Split Machines ItemComponents

There's still a lot of work to do before we can get the server to compile
This commit is contained in:
Juan Pablo Arce
2017-06-18 14:36:11 -03:00
parent 7168a534ed
commit 8f37e14917
98 changed files with 5264 additions and 4291 deletions
+14 -7
View File
@@ -34,18 +34,15 @@
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="MonoGame.Framework, Version=3.5.1.1679, Culture=neutral, processorArchitecture=MSIL" />
<Reference Include="MonoGame.Framework, Version=3.5.1.1679, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\..\Program Files (x86)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="RestSharp">
<HintPath>..\packages\RestSharp.105.2.3\lib\net45\RestSharp.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" />
@@ -56,9 +53,19 @@
<Compile Include="Source\GameSession\GameSession.cs" />
<Compile Include="Source\GameSettings.cs" />
<Compile Include="Source\Items\CharacterInventory.cs" />
<Compile Include="Source\Items\Components\ItemComponent.cs" />
<Compile Include="Source\Items\Components\ItemLabel.cs" />
<Compile Include="Source\Items\Components\Machines\Pump.cs" />
<Compile Include="Source\Items\Components\Machines\Reactor.cs" />
<Compile Include="Source\Items\Components\Machines\Fabricator.cs" />
<Compile Include="Source\Items\Components\Machines\Steering.cs" />
<Compile Include="Source\Items\Components\Power\PowerContainer.cs" />
<Compile Include="Source\Map\Explosion.cs" />
<Compile Include="Source\Map\FireSource.cs" />
<Compile Include="Source\Map\Hull.cs" />
<Compile Include="Source\Networking\GameClient.cs" />
<Compile Include="Source\Networking\GameServer.cs" />
<Compile Include="Source\Networking\NetworkMember.cs" />
<Compile Include="Source\Networking\Voting.cs" />
<Compile Include="Source\PlayerInput.cs" />
<Compile Include="Source\Program.cs" />
@@ -0,0 +1,31 @@
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 Barotrauma.Networking;
using System.IO;
namespace Barotrauma.Items.Components
{
partial class ItemComponent : IPropertyObject
{
private bool LoadElemProjSpecific(XElement subElement)
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "guiframe":
break;
case "sound":
break;
default:
return false; //unknown element
}
return true; //element processed
}
}
}
@@ -0,0 +1,20 @@
using Barotrauma.Networking;
using Lidgren.Network;
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 Barotrauma.Items.Components
{
partial class Fabricator : Powered, IServerSerializable, IClientSerializable
{
private void InitProjSpecific()
{
//do nothing
}
}
}
@@ -0,0 +1,18 @@
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Specialized;
using System.Globalization;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Pump : Powered, IServerSerializable, IClientSerializable
{
private void InitProjSpecific()
{
//do nothing
}
}
}
@@ -0,0 +1,18 @@
using System;
using System.Collections.Generic;
using System.Xml.Linq;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Barotrauma.Networking;
namespace Barotrauma.Items.Components
{
partial class Reactor : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
{
private void InitProjSpecific()
{
//do nothing
}
}
}
@@ -0,0 +1,26 @@
using Barotrauma.Networking;
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;
using Voronoi2;
namespace Barotrauma.Items.Components
{
partial class Steering : Powered, IServerSerializable, IClientSerializable
{
public bool MaintainPos;
public bool LevelStartSelected;
public bool LevelEndSelected;
private void InitProjSpecific()
{
//do nothing
}
}
}
@@ -0,0 +1,17 @@
using System;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Barotrauma.Networking;
using Lidgren.Network;
namespace Barotrauma.Items.Components
{
partial class PowerContainer : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
{
private void InitProjSpecific()
{
//do nothing
}
}
}
+17
View File
@@ -0,0 +1,17 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
using Barotrauma.Networking;
using FarseerPhysics;
namespace Barotrauma
{
partial class Explosion
{
private void ExplodeProjSpecific(Vector2 worldPosition,Hull hull)
{
//do nothing
}
}
}
+17
View File
@@ -0,0 +1,17 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Barotrauma.Networking;
namespace Barotrauma
{
partial class FireSource
{
private void UpdateProjSpecific(float growModifier)
{
//do nothing
}
}
}
+16
View File
@@ -0,0 +1,16 @@
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Lidgren.Network;
using Barotrauma.Networking;
namespace Barotrauma
{
partial class Hull : MapEntity, IPropertyObject, IServerSerializable
{
public override bool IsMouseOn(Vector2 position)
{
return false;
}
}
}
@@ -0,0 +1,19 @@
using System;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
using Lidgren.Network;
using Barotrauma.Items.Components;
namespace Barotrauma.Networking
{
abstract partial class NetworkMember
{
private void InitProjSpecific()
{
//do nothing
}
}
}