using Barotrauma.Networking; using Lidgren.Network; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Globalization; using System.Linq; using System.Xml.Linq; namespace Barotrauma.Items.Components { partial class Wire : ItemComponent, IDrawableComponent, IServerSerializable { partial class WireSection { private Vector2 start; private float angle; private float length; public WireSection(Vector2 start, Vector2 end) { this.start = start; angle = MathUtils.VectorToAngle(end - start); length = Vector2.Distance(start, end); } } const float nodeDistance = 32.0f; const float heightFromFloor = 128.0f; static Sprite wireSprite; private List nodes; private List sections; Connection[] connections; private Vector2 newNodePos; private static Wire draggingWire; private static int? selectedNodeIndex; private static int? highlightedNodeIndex; public bool Hidden, Locked; public Connection[] Connections { get { return connections; } } 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(); sections = new List(); connections = new Connection[2]; IsActive = false; } 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 bool IsConnectedTo(Item item) { if (connections[0] != null && connections[0].Item == item) return true; return (connections[1] != null && connections[1].Item == item); } public void RemoveConnection(Item item) { for (int i = 0; i<2; i++) { if (connections[i]==null || connections[i].Item!=item) continue; for (int n = 0; n< connections[i].Wires.Length; n++) { if (connections[i].Wires[n] != this) continue; connections[i].Wires[n] = null; } connections[i] = null; } } public void RemoveConnection(Connection connection) { if (connection == connections[0]) connections[0] = null; if (connection == connections[1]) connections[1] = null; } public bool Connect(Connection newConnection, bool addNode = true, bool sendNetworkEvent = false) { for (int i = 0; i < 2; i++) { if (connections[i] == newConnection) return false; } if (!connections.Any(c => c == null)) return false; for (int i = 0; i < 2; i++) { if (connections[i] != null && connections[i].Item == newConnection.Item) { addNode = false; break; } } if (item.body != null) item.Submarine = newConnection.Item.Submarine; for (int i = 0; i < 2; i++) { if (connections[i] != null) continue; connections[i] = newConnection; if (!addNode) break; if (newConnection.Item.Submarine == null) continue; if (nodes.Count > 0 && nodes[0] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break; if (nodes.Count > 1 && nodes[nodes.Count-1] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break; if (i == 0) { nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition); } else { nodes.Add(newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition); } break; } if (connections[0] != null && connections[1] != null) { foreach (ItemComponent ic in item.components) { if (ic == this) continue; ic.Drop(null); } if (item.Container != null) item.Container.RemoveContained(this.item); if (item.body != null) item.body.Enabled = false; IsActive = false; CleanNodes(); } if (sendNetworkEvent) { if (GameMain.Server != null) { item.CreateServerEvent(this); } //the wire is active if only one end has been connected IsActive = connections[0] == null ^ connections[1] == null; } Drawable = IsActive || nodes.Any(); UpdateSections(); return 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; Submarine sub = null; if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine; if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine; if ((item.Submarine != sub || sub == null) && Screen.Selected != GameMain.EditMapScreen) { ClearConnections(); return; } newNodePos = RoundNode(item.Position, item.CurrentHull) - sub.HiddenSubPosition; } 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); UpdateSections(); Drawable = true; newNodePos = Vector2.Zero; } return true; } public override void SecondaryUse(float deltaTime, Character character = null) { if (nodes.Count > 1) { nodes.RemoveAt(nodes.Count - 1); UpdateSections(); } Drawable = IsActive || sections.Count > 0; } public override bool Pick(Character picker) { ClearConnections(); return true; } public override void Move(Vector2 amount) { #if CLIENT if (item.IsSelected) MoveNodes(amount); #endif } public List GetNodes() { return new List(nodes); } public void SetNodes(List nodes) { this.nodes = new List(nodes); UpdateSections(); } public void MoveNodes(Vector2 amount) { for (int i = 0; i < nodes.Count; i++) { nodes[i] += amount; } UpdateSections(); } public void UpdateSections() { sections.Clear(); for (int i = 0; i < nodes.Count-1; i++) { sections.Add(new WireSection(nodes[i], nodes[i + 1])); } Drawable = IsActive || sections.Count > 0; } private void ClearConnections() { nodes.Clear(); sections.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; } Drawable = sections.Count > 0; } private Vector2 RoundNode(Vector2 position, Hull hull) { if (Screen.Selected == GameMain.EditMapScreen) { position.X = MathUtils.Round(position.X, Submarine.GridSize.X / 2.0f); position.Y = MathUtils.Round(position.Y, Submarine.GridSize.Y / 2.0f); } else { 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); } private int GetClosestNodeIndex(Vector2 pos, float maxDist, out float closestDist) { closestDist = 0.0f; int closestIndex = -1; for (int i = 0; i < nodes.Count; i++) { float dist = Vector2.Distance(nodes[i], pos); if (dist > maxDist) continue; if (closestIndex == -1 || dist < closestDist) { closestIndex = i; closestDist = dist; } } return closestIndex; } private int GetClosestSectionIndex(Vector2 mousePos, float maxDist, out float closestDist) { closestDist = 0.0f; int closestIndex = -1; for (int i = 0; i < nodes.Count-1; i++) { if ((Math.Abs(nodes[i].X - nodes[i + 1].X)<5 || Math.Sign(mousePos.X - nodes[i].X) != Math.Sign(mousePos.X - nodes[i + 1].X)) && (Math.Abs(nodes[i].Y - nodes[i + 1].Y)<5 || Math.Sign(mousePos.Y - nodes[i].Y) != Math.Sign(mousePos.Y - nodes[i + 1].Y))) { float dist = MathUtils.LineToPointDistance(nodes[i], nodes[i + 1], mousePos); if (dist > maxDist) continue; if (closestIndex == -1 || dist < closestDist) { closestIndex = i; closestDist = dist; } } } return closestIndex; } public override void FlipX() { for (int i = 0; i < nodes.Count; i++) { nodes[i] = new Vector2(-nodes[i].X, nodes[i].Y); } UpdateSections(); } 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)); } Drawable = nodes.Any(); } protected override void ShallowRemoveComponentSpecific() { for (int i = 0; i < 2; i++) { if (connections[i] == null) continue; int wireIndex = connections[i].FindWireIndex(item); if (wireIndex > -1) { connections[i].AddLink(wireIndex, null); } } } protected override void RemoveComponentSpecific() { ClearConnections(); base.RemoveComponentSpecific(); } public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null) { msg.Write((byte)Math.Min(nodes.Count, 255)); for (int i = 0; i < Math.Min(nodes.Count, 255); i++) { msg.Write(nodes[i].X); msg.Write(nodes[i].Y); } } public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime) { nodes.Clear(); int nodeCount = msg.ReadByte(); Vector2[] nodePositions = new Vector2[nodeCount]; for (int i = 0; i < nodeCount; i++) { nodePositions[i] = new Vector2(msg.ReadFloat(), msg.ReadFloat()); } if (nodePositions.Any(n => !MathUtils.IsValid(n))) return; nodes = nodePositions.ToList(); UpdateSections(); Drawable = nodes.Any(); } } }