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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Subsurface.Items.Components
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{
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class RepairTool : ItemComponent
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{
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List<string> fixableEntities;
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float range;
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Vector2 pickedPosition;
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float structureFixAmount, limbFixAmount;
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[HasDefaultValue(100.0f, false)]
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private float Range
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{
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set { range = ConvertUnits.ToSimUnits(value); }
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}
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[HasDefaultValue(1.0f, false)]
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private float StructureFixAmount
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{
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set { structureFixAmount = value; }
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}
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[HasDefaultValue(1.0f, false)]
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private float LimbFixAmount
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{
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set { limbFixAmount = value; }
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}
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public RepairTool(Item item, XElement element)
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: base(item, element)
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{
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this.item = item;
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//range = ToolBox.GetAttributeFloat(element, "range", 100.0f);
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//range = ConvertUnits.ToSimUnits(range);
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//structureFixAmount = ToolBox.GetAttributeFloat(element, "structurefixamount", 1.0f);
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//limbFixAmount = ToolBox.GetAttributeFloat(element, "limbfixamount", -0.5f);
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fixableEntities = new List<string>();
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLower())
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{
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case "fixable":
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fixableEntities.Add(subElement.Attribute("name").Value);
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break;
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}
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}
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}
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//public override void Update(float deltaTime, Camera cam)
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//{
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// base.Update(deltaTime, cam);
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//}
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public override bool Use(Character character = null)
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{
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if (character == null) return false;
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Vector2 targetPosition = item.body.Position;
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//targetPosition = targetPosition.X, -targetPosition.Y);
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targetPosition += new Vector2(
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(float)Math.Cos(item.body.Rotation) * range,
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(float)Math.Sin(item.body.Rotation) * range) * item.body.Dir;
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List<Body> ignoredBodies = new List<Body>();
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foreach (Limb limb in character.animController.limbs)
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{
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ignoredBodies.Add(limb.body.FarseerBody);
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}
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Body targetBody = Map.PickBody(item.body.Position, targetPosition, ignoredBodies);
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pickedPosition = Map.LastPickedPosition;
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if (targetBody==null || targetBody.UserData==null) return false;
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ApplyStatusEffects(ActionType.OnUse, 1.0f, character);
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Structure targetStructure;
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Limb targetLimb;
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Item targetItem;
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if ((targetStructure = (targetBody.UserData as Structure)) != null)
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{
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if (!fixableEntities.Contains(targetStructure.Name)) return false;
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int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
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if (sectionIndex < 0) return false;
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targetStructure.HighLightSection(sectionIndex);
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if (character.SecondaryKeyDown.State)
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{
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targetStructure.AddDamage(sectionIndex, -structureFixAmount);
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isActive = true;
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}
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}
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else if ((targetLimb = (targetBody.UserData as Limb)) != null)
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{
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if (character.SecondaryKeyDown.State)
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{
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targetLimb.Damage -= limbFixAmount;
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isActive = true;
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}
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}
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else if ((targetItem = (targetBody.UserData as Item)) !=null)
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{
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targetItem.Condition -= structureFixAmount;
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}
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return true;
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}
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public override void Draw(SpriteBatch spriteBatch)
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{
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if (!isActive) return;
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Vector2 startPos = ConvertUnits.ToDisplayUnits(item.body.Position);
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Vector2 endPos = ConvertUnits.ToDisplayUnits(pickedPosition);
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endPos = new Vector2(endPos.X + Game1.localRandom.Next(-2, 2), endPos.Y + Game1.localRandom.Next(-2, 2));
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GUI.DrawLine(spriteBatch, startPos, endPos, Color.Orange, 0.0f);
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isActive = false;
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}
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}
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}
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