using Barotrauma.Extensions; using Barotrauma.Lights; using Barotrauma.Networking; using FarseerPhysics; using FarseerPhysics.Dynamics; using FarseerPhysics.Dynamics.Contacts; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma { partial class Structure : MapEntity, IDamageable, IServerSerializable { public static bool ShowWalls = true, ShowStructures = true; private List convexHulls; private readonly Dictionary spriteAnimState = new Dictionary(); public override bool SelectableInEditor { get { if (!GameMain.SubEditorScreen.ShowThalamus && prefab.Category.HasFlag(MapEntityCategory.Thalamus)) { return false; } return HasBody ? ShowWalls : ShowStructures; } } private string specialTag; [Editable, Serialize("", true)] public string SpecialTag { get { return specialTag; } set { specialTag = value; } } partial void InitProjSpecific() { Prefab.sprite?.EnsureLazyLoaded(); Prefab.BackgroundSprite?.EnsureLazyLoaded(); foreach (var decorativeSprite in Prefab.DecorativeSprites) { decorativeSprite.Sprite.EnsureLazyLoaded(); spriteAnimState.Add(decorativeSprite, new DecorativeSprite.State()); } UpdateSpriteStates(0.0f); } partial void CreateConvexHull(Vector2 position, Vector2 size, float rotation) { if (!CastShadow) { return; } if (convexHulls == null) { convexHulls = new List(); } Vector2 halfSize = size / 2; Vector2[] verts = new Vector2[] { position + new Vector2(-halfSize.X, halfSize.Y), position + new Vector2(halfSize.X, halfSize.Y), position + new Vector2(halfSize.X, -halfSize.Y), position + new Vector2(-halfSize.X, -halfSize.Y), }; var h = new ConvexHull(verts, Color.Black, this); if (Math.Abs(rotation) > 0.001f) { h.Rotate(position, rotation); } convexHulls.Add(h); } public override void UpdateEditing(Camera cam) { if (editingHUD == null || editingHUD.UserData as Structure != this) { editingHUD = CreateEditingHUD(Screen.Selected != GameMain.SubEditorScreen); } } public GUIComponent CreateEditingHUD(bool inGame = false) { int heightScaled = (int)(20 * GUI.Scale); editingHUD = new GUIFrame(new RectTransform(new Vector2(0.3f, 0.25f), GUI.Canvas, Anchor.CenterRight) { MinSize = new Point(400, 0) }) { UserData = this }; GUIListBox listBox = new GUIListBox(new RectTransform(new Vector2(0.95f, 0.8f), editingHUD.RectTransform, Anchor.Center), style: null); var editor = new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true, titleFont: GUI.LargeFont); var buttonContainer = new GUILayoutGroup(new RectTransform(new Point(listBox.Content.Rect.Width, heightScaled)), isHorizontal: true) { Stretch = true, RelativeSpacing = 0.01f }; new GUIButton(new RectTransform(new Vector2(0.23f, 1.0f), buttonContainer.RectTransform), TextManager.Get("MirrorEntityX")) { ToolTip = TextManager.Get("MirrorEntityXToolTip"), OnClicked = (button, data) => { FlipX(relativeToSub: false); return true; } }; new GUIButton(new RectTransform(new Vector2(0.23f, 1.0f), buttonContainer.RectTransform), TextManager.Get("MirrorEntityY")) { ToolTip = TextManager.Get("MirrorEntityYToolTip"), OnClicked = (button, data) => { FlipY(relativeToSub: false); return true; } }; new GUIButton(new RectTransform(new Vector2(0.23f, 1.0f), buttonContainer.RectTransform), TextManager.Get("ReloadSprite")) { OnClicked = (button, data) => { Sprite.ReloadXML(); Sprite.ReloadTexture(); return true; } }; new GUIButton(new RectTransform(new Vector2(0.23f, 1.0f), buttonContainer.RectTransform), TextManager.Get("ResetToPrefab")) { OnClicked = (button, data) => { Reset(); CreateEditingHUD(); return true; } }; buttonContainer.RectTransform.Resize(new Point(buttonContainer.Rect.Width, buttonContainer.RectTransform.Children.Max(c => c.MinSize.Y))); buttonContainer.RectTransform.IsFixedSize = true; GUITextBlock.AutoScaleAndNormalize(buttonContainer.Children.Where(c => c is GUIButton).Select(b => ((GUIButton)b).TextBlock)); editor.AddCustomContent(buttonContainer, editor.ContentCount); PositionEditingHUD(); return editingHUD; } partial void OnImpactProjSpecific(Fixture f1, Fixture f2, Contact contact) { if (!Prefab.Platform && Prefab.StairDirection == Direction.None) { Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position); int section = FindSectionIndex(pos); if (section > -1) { Vector2 normal = contact.Manifold.LocalNormal; float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f; if (impact > 10.0f) { SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags); } } } } public override bool IsVisible(Rectangle worldView) { Rectangle worldRect = WorldRect; if (worldRect.X > worldView.Right || worldRect.Right < worldView.X) { return false; } if (worldRect.Y < worldView.Y - worldView.Height || worldRect.Y - worldRect.Height > worldView.Y) { return false; } return true; } public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true) { if (prefab.sprite == null) { return; } if (editing) { if (!HasBody && !ShowStructures) { return; } if (HasBody && !ShowWalls) { return; } } Draw(spriteBatch, editing, back, null); } public void DrawDamage(SpriteBatch spriteBatch, Effect damageEffect, bool editing) { Draw(spriteBatch, editing, false, damageEffect); } public float GetDrawDepth() { float depth = SpriteDepthOverrideIsSet ? SpriteOverrideDepth : prefab.sprite.Depth; depth -= (ID % 255) * 0.000001f; return depth; } private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null) { if (prefab.sprite == null) { return; } if (editing) { if (!HasBody && !ShowStructures) { return; } if (HasBody && !ShowWalls) { return; } } else if (HiddenInGame) { return; } Color color = IsHighlighted ? GUI.Style.Orange : spriteColor; if (IsSelected && editing) { //color = Color.Lerp(color, Color.Gold, 0.5f); color = spriteColor; Vector2 rectSize = rect.Size.ToVector2(); if (BodyWidth > 0.0f) { rectSize.X = BodyWidth; } if (BodyHeight > 0.0f) { rectSize.Y = BodyHeight; } Vector2 bodyPos = WorldPosition + BodyOffset; GUI.DrawRectangle(spriteBatch, new Vector2(bodyPos.X, -bodyPos.Y), rectSize.X, rectSize.Y, BodyRotation, Color.White, thickness: Math.Max(1, (int)(2 / Screen.Selected.Cam.Zoom))); } Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition; float depth = GetDrawDepth(); Vector2 textureOffset = this.textureOffset; if (FlippedX) textureOffset.X = -textureOffset.X; if (FlippedY) textureOffset.Y = -textureOffset.Y; if (back && damageEffect == null) { if (Prefab.BackgroundSprite != null) { Vector2 dropShadowOffset = Vector2.Zero; if (UseDropShadow) { dropShadowOffset = DropShadowOffset; if (dropShadowOffset == Vector2.Zero) { if (Submarine == null) { dropShadowOffset = Vector2.UnitY * 10.0f; } else { dropShadowOffset = IsHorizontal ? new Vector2(0.0f, Math.Sign(Submarine.HiddenSubPosition.Y - Position.Y) * 10.0f) : new Vector2(Math.Sign(Submarine.HiddenSubPosition.X - Position.X) * 10.0f, 0.0f); } } dropShadowOffset.Y = -dropShadowOffset.Y; } SpriteEffects oldEffects = Prefab.BackgroundSprite.effects; Prefab.BackgroundSprite.effects ^= SpriteEffects; Point backGroundOffset = new Point( MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width), MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height)); Prefab.BackgroundSprite.DrawTiled( spriteBatch, new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)), new Vector2(rect.Width, rect.Height), color: Prefab.BackgroundSpriteColor, textureScale: TextureScale * Scale, startOffset: backGroundOffset, depth: Math.Max(Prefab.BackgroundSprite.Depth + (ID % 255) * 0.000001f, depth + 0.000001f)); if (UseDropShadow) { Prefab.BackgroundSprite.DrawTiled( spriteBatch, new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)) + dropShadowOffset, new Vector2(rect.Width, rect.Height), color: Color.Black * 0.5f, textureScale: TextureScale * Scale, startOffset: backGroundOffset, depth: (depth + Prefab.BackgroundSprite.Depth) / 2.0f); } Prefab.BackgroundSprite.effects = oldEffects; } } if (back == depth > 0.5f) { SpriteEffects oldEffects = prefab.sprite.effects; prefab.sprite.effects ^= SpriteEffects; for (int i = 0; i < Sections.Length; i++) { if (damageEffect != null) { float newCutoff = MathHelper.Lerp(0.0f, 0.65f, Sections[i].damage / Prefab.Health); if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f || color != Submarine.DamageEffectColor) { damageEffect.Parameters["aCutoff"].SetValue(newCutoff); damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f); damageEffect.Parameters["inColor"].SetValue(color.ToVector4()); damageEffect.CurrentTechnique.Passes[0].Apply(); Submarine.DamageEffectCutoff = newCutoff; Submarine.DamageEffectColor = color; } } Point sectionOffset = new Point( Math.Abs(rect.Location.X - Sections[i].rect.Location.X), Math.Abs(rect.Location.Y - Sections[i].rect.Location.Y)); if (FlippedX && IsHorizontal) sectionOffset.X = Sections[i].rect.Right - rect.Right; if (FlippedY && !IsHorizontal) sectionOffset.Y = (rect.Y - rect.Height) - (Sections[i].rect.Y - Sections[i].rect.Height); sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, prefab.sprite.SourceRect.Width); sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.sprite.SourceRect.Height); prefab.sprite.DrawTiled( spriteBatch, new Vector2(Sections[i].rect.X + drawOffset.X, -(Sections[i].rect.Y + drawOffset.Y)), new Vector2(Sections[i].rect.Width, Sections[i].rect.Height), color: color, startOffset: sectionOffset, depth: depth, textureScale: TextureScale * Scale); } foreach (var decorativeSprite in Prefab.DecorativeSprites) { if (!spriteAnimState[decorativeSprite].IsActive) { continue; } float rotation = decorativeSprite.GetRotation(ref spriteAnimState[decorativeSprite].RotationState); Vector2 offset = decorativeSprite.GetOffset(ref spriteAnimState[decorativeSprite].OffsetState) * Scale; decorativeSprite.Sprite.Draw(spriteBatch, new Vector2(DrawPosition.X + offset.X, -(DrawPosition.Y + offset.Y)), color, rotation, decorativeSprite.Scale * Scale, prefab.sprite.effects, depth: Math.Min(depth + (decorativeSprite.Sprite.Depth - prefab.sprite.Depth), 0.999f)); } prefab.sprite.effects = oldEffects; } if (GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.5f) { if (Bodies != null) { for (int i = 0; i < Bodies.Count; i++) { Vector2 pos = FarseerPhysics.ConvertUnits.ToDisplayUnits(Bodies[i].Position); if (Submarine != null) pos += Submarine.Position; pos.Y = -pos.Y; GUI.DrawRectangle(spriteBatch, pos, FarseerPhysics.ConvertUnits.ToDisplayUnits(bodyDebugDimensions[i].X), FarseerPhysics.ConvertUnits.ToDisplayUnits(bodyDebugDimensions[i].Y), -Bodies[i].Rotation, Color.White); } } if (SectionCount > 0 && HasBody) { for (int i = 0; i < SectionCount; i++) { if (GetSection(i).damage > 0) { var textPos = SectionPosition(i, true); textPos.Y = -textPos.Y; GUI.DrawString(spriteBatch, textPos, "Damage: " + (int)((GetSection(i).damage / Health) * 100f) + "%", Color.Yellow); } } } } } public void UpdateSpriteStates(float deltaTime) { DecorativeSprite.UpdateSpriteStates(Prefab.DecorativeSpriteGroups, spriteAnimState, ID, deltaTime, ConditionalMatches); foreach (int spriteGroup in Prefab.DecorativeSpriteGroups.Keys) { for (int i = 0; i < Prefab.DecorativeSpriteGroups[spriteGroup].Count; i++) { var decorativeSprite = Prefab.DecorativeSpriteGroups[spriteGroup][i]; if (decorativeSprite == null) { continue; } if (spriteGroup > 0) { int activeSpriteIndex = ID % Prefab.DecorativeSpriteGroups[spriteGroup].Count; if (i != activeSpriteIndex) { spriteAnimState[decorativeSprite].IsActive = false; continue; } } //check if the sprite is active (whether it should be drawn or not) var spriteState = spriteAnimState[decorativeSprite]; spriteState.IsActive = true; foreach (PropertyConditional conditional in decorativeSprite.IsActiveConditionals) { if (!ConditionalMatches(conditional)) { spriteState.IsActive = false; break; } } if (!spriteState.IsActive) { continue; } //check if the sprite should be animated bool animate = true; foreach (PropertyConditional conditional in decorativeSprite.AnimationConditionals) { if (!ConditionalMatches(conditional)) { animate = false; break; } } if (!animate) { continue; } spriteState.OffsetState += deltaTime; spriteState.RotationState += deltaTime; } } } private bool ConditionalMatches(PropertyConditional conditional) { if (!string.IsNullOrEmpty(conditional.TargetItemComponentName)) { return false; } else { if (!conditional.Matches(this)) { return false; } } return true; } public void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime) { byte sectionCount = msg.ReadByte(); if (sectionCount != Sections.Length) { string errorMsg = $"Error while reading a network event for the structure \"{Name} ({ID})\". Section count does not match (server: {sectionCount} client: {Sections.Length})"; DebugConsole.NewMessage(errorMsg, Color.Red); GameAnalyticsManager.AddErrorEventOnce("Structure.ClientRead:SectionCountMismatch", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); } for (int i = 0; i < sectionCount; i++) { float damage = msg.ReadRangedSingle(0.0f, 1.0f, 8) * Health; if (i < Sections.Length) { SetDamage(i, damage); } } } } }