using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System; using System.Collections.Generic; using System.Globalization; using System.Linq; using System.Xml.Linq; namespace Barotrauma.Items.Components { class Wire : ItemComponent, IDrawableComponent { 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); } public void Draw(SpriteBatch spriteBatch, Color color, Vector2 offset, float depth, float width = 0.3f) { spriteBatch.Draw(wireSprite.Texture, new Vector2(start.X+offset.X, -(start.Y+offset.Y)), null, color, -angle, new Vector2(0.0f, wireSprite.size.Y / 2.0f), new Vector2(length / wireSprite.Texture.Width, width), SpriteEffects.None, depth); } public static void Draw(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float depth, float width = 0.3f) { start.Y = -start.Y; end.Y = -end.Y; spriteBatch.Draw(wireSprite.Texture, start, null, color, MathUtils.VectorToAngle(end - start), new Vector2(0.0f, wireSprite.size.Y / 2.0f), new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, width), SpriteEffects.None, depth); } } 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].UpdateRecipients(); } 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 loading = 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 (!loading) { Item.NewComponentEvent(this, true, true); //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(); item.NewComponentEvent(this, true, true); } Drawable = IsActive || sections.Count > 0; } public override bool Pick(Character picker) { ClearConnections(); return true; } public override void Move(Vector2 amount) { if (item.IsSelected) MoveNodes(amount); } 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); } public void Draw(SpriteBatch spriteBatch, bool editing) { if (sections.Count == 0 && !IsActive) { Drawable = false; return; } Vector2 drawOffset = Vector2.Zero; if (item.Submarine != null) { drawOffset = item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition; } float depth = item.IsSelected ? 0.0f : wireSprite.Depth + ((item.ID % 100) * 0.00001f); if (item.IsHighlighted) { foreach (WireSection section in sections) { section.Draw(spriteBatch, Color.Gold, drawOffset, depth + 0.00001f, 0.7f); } } else if (item.IsSelected) { foreach (WireSection section in sections) { section.Draw(spriteBatch, Color.Red, drawOffset, depth + 0.00001f, 0.7f); } } foreach (WireSection section in sections) { section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f); } if (IsActive && nodes.Count > 0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance) { WireSection.Draw( spriteBatch, new Vector2(nodes[nodes.Count - 1].X, nodes[nodes.Count - 1].Y) + drawOffset, new Vector2(newNodePos.X, newNodePos.Y) + drawOffset, item.Color * 0.5f, depth, 0.3f); } if (!editing || !GameMain.EditMapScreen.WiringMode) return; for (int i = 0; i < nodes.Count; i++) { Vector2 drawPos = nodes[i]; if (item.Submarine != null) drawPos += item.Submarine.Position + item.Submarine.HiddenSubPosition; drawPos.Y = -drawPos.Y; if (item.IsSelected) { GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-5, -5), new Vector2(10, 10), item.Color, true, 0.0f); if (highlightedNodeIndex == i) { GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f); } } else { GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-3, -3), new Vector2(6, 6), item.Color, true, 0.0f); } } } public static void UpdateEditing(List wires) { //dragging a node of some wire if (draggingWire != null) { //cancel dragging if (!PlayerInput.LeftButtonHeld()) { draggingWire = null; selectedNodeIndex = null; } //update dragging else { MapEntity.DisableSelect = true; Submarine sub = null; if (draggingWire.connections[0] != null && draggingWire.connections[0].Item.Submarine != null) sub = draggingWire.connections[0].Item.Submarine; if (draggingWire.connections[1] != null && draggingWire.connections[1].Item.Submarine != null) sub = draggingWire.connections[1].Item.Submarine; Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - sub.HiddenSubPosition - sub.Position;// Nodes[(int)selectedNodeIndex]; nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f); nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f); draggingWire.nodes[(int)selectedNodeIndex] = nodeWorldPos; draggingWire.UpdateSections(); MapEntity.SelectEntity(draggingWire.item); } return; } //a wire has been selected -> check if we should start dragging one of the nodes float nodeSelectDist = 10, sectionSelectDist = 5; highlightedNodeIndex = null; if (MapEntity.SelectedList.Count == 1 && MapEntity.SelectedList[0] is Item) { Wire selectedWire = ((Item)MapEntity.SelectedList[0]).GetComponent(); if (selectedWire != null) { Vector2 mousePos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition); if (selectedWire.item.Submarine != null) mousePos -= (selectedWire.item.Submarine.Position + selectedWire.item.Submarine.HiddenSubPosition); //left click while holding ctrl -> check if the cursor is on a wire section, //and add a new node if it is if (PlayerInput.KeyDown(Keys.RightControl) || PlayerInput.KeyDown(Keys.LeftControl)) { if (PlayerInput.LeftButtonClicked()) { float temp = 0.0f; int closestSectionIndex = selectedWire.GetClosestSectionIndex(mousePos, sectionSelectDist, out temp); if (closestSectionIndex > -1) { selectedWire.nodes.Insert(closestSectionIndex + 1, mousePos); selectedWire.UpdateSections(); } } } else { //check if close enough to a node float temp = 0.0f; int closestIndex = selectedWire.GetClosestNodeIndex(mousePos, nodeSelectDist, out temp); if (closestIndex > -1) { highlightedNodeIndex = closestIndex; //start dragging the node if (PlayerInput.LeftButtonHeld()) { draggingWire = selectedWire; selectedNodeIndex = closestIndex; } //remove the node else if (PlayerInput.RightButtonClicked() && closestIndex > 0 && closestIndex < selectedWire.nodes.Count - 1) { selectedWire.nodes.RemoveAt(closestIndex); selectedWire.UpdateSections(); } } } } } //check which wire is highlighted with the cursor Wire highlighted = null; float closestDist = 0.0f; foreach (Wire w in wires) { Vector2 mousePos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition); if (w.item.Submarine != null) mousePos -= (w.item.Submarine.Position + w.item.Submarine.HiddenSubPosition); float dist = 0.0f; if (w.GetClosestNodeIndex(mousePos, highlighted == null ? nodeSelectDist : closestDist, out dist) > -1) { highlighted = w; closestDist = dist; } if (w.GetClosestSectionIndex(mousePos, highlighted == null ? sectionSelectDist : closestDist, out dist) > -1) { highlighted = w; closestDist = dist; } } if (highlighted != null) { highlighted.item.IsHighlighted = true; if (PlayerInput.LeftButtonClicked()) { MapEntity.DisableSelect = true; MapEntity.SelectEntity(highlighted.item); } } } 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 XElement Save(XElement parentElement) { XElement componentElement = base.Save(parentElement); if (nodes == null || nodes.Count == 0) return componentElement; string[] nodeCoords = new string[nodes.Count * 2]; for (int i = 0; i < nodes.Count; i++) { nodeCoords[i * 2] = nodes[i].X.ToString(CultureInfo.InvariantCulture); nodeCoords[i * 2 + 1] = nodes[i].Y.ToString(CultureInfo.InvariantCulture); } componentElement.Add(new XAttribute("nodes", string.Join(";", nodeCoords))); return componentElement; } 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 override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message) { message.Write((byte)Math.Min(nodes.Count, 10)); for (int i = 0; i < Math.Min(nodes.Count,10); i++) { message.Write(nodes[i].X); message.Write(nodes[i].Y); } return true; } public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message, float sendingTime) { nodes.Clear(); List newNodes = new List(); int nodeCount = message.ReadByte(); for (int i = 0; i