using Microsoft.Xna.Framework; using System; using System.Xml.Linq; namespace Barotrauma { class ArtifactEvent : ScriptedEvent { private ItemPrefab itemPrefab; private Item item; private int state; public override string ToString() { return "ScriptedEvent (" + (itemPrefab==null ? "null" : itemPrefab.Name) + ")"; } public ArtifactEvent(XElement element) : base(element) { string itemName = ToolBox.GetAttributeString(element, "itemname", ""); itemPrefab = ItemPrefab.list.Find(ip => ip.Name == itemName) as ItemPrefab; if (itemPrefab == null) { DebugConsole.ThrowError("Error in SalvageMission: couldn't find an item prefab with the name "+itemName); } } protected override void Start() { Vector2 position = Level.Loaded.GetRandomItemPos( Level.PositionType.Cave | Level.PositionType.MainPath | Level.PositionType.Ruin, 500.0f, 30.0f); item = new Item(itemPrefab, position, null); item.MoveWithLevel = true; item.body.FarseerBody.IsKinematic = true; //try to find a nearby artifact holder (or any alien itemcontainer) and place the artifact inside it foreach (Item it in Item.ItemList) { if (it.Submarine != null || !it.HasTag("alien")) continue; if (Math.Abs(item.WorldPosition.X - it.WorldPosition.X) > 2000.0f) continue; if (Math.Abs(item.WorldPosition.Y - it.WorldPosition.Y) > 2000.0f) continue; var itemContainer = it.GetComponent(); if (itemContainer == null) continue; itemContainer.Combine(item); break; } } public override void Update(float deltaTime) { switch (state) { case 0: Start(); state = 1; break; case 1: //item.body.LinearVelocity = Vector2.Zero; if (item.ParentInventory!=null) item.body.FarseerBody.IsKinematic = false; if (item.CurrentHull == null) return; state = 2; break; case 2: if (!Submarine.MainSub.AtEndPosition && !Submarine.MainSub.AtStartPosition) return; Finished(); state = 3; break; } } } }