using Barotrauma.Networking; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Linq; using System.Collections.Generic; using System.Xml.Linq; using Lidgren.Network; namespace Barotrauma.Items.Components { class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable { public static Wire HighlightedWire; public List Connections; Character user; public ConnectionPanel(Item item, XElement element) : base(item, element) { Connections = new List(); foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString()) { case "input": Connections.Add(new Connection(subElement, item)); break; case "output": Connections.Add(new Connection(subElement, item)); break; } } IsActive = true; } public override void UpdateHUD(Character character) { if (character != Character.Controlled || character != user) return; if (Screen.Selected != GameMain.EditMapScreen && character.IsKeyHit(InputType.Select) && character.SelectedConstruction == this.item) character.SelectedConstruction = null; if (HighlightedWire != null) { HighlightedWire.Item.IsHighlighted = true; if (HighlightedWire.Connections[0] != null && HighlightedWire.Connections[0].Item != null) HighlightedWire.Connections[0].Item.IsHighlighted = true; if (HighlightedWire.Connections[1] != null && HighlightedWire.Connections[1].Item != null) HighlightedWire.Connections[1].Item.IsHighlighted = true; } } public override void DrawHUD(SpriteBatch spriteBatch, Character character) { if (character != Character.Controlled || character != user) return; HighlightedWire = null; Connection.DrawConnections(spriteBatch, this, character); } public override XElement Save(XElement parentElement) { XElement componentElement = base.Save(parentElement); foreach (Connection c in Connections) { c.Save(componentElement); } return componentElement; } public override void OnMapLoaded() { foreach (Connection c in Connections) { c.ConnectLinked(); } } public override void Update(float deltaTime, Camera cam) { if (user != null && user.SelectedConstruction != item) user = null; } public override bool Select(Character picker) { user = picker; IsActive = true; return true; } public override bool Use(float deltaTime, Character character = null) { if (character == null || character!=user) return false; var powered = item.GetComponent(); if (powered != null) { if (powered.Voltage < 0.1f) return false; } float degreeOfSuccess = DegreeOfSuccess(character); if (Rand.Range(0.0f, 50.0f) < degreeOfSuccess) return false; character.SetStun(5.0f); item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, character); return true; } public override void Load(XElement element) { base.Load(element); List loadedConnections = new List(); foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString()) { case "input": loadedConnections.Add(new Connection(subElement, item)); break; case "output": loadedConnections.Add(new Connection(subElement, item)); break; } } for (int i = 0; i w != null); msg.WriteRangedInteger(0, Connection.MaxLinked, wires.Length); for (int i = 0; i < wires.Length; i++) { msg.Write(wires[i].Item.ID); } } } public void ServerRead(ClientNetObject type, NetBuffer msg, Client c) { int[] wireCounts = new int[Connections.Count]; Wire[,] wires = new Wire[Connections.Count, Connection.MaxLinked]; //read wire IDs for each connection for (int i = 0; i < Connections.Count; i++) { wireCounts[i] = msg.ReadRangedInteger(0, Connection.MaxLinked); for (int j = 0; j < wireCounts[i]; j++) { ushort wireId = msg.ReadUInt16(); Item wireItem = MapEntity.FindEntityByID(wireId) as Item; if (wireItem == null) continue; Wire wireComponent = wireItem.GetComponent(); if (wireComponent != null) { wires[i, j] = wireComponent; } } } item.CreateServerEvent(this); //check if the character can access this connectionpanel //and all the wires they're trying to connect if (!item.CanClientAccess(c)) return; foreach (Wire wire in wires) { if (wire != null) { //wire not found in any of the connections yet (client is trying to connect a new wire) // -> we need to check if the client has access to it if (!Connections.Any(connection => connection.Wires.Contains(wire))) { if (!wire.Item.CanClientAccess(c)) return; } } } Networking.GameServer.Log(item.Name + " rewired by " + c.Character.Name, ServerLog.MessageType.ItemInteraction); //update the connections for (int i = 0; i < Connections.Count; i++) { Connections[i].ClearConnections(); for (int j = 0; j < wireCounts[i]; j++) { if (wires[i, j] == null) continue; Connections[i].Wires[j] = wires[i,j]; wires[i, j].Connect(Connections[i], true); var otherConnection = Connections[i].Wires[j].OtherConnection(Connections[i]); Networking.GameServer.Log( item.Name + " (" + Connections[i].Name + ") -> " + (otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"), ServerLog.MessageType.ItemInteraction); } } } public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null) { ClientWrite(msg, extraData); } public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime) { foreach (Connection connection in Connections) { connection.ClearConnections(); int wireCount = msg.ReadRangedInteger(0, Connection.MaxLinked); for (int i = 0; i < wireCount; i++) { ushort wireId = msg.ReadUInt16(); Item wireItem = MapEntity.FindEntityByID(wireId) as Item; if (wireItem == null) continue; Wire wireComponent = wireItem.GetComponent(); if (wireComponent == null) continue; connection.Wires[i] = wireComponent; wireComponent.Connect(connection, false); } } } } }