUI.Font, "Cooling rate: " + (int)coolingRate + " %", new Vector2(x + 30, y + 30), Color.White);
DrawGraph(coolingRateGraph, spriteBatch, x + 30, y + 50, 100.0f, xOffset);
if (GUI.DrawButton(spriteBatch, new Rectangle(x + 280, y + 30, 40, 40), "+", true)) CoolingRate += 1.0f;
if (GUI.DrawButton(spriteBatch, new Rectangle(x + 280, y + 80, 40, 40), "-", true)) CoolingRate -= 1.0f;
y = y - 260;
spriteBatch.DrawString(GUI.Font, "Automatic Temperature Control: " + ((autoTemp) ? "ON" : "OFF"), new Vector2(x + 400, y + 30), Color.White);
if (GUI.DrawButton(spriteBatch, new Rectangle(x + 400, y + 60, 100, 40), ((autoTemp) ? "TURN OFF" : "TURN ON"))) autoTemp = !autoTemp;
spriteBatch.DrawString(GUI.Font, "Shutdown Temperature: " + shutDownTemp, new Vector2(x + 400, y + 150), Color.White);
if (GUI.DrawButton(spriteBatch, new Rectangle(x + 400, y + 180, 40, 40), "+", true)) shutDownTemp += 100.0f;
if (GUI.DrawButton(spriteBatch, new Rectangle(x + 450, y + 180, 40, 40), "-", true)) shutDownTemp -= 100.0f;
item.NewComponentEvent(this, true);
}
static void UpdateGraph<T>(IList<T> graph, T newValue)
{
for (int i = graph.Count - 1; i > 0; i--)
{
graph[i] = graph[i - 1];
}
graph[0] = newValue;
}
static void DrawGraph(IList<float> graph, SpriteBatch spriteBatch, int x, int y, float maxVal, float xOffset)
{
int width = 200;
int height = 100;
float lineWidth = (float)width / (float)(graph.Count - 2);
float yScale = (float)height / maxVal;
GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.White);
Vector2 prevPoint = new Vector2(x + width, y + height - (graph[1] + (graph[0] - graph[1]) * xOffset) * yScale);
float currX = x + width - ((xOffset - 1.0f) * lineWidth);
for (int i = 1; i < graph.Count - 1; i++)
{
currX -= lineWidth;
Vector2 newPoint = new Vector2(currX, y + height - graph[i] * yScale);
GUI.DrawLine(spriteBatch, prevPoint, newPoint, Color.White);
prevPoint = newPoint;
}
Vector2 lastPoint = new Vector2(x,
y + height - (graph[graph.Count - 1] + (graph[graph.Count - 2] - graph[graph.Count - 1]) * xOffset) * yScale);
GUI.DrawLine(spriteBatch, prevPoint, lastPoint, Color.White);
}
public override void FillNetworkData(NetworkEventType type, NetOutgoingMessage message)
{
message.Write(autoTemp);
message.Write(temperature);
message.Write(shutDownTemp);
message.Write(coolingRate);
message.Write(fissionRate);
}
public override void ReadNetworkData(NetworkEventType type, NetIncomingMessage message)
{
bool newAutoTemp;
float newTemperature, newShutDownTemp;
float newCoolingRate, newFissionRate;
try
{
newAutoTemp = message.ReadBoolean();
newTemperature = message.ReadFloat();
newShutDownTemp = message.ReadFloat();
newCoolingRate = message.ReadFloat();
newFissionRate = message.ReadFloat();
}
catch { return; }
autoTemp = newAutoTemp;
Temperature = newTemperature;
shutDownTemp = newShutDownTemp;
CoolingRate = newCoolingRate;
FissionRate = newFissionRate;
}
}
}

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using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Steering : ItemComponent
{
private Vector2 currVelocity;
private Vector2 targetVelocity;
private bool autoPilot;
private SteeringPath steeringPath;
private static PathFinder pathFinder;
bool AutoPilot
{
get { return autoPilot; }
set
{
if (value == autoPilot) return;
autoPilot = value;
if (autoPilot)
{
if (pathFinder==null) pathFinder = new PathFinder(WayPoint.WayPointList, false);
steeringPath = pathFinder.FindPath(
ConvertUnits.ToSimUnits(Level.Loaded.Position),
ConvertUnits.ToSimUnits(Level.Loaded.EndPosition));
}
}
}
private Vector2 TargetVelocity
{
get { return targetVelocity;}
set
{
if (float.IsNaN(value.X) || float.IsNaN(value.Y))
{
return;
}
targetVelocity.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
targetVelocity.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
}
}
public Steering(Item item, XElement element)
: base(item, element)
{
isActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
if (autoPilot)
{
//if (steeringPath==null)
//{
// PathFinder pathFinder = new PathFinder(WayPoint.WayPointList, false);
// steeringPath = pathFinder.FindPath(
// ConvertUnits.ToSimUnits(Level.Loaded.StartPosition),
// ConvertUnits.ToSimUnits(Level.Loaded.EndPosition));
//}
steeringPath.GetNode(Vector2.Zero, 20.0f);
if (steeringPath.CurrentNode!=null)
{
float prediction = 10.0f;
Vector2 futurePosition = Submarine.Loaded.Speed * prediction;
Vector2 targetSpeed = (steeringPath.CurrentNode.Position - futurePosition);
//float dist = targetSpeed.Length();
targetSpeed = Vector2.Normalize(targetSpeed);
TargetVelocity = targetSpeed*100.0f;
}
}
item.SendSignal(targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out");
item.SendSignal((-targetVelocity.Y).ToString(CultureInfo.InvariantCulture), "velocity_y_out");
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
int x = GuiFrame.Rect.X;
int y = GuiFrame.Rect.Y;
GuiFrame.Draw(spriteBatch);
Rectangle velRect = new Rectangle(x + 20, y + 20, width - 40, height - 40);
GUI.DrawRectangle(spriteBatch, velRect, Color.White, false);
if (GUI.DrawButton(spriteBatch, new Rectangle(x + width - 150, y + height - 30, 150, 30), "Autopilot"))
{
AutoPilot = !AutoPilot;
item.NewComponentEvent(this, true);
}
GUI.DrawLine(spriteBatch,
new Vector2(velRect.Center.X,velRect.Center.Y),
new Vector2(velRect.Center.X + currVelocity.X, velRect.Center.Y - currVelocity.Y),
Color.Gray);
Vector2 targetVelPos = new Vector2(velRect.Center.X + targetVelocity.X, velRect.Center.Y - targetVelocity.Y);
GUI.DrawLine(spriteBatch,
new Vector2(velRect.Center.X, velRect.Center.Y),
targetVelPos,
Color.LightGray);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)targetVelPos.X - 5, (int)targetVelPos.Y - 5, 10, 10), Color.White);
if (Vector2.Distance(PlayerInput.MousePosition, new Vector2(velRect.Center.X, velRect.Center.Y)) < 200.0f)
{
GUI.DrawRectangle(spriteBatch, new Rectangle((int)targetVelPos.X -10, (int)targetVelPos.Y - 10, 20, 20), Color.Red);
if (PlayerInput.LeftButtonDown())
{
targetVelocity = PlayerInput.MousePosition - new Vector2(velRect.Center.X, velRect.Center.Y);
targetVelocity.Y = -targetVelocity.Y;
item.NewComponentEvent(this, true);
}
}
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
{
if (connection.Name == "velocity_in")
{
currVelocity = ToolBox.ParseToVector2(signal, false);
}
}
public override void FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetOutgoingMessage message)
{
message.Write(targetVelocity.X);
message.Write(targetVelocity.Y);
message.Write(autoPilot);
}
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message)
{
Vector2 newTargetVelocity = Vector2.Zero;
bool newAutoPilot = false;
try
{
newTargetVelocity = new Vector2(message.ReadFloat(), message.ReadFloat());
newAutoPilot = message.ReadBoolean();
}
catch
{
return;
}
TargetVelocity = newTargetVelocity;
AutoPilot = newAutoPilot;
}
}
}

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using System;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Vent : ItemComponent
{
private float oxygenFlow;
public float OxygenFlow
{
get { return oxygenFlow; }
set { oxygenFlow = Math.Max(value, 0.0f); }
}
public Vent (Item item, XElement element)
: base(item, element)
{
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
if (item.CurrentHull == null) return;
item.CurrentHull.Oxygen += oxygenFlow * deltaTime;
OxygenFlow -= deltaTime * 1000.0f;
}
}
}

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using System;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface.Items.Components
{
class PowerContainer : Powered
{
//[power/min]
float capacity;
float charge;
//how fast the battery can be recharged
float maxRechargeSpeed;
//how fast it's currently being recharged (can be changed, so that
//charging can be slowed down or disabled if there's a shortage of power)
float rechargeSpeed;
float maxOutput;
[Editable, HasDefaultValue(10.0f, true)]
public float MaxOutPut
{
set { maxOutput = value; }
get { return maxOutput; }
}
[HasDefaultValue(0.0f, true)]
public float Charge
{
get { return charge; }
set
{
if (float.IsNaN(value)) return;
charge = MathHelper.Clamp(value, 0.0f, capacity);
}
}
[HasDefaultValue(10.0f, false), Editable]
public float Capacity
{
get { return capacity; }
set { capacity = Math.Max(value, 1.0f); }
}
[HasDefaultValue(10.0f, false), Editable]
public float RechargeSpeed
{
get { return rechargeSpeed; }
set
{
if (float.IsNaN(value)) return;
rechargeSpeed = MathHelper.Clamp(value, 0.0f, maxRechargeSpeed);
}
}
[HasDefaultValue(10.0f, false), Editable]
public float MaxRechargeSpeed
{
get { return maxRechargeSpeed; }
set { maxRechargeSpeed = Math.Max(value, 1.0f); }
}
public PowerContainer(Item item, XElement element)
: base(item, element)
{
//capacity = ToolBox.GetAttributeFloat(element, "capacity", 10.0f);
//maxRechargeSpeed = ToolBox.GetAttributeFloat(element, "maxinput", 10.0f);
//maxOutput = ToolBox.GetAttributeFloat(element, "maxoutput", 10.0f);
isActive = true;
}
public override bool Pick(Character picker)
{
if (picker == null) return false;
//picker.SelectedConstruction = (picker.SelectedConstruction == item) ? null : item;
return true;
}
public override void Update(float deltaTime, Camera cam)
{
float chargeRate = (float)(Math.Sqrt(charge / capacity));
//float gridPower = 0.0f;
float gridLoad = 0.0f;
//if (item.linkedTo.Count == 0) return;
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
foreach (Connection c in item.Connections)
{
foreach (Connection c2 in c.Recipients)
{
PowerTransfer pt = c2.Item.GetComponent<PowerTransfer>();
if (pt == null) continue;
gridLoad += pt.PowerLoad;
}
}
//foreach (MapEntity e in item.linkedTo)
//{
// Item it = e as Item;
// if (it == null) continue;
// PowerTransfer pt = it.GetComponent<PowerTransfer>();
// if (pt==null) continue;
// //gridPower -= pt.PowerConsumption;
// gridLoad += pt.PowerLoad;
// //gridPower = -jb.PowerConsumption;
// //gridLoad = jb.load;
// break;
//}
float gridRate = voltage;
//recharge
if (gridRate >= chargeRate)
{
if (charge >= capacity)
{
currPowerConsumption = 0.0f;
charge = capacity;
return;
}
currPowerConsumption = MathHelper.Lerp(currPowerConsumption, rechargeSpeed, 0.05f);
charge += currPowerConsumption*voltage / 3600.0f;
}
//provide power to the grid
else if (gridLoad > 0.0f)
{
if (charge <= 0.0f)
{
currPowerConsumption = 0.0f;
charge = 0.0f;
return;
}
//currPowerConsumption = MathHelper.Lerp(
// currPowerConsumption,
// -maxOutput * chargeRate,
// 0.1f);
currPowerConsumption = MathHelper.Lerp(
currPowerConsumption,
-Math.Min(maxOutput * chargeRate, gridLoad - (gridLoad * voltage)),
0.05f);
//powerConsumption = MathHelper.Lerp(
// powerConsumption,
// -Math.Min(maxOutput * chargeRate, gridLoad - (power)),
// 0.1f);
//powerConsumption = Math.Min(powerConsumption, 0.0f);
charge -= -currPowerConsumption / chargeRate / 3600.0f;
}
voltage = 0.0f;
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
base.Draw(spriteBatch);
GUI.DrawRectangle(spriteBatch,
new Vector2(item.Rect.X + item.Rect.Width / 2 - 4, -item.Rect.Y + 9),
new Vector2(8, 22), Color.Black);
if (charge > 0)
GUI.DrawRectangle(spriteBatch,
new Vector2(item.Rect.X + item.Rect.Width / 2 - 3, -item.Rect.Y + 10 + (20.0f * (1.0f - charge / capacity))),
new Vector2(6, 20 * (charge / capacity)), Color.Green, true);
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
int width = 300, height = 200;
int x = Game1.GraphicsWidth / 2 - width / 2;
int y = Game1.GraphicsHeight / 2 - height / 2;
GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
spriteBatch.DrawString(GUI.Font,
"Charge: " + (int)charge + "/" + (int)capacity + " (" + (int)((charge / capacity) * 100.0f) + " %)",
new Vector2(x + 30, y + 30), Color.White);
spriteBatch.DrawString(GUI.Font, "Recharge rate: " + (rechargeSpeed / maxRechargeSpeed), new Vector2(x + 30, y + 100), Color.White);
if (GUI.DrawButton(spriteBatch, new Rectangle(x + 50, y + 150, 40, 40), "+", true))
{
item.NewComponentEvent(this, true);
rechargeSpeed = Math.Min(rechargeSpeed + 10.0f, maxRechargeSpeed);
}
if (GUI.DrawButton(spriteBatch, new Rectangle(x + 250, y + 150, 40, 40), "-", true))
{
rechargeSpeed = Math.Max(rechargeSpeed - 10.0f, 0.0f);
item.NewComponentEvent(this, true);
}
}
public override void FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetOutgoingMessage message)
{
message.Write(rechargeSpeed);
message.Write(charge);
}
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message)
{
float newRechargeSpeed = 0.0f;
float newCharge = 0.0f;
try
{
newRechargeSpeed = message.ReadFloat();
newCharge = message.ReadFloat();
}
catch { }
RechargeSpeed = newRechargeSpeed;
Charge = newCharge;
}
}
}

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using System.Collections.Generic;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Globalization;
namespace Subsurface.Items.Components
{
class PowerTransfer : Powered
{
static float fullPower;
static float fullLoad;
//affects how fast changes in power/load are carried over the grid
static float inertia = 5.0f;
static List<Powered> connectedList = new List<Powered>();
private float powerLoad;
public float PowerLoad
{
get { return powerLoad; }
}
public PowerTransfer(Item item, XElement element)
: base(item, element)
{
isActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
//reset and recalculate the power generated/consumed
//by the constructions connected to the grid
fullPower = 0.0f;
fullLoad = 0.0f;
connectedList.Clear();
if (updated) return;
CheckJunctions(deltaTime);
foreach (Powered p in connectedList)
{
PowerTransfer pt = p as PowerTransfer;
if (pt!=null)
{
pt.powerLoad += (fullLoad - pt.powerLoad) / inertia;
pt.currPowerConsumption += (-fullPower - pt.currPowerConsumption) / inertia;
pt.Item.SendSignal("", "power", fullPower / Math.Max(fullLoad, 1.0f));
if (-pt.currPowerConsumption > Math.Max(pt.powerLoad * 2.0f, 200.0f)) pt.item.Condition -= deltaTime*10.0f;
}
}
}
public override bool Pick(Character picker)
{
if (picker == null) return false;
//picker.SelectedConstruction = (picker.SelectedConstruction == item) ? null : item;
return true;
}
//a recursive function that goes through all the junctions and adds up
//all the generated/consumed power of the constructions connected to the grid
private void CheckJunctions(float deltaTime)
{
updated = true;
connectedList.Add(this);
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
List<Connection> connections = item.Connections;
if (connections == null) return;
foreach (Connection c in connections)
{
foreach (Connection recipient in c.Recipients)
{
if (recipient == null) continue;
Item it = recipient.Item;
if (it == null) continue;
//if (it.Updated) continue;
Powered powered = it.GetComponent<Powered>();
if (powered == null || powered.Updated) continue;
PowerTransfer powerTransfer = powered as PowerTransfer;
if (powerTransfer != null)
{
powerTransfer.CheckJunctions(deltaTime);
}
else
{
connectedList.Add(powered);
//positive power consumption = the construction requires power -> increase load
if (powered.CurrPowerConsumption > 0.0f)
{
fullLoad += powered.CurrPowerConsumption;
}
else if (powered.CurrPowerConsumption < 0.0f)
//negative power consumption = the construction is a
//generator/battery or another junction box
{
fullPower -= powered.CurrPowerConsumption;
}
}
}
}
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
int x = GuiFrame.Rect.X;
int y = GuiFrame.Rect.Y;
GuiFrame.Draw(spriteBatch);
GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
spriteBatch.DrawString(GUI.Font, "Power: " + (int)(-currPowerConsumption), new Vector2(x + 30, y + 30), Color.White);
spriteBatch.DrawString(GUI.Font, "Load: " + (int)powerLoad, new Vector2(x + 30, y + 100), Color.White);
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
{
base.ReceiveSignal(signal, connection, sender, power);
if (connection.Name == "signal")
{
connection.SendSignal(signal, sender, 0.0f);
}
}
}
}

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using System;
using System.Globalization;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Powered : ItemComponent
{
//the amount of power CURRENTLY consumed by the item
//negative values mean that the item is providing power to connected items
protected float currPowerConsumption;
//current voltage of the item (load / power)
protected float voltage;
//the minimum voltage required for the item to work
protected float minVoltage;
//the maximum amount of power the item can draw from connected items
protected float powerConsumption;
private bool powerOnSoundPlayed;
private static Sound powerOnSound;
[Editable, HasDefaultValue(0.5f, true)]
public float MinVoltage
{
get { return minVoltage; }
set { minVoltage = value; }
}
[Editable, HasDefaultValue(0.0f, true)]
public float PowerConsumption
{
get { return powerConsumption; }
set { powerConsumption = value; }
}
[HasDefaultValue(false,true)]
public override bool IsActive
{
get { return isActive; }
set
{
isActive = value;
if (!isActive) currPowerConsumption = 0.0f;
}
}
[HasDefaultValue(0.0f, true)]
public float CurrPowerConsumption
{
get {return currPowerConsumption; }
set { currPowerConsumption = value; }
}
[HasDefaultValue(0.0f, true)]
public float Voltage
{
get { return voltage; }
set { voltage = Math.Max(0.0f, value); }
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
{
if (currPowerConsumption == 0.0f) voltage = 0.0f;
if (connection.Name == "power_in" || connection.Name == "power") voltage = power;
}
public override void Update(float deltaTime, Camera cam)
{
if (currPowerConsumption == 0.0f) return;
if (voltage > minVoltage)
{
if (!powerOnSoundPlayed)
{
powerOnSound.Play(1.0f, 600.0f, item.Position);
powerOnSoundPlayed = true;
}
ApplyStatusEffects(ActionType.OnActive, deltaTime);
}
else if (voltage < 0.1f)
{
powerOnSoundPlayed = false;
}
}
public Powered(Item item, XElement element)
: base(item, element)
{
if (powerOnSound==null)
{
powerOnSound = Sound.Load("Content/Items/Electricity/powerOn.ogg");
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
namespace Subsurface.Items.Components
{
class Projectile : ItemComponent
{
private float launchImpulse;
private bool doesStick;
private PrismaticJoint stickJoint;
private Body stickTarget;
Attack attack;
public List<Body> ignoredBodies;
[HasDefaultValue(10.0f, false)]
public float LaunchImpulse
{
get { return launchImpulse; }
set { launchImpulse = value; }
}
[HasDefaultValue(false, false)]
public bool CharacterUsable
{
get { return characterUsable; }
set { characterUsable = value; }
}
[HasDefaultValue(false, false)]
public bool DoesStick
{
get { return doesStick; }
set { doesStick = value; }
}
public Projectile(Item item, XElement element)
: base (item, element)
{
ignoredBodies = new List<Body>();
//launchImpulse = ToolBox.GetAttributeFloat(element, "launchimpulse", 10.0f);
//characterUsable = ToolBox.GetAttributeBool(element, "characterusable", false);
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "attack") continue;
attack = new Attack(subElement);
}
//bleedingDamage = ToolBox.GetAttributeFloat(element, "bleedingdamage", 0.0f);
//bluntDamage = ToolBox.GetAttributeFloat(element, "bluntdamage", 0.0f);
//doesStick = ToolBox.GetAttributeBool(element, "doesstick", false);
}
//public override void ConstructionActivate(Construction c, Vector2 modifier)
//{
// for (int i = 0; i < item.linkedTo.Count; i++)
// item.linkedTo[i].RemoveLinked((MapEntity)item);
// item.linkedTo.Clear();
// ApplyStatusEffects(StatusEffect.Type.OnUse, 1.0f, null);
// Launch(modifier+Vector2.Normalize(modifier)*launchImpulse);
//}
public override bool Use(float deltaTime, Character character = null)
{
if (character != null && !characterUsable) return false;
//ApplyStatusEffects(ActionType.OnUse, 1.0f, character);
Debug.WriteLine(item.body.Rotation);
Launch(new Vector2(
(float)Math.Cos(item.body.Rotation),
(float)Math.Sin(item.body.Rotation)) * launchImpulse * item.body.Mass);
return true;
}
private void Launch(Vector2 impulse)
{
item.body.Enabled = true;
item.body.ApplyLinearImpulse(impulse);
item.body.FarseerBody.OnCollision += OnProjectileCollision;
item.body.FarseerBody.IsBullet = true;
item.body.CollisionCategories = Physics.CollisionProjectile;
item.body.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall;
item.Drop();
if (stickJoint != null && doesStick)
{
if (stickTarget!=null) item.body.FarseerBody.RestoreCollisionWith(stickTarget);
Game1.World.RemoveJoint(stickJoint);
stickJoint = null;
}
}
public override void Update(float deltaTime, Camera cam)
{
if (stickJoint != null)
{
if (stickJoint.JointTranslation < 0.01f)
{
if (stickTarget!=null)
{
item.body.FarseerBody.RestoreCollisionWith(stickTarget);
}
Game1.World.RemoveJoint(stickJoint);
stickJoint = null;
isActive = false;
}
}
else
{
isActive = false;
}
}
private bool OnProjectileCollision(Fixture f1, Fixture f2, Contact contact)
{
//doesn't collide with items
//if (f2.Body.UserData is Item) return false;
if (ignoredBodies.Contains(f2.Body)) return false;
//Structure structure = f1.Body.UserData as Structure;
//if (structure!=null && (structure.IsPlatform || structure.StairDirection != Direction.None)) return false;
//Vector2 force = f1.Body.LinearVelocity * f1.Body.Mass;
//float forceLength = force.Length();
//if (forceLength > 20.0f)
//{
// force = force / forceLength * 20.0f;
//}
//f2.Body.ApplyLinearImpulse(force);
//f1.Body.ApplyLinearImpulse(-f1.Body.LinearVelocity * f1.Body.Mass);
//float damage = f1.Body.LinearVelocity.Length();
AttackResult attackResult = new AttackResult(0.0f, 0.0f);
if (attack!=null)
{
Limb limb;
Structure structure;
if ((limb = (f2.Body.UserData as Limb)) != null)
{
attackResult = attack.DoDamage(limb.character, item.SimPosition, 1.0f);
}
else if ((structure = (f2.Body.UserData as Structure)) != null)
{
attackResult = attack.DoDamage(structure, item.SimPosition, 1.0f);
}
}
item.body.FarseerBody.OnCollision -= OnProjectileCollision;
item.body.FarseerBody.IsBullet = false;
item.body.CollisionCategories = Physics.CollisionMisc;
item.body.CollidesWith = Physics.CollisionWall;
ignoredBodies.Clear();
if (attackResult.HitArmor)
{
item.body.LinearVelocity *= 0.5f;
}
else if (doesStick)
{
Vector2 normal = contact.Manifold.LocalNormal;
Vector2 dir = new Vector2(
(float)Math.Cos(item.body.Rotation),
(float)Math.Sin(item.body.Rotation));
if (Vector2.Dot(f1.Body.LinearVelocity, normal)<0 ) return StickToTarget(f2.Body, dir);
}
return true;
}
private bool StickToTarget(Body targetBody, Vector2 axis)
{
if (stickJoint != null) return false;
stickJoint = new PrismaticJoint(targetBody, item.body.FarseerBody, item.body.Position, axis, true);
stickJoint.MotorEnabled = true;
stickJoint.MaxMotorForce = 30.0f;
stickJoint.LimitEnabled = true;
stickJoint.UpperLimit = ConvertUnits.ToSimUnits(item.sprite.size.X*0.7f);
item.body.FarseerBody.IgnoreCollisionWith(targetBody);
stickTarget = targetBody;
Game1.World.AddJoint(stickJoint);
isActive = true;
return false;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Collision.Shapes;
using FarseerPhysics.Common;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Subsurface.Items.Components
{
class Rope : ItemComponent
{
PhysicsBody[] ropeBodies;
RevoluteJoint[] ropeJoints;
DistanceJoint gunJoint;
float pullForce;
Sprite sprite;
float reload;
float prevDir;
float sectionLength;
Item projectile;
Vector2 projectileAnchor;
private Vector2 BarrelPos
{
get
{
Vector2 barrelPos = Vector2.Zero;
//RangedWeapon weapon = item.GetComponent<RangedWeapon>();
//if (weapon != null) barrelPos = weapon.barrelPos;
return barrelPos;
}
}
private Vector2 TransformedBarrelPos
{
get
{
Vector2 barrelPos = Vector2.Zero;
RangedWeapon weapon = item.GetComponent<RangedWeapon>();
if (weapon != null) barrelPos = weapon.TransformedBarrelPos;
return barrelPos;
}
}
public Rope(Item item, XElement element)
: base(item, element)
{
string spritePath = ToolBox.GetAttributeString(element, "sprite", "");
if (spritePath == "") DebugConsole.ThrowError("Sprite "+spritePath+" in "+element+" not found!");
float length = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "length", 200.0f));
pullForce = ToolBox.GetAttributeFloat(element, "pullforce", 10.0f);
projectileAnchor = Vector2.Zero;
projectileAnchor.X = ToolBox.GetAttributeFloat(element, "projectileanchorx", 0.0f);
projectileAnchor.Y = ToolBox.GetAttributeFloat(element, "projectileanchory", 0.0f);
projectileAnchor = ConvertUnits.ToSimUnits(projectileAnchor);
characterUsable = ToolBox.GetAttributeBool(element, "characterusable", false);
sprite = new Sprite(spritePath, new Vector2(0.5f,0.5f));
sectionLength = ConvertUnits.ToSimUnits(sprite.size.X);
Path ropePath = new Path();
ropePath.Add(item.body.Position);
ropePath.Add(item.body.Position + new Vector2(length, 0.0f));
ropePath.Closed = false;
Vertices box = PolygonTools.CreateRectangle(sectionLength, 0.05f);
PolygonShape shape = new PolygonShape(box, 5);
List<Body>ropeList = PathManager.EvenlyDistributeShapesAlongPath(Game1.World, ropePath, shape, BodyType.Dynamic, (int)(length/sectionLength));
ropeBodies = new PhysicsBody[ropeList.Count()];
for (int i = 0; i<ropeBodies.Length; i++)
{
ropeList[i].Mass = 0.01f;
ropeList[i].Enabled = false;
//only collide with the map
ropeList[i].CollisionCategories = Physics.CollisionMisc;
ropeList[i].CollidesWith = Physics.CollisionWall;
ropeBodies[i] = new PhysicsBody(ropeList[i]);
}
List<RevoluteJoint> joints = PathManager.AttachBodiesWithRevoluteJoint(Game1.World, ropeList,
new Vector2(-sectionLength/2, 0.0f), new Vector2(sectionLength/2, 0.0f), false, false);
ropeJoints = new RevoluteJoint[joints.Count+1];
//ropeJoints[0] = JointFactory.CreateRevoluteJoint(Game1.world, item.body, ropeList[0], new Vector2(0f, -0.0f));
for (int i = 0; i < joints.Count; i++)
{
var distanceJoint = JointFactory.CreateDistanceJoint(Game1.World, ropeList[i], ropeList[i + 1]);
distanceJoint.Length = sectionLength;
distanceJoint.DampingRatio = 1.0f;
ropeJoints[i] = joints[i];
}
}
public override void SecondaryUse(float deltaTime, Character character = null)
{
if (reload > 0.0f) return;
bool first = true;
for (int i = 0; i < ropeBodies.Length - 1; i++)
{
if (ropeBodies[i].UserData == null || (bool)ropeBodies[i].UserData) continue;
if (first)
{
Vector2 dist = gunJoint.WorldAnchorA - ropeJoints[i].WorldAnchorA;
float length = dist.Length();
if (gunJoint.Length < 0.011 && length*0.5f<sectionLength)
{
NextSection(i);
}
else
{
gunJoint.Length = Math.Max(gunJoint.Length-0.01f,0.01f);
gunJoint.Frequency = 30;
gunJoint.DampingRatio = 0.05f;
//gunJoint.MotorEnabled = true;
//gunJoint.MotorSpeed = -150.0f;
//ropeBodies[i + 1].ApplyForce(dist / length * pullForce);
//ropeJoints[0].LocalAnchorA = new Vector2(ropeJoints[0].LocalAnchorA.X-0.05f,ropeJoints[0].LocalAnchorA.Y);
//ropeBodies[i].SmoothRotate(item.body.Rotation);
}
first = false;
}
else
{
//Vector2 dist = ropeBodies[i].Position - ropeBodies[i + 1].Position;
//float length = dist.Length();
//ropeBodies[i + 1].ApplyForce(dist / length * pullForce * 0.1f);
}
}
}
private void NextSection(int i)
{
gunJoint.Length = sectionLength;
ropeBodies[i].UserData = true;
ropeBodies[i].Enabled = false;
//if (ropeJoints[0] != null) Game1.world.RemoveJoint(ropeJoints[0]);
//ropeJoints[0] = JointFactory.CreateRevoluteJoint(Game1.world,
// item.body.FarseerBody, ropeBodies[i + 1].FarseerBody,
// BarrelPos, new Vector2(-sectionLength / 2, 0.0f));
AttachGunJoint(ropeBodies[i + 1].FarseerBody);
if (i == ropeBodies.Length - 2)
{
item.Combine(projectile);
ropeBodies[ropeBodies.Length - 1].Enabled = false;
isActive = false;
}
}
public override void Update(float deltaTime, Camera cam)
{
if (reload>0.0f) reload -= deltaTime;
//for (int i = 0; i < ropeBodies.Length - 1; i++)
//{
// if (ropeBodies[i].UserData == null || (bool)ropeBodies[i].UserData == true) continue;
// ropeBodies[i].SmoothRotate(item.body.Rotation);
//}
int len = 1;
for (int i = 0; i < ropeBodies.Length - 1; i++)
{
if (ropeBodies[i].UserData == null || (bool)ropeBodies[i].UserData) continue;
len++;
}
if (Vector2.Distance(TransformedBarrelPos, projectile.SimPosition)>len*sectionLength)
{
Vector2 stopForce = projectile.SimPosition - ropeBodies[ropeBodies.Length-1].Position;
stopForce = Vector2.Normalize(stopForce);
float dotProduct = Vector2.Dot(stopForce, Vector2.Normalize(projectile.body.LinearVelocity));
if (dotProduct<0)
projectile.body.ApplyLinearImpulse(-stopForce*dotProduct * projectile.body.LinearVelocity.Length() * projectile.body.Mass);
}
if (item.body.Dir!=prevDir)
{
gunJoint.LocalAnchorA =
new Vector2(
-gunJoint.LocalAnchorA.X,
BarrelPos.Y);
prevDir = -prevDir;
}
if (!projectile.body.Enabled || !item.body.Enabled)
{
//attempt to recontain the projectile in the launcher
//eq automatically reload a spear into a speargun when picking the spear up
if (!projectile.body.Enabled) item.Combine(projectile);
foreach (PhysicsBody b in ropeBodies)
{
b.Enabled = false;
}
foreach (var joint in ropeJoints)
{
if (joint != null) joint.Enabled = false;
}
isActive = false;
}
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
base.Draw(spriteBatch);
if (!isActive) return;
RevoluteJoint firstJoint = null;
for (int i = 0; i<ropeBodies.Length-1; i++)
{
if (!ropeBodies[i].Enabled) continue;
if (firstJoint==null) firstJoint = ropeJoints[i];
DrawSection(spriteBatch, ropeJoints[i].WorldAnchorA, ropeJoints[i+1].WorldAnchorA, i);
}
if (gunJoint == null || firstJoint==null) return;
DrawSection(spriteBatch, gunJoint.WorldAnchorA, firstJoint.WorldAnchorA, 0);
}
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, int i)
{
start.Y = -start.Y;
end.Y = -end.Y;
spriteBatch.Draw(sprite.Texture,
ConvertUnits.ToDisplayUnits(start), null, Color.White,
MathUtils.VectorToAngle(end - start),
new Vector2(0.0f, sprite.size.Y / 2.0f),
new Vector2((ConvertUnits.ToDisplayUnits(Vector2.Distance(start, end))) / sprite.Texture.Width, 1.0f),
SpriteEffects.None,
sprite.Depth + i*0.00001f);
}
public void Attach(Item projectile)
{
reload = 0.5f;
isActive = true;
this.projectile = projectile;
//Projectile projectileComponent = projectile.GetComponent<Projectile>();
foreach (PhysicsBody b in ropeBodies)
{
b.SetTransform(item.body.Position, 0.0f);
b.UserData = false;
b.Enabled = true;
}
foreach (var joint in ropeJoints)
{
if (joint!=null) joint.Enabled = true;
}
ropeBodies[ropeBodies.Length - 1].SetTransform(projectile.body.Position, projectile.body.Rotation);
//attach projectile to the last section of the rope
if (ropeJoints[ropeJoints.Length-1] != null) Game1.World.RemoveJoint(ropeJoints[ropeJoints.Length-1]);
ropeJoints[ropeJoints.Length - 1] = JointFactory.CreateRevoluteJoint(Game1.World,
projectile.body.FarseerBody, ropeBodies[ropeBodies.Length - 1].FarseerBody,
projectileAnchor, new Vector2(sectionLength / 2, 0.0f));
AttachGunJoint(ropeBodies[0].FarseerBody);
prevDir = item.body.Dir;
}
private void AttachGunJoint(Body body)
{
float rotation = (item.body.Dir == -1.0f) ? item.body.Rotation - MathHelper.Pi : item.body.Rotation;
body.SetTransform(TransformedBarrelPos, rotation);
//Vector2 axis = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
if (gunJoint != null) Game1.World.RemoveJoint(gunJoint);
gunJoint = new DistanceJoint(item.body.FarseerBody, body, BarrelPos,
new Vector2(sectionLength / 2, 0.0f));
gunJoint.Length = sectionLength;
//gunJoint.LocalAnchorA = BarrelPos;
//gunJoint.LocalAnchorB = new Vector2(sectionLength / 2, 0.0f);
//gunJoint.UpperLimit = sectionLength;
//gunJoint.LowerLimit = 0.0f;
//gunJoint.LimitEnabled = true;
//gunJoint.ReferenceAngle = 0.0f;
Game1.World.AddJoint(gunJoint);
}
}
}

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using System;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class AndComponent : ItemComponent
{
protected string output;
//an array to keep track of how long ago a non-zero signal was received on both inputs
protected float[] timeSinceReceived;
//the output is sent if both inputs have received a signal within the timeframe
protected float timeFrame;
[InGameEditable, HasDefaultValue(0.1f, true)]
public float TimeFrame
{
get { return timeFrame; }
set
{
timeFrame = Math.Max(0.0f, value);
}
}
[InGameEditable, HasDefaultValue("1", true)]
public string Output
{
get { return output; }
set { output = value; }
}
public AndComponent(Item item, XElement element)
: base (item, element)
{
timeSinceReceived = new float[] { timeFrame*2.0f, timeFrame*2.0f};
//output = "1";
}
public override void Update(float deltaTime, Camera cam)
{
bool sendOutput = true;
for (int i = 0; i<timeSinceReceived.Length; i++)
{
if (timeSinceReceived[i] > timeFrame) sendOutput = false;
timeSinceReceived[i] += deltaTime;
}
if (sendOutput)
{
item.SendSignal(output, "signal_out");
}
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
{
switch (connection.Name)
{
case "signal_in1":
if (signal == "0") return;
timeSinceReceived[0] = 0.0f;
isActive = true;
break;
case "signal_in2":
if (signal == "0") return;
timeSinceReceived[1] = 0.0f;
isActive = true;
break;
case "set_output":
output = signal;
break;
}
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Connection
{
private static Sprite connector;
private static Sprite wireCorner, wireVertical, wireHorizontal;
//how many wires can be linked to a single connector
private const int MaxLinked = 5;
public readonly string Name;
public Wire[] Wires;
private Item item;
public readonly bool IsOutput;
private static Item draggingConnected;
private List<StatusEffect> effects;
int[] wireId;
public List<Connection> Recipients
{
get
{
List<Connection> recipients = new List<Connection>();
for (int i = 0; i<MaxLinked; i++)
{
if (Wires[i] == null) continue;
Connection recipient = Wires[i].OtherConnection(this);
if (recipient != null) recipients.Add(recipient);
}
return recipients;
}
}
public Item Item
{
get { return item; }
}
public Connection(XElement element, Item item)
{
if (connector == null)
{
connector = new Sprite("Content/Items/connector.png", new Vector2(0.5f, 0.5f));
wireCorner = new Sprite("Content/Items/wireCorner.png", new Vector2(0.5f, 0.1f));
wireVertical = new Sprite("Content/Items/wireVertical.png", new Vector2(0.5f, 0.5f));
wireHorizontal = new Sprite("Content/Items/wireHorizontal.png", new Vector2(0.5f, 0.5f));
}
this.item = item;
//recipient = new Connection[MaxLinked];
Wires = new Wire[MaxLinked];
IsOutput = (element.Name.ToString() == "output");
Name = ToolBox.GetAttributeString(element, "name", (IsOutput) ? "output" : "input");
effects = new List<StatusEffect>();
wireId = new int[MaxLinked];
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "link":
int index = -1;
for (int i = 0; i < MaxLinked; i++)
{
if (wireId[i]<1) index = i;
}
if (index == -1) break;
wireId[index] = ToolBox.GetAttributeInt(subElement, "w", -1);
break;
case "statuseffect":
effects.Add(StatusEffect.Load(subElement));
break;
}
}
}
public int FindEmptyIndex()
{
for (int i = 0; i < MaxLinked; i++)
{
if (Wires[i]==null) return i;
}
return -1;
}
//public int FindLinkIndex(Item item)
//{
// for (int i = 0; i < MaxLinked; i++)
// {
// if (item == null && recipient[i] == null) return i;
// if (recipient[i]!=null && recipient[i].item == item) return i;
// }
// return -1;
//}
public int FindWireIndex(Item wireItem)
{
for (int i = 0; i < MaxLinked; i++)
{
if (Wires[i] == null && wireItem == null) return i;
if (Wires[i] != null && Wires[i].Item == wireItem) return i;
}
return -1;
}
public void AddLink(int index, Wire wire)
{
//linked[index] = connectedItem;
//recipient[index] = otherConnection;
Wires[index] = wire;
}
//public bool AddLink(Item connectedItem, Connection otherConnection)
//{
// if (linked.Contains(connectedItem)) return false;
// for (int i = 0; i<MaxLinked; i++)
// {
// if (linked[i]!=null) continue;
// linked[i] = connectedItem;
// return true;
// }
// return false;
//}
public void SendSignal(string signal, Item sender, float power)
{
for (int i = 0; i<MaxLinked; i++)
{
if (Wires[i]==null) continue;
Connection recipient = Wires[i].OtherConnection(this);
if (recipient == null) continue;
if (recipient.item == this.item || recipient.item == sender) continue;
foreach (ItemComponent ic in recipient.item.components)
{
ic.ReceiveSignal(signal, recipient, sender, power);
}
foreach (StatusEffect effect in recipient.effects)
{
//effect.Apply(ActionType.OnUse, 1.0f, recipient.item, recipient.item);
recipient.item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f);
}
}
}
public void ClearConnections()
{
for (int i = 0; i<MaxLinked; i++)
{
if (Wires[i] == null) continue;
Wires[i].RemoveConnection(this);
Wires[i] = null;
}
}
public static void DrawConnections(SpriteBatch spriteBatch, ConnectionPanel panel, Character character)
{
int width = 400, height = 200;
int x = Game1.GraphicsWidth/2 - width/2, y = Game1.GraphicsHeight - height;
Rectangle panelRect = new Rectangle(x, y, width, height);
GUI.DrawRectangle(spriteBatch, panelRect, Color.Black, true);
bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition);
Wire equippedWire = null;
//if the character using the panel has a wire item equipped
//and the wire hasn't been connected yet, draw it on the panel
for (int i = 0; i < character.SelectedItems.Length; i++)
{
Item selectedItem = character.SelectedItems[i];
if (selectedItem == null) continue;
Wire wireComponent = selectedItem.GetComponent<Wire>();
if (wireComponent != null) equippedWire = wireComponent;
}
Vector2 rightPos = new Vector2(x + width - 110, y + 20);
Vector2 leftPos = new Vector2(x + 110, y + 20);
float wireInterval = 10.0f;
float rightWireX = x+width / 2 + wireInterval;
float leftWireX = x + width / 2 - wireInterval;
foreach (Connection c in panel.connections)
{
//if dragging a wire, let the Inventory know so that the wire can be
//dropped or dragged from the panel to the players inventory
if (draggingConnected != null)
{
int linkIndex = c.FindWireIndex(draggingConnected);
if (linkIndex>-1)
{
Inventory.draggingItem = c.Wires[linkIndex].Item;
}
}
//outputs are drawn at the right side of the panel, inputs at the left
if (c.IsOutput)
{
c.Draw(spriteBatch, panel.Item, rightPos,
new Vector2(rightPos.X + 20, rightPos.Y),
new Vector2(rightWireX, y + height),
mouseInRect, equippedWire != null);
rightPos.Y += 30;
rightWireX += wireInterval;
}
else
{
c.Draw(spriteBatch, panel.Item, leftPos,
new Vector2(leftPos.X - 100, leftPos.Y),
new Vector2(leftWireX, y + height),
mouseInRect, equippedWire != null);
leftPos.Y += 30;
leftWireX -= wireInterval;
}
}
//if the character using the panel has a wire item equipped
//and the wire hasn't been connected yet, draw it on the panel
if (equippedWire!=null)
{
if (panel.connections.Find(c => c.Wires.Contains(equippedWire)) == null)
{
DrawWire(spriteBatch, equippedWire.Item, equippedWire.Item,
new Vector2(x + width / 2, y + height - 100),
new Vector2(x + width / 2, y + height), mouseInRect, false);
if (draggingConnected == equippedWire.Item) Inventory.draggingItem = equippedWire.Item;
//break;
}
}
//for (int i = 0; i < character.SelectedItems.Length; i++ )
//{
// Item selectedItem = character.SelectedItems[i];
// if (selectedItem == null) continue;
// Wire wireComponent = selectedItem.GetComponent<Wire>();
//}
//stop dragging a wire item if cursor is outside the panel
if (mouseInRect) Inventory.draggingItem = null;
if (draggingConnected != null)
{
if (!PlayerInput.LeftButtonDown())
{
panel.Item.NewComponentEvent(panel, true);
draggingConnected = null;
}
}
}
private void Draw(SpriteBatch spriteBatch, Item item, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, bool wireEquipped)
{
spriteBatch.DrawString(GUI.Font, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)position.X-10, (int)position.Y-10, 20, 20), Color.White);
for (int i = 0; i<MaxLinked; i++)
{
if (Wires[i]==null) continue;
Connection recipient = Wires[i].OtherConnection(this);
DrawWire(spriteBatch, Wires[i].Item, (recipient == null) ? Wires[i].Item : recipient.item, position, wirePosition, mouseIn, wireEquipped);
wirePosition.X += (IsOutput) ? -20 : 20;
}
//dragging a wire and released the mouse -> see if the wire can be connected to this connection
if (draggingConnected != null
&& !PlayerInput.LeftButtonDown())
{
//close enough to the connector -> make a new connection
if (Vector2.Distance(position, PlayerInput.MousePosition) < 10.0f)
{
//find an empty cell for the new connection
int index = FindWireIndex(null);
Wire wireComponent = draggingConnected.GetComponent<Wire>();
if (index>-1 && wireComponent!=null && !Wires.Contains(wireComponent))
{
Wires[index] = wireComponent;
wireComponent.Connect(this);
}
}
//far away -> disconnect if the wire is linked to this connector
else
{
int index = FindWireIndex(draggingConnected);
if (index>-1)
{
Wires[index].RemoveConnection(this);
Wires[index].Item.SetTransform(item.SimPosition, 0.0f);
Wires[index].Item.Drop();
Wires[index].Item.body.Enabled = true;
Wires[index] = null;
}
}
}
}
private static void DrawWire(SpriteBatch spriteBatch, Item wireItem, Item item, Vector2 end, Vector2 start, bool mouseIn, bool wireEquipped)
{
if (draggingConnected == wireItem)
{
if (!mouseIn) return;
end = PlayerInput.MousePosition;
}
bool mouseOn = false;
int textX = (int)start.X;
float connLength = 10.0f;
float alpha = wireEquipped ? 0.5f : 1.0f;
//Color color = (wireEquipped) ? wireItem.Color * 0.5f : wireItem.Color;
if (Math.Abs(end.X-start.X)<connLength*6.0f)
{
wireVertical.DrawTiled(spriteBatch,
new Vector2(end.X - wireVertical.size.X / 2, end.Y + connLength),
new Vector2(wireVertical.size.X, (float)Math.Abs(end.Y - start.Y)), wireItem.Color * alpha);
textX = (int)end.X;
connector.Draw(spriteBatch, end, Color.White*alpha);
}
else
{
Vector2 pos = new Vector2(start.X, end.Y + wireCorner.size.Y+1) - wireVertical.size / 2;
Vector2 size = new Vector2(wireVertical.size.X, (float)Math.Abs((end.Y + wireCorner.size.Y) - start.Y));
wireVertical.DrawTiled(spriteBatch, pos, size, wireItem.Color * alpha);
Rectangle rect = new Rectangle((int)pos.X, (int)pos.Y, (int)size.X, (int)size.Y);
if (!wireEquipped && rect.Contains(PlayerInput.MousePosition)) mouseOn = true;
float dir = (end.X > start.X) ? -1.0f : 1.0f;
wireCorner.Draw(spriteBatch,
new Vector2(start.X, end.Y-1), wireItem.Color * alpha, 0.0f, 1.0f,
(end.X > start.X) ? SpriteEffects.None : SpriteEffects.FlipHorizontally);
float wireStartX = start.X - wireCorner.size.X / 2 * dir;
float wireEndX = end.X + connLength * dir;
pos = new Vector2(Math.Min(wireStartX,wireEndX), end.Y - wireVertical.size.Y / 2);
size = new Vector2(Math.Abs(wireStartX - wireEndX), wireHorizontal.size.Y);
wireHorizontal.DrawTiled(spriteBatch, pos, size, wireItem.Color * alpha);
rect = new Rectangle((int)pos.X, (int)pos.Y, (int)size.X, (int)size.Y);
if (!wireEquipped && rect.Contains(PlayerInput.MousePosition)) mouseOn = true;
connector.Draw(spriteBatch, end, Color.White*alpha, -MathHelper.PiOver2 * dir);
}
if (draggingConnected == null && !wireEquipped)
{
if (mouseOn || Vector2.Distance(end, PlayerInput.MousePosition)<20.0f)
{
item.IsHighlighted = true;
//start dragging the wire
if (PlayerInput.LeftButtonDown()) draggingConnected = wireItem;
}
}
spriteBatch.DrawString(GUI.Font, item.Name,
new Vector2(textX, start.Y-30),
(mouseOn && !wireEquipped) ? Color.Gold : Color.White,
MathHelper.PiOver2,
GUI.Font.MeasureString(item.Name)*0.5f,
1.0f, SpriteEffects.None, 0.0f);
}
public void Save(XElement parentElement)
{
XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name));
Array.Sort(Wires, delegate(Wire wire1, Wire wire2)
{
if (wire1 == null) return 1;
if (wire2 == null) return -1;
return wire1.Item.ID.CompareTo(wire2.Item.ID);
});
for (int i = 0; i < MaxLinked; i++ )
{
if (Wires[i] == null) continue;
//Connection recipient = wires[i].OtherConnection(this);
//int connectionIndex = recipient.item.Connections.FindIndex(x => x == recipient);
newElement.Add(new XElement("link",
new XAttribute("w", Wires[i].Item.ID.ToString())));
}
parentElement.Add(newElement);
}
public void ConnectLinked()
{
if (wireId == null) return;
for (int i = 0; i < MaxLinked; i++)
{
if (wireId[i] == -1) continue;
Item wireItem = MapEntity.FindEntityByID(wireId[i]) as Item;
if (wireItem == null) continue;
Wires[i] = wireItem.GetComponent<Wire>();
if (Wires[i]!=null)
{
Wires[i].Item.body.Enabled = false;
Wires[i].Connect(this, false, true);
}
}
wireId = null;
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class ConnectionPanel : ItemComponent
{
public List<Connection> connections;
Character user;
public ConnectionPanel(Item item, XElement element)
: base(item, element)
{
connections = new List<Connection>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString())
{
case "input":
connections.Add(new Connection(subElement, item));
break;
case "output":
connections.Add(new Connection(subElement, item));
break;
}
}
isActive = true;
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
if (character != Character.Controlled || character != user) return;
Connection.DrawConnections(spriteBatch, this, character);
}
public override XElement Save(XElement parentElement)
{
XElement componentElement = base.Save(parentElement);
foreach (Connection c in connections)
{
c.Save(componentElement);
}
return componentElement;
}
public override void OnMapLoaded()
{
foreach (Connection c in connections)
{
c.ConnectLinked();
}
}
public override void Update(float deltaTime, Camera cam)
{
if (user != null && user.SelectedConstruction != item) user = null;
}
public override bool Select(Character picker)
{
user = picker;
isActive = true;
return true;
}
public override void Load(XElement element)
{
base.Load(element);
connections.Clear();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString())
{
case "input":
connections.Add(new Connection(subElement, item));
break;
case "output":
connections.Add(new Connection(subElement, item));
break;
}
}
}
public override void Remove()
{
base.Remove();
}
public override void FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetOutgoingMessage message)
{
foreach (Connection c in connections)
{
Wire[] wires = Array.FindAll(c.Wires, w => w != null);
message.Write((byte)wires.Length);
for (int i = 0 ; i < c.Wires.Length; i++)
{
if (c.Wires[i] == null) continue;
message.Write(c.Wires[i].Item.ID);
}
}
}
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message)
{
System.Diagnostics.Debug.WriteLine("connectionpanel update");
foreach (Connection c in connections)
{
//int wireCount = c.Wires.Length;
c.ClearConnections();
try
{
byte wireCount = message.ReadByte();
for (int i = 0; i < wireCount; i++)
{
int wireId = message.ReadInt32();
Item wireItem = MapEntity.FindEntityByID(wireId) as Item;
if (wireItem == null) continue;
Wire wireComponent = wireItem.GetComponent<Wire>();
if (wireComponent == null) continue;
c.Wires[i] = wireComponent;
wireComponent.Connect(c, false);
}
}
catch { }
}
}
}
}

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using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Subsurface.Lights;
using System;
using System.IO;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class LightComponent : Powered
{
static Sound[] sparkSounds;
private Color lightColor;
//private Sprite sprite;
LightSource light;
float range;
float lightBrightness;
[Editable, HasDefaultValue(100.0f, true)]
public float Range
{
get { return range; }
set
{
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
}
}
[InGameEditable, HasDefaultValue("1.0,1.0,1.0,1.0", true)]
public string LightColor
{
get { return ToolBox.Vector4ToString(lightColor.ToVector4()); }
set
{
lightColor = new Color(ToolBox.ParseToVector4(value));
}
}
public override void Move(Vector2 amount)
{
light.Position += amount;
}
public LightComponent(Item item, XElement element)
: base (item, element)
{
if (sparkSounds==null)
{
sparkSounds = new Sound[4];
string dir = Path.GetDirectoryName(item.Prefab.ConfigFile)+"\\";
for (int i = 0; i<4; i++)
{
sparkSounds[i] = Sound.Load(dir+"zap"+(i+1)+".ogg");
}
}
//foreach (XElement subElement in element.Elements())
//{
// if (subElement.Name.ToString().ToLower() != "sprite") continue;
// sprite = new Sprite(subElement);
// break;
//}
light = new LightSource(item.Position, 100.0f, Color.White);
isActive = true;
//lightColor = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
if (item.body != null)
{
light.Position = ConvertUnits.ToDisplayUnits(item.body.Position);
}
Pickable pickable = item.GetComponent<Pickable>();
if (item.container!= null || (pickable!=null && pickable.Picker!=null))
{
light.Color = Color.Transparent;
return;
}
if (powerConsumption == 0.0f)
{
voltage = 1.0f;
}
else
{
currPowerConsumption = powerConsumption;
}
if (Rand.Range(0.0f, 1.0f) < 0.05f && voltage < Rand.Range(0.0f, minVoltage))
{
if (voltage > 0.1f) sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 400.0f, item.Position);
lightBrightness = 0.0f;
}
else
{
lightBrightness = MathHelper.Lerp(lightBrightness, Math.Min(voltage, 1.0f), 0.1f);
}
light.Color = lightColor * lightBrightness;
light.Range = range * (float)Math.Sqrt(lightBrightness);
voltage = 0.0f;
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
if (!isActive)
{
light.Color = Color.Transparent;
}
}
public override void Remove()
{
base.Remove();
light.Remove();
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
{
base.ReceiveSignal(signal, connection, sender, power);
switch (connection.Name)
{
case "toggle":
isActive = !isActive;
break;
case "set_state":
isActive = (signal != "0");
break;
}
}
}
}

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using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class NotComponent : ItemComponent
{
public NotComponent(Item item, XElement element)
: base (item, element)
{
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
{
if (connection.Name != "signal_in") return;
item.SendSignal(signal=="0" ? "1" : "0", "signal_out");
}
}
}

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using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class OrComponent : AndComponent
{
public OrComponent(Item item, XElement element)
: base (item, element)
{
}
public override void Update(float deltaTime, Camera cam)
{
bool sendOutput = true;
for (int i = 0; i<timeSinceReceived.Length; i++)
{
if (timeSinceReceived[i] > timeFrame) sendOutput = false;
timeSinceReceived[i] += deltaTime;
}
if (sendOutput)
{
item.SendSignal(output, "signal_out");
}
}
}
}

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using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class OxygenDetector : ItemComponent
{
private Hull hull;
public OxygenDetector(Item item, XElement element)
: base (item, element)
{
hull = Hull.FindHull(item.Position);
isActive = true;
}
public override void OnMapLoaded()
{
hull = Hull.FindHull(item.Position);
}
public override void Move(Microsoft.Xna.Framework.Vector2 amount)
{
hull = Hull.FindHull(item.Position);
}
public override void Update(float deltaTime, Camera cam)
{
if (hull == null) return;
item.SendSignal(((int)hull.OxygenPercentage).ToString(), "signal_out");
}
}
}

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using System.Xml.Linq;
using System.Text.RegularExpressions;
namespace Subsurface.Items.Components
{
class RegExFindComponent : ItemComponent
{
private string output;
private string expression;
[InGameEditable, HasDefaultValue("1", true)]
public string Output
{
get { return output; }
set { output = value; }
}
[InGameEditable, HasDefaultValue("", true)]
public string Expression
{
get { return expression; }
set { expression = value; }
}
public RegExFindComponent(Item item, XElement element)
: base(item, element)
{
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power = 0.0f)
{
switch (connection.Name)
{
case "signal_in":
if (string.IsNullOrWhiteSpace(expression)) return;
bool success = false;
try
{
Regex regex = new Regex(@expression);
Match match = regex.Match(signal);
success = match.Success;
}
catch
{
item.SendSignal("ERROR", "signal_out");
return;
}
item.SendSignal(success ? output : "0", "signal_out");
break;
case "set_output":
output = signal;
break;
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class SignalCheckComponent : ItemComponent
{
private string output;
private string targetSignal;
[InGameEditable, HasDefaultValue("1", true)]
public string Output
{
get { return output; }
set { output = value; }
}
[InGameEditable, HasDefaultValue("", true)]
public string TargetSignal
{
get { return targetSignal; }
set { targetSignal = value; }
}
public SignalCheckComponent(Item item, XElement element)
: base(item, element)
{
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
{
switch (connection.Name)
{
case "signal_in":
item.SendSignal((signal == targetSignal) ? output : "0", "signal_out");
break;
case "set_output":
output = signal;
break;
case "set_targetsignal":
targetSignal = signal;
break;
}
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
namespace Subsurface.Items.Components
{
class Wire : ItemComponent
{
const float nodeDistance = 32.0f;
const float heightFromFloor = 128.0f;
static Sprite wireSprite;
public List<Vector2> Nodes;
Connection[] connections;
private Vector2 newNodePos;
private static int? selectedNodeIndex;
public Wire(Item item, XElement element)
: base(item, element)
{
if (wireSprite == null)
{
wireSprite = new Sprite("Content/Items/wireHorizontal.png", new Vector2(0.5f, 0.5f));
wireSprite.Depth = 0.85f;
}
Nodes = new List<Vector2>();
connections = new Connection[2];
}
public override void Move(Vector2 amount)
{
amount = FarseerPhysics.ConvertUnits.ToDisplayUnits(amount);
//for (int i = 0; i<Nodes.Count; i++)
//{
// Nodes[i] += amount;
//}
}
public Connection OtherConnection(Connection connection)
{
if (connection == null) return null;
if (connection == connections[0]) return connections[1];
if (connection == connections[1]) return connections[0];
return null;
}
public void RemoveConnection(Connection connection)
{
if (connection == connections[0]) connections[0] = null;
if (connection == connections[1]) connections[1] = null;
}
public void Connect(Connection newConnection, bool addNode = true, bool loading = false)
{
for (int i = 0; i < 2; i++)
{
if (connections[i] == newConnection) return;
}
for (int i = 0; i < 2; i++)
{
if (connections[i] != null) continue;
connections[i] = newConnection;
if (!addNode) break;
if (i == 0)
{
Nodes.Insert(0, newConnection.Item.Position);
}
else
{
Nodes.Add(newConnection.Item.Position);
}
break;
}
if (connections[0] != null && connections[1] != null)
{
//List<Vector2> prevNodes = new List<Vector2>(Nodes);
foreach (ItemComponent ic in item.components)
{
if (ic == this) continue;
ic.Drop(null);
}
if (item.container != null) item.container.RemoveContained(this.item);
item.body.Enabled = false;
isActive = false;
//Nodes = prevNodes;
CleanNodes();
}
if (!loading) Item.NewComponentEvent(this, true);
}
public override void Equip(Character character)
{
ClearConnections();
isActive = true;
}
public override void Unequip(Character character)
{
ClearConnections();
isActive = false;
}
public override void Drop(Character dropper)
{
ClearConnections();
isActive = false;
}
public override void Update(float deltaTime, Camera cam)
{
if (Nodes.Count == 0) return;
item.FindHull();
Vector2 position = item.Position;
position.X = MathUtils.Round(item.Position.X, nodeDistance);
if (item.CurrentHull == null)
{
position.Y = MathUtils.Round(item.Position.Y, nodeDistance);
}
else
{
position.Y -= item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
position.Y = Math.Max(MathUtils.Round(position.Y, nodeDistance), heightFromFloor);
position.Y += item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
}
newNodePos = RoundNode(item.Position, item.CurrentHull);
//if (Vector2.Distance(position, nodes[nodes.Count - 1]) > nodeDistance*10)
//{
// nodes.Add(position);
// item.NewComponentEvent(this, true);
//}
//else if (Math.Abs(position.Y - nodes[nodes.Count - 1].Y) > nodeDistance)
//{
// nodes.Add(new Vector2(nodes[nodes.Count - 1].X,
// position.Y));
// item.NewComponentEvent(this, true);
//}
}
public override bool Use(float deltaTime, Character character = null)
{
if (character == Character.Controlled && character.SelectedConstruction != null) return false;
if (newNodePos!= Vector2.Zero && Nodes.Count>0 && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
{
Nodes.Add(newNodePos);
newNodePos = Vector2.Zero;
}
return true;
}
public override void SecondaryUse(float deltaTime, Character character = null)
{
if (Nodes.Count > 1)
{
Nodes.RemoveAt(Nodes.Count - 1);
item.NewComponentEvent(this, true);
}
}
public override bool Pick(Character picker)
{
ClearConnections();
return true;
}
private void ClearConnections()
{
Nodes.Clear();
for (int i = 0; i < 2; i++)
{
if (connections[i] == null) continue;
int wireIndex = connections[i].FindWireIndex(item);
if (wireIndex == -1) continue;
connections[i].AddLink(wireIndex, null);
connections[i] = null;
}
}
private Vector2 RoundNode(Vector2 position, Hull hull)
{
position.X = MathUtils.Round(position.X, nodeDistance);
if (hull == null)
{
position.Y = MathUtils.Round(position.Y, nodeDistance);
}
else
{
position.Y -= hull.Rect.Y - hull.Rect.Height;
position.Y = Math.Max(MathUtils.Round(position.Y, nodeDistance), heightFromFloor);
position.Y += hull.Rect.Y -hull.Rect.Height;
}
return position;
}
private void CleanNodes()
{
for (int i = Nodes.Count - 2; i > 0; i--)
{
if ((Nodes[i - 1].X == Nodes[i].X || Nodes[i - 1].Y == Nodes[i].Y) &&
(Nodes[i + 1].X == Nodes[i].X || Nodes[i + 1].Y == Nodes[i].Y))
{
if (Vector2.Distance(Nodes[i - 1], Nodes[i]) == Vector2.Distance(Nodes[i + 1], Nodes[i]))
{
Nodes.RemoveAt(i);
}
}
}
bool removed;
do
{
removed = false;
for (int i = Nodes.Count - 2; i > 0; i--)
{
if ((Nodes[i - 1].X == Nodes[i].X && Nodes[i + 1].X == Nodes[i].X)
|| (Nodes[i - 1].Y == Nodes[i].Y && Nodes[i + 1].Y == Nodes[i].Y))
{
Nodes.RemoveAt(i);
removed = true;
}
}
} while (removed);
}
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, bool editing)
{
if (Nodes.Count == 0) return;
//for (int i = 0; i < nodes.Count; i++)
//{
// GUI.DrawRectangle(spriteBatch, new Rectangle((int)nodes[i].X, (int)-nodes[i].Y, 5, 5), Color.DarkGray, true, wireSprite.Depth - 0.01f);
//}
for (int i = 1; i < Nodes.Count; i++)
{
DrawSection(spriteBatch, Nodes[i], Nodes[i - 1], i, item.Color);
}
if (isActive && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
{
DrawSection(spriteBatch, Nodes[Nodes.Count - 1], newNodePos, Nodes.Count, item.Color * 0.5f);
//nodes.Add(newNodePos);
}
if (!editing) return;
for (int i = 1; i < Nodes.Count; i++)
{
GUI.DrawRectangle(spriteBatch, new Rectangle((int)Nodes[i].X - 3, (int)-Nodes[i].Y -3, 6, 6), Color.Red, true, 0.0f);
if (Vector2.Distance(Game1.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), Nodes[i]) < 20.0f)
{
GUI.DrawRectangle(spriteBatch, new Rectangle((int)Nodes[i].X - 10, (int)-Nodes[i].Y - 10, 20, 20), Color.Red, false, 0.0f);
if (selectedNodeIndex==null && selectedNodeIndex>0 && selectedNodeIndex<Nodes.Count-1)
{
if ( PlayerInput.LeftButtonDown())
{
MapEntity.SelectEntity(item);
selectedNodeIndex = i;
}
else
{
Nodes.RemoveAt(i);
break;
}
}
}
}
if (PlayerInput.LeftButtonDown())
{
if (selectedNodeIndex!=null && item.IsSelected)
{
MapEntity.DisableSelect = true;
Nodes[(int)selectedNodeIndex] = Game1.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
Vector2 pos = Nodes[(int)selectedNodeIndex];
Nodes[(int)selectedNodeIndex] = RoundNode(Nodes[(int)selectedNodeIndex], Hull.FindHull(Nodes[(int)selectedNodeIndex]));
MapEntity.SelectEntity(item);
}
}
else
{
//if (selectedNodeIndex != null) MapEntity.SelectEntity(item); ;
selectedNodeIndex = null;
}
}
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, int i, Color color)
{
start.Y = -start.Y;
end.Y = -end.Y;
spriteBatch.Draw(wireSprite.Texture,
start, null, color,
MathUtils.VectorToAngle(end - start),
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, 0.3f),
SpriteEffects.None,
wireSprite.Depth + 0.1f + i * 0.00001f);
}
public override XElement Save(XElement parentElement)
{
XElement componentElement = base.Save(parentElement);
if (Nodes == null || Nodes.Count == 0) return componentElement;
string[] nodeCoords = new string[Nodes.Count() * 2];
for (int i = 0; i < Nodes.Count(); i++)
{
nodeCoords[i * 2] = Nodes[i].X.ToString(CultureInfo.InvariantCulture);
nodeCoords[i * 2 + 1] = Nodes[i].Y.ToString(CultureInfo.InvariantCulture);
}
componentElement.Add(new XAttribute("nodes", string.Join(";", nodeCoords)));
return componentElement;
}
public override void Load(XElement componentElement)
{
base.Load(componentElement);
string nodeString = ToolBox.GetAttributeString(componentElement, "nodes", "");
if (nodeString == "") return;
string[] nodeCoords = nodeString.Split(';');
for (int i = 0; i < nodeCoords.Length / 2; i++)
{
float x = 0.0f, y = 0.0f;
try
{
x = float.Parse(nodeCoords[i * 2], CultureInfo.InvariantCulture);
}
catch { x = 0.0f; }
try
{
y = float.Parse(nodeCoords[i * 2 + 1], CultureInfo.InvariantCulture);
}
catch { y = 0.0f; }
Nodes.Add(new Vector2(x, y));
}
}
public override void FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetOutgoingMessage message)
{
message.Write(Nodes.Count);
for (int i = 0; i < Nodes.Count; i++)
{
message.Write(Nodes[i].X);
message.Write(Nodes[i].Y);
}
}
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message)
{
Nodes.Clear();
int nodeCount = message.ReadInt32();
for (int i = 0; i < nodeCount; i++)
{
Nodes.Add(new Vector2(message.ReadFloat(), message.ReadFloat()));
}
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using FarseerPhysics;
namespace Subsurface.Items.Components
{
class Turret : Powered
{
Sprite barrelSprite;
Vector2 barrelPos;
float rotation, targetRotation;
float reload, reloadTime;
float minRotation, maxRotation;
float launchImpulse;
Camera cam;
[HasDefaultValue("0,0", false)]
public string BarrelPos
{
get
{
return ToolBox.Vector2ToString(barrelPos);
}
set
{
barrelPos = ToolBox.ParseToVector2(value);
}
}
[HasDefaultValue(0.0f, false)]
public float LaunchImpulse
{
get { return launchImpulse; }
set { launchImpulse = value; }
}
[HasDefaultValue(5.0f, false)]
public float Reload
{
get { return reloadTime; }
set { reloadTime = value; }
}
[HasDefaultValue("0.0,0.0", true), Editable]
public string RotationLimits
{
get
{
Vector2 limits = new Vector2(minRotation, maxRotation);
limits.X = MathHelper.ToDegrees(limits.X);
limits.Y = MathHelper.ToDegrees(limits.Y);
return ToolBox.Vector2ToString(limits);
}
set
{
Vector2 vector = ToolBox.ParseToVector2(value);
minRotation = MathHelper.ToRadians(vector.X);
maxRotation = MathHelper.ToRadians(vector.Y);
}
}
public Turret(Item item, XElement element)
: base(item, element)
{
isActive = true;
barrelSprite = new Sprite(Path.GetDirectoryName(item.Prefab.ConfigFile) + "\\" +element.Attribute("barrelsprite").Value,
ToolBox.GetAttributeVector2(element, "origin", Vector2.Zero));
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
barrelSprite.Draw(spriteBatch, new Vector2(item.Rect.X, -item.Rect.Y) + barrelPos, rotation + MathHelper.PiOver2, 1.0f);
}
public override void Update(float deltaTime, Camera cam)
{
this.cam = cam;
if (reload>0.0f) reload -= deltaTime;
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
if (targetRotation < minRotation || targetRotation > maxRotation)
{
float diff = MathUtils.WrapAngleTwoPi(targetRotation - (minRotation + maxRotation) / 2.0f);
targetRotation = (diff > Math.PI) ? minRotation : maxRotation;
}
rotation = MathUtils.CurveAngle(rotation, targetRotation, 0.05f);
}
//public override void SecondaryUse(float deltaTime, Character character = null)
//{
// if (character == null) return;
// Vector2 centerPos = new Vector2(item.Rect.X + barrelPos.X, item.Rect.Y - barrelPos.Y);
// if (character == Character.Controlled && cam!=null)
// {
// Lights.LightManager.ViewPos = centerPos;
// cam.TargetPos = new Vector2(item.Rect.X + barrelPos.X, item.Rect.Y - barrelPos.Y);
// }
//}
public override bool Use(float deltaTime, Character character = null)
{
if (reload > 0.0f) return false;
Projectile projectileComponent = null;
//currPowerConsumption = powerConsumption;
float availablePower = 0.0f;
//List<PowerContainer> batteries = new List<PowerContainer>();
foreach (Connection c in item.Connections)
{
foreach (Connection c2 in c.Recipients)
{
if (c2 == null || c2.Item == null) continue;
PowerContainer batteryComponent = c2.Item.GetComponent<PowerContainer>();
if (batteryComponent == null) continue;
float batteryPower = Math.Min(batteryComponent.Charge, batteryComponent.MaxOutPut);
float takePower = Math.Min(currPowerConsumption - availablePower, batteryPower);
batteryComponent.Charge -= takePower;
availablePower += takePower;
}
}
reload = reloadTime;
if (availablePower < currPowerConsumption) return false;
//search for a projectile from linked containers
Item projectile = null;
foreach (MapEntity e in item.linkedTo)
{
Item container = e as Item;
if (container == null) continue;
ItemContainer containerComponent = container.GetComponent<ItemContainer>();
if (containerComponent == null) continue;
for (int i = 0; i < containerComponent.inventory.items.Length; i++)
{
if (containerComponent.inventory.items[i] == null) continue;
if ((projectileComponent = containerComponent.inventory.items[i].GetComponent<Projectile>()) != null)
{
projectile = containerComponent.inventory.items[i];
break;
}
}
if (projectileComponent != null) break;
}
if (projectile == null || projectileComponent==null) return false;
projectile.body.ResetDynamics();
projectile.body.Enabled = true;
projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.Rect.X + barrelPos.X, item.Rect.Y - barrelPos.Y)), -rotation);
//if (useSounds.Count() > 0) useSounds[Game1.localRandom.Next(useSounds.Count())].Play(1.0f, 800.0f, item.body.FarseerBody);
projectileComponent.Use(deltaTime);
item.RemoveContained(projectile);
return true;
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
{
switch (connection.Name)
{
case "position_in":
Vector2 receivedPos = ToolBox.ParseToVector2(signal, false);
Vector2 centerPos = new Vector2(item.Rect.X + barrelPos.X, item.Rect.Y - barrelPos.Y);
Vector2 offset = receivedPos - centerPos;
offset.Y = -offset.Y;
targetRotation = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(offset));
isActive = true;
break;
case "trigger_in":
item.Use((float)Physics.step, null);
break;
}
}
}
}

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