using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Xml.Linq;
#if CLIENT
using Barotrauma.Sounds;
#endif
namespace Barotrauma.Items.Components
{
interface IDrawableComponent
{
#if CLIENT
///
/// The extents of the sprites or other graphics this component needs to draw. Used to determine which items are visible on the screen.
///
Vector2 DrawSize { get; }
void Draw(SpriteBatch spriteBatch, bool editing);
#endif
}
///
/// The base class for components holding the different functionalities of the item
///
partial class ItemComponent : ISerializableEntity
{
protected Item item;
protected string name;
private bool isActive;
protected bool characterUsable;
protected bool canBePicked;
protected bool canBeSelected;
protected bool canBeCombined;
protected bool removeOnCombined;
public bool WasUsed;
public readonly Dictionary> statusEffectLists;
public Dictionary> requiredItems;
public List requiredSkills;
public ItemComponent Parent;
public readonly XElement originalElement;
protected const float CorrectionDelay = 1.0f;
protected CoroutineHandle delayedCorrectionCoroutine;
protected float correctionTimer;
private string msg;
[Editable, Serialize(0.0f, false)]
public float PickingTime
{
get;
set;
}
public Dictionary SerializableProperties { get; protected set; }
public virtual bool IsActive
{
get { return isActive; }
set
{
#if CLIENT
if (!value && isActive)
{
StopSounds(ActionType.OnActive);
}
#endif
if (AITarget != null) AITarget.Enabled = value;
isActive = value;
}
}
private bool drawable = true;
public bool Drawable
{
get { return drawable; }
set
{
if (value == drawable) return;
if (!(this is IDrawableComponent))
{
DebugConsole.ThrowError("Couldn't make \"" + this + "\" drawable (the component doesn't implement the IDrawableComponent interface)");
return;
}
drawable = value;
if (drawable)
{
item.EnableDrawableComponent((IDrawableComponent)this);
}
else
{
item.DisableDrawableComponent((IDrawableComponent)this);
}
}
}
[Editable, Serialize(false, false)] //Editable for doors to do their magic
public bool CanBePicked
{
get { return canBePicked; }
set { canBePicked = value; }
}
[Serialize(false, false)]
public bool DrawHudWhenEquipped
{
get;
private set;
}
[Serialize(false, false)]
public bool CanBeSelected
{
get { return canBeSelected; }
set { canBeSelected = value; }
}
//Transfer conditions between same prefab items
[Serialize(false, false)]
public bool CanBeCombined
{
get { return canBeCombined; }
set { canBeCombined = value; }
}
//Remove item if combination results in 0 condition
[Serialize(false, false)]
public bool RemoveOnCombined
{
get { return removeOnCombined; }
set { removeOnCombined = value; }
}
//Can the "Use" action be triggered by characters or just other items/statuseffects
[Serialize(false, false)]
public bool CharacterUsable
{
get { return characterUsable; }
set { characterUsable = value; }
}
//Remove item if combination results in 0 condition
[Serialize(true, false), Editable(ToolTip = "Can the properties of the component be edited in-game (only applicable if the component has in-game editable properties).")]
public bool AllowInGameEditing
{
get;
set;
}
public InputType PickKey
{
get;
protected set;
}
public InputType SelectKey
{
get;
protected set;
}
[Serialize(false, false)]
public bool DeleteOnUse
{
get;
set;
}
public Item Item
{
get { return item; }
}
public string Name
{
get { return name; }
}
[Editable, Serialize("", true)]
public string Msg
{
get { return msg; }
set { msg = value; }
}
public AITarget AITarget
{
get;
private set;
}
public ItemComponent(Item item, XElement element)
{
this.item = item;
originalElement = element;
name = element.Name.ToString();
SerializableProperties = SerializableProperty.GetProperties(this);
requiredItems = new Dictionary>();
requiredSkills = new List();
#if CLIENT
sounds = new Dictionary>();
#endif
SelectKey = InputType.Select;
try
{
string selectKeyStr = element.GetAttributeString("selectkey", "Select");
selectKeyStr = ToolBox.ConvertInputType(selectKeyStr);
SelectKey = (InputType)Enum.Parse(typeof(InputType), selectKeyStr, true);
}
catch (Exception e)
{
DebugConsole.ThrowError("Invalid select key in " + element + "!", e);
}
PickKey = InputType.Select;
try
{
string pickKeyStr = element.GetAttributeString("pickkey", "Select");
pickKeyStr = ToolBox.ConvertInputType(pickKeyStr);
PickKey = (InputType)Enum.Parse(typeof(InputType),pickKeyStr, true);
}
catch (Exception e)
{
DebugConsole.ThrowError("Invalid pick key in " + element + "!", e);
}
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
ParseMsg();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "requireditem":
case "requireditems":
RelatedItem ri = RelatedItem.Load(subElement, item.Name);
if (ri != null)
{
if (!requiredItems.ContainsKey(ri.Type))
{
requiredItems.Add(ri.Type, new List());
}
requiredItems[ri.Type].Add(ri);
}
else
{
DebugConsole.ThrowError("Error in item config \"" + item.ConfigFile + "\" - component " + GetType().ToString() + " requires an item with no identifiers.");
}
break;
case "requiredskill":
case "requiredskills":
if (subElement.Attribute("name") != null)
{
DebugConsole.ThrowError("Error in item config \"" + item.ConfigFile + "\" - skill requirement in component " + GetType().ToString() + " should use a skill identifier instead of the name of the skill.");
continue;
}
string skillIdentifier = subElement.GetAttributeString("identifier", "");
requiredSkills.Add(new Skill(skillIdentifier, subElement.GetAttributeInt("level", 0)));
break;
case "statuseffect":
var statusEffect = StatusEffect.Load(subElement, item.Name);
if (statusEffectLists == null) statusEffectLists = new Dictionary>();
List effectList;
if (!statusEffectLists.TryGetValue(statusEffect.type, out effectList))
{
effectList = new List();
statusEffectLists.Add(statusEffect.type, effectList);
}
effectList.Add(statusEffect);
break;
case "aitarget":
AITarget = new AITarget(item, subElement)
{
Enabled = isActive
};
break;
default:
if (LoadElemProjSpecific(subElement)) break;
ItemComponent ic = Load(subElement, item, item.ConfigFile, false);
if (ic == null) break;
ic.Parent = this;
item.AddComponent(ic);
break;
}
}
}
public virtual void Move(Vector2 amount) { }
/// a Character has picked the item
public virtual bool Pick(Character picker)
{
return false;
}
public virtual bool Select(Character character)
{
return CanBeSelected;
}
/// a Character has dropped the item
public virtual void Drop(Character dropper) { }
/// true if the operation was completed
public virtual bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{
return false;
}
//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 CLIENT
StopSounds(ActionType.OnActive);
#endif
}
//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 characterUsable || character == null;
}
//called when the item is equipped and right mouse button is pressed
public virtual bool SecondaryUse(float deltaTime, Character character = null)
{
return false;
}
//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 void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
{
switch (connection.Name)
{
case "activate":
case "use":
case "trigger_in":
item.Use(1.0f);
break;
case "toggle":
IsActive = !isActive;
break;
case "set_active":
case "set_state":
IsActive = signal != "0";
break;
}
}
public virtual bool Combine(Item item)
{
if (canBeCombined && this.item.Prefab == item.Prefab && item.Condition > 0.0f && this.item.Condition > 0.0f)
{
float transferAmount = 0.0f;
if (this.Item.Condition <= item.Condition)
transferAmount = Math.Min(item.Condition, this.item.MaxCondition - this.item.Condition);
else
transferAmount = -Math.Min(this.item.Condition, item.MaxCondition - item.Condition);
if (transferAmount == 0.0f) { return false; }
if (removeOnCombined)
{
if (item.Condition - transferAmount <= 0.0f)
{
if (item.ParentInventory != null)
{
Character owner = (Character)item.ParentInventory.Owner;
if (owner != null && owner.HasSelectedItem(item)) item.Unequip(owner);
item.ParentInventory.RemoveItem(item);
}
Entity.Spawner.AddToRemoveQueue(item);
}
else
{
item.Condition -= transferAmount;
}
if (this.Item.Condition + transferAmount <= 0.0f)
{
if (this.Item.ParentInventory != null)
{
Character owner = (Character)this.Item.ParentInventory.Owner;
if (owner != null && owner.HasSelectedItem(this.Item)) this.Item.Unequip(owner);
this.Item.ParentInventory.RemoveItem(this.Item);
}
Entity.Spawner.AddToRemoveQueue(this.Item);
}
else
{
this.Item.Condition += transferAmount;
}
}
else
{
this.Item.Condition += transferAmount;
item.Condition -= transferAmount;
}
return true;
}
return false;
}
public void Remove()
{
#if CLIENT
if (loopingSoundChannel != null)
{
loopingSoundChannel.Dispose();
loopingSoundChannel = null;
}
if (GuiFrame != null) GUI.RemoveFromUpdateList(GuiFrame, true);
#endif
if (delayedCorrectionCoroutine != null)
{
CoroutineManager.StopCoroutines(delayedCorrectionCoroutine);
delayedCorrectionCoroutine = null;
}
if (AITarget != null)
{
AITarget.Remove();
AITarget = null;
}
RemoveComponentSpecific();
}
///
/// Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc)
/// but don't reset anything that's required for cloning the item
///
public void ShallowRemove()
{
#if CLIENT
if (loopingSoundChannel != null)
{
loopingSoundChannel.Dispose();
loopingSoundChannel = null;
}
#endif
if (AITarget != null)
{
AITarget.Remove();
AITarget = null;
}
ShallowRemoveComponentSpecific();
}
protected virtual void ShallowRemoveComponentSpecific()
{
RemoveComponentSpecific();
}
protected virtual void RemoveComponentSpecific()
{ }
public bool HasRequiredSkills(Character character)
{
return HasRequiredSkills(character, out Skill temp);
}
public bool HasRequiredSkills(Character character, out Skill insufficientSkill)
{
foreach (Skill skill in requiredSkills)
{
float characterLevel = character.GetSkillLevel(skill.Identifier);
if (characterLevel < skill.Level)
{
insufficientSkill = skill;
return false;
}
}
insufficientSkill = null;
return true;
}
///
/// Returns 0.0f-1.0f based on how well the Character can use the itemcomponent
///
/// 0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less
public float DegreeOfSuccess(Character character)
{
return DegreeOfSuccess(character, requiredSkills);
}
///
/// Returns 0.0f-1.0f based on how well the Character can use the itemcomponent
///
/// 0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less
public float DegreeOfSuccess(Character character, List requiredSkills)
{
if (requiredSkills.Count == 0) return 1.0f;
if (character == null)
{
string errorMsg = "ItemComponent.DegreeOfSuccess failed (character was null).\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("ItemComponent.DegreeOfSuccess:CharacterNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return 0.0f;
}
float average = skillSuccessSum / requiredSkills.Count;
float skillSuccessSum = 0.0f;
for (int i = 0; i < requiredSkills.Count; i++)
{
float characterLevel = character.GetSkillLevel(requiredSkills[i].Identifier);
skillSuccessSum += (characterLevel - requiredSkills[i].Level);
}
float average = skillSuccessSum / requiredSkills.Count;
return ((average + 100.0f) / 2.0f) / 100.0f;
}
public virtual void FlipX(bool relativeToSub) { }
public virtual void FlipY(bool relativeToSub) { }
public bool HasRequiredContainedItems(bool addMessage)
{
if (!requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) return true;
if (item.OwnInventory == null) return false;
foreach (RelatedItem ri in requiredItems[RelatedItem.RelationType.Contained])
{
if (!item.OwnInventory.Items.Any(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)))
{
#if CLIENT
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
#endif
return false;
}
}
return true;
}
public virtual bool HasRequiredItems(Character character, bool addMessage)
{
if (!requiredItems.Any()) return true;
if (character.Inventory == null) return false;
if (requiredItems.ContainsKey(RelatedItem.RelationType.Equipped))
{
foreach (RelatedItem ri in requiredItems[RelatedItem.RelationType.Equipped])
{
if (character.SelectedItems.FirstOrDefault(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)) == null)
{
#if CLIENT
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
#endif
return false;
}
}
}
if (requiredItems.ContainsKey(RelatedItem.RelationType.Picked))
{
foreach (RelatedItem ri in requiredItems[RelatedItem.RelationType.Picked])
{
if (character.Inventory.Items.FirstOrDefault(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)) == null)
{
#if CLIENT
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
#endif
return false;
}
}
}
return true;
}
public void ApplyStatusEffects(ActionType type, float deltaTime, Character character = null, Limb targetLimb = null, Character user = null)
{
if (statusEffectLists == null) return;
if (!statusEffectLists.TryGetValue(type, out List statusEffects)) return;
bool broken = item.Condition <= 0.0f;
foreach (StatusEffect effect in statusEffects)
{
if (broken && effect.type != ActionType.OnBroken) { continue; }
if (user != null) { effect.SetUser(user); }
item.ApplyStatusEffect(effect, type, deltaTime, character, targetLimb, false, false);
}
}
public virtual void Load(XElement componentElement)
{
if (componentElement == null) return;
foreach (XAttribute attribute in componentElement.Attributes())
{
if (!SerializableProperties.TryGetValue(attribute.Name.ToString().ToLowerInvariant(), out SerializableProperty property)) continue;
property.TrySetValue(this, attribute.Value);
}
ParseMsg();
OverrideRequiredItems(componentElement);
}
///
/// Called when all items have been loaded. Use to initialize connections between items.
///
public virtual void OnMapLoaded() { }
///
/// Called when all the components of the item have been loaded. Use to initialize connections between components and such.
///
public virtual void OnItemLoaded() { }
// TODO: Consider using generics, interfaces, or inheritance instead of reflection -> would be easier to debug when something changes/goes wrong.
// For example, currently we can edit the constructors but they will fail in runtime because the parameters are not changed here.
// It's also painful to find where the constructors are used, because the references exist only at runtime.
public static ItemComponent Load(XElement element, Item item, string file, bool errorMessages = true)
{
Type t;
string type = element.Name.ToString().ToLowerInvariant();
try
{
// Get the type of a specified class.
t = Type.GetType("Barotrauma.Items.Components." + type + "", false, true);
if (t == null)
{
if (errorMessages) DebugConsole.ThrowError("Could not find the component \"" + type + "\" (" + file + ")");
return null;
}
}
catch (Exception e)
{
if (errorMessages) 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;
}
ItemComponent ic = null;
try
{
object[] lobject = new object[] { item, element };
object component = constructor.Invoke(lobject);
ic = (ItemComponent)component;
ic.name = element.Name.ToString();
}
catch (TargetInvocationException e)
{
DebugConsole.ThrowError("Error while loading entity of the type " + t + ".", e.InnerException);
GameAnalyticsManager.AddErrorEventOnce("ItemComponent.Load:TargetInvocationException" + item.Name + element.Name,
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
"Error while loading entity of the type " + t + " (" + e.InnerException + ")\n" + Environment.StackTrace);
}
return ic;
}
public virtual XElement Save(XElement parentElement)
{
XElement componentElement = new XElement(name);
foreach (var kvp in requiredItems)
{
foreach (RelatedItem ri in kvp.Value)
{
XElement newElement = new XElement("requireditem");
ri.Save(newElement);
componentElement.Add(newElement);
}
}
SerializableProperty.SerializeProperties(this, componentElement);
parentElement.Add(componentElement);
return componentElement;
}
public virtual void Reset()
{
SerializableProperties = SerializableProperty.DeserializeProperties(this, originalElement);
ParseMsg();
OverrideRequiredItems(originalElement);
}
private void OverrideRequiredItems(XElement element)
{
var prevRequiredItems = new Dictionary>(requiredItems);
bool overrideRequiredItems = false;
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "requireditem":
if (!overrideRequiredItems) requiredItems.Clear();
overrideRequiredItems = true;
RelatedItem newRequiredItem = RelatedItem.Load(subElement, item.Name);
if (newRequiredItem == null) continue;
var prevRequiredItem = prevRequiredItems.ContainsKey(newRequiredItem.Type) ?
prevRequiredItems[newRequiredItem.Type].Find(ri => ri.JoinedIdentifiers == newRequiredItem.JoinedIdentifiers) : null;
if (prevRequiredItem != null)
{
newRequiredItem.statusEffects = prevRequiredItem.statusEffects;
newRequiredItem.Msg = prevRequiredItem.Msg;
}
if (!requiredItems.ContainsKey(newRequiredItem.Type))
{
requiredItems[newRequiredItem.Type] = new List();
}
requiredItems[newRequiredItem.Type].Add(newRequiredItem);
break;
}
}
}
partial void ParseMsg();
}
}