using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Xml.Linq; namespace Barotrauma.Items.Components { class Connection { private static Texture2D panelTexture; private static Sprite connector; private static Sprite wireVertical; //how many wires can be linked to a single connector public const int MaxLinked = 5; public readonly string Name; public Wire[] Wires; private Item item; public readonly bool IsOutput; private static Wire draggingConnected; private List effects; public readonly ushort[] wireId; public bool IsPower { get; private set; } public List Recipients { get { List recipients = new List(); for (int i = 0; i < MaxLinked; i++) { if (Wires[i] == null) continue; Connection recipient = Wires[i].OtherConnection(this); if (recipient != null) recipients.Add(recipient); } return recipients; } } public Item Item { get { return item; } } public Connection(XElement element, Item item) { if (connector == null) { panelTexture = Sprite.LoadTexture("Content/Items/connectionpanel.png"); connector = new Sprite(panelTexture, new Rectangle(470, 102, 19,43), Vector2.Zero, 0.0f); connector.Origin = new Vector2(9.5f, 10.0f); wireVertical = new Sprite(panelTexture, new Rectangle(408, 1, 11, 102), Vector2.Zero, 0.0f); } this.item = item; //recipient = new Connection[MaxLinked]; Wires = new Wire[MaxLinked]; IsOutput = (element.Name.ToString() == "output"); Name = ToolBox.GetAttributeString(element, "name", (IsOutput) ? "output" : "input"); IsPower = Name == "power_in" || Name == "power" || Name == "power_out"; effects = new List(); wireId = new ushort[MaxLinked]; foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "link": int index = -1; for (int i = 0; i < MaxLinked; i++) { if (wireId[i]<1) index = i; } if (index == -1) break; int id = ToolBox.GetAttributeInt(subElement, "w", 0); if (id<0) id = 0; wireId[index] = (ushort)id; break; case "statuseffect": effects.Add(StatusEffect.Load(subElement)); break; } } } public int FindEmptyIndex() { for (int i = 0; i < MaxLinked; i++) { if (Wires[i]==null) return i; } return -1; } //public int FindLinkIndex(Item item) //{ // for (int i = 0; i < MaxLinked; i++) // { // if (item == null && recipient[i] == null) return i; // if (recipient[i]!=null && recipient[i].item == item) return i; // } // return -1; //} public int FindWireIndex(Item wireItem) { for (int i = 0; i < MaxLinked; i++) { if (Wires[i] == null && wireItem == null) return i; if (Wires[i] != null && Wires[i].Item == wireItem) return i; } return -1; } public void TryAddLink(Wire wire) { for (int i = 0; i < MaxLinked; i++) { if (Wires[i] == null) { Wires[i] = wire; UpdateRecipients(); return; } } } public void AddLink(int index, Wire wire) { Wires[index] = wire; UpdateRecipients(); } public void UpdateRecipients() { } public void SendSignal(int stepsTaken, string signal, Item sender, float power) { for (int i = 0; i w != null); } Wire equippedWire = null; //if the Character using the panel has a wire item equipped //and the wire hasn't been connected yet, draw it on the panel for (int i = 0; i < character.SelectedItems.Length; i++) { Item selectedItem = character.SelectedItems[i]; if (selectedItem == null) continue; Wire wireComponent = selectedItem.GetComponent(); if (wireComponent != null) equippedWire = wireComponent; } Vector2 rightPos = new Vector2(x + width - 130, y + 50); Vector2 leftPos = new Vector2(x + 130, y + 50); Vector2 rightWirePos = new Vector2(x + width-5, y + 30); Vector2 leftWirePos = new Vector2(x+5, y + 30); int wireInterval = (height - 20) / Math.Max(totalWireCount,1); foreach (Connection c in panel.Connections) { //if dragging a wire, let the Inventory know so that the wire can be //dropped or dragged from the panel to the players inventory if (draggingConnected != null) { int linkIndex = c.FindWireIndex(draggingConnected.Item); if (linkIndex>-1) { Inventory.draggingItem = c.Wires[linkIndex].Item; } } //outputs are drawn at the right side of the panel, inputs at the left if (c.IsOutput) { c.Draw(spriteBatch, panel.Item, rightPos, new Vector2(rightPos.X - GUI.SmallFont.MeasureString(c.Name).X - 20, rightPos.Y+3), rightWirePos, mouseInRect, equippedWire, wireInterval); rightPos.Y += 30; rightWirePos.Y += c.Wires.Count(w => w!=null) * wireInterval; } else { c.Draw(spriteBatch, panel.Item, leftPos, new Vector2(leftPos.X + 20, leftPos.Y-12), leftWirePos, mouseInRect, equippedWire, wireInterval); leftPos.Y += 30; leftWirePos.Y += c.Wires.Count(w => w != null) * wireInterval; //leftWireX -= wireInterval; } } if (draggingConnected != null) { DrawWire(spriteBatch, draggingConnected, draggingConnected.Item, PlayerInput.MousePosition, new Vector2(x + width / 2, y + height), mouseInRect, null); if (!PlayerInput.LeftButtonHeld()) { panel.Item.NewComponentEvent(panel, true, true); //draggingConnected.Drop(Character); draggingConnected = null; } } //if the Character using the panel has a wire item equipped //and the wire hasn't been connected yet, draw it on the panel if (equippedWire!=null) { if (panel.Connections.Find(c => c.Wires.Contains(equippedWire)) == null) { DrawWire(spriteBatch, equippedWire, equippedWire.Item, new Vector2(x + width / 2, y + height - 100), new Vector2(x + width / 2, y + height), mouseInRect, null); if (draggingConnected == equippedWire) Inventory.draggingItem = equippedWire.Item; } } //stop dragging a wire item if cursor is outside the panel if (mouseInRect) Inventory.draggingItem = null; spriteBatch.Draw(panelTexture, panelRect, new Rectangle(0, 0, width, height), Color.White); } private void Draw(SpriteBatch spriteBatch, Item item, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval) { //GUI.SmallFont.DrawString(spriteBatch, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White); GUI.DrawString(spriteBatch, labelPos, Name, IsPower ? Color.Red : Color.White, Color.Black,0, GUI.SmallFont); GUI.DrawRectangle(spriteBatch, new Rectangle((int)position.X-10, (int)position.Y-10, 20, 20), Color.White); spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(64, 256, 32, 32), Color.White); for (int i = 0; i -1 && !Wires.Contains(draggingConnected)) { bool alreadyConnected = draggingConnected.IsConnectedTo(item); draggingConnected.RemoveConnection(item); if (draggingConnected.Connect(this, !alreadyConnected)) Wires[index] = draggingConnected; } } } int screwIndex = (position.Y % 60 < 30) ? 0 : 1; if (Wires.Any(w => w != null && w != draggingConnected)) { spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(screwIndex*32, 256, 32, 32), Color.White); } } private static void DrawWire(SpriteBatch spriteBatch, Wire wire, Item item, Vector2 end, Vector2 start, bool mouseIn, Wire equippedWire) { if (draggingConnected == wire) { if (!mouseIn) return; end = PlayerInput.MousePosition; start.X = (start.X+end.X)/2.0f; } int textX = (int)start.X; if (start.X < end.X) textX -= 10; else textX += 10; bool canDrag = equippedWire == null || equippedWire == wire; float alpha = canDrag ? 1.0f : 0.5f; bool mouseOn = canDrag && ((PlayerInput.MousePosition.X > Math.Min(start.X, end.X) && PlayerInput.MousePosition.X < Math.Max(start.X, end.X) && MathUtils.LineToPointDistance(start, end, PlayerInput.MousePosition) < 6) || Vector2.Distance(end, PlayerInput.MousePosition)<20.0f || new Rectangle((start.X < end.X) ? textX-100 : textX, (int)start.Y-5, 100, 14).Contains(PlayerInput.MousePosition)); string label = wire.Locked ? item.Name +"\n(Locked)" : item.Name; GUI.DrawString(spriteBatch, new Vector2(start.X < end.X ? textX-GUI.SmallFont.MeasureString(label).X : textX,start.Y -5.0f), label, (mouseOn ? Color.Gold : Color.White) * (wire.Locked ? 0.6f : 1.0f), Color.Black * 0.8f, 3, GUI.SmallFont); var wireEnd = end + Vector2.Normalize(start - end) * 30.0f; float dist = Vector2.Distance(start, wireEnd); if (mouseOn) { spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point(18, (int)dist)), wireVertical.SourceRect, Color.Gold, MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, //angle of line (calulated above) new Vector2(6, 0), // point in line about which to rotate SpriteEffects.None, 0.0f); } spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point(12, (int)dist)), wireVertical.SourceRect, wire.Item.Color * alpha, MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, //angle of line (calulated above) new Vector2(6, 0), // point in line about which to rotate SpriteEffects.None, 0.0f); connector.Draw(spriteBatch, end, Color.White, new Vector2(10.0f, 10.0f), MathUtils.VectorToAngle(end - start)+MathHelper.PiOver2); if (draggingConnected == null && canDrag) { if (mouseOn) { ConnectionPanel.HighlightedWire = wire; if (!wire.Locked) { //start dragging the wire if (PlayerInput.LeftButtonHeld()) draggingConnected = wire; } } } } public void Save(XElement parentElement) { XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name)); Array.Sort(Wires, delegate(Wire wire1, Wire wire2) { if (wire1 == null) return 1; if (wire2 == null) return -1; return wire1.Item.ID.CompareTo(wire2.Item.ID); }); for (int i = 0; i < MaxLinked; i++ ) { if (Wires[i] == null) continue; //Connection recipient = wires[i].OtherConnection(this); //int connectionIndex = recipient.item.Connections.FindIndex(x => x == recipient); newElement.Add(new XElement("link", new XAttribute("w", Wires[i].Item.ID.ToString()))); } parentElement.Add(newElement); } public void ConnectLinked() { if (wireId == null) return; for (int i = 0; i < MaxLinked; i++) { if (wireId[i] == 0) continue; Item wireItem = MapEntity.FindEntityByID(wireId[i]) as Item; if (wireItem == null) continue; Wires[i] = wireItem.GetComponent(); if (Wires[i]!=null) { if (Wires[i].Item.body != null) Wires[i].Item.body.Enabled = false; Wires[i].Connect(this, false, true); } } UpdateRecipients(); //wireId = null; } } }