Mid-round chat messages have a limited range, headset item which can be used to communicate with players further away, new inventory slot for items like masks and headsets

This commit is contained in:
Regalis
2016-04-20 17:19:38 +03:00
parent a45f58cd08
commit e33f30dad1
21 changed files with 597 additions and 177 deletions

View File

@@ -1,4 +1,6 @@
using Microsoft.Xna.Framework;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
@@ -6,11 +8,19 @@ namespace Barotrauma.Items.Components
{
class WifiComponent : ItemComponent
{
private static List<WifiComponent> list = new List<WifiComponent>();
private float range;
private int channel;
[HasDefaultValue(20000.0f, false)]
public float Range
{
get { return range; }
set { range = Math.Max(value, 0.0f); }
}
[InGameEditable, HasDefaultValue(1, true)]
public int Channel
{
@@ -21,24 +31,66 @@ namespace Barotrauma.Items.Components
}
}
[Editable, HasDefaultValue(false, false)]
public bool LinkToChat
{
get;
set;
}
public WifiComponent(Item item, XElement element)
: base (item, element)
{
list.Add(this);
}
public void Transmit(string signal)
{
if (!HasRequiredContainedItems(true)) return;
var receivers = GetReceiversInRange();
foreach (WifiComponent w in receivers)
{
var connections = w.item.Connections;
w.ReceiveSignal(1, signal, connections == null ? null : connections.Find(c => c.Name == "signal_in"), item);
}
}
private List<WifiComponent> GetReceiversInRange()
{
return list.FindAll(w =>
w != this && w.channel == channel &&
Vector2.Distance(item.WorldPosition, w.item.WorldPosition) <= Range);
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
{
//prevent an ininite loop of wificomponents sending messages between each other
if (sender.GetComponent<WifiComponent>()!=null) return;
if (!HasRequiredContainedItems(false)) return;
if (LinkToChat)
{
if (item.ParentInventory != null &&
item.ParentInventory.Owner != null &&
item.ParentInventory.Owner == Character.Controlled &&
GameMain.NetworkMember != null)
{
signal = ChatMessage.ApplyDistanceEffect(item, sender, signal, range);
GameMain.NetworkMember.AddChatMessage(signal, ChatMessageType.Radio);
}
}
if (connection == null) return;
switch (connection.Name)
{
case "signal_in":
foreach (WifiComponent wifiComp in list)
var receivers = GetReceiversInRange();
foreach (WifiComponent wifiComp in receivers)
{
if (wifiComp == this || wifiComp.channel != channel) continue;
wifiComp.item.SendSignal(stepsTaken, signal, "signal_out");
}
break;