using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Xml.Linq; using FarseerPhysics; using FarseerPhysics.Dynamics; using FarseerPhysics.Dynamics.Contacts; using FarseerPhysics.Factories; using Lidgren.Network; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Barotrauma.Networking; using Barotrauma.Lights; namespace Barotrauma { class WallSection { public Rectangle rect; public float damage; public Gap gap; public int GapIndex; public float lastSentDamage; public bool isHighLighted; public WallSection(Rectangle rect) { this.rect = rect; damage = 0.0f; } public WallSection(Rectangle rect, float damage) { this.rect = rect; this.damage = 0.0f; } } class Structure : MapEntity, IDamageable { public static int wallSectionSize = 100; public static List WallList = new List(); ConvexHull convexHull; StructurePrefab prefab; //farseer physics bodies, separated by gaps List bodies; //sections of the wall that are supposed to be rendered private WallSection[] sections; bool isHorizontal; public float lastUpdate; public override Sprite Sprite { get { return prefab.sprite; } } public bool IsPlatform { get { return prefab.IsPlatform; } } public Direction StairDirection { get { return prefab.StairDirection; } } public override string Name { get { return "structure"; } } public bool HasBody { get { return prefab.HasBody; } } public bool CastShadow { get { return prefab.CastShadow; } } public bool IsHorizontal { get { return isHorizontal; } } public int SectionCount { get { return sections.Length; } } public float Health { get { return prefab.MaxHealth; } } public override void Move(Vector2 amount) { base.Move(amount); for (int i = 0; i < sections.Count(); i++) { Rectangle r = sections[i].rect; r.X += (int)amount.X; r.Y += (int)amount.Y; sections[i].rect = r; } if (bodies != null) { Vector2 simAmount = ConvertUnits.ToSimUnits(amount); foreach (Body b in bodies) { b.SetTransform(b.Position + simAmount, b.Rotation); } } if (convexHull!=null) { convexHull.Move(amount); } //if (gaps != null) //{ // foreach (Gap g in gaps) // { // g.Move(amount); // //g.position.X += amount.X; // //g.position.Y -= amount.Y; // } //} } public Structure(Rectangle rectangle, StructurePrefab sp, Submarine submarine) : base(submarine) { if (rectangle.Width == 0 || rectangle.Height == 0) return; rect = rectangle; prefab = sp; isHorizontal = (rect.Width>rect.Height); if (prefab.HasBody) { bodies = new List(); //gaps = new List(); Body newBody = BodyFactory.CreateRectangle(GameMain.World, ConvertUnits.ToSimUnits(rect.Width), ConvertUnits.ToSimUnits(rect.Height), 1.5f); newBody.BodyType = BodyType.Static; newBody.Position = ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2.0f, rect.Y - rect.Height / 2.0f)); newBody.Friction = 0.5f; newBody.OnCollision += OnWallCollision; newBody.UserData = this; newBody.CollisionCategories = (prefab.IsPlatform) ? Physics.CollisionPlatform : Physics.CollisionWall; bodies.Add(newBody); WallList.Add(this); int xsections = 1; int ysections = 1; int width, height; if (isHorizontal) { xsections = (int)Math.Ceiling((float)rect.Width / wallSectionSize); sections = new WallSection[xsections]; width = (int)wallSectionSize; height = rect.Height; } else { ysections = (int)Math.Ceiling((float)rect.Height / wallSectionSize); sections = new WallSection[ysections]; width = rect.Width; height = (int)wallSectionSize; } for (int x = 0; x < xsections; x++ ) { for (int y = 0; y < ysections; y++) { Rectangle sectionRect = new Rectangle(rect.X + x * width, rect.Y - y * height, width, height); sectionRect.Width -= (int)Math.Max((sectionRect.X + sectionRect.Width) - (rect.X + rect.Width), 0.0f); sectionRect.Height -= (int)Math.Max((rect.Y - rect.Height)-(sectionRect.Y - sectionRect.Height), 0.0f); sections[x+y] = new WallSection(sectionRect); } } } else { sections = new WallSection[1]; sections[0] = new WallSection(rect); if (StairDirection!=Direction.None) { bodies = new List(); Body newBody = BodyFactory.CreateRectangle(GameMain.World, ConvertUnits.ToSimUnits(rect.Width * Math.Sqrt(2.0) + Submarine.GridSize.X*3.0f), ConvertUnits.ToSimUnits(10), 1.5f); newBody.BodyType = BodyType.Static; Vector2 stairPos = new Vector2(Position.X, rect.Y - rect.Height + rect.Width / 2.0f); stairPos += new Vector2( (StairDirection == Direction.Right) ? -Submarine.GridSize.X*1.5f : Submarine.GridSize.X*1.5f, - Submarine.GridSize.Y*2.0f); newBody.Position = ConvertUnits.ToSimUnits(stairPos); newBody.Rotation = (StairDirection == Direction.Right) ? MathHelper.PiOver4 : -MathHelper.PiOver4; newBody.Friction = 0.8f; newBody.CollisionCategories = Physics.CollisionStairs; newBody.UserData = this; bodies.Add(newBody); //newBody = BodyFactory.CreateRectangle(Game1.World, // ConvertUnits.ToSimUnits(Submarine.GridSize.X*2), // ConvertUnits.ToSimUnits(10.0f), // 1.5f); //newBody.BodyType = BodyType.Static; ////newBody.IsSensor = true; //newBody.Position = ConvertUnits.ToSimUnits( // new Vector2(Position.X + (rect.Width/2 + Submarine.GridSize.X) * ((StairDirection == Direction.Right) ? -1.0f : 1.0f), rect.Y + 5.0f)); ////newBody.Rotation = (StairDirection == Direction.Right) ? MathHelper.PiOver4 : -MathHelper.PiOver4; ////newBody.Friction = 0.8f; //newBody.CollisionCategories = Physics.CollisionStairs; //newBody.UserData = this; //bodies.Add(newBody); } } if (prefab.CastShadow) { Vector2[] corners = new Vector2[4]; corners[0] = new Vector2(rect.X, rect.Y - rect.Height); corners[1] = new Vector2(rect.X, rect.Y); corners[2] = new Vector2(rect.Right, rect.Y); corners[3] = new Vector2(rect.Right, rect.Y - rect.Height); convexHull = new ConvexHull(corners, Color.Black, this); } InsertToList(); } public override bool IsMouseOn(Vector2 position) { if (StairDirection == Direction.None) { return base.IsMouseOn(position); } else { if (!base.IsMouseOn(position)) return false; if (StairDirection == Direction.Left) { return MathUtils.LineToPointDistance(new Vector2(WorldRect.X, WorldRect.Y), new Vector2(WorldRect.Right, WorldRect.Y - WorldRect.Height), position) < 40.0f; } else { return MathUtils.LineToPointDistance(new Vector2(WorldRect.X, WorldRect.Y - rect.Height), new Vector2(WorldRect.Right, WorldRect.Y), position) < 40.0f; } } } public override void Remove() { base.Remove(); if (WallList.Contains(this)) WallList.Remove(this); if (bodies != null) { foreach (Body b in bodies) GameMain.World.RemoveBody(b); } if (convexHull != null) convexHull.Remove(); } public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true) { if (prefab.sprite == null) return; Color color = (isHighlighted) ? Color.Orange : Color.White; if (isSelected && editing) color = Color.Red; Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition; prefab.sprite.DrawTiled(spriteBatch, new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)), new Vector2(rect.Width, rect.Height), Vector2.Zero, color); foreach (WallSection s in sections) { if (s.isHighLighted) { GUI.DrawRectangle(spriteBatch, new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height), new Color((s.damage / prefab.MaxHealth), 1.0f - (s.damage / prefab.MaxHealth), 0.0f, 1.0f), true); } s.isHighLighted = false; if (s.damage < 0.01f) continue; GUI.DrawRectangle(spriteBatch, new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height), Color.Black * (s.damage / prefab.MaxHealth), true); } } private bool OnWallCollision(Fixture f1, Fixture f2, Contact contact) { //Structure structure = f1.Body.UserData as Structure; //if (f2.Body.UserData as Item != null) //{ // if (prefab.IsPlatform || prefab.StairDirection != Direction.None) return false; //} if (prefab.IsPlatform) { Limb limb; if ((limb = f2.Body.UserData as Limb) != null) { if (limb.character.AnimController.IgnorePlatforms) return false; } } if (!prefab.IsPlatform && prefab.StairDirection == Direction.None) { Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position); int section = FindSectionIndex(pos); if (section>0) { Vector2 normal = contact.Manifold.LocalNormal; float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal)*f2.Body.Mass*0.1f; if (impact < 10.0f) return true; SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact, new Vector2( sections[section].rect.X + sections[section].rect.Width / 2, sections[section].rect.Y - sections[section].rect.Height / 2)); AddDamage(section, impact); } } return true; } public void HighLightSection(int sectionIndex) { sections[sectionIndex].isHighLighted = true; } public bool SectionHasHole(int sectionIndex) { if (sectionIndex < 0 || sectionIndex >= sections.Length) return false; return (sections[sectionIndex].damage>=prefab.MaxHealth); } public bool SectionIsLeaking(int sectionIndex) { if (sectionIndex < 0 || sectionIndex >= sections.Length) return false; return (sections[sectionIndex].damage >= prefab.MaxHealth*0.5f); } public int SectionLength(int sectionIndex) { if (sectionIndex < 0 || sectionIndex >= sections.Length) return 0; return (isHorizontal ? sections[sectionIndex].rect.Width : sections[sectionIndex].rect.Height); } public void AddDamage(int sectionIndex, float damage) { if (!prefab.HasBody || prefab.IsPlatform) return; if (sectionIndex < 0 || sectionIndex > sections.Length - 1) return; if (GameMain.Client == null) SetDamage(sectionIndex, sections[sectionIndex].damage + damage); } public int FindSectionIndex(Vector2 displayPos) { int index = (isHorizontal) ? (int)Math.Floor((displayPos.X - rect.X) / wallSectionSize) : (int)Math.Floor((rect.Y - displayPos.Y) / wallSectionSize); if (index < 0 || index > sections.Length - 1) return -1; return index; } public float SectionDamage(int sectionIndex) { if (sectionIndex < 0 || sectionIndex >= sections.Length) return 0.0f; return sections[sectionIndex].damage; } public Vector2 SectionPosition(int sectionIndex, bool world = false) { if (sectionIndex < 0 || sectionIndex >= sections.Length) return Vector2.Zero; Vector2 sectionPos = new Vector2( sections[sectionIndex].rect.X + sections[sectionIndex].rect.Width / 2.0f, sections[sectionIndex].rect.Y - sections[sectionIndex].rect.Height / 2.0f); if (world && Submarine != null) sectionPos += Submarine.Position; return sectionPos; } public AttackResult AddDamage(IDamageable attacker, Vector2 position, Attack attack, float deltaTime, bool playSound = false) { if (Submarine.Loaded != null && Submarine.Loaded.GodMode) return new AttackResult(0.0f, 0.0f); if (!prefab.HasBody || prefab.IsPlatform) return new AttackResult(0.0f, 0.0f); Vector2 transformedPos = position; if (Submarine != null) transformedPos -= Submarine.Position; int i = FindSectionIndex(transformedPos); if (i == -1) return new AttackResult(0.0f, 0.0f); GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f); float damageAmount = attack.GetStructureDamage(deltaTime); if (playSound && !SectionHasHole(i)) { DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash; SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, position); } AddDamage(i, damageAmount); return new AttackResult(damageAmount, 0.0f); } private void SetDamage(int sectionIndex, float damage) { if (Submarine.Loaded != null && Submarine.Loaded.GodMode) return; if (!prefab.HasBody) return; if (!MathUtils.IsValid(damage)) return; if (damage != sections[sectionIndex].damage && Math.Abs(sections[sectionIndex].lastSentDamage - damage)>5.0f) { new NetworkEvent(NetworkEventType.ImportantEntityUpdate, ID, false); //sections[sectionIndex].lastSentDamage = damage; } if (damage < prefab.MaxHealth*0.5f) { if (sections[sectionIndex].gap != null) { //remove existing gap if damage is below 50% sections[sectionIndex].gap.Remove(); sections[sectionIndex].gap = null; } } else { if (sections[sectionIndex].gap == null) { Rectangle gapRect = sections[sectionIndex].rect; gapRect.X -= 10; gapRect.Y += 10; gapRect.Width += 20; gapRect.Height += 20; sections[sectionIndex].gap = new Gap(gapRect, !isHorizontal, Submarine); } } if (sections[sectionIndex].gap != null) sections[sectionIndex].gap.Open = (float)Math.Pow(((damage / prefab.MaxHealth)-0.5)*2.0, 2.0); bool hadHole = SectionHasHole(sectionIndex); sections[sectionIndex].damage = MathHelper.Clamp(damage, 0.0f, prefab.MaxHealth); bool hasHole = SectionHasHole(sectionIndex); if (hadHole != hasHole) { if (hasHole) Explosion.ApplyExplosionForces(sections[sectionIndex].gap.WorldPosition, 500.0f, 5.0f, 0.0f, 0.0f); UpdateSections(); } } private void UpdateSections() { foreach (Body b in bodies) { GameMain.World.RemoveBody(b); } bodies.Clear(); int x = sections[0].rect.X; int y = sections[0].rect.Y; int width = sections[0].rect.Width; int height = sections[0].rect.Height; bool hasHoles = false; for (int i = 1; i < sections.Length; i++) { bool hasHole = SectionHasHole(i); if (hasHole) hasHoles = true; if (hasHole || i == sections.Length - 1) { if (width > 0 && height > 0) { CreateRectBody(new Rectangle(x, y, width, height)); } if (isHorizontal) { x = sections[i].rect.X+ sections[i].rect.Width; width = 0; } else { y = sections[i].rect.Y - sections[i].rect.Height; height = 0; } } else { if (isHorizontal) { width += sections[i].rect.Width; } else { height += sections[i].rect.Height; } } } if (hasHoles) { CreateRectBody(rect).IsSensor = true; } } private Body CreateRectBody(Rectangle rect) { Body newBody = BodyFactory.CreateRectangle(GameMain.World, ConvertUnits.ToSimUnits(rect.Width), ConvertUnits.ToSimUnits(rect.Height), 1.5f); newBody.BodyType = BodyType.Static; newBody.Position = ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2.0f, rect.Y - rect.Height / 2.0f)); newBody.Friction = 0.5f; newBody.OnCollision += OnWallCollision; newBody.CollisionCategories = Physics.CollisionWall; newBody.UserData = this; bodies.Add(newBody); return newBody; } public override XElement Save(XDocument doc) { XElement element = new XElement("Structure"); element.Add(new XAttribute("name", prefab.Name), new XAttribute("ID", ID), new XAttribute("rect", (int)(rect.X - Submarine.HiddenSubPosition.X) + "," + (int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," + rect.Width + "," + rect.Height)); for (int i = 0; i < sections.Count(); i++) { if (sections[i].damage == 0.0f) continue; var sectionElement = new XElement("section", new XAttribute("i", i), new XAttribute("damage", sections[i].damage)); if (sections[i].gap!=null) { sectionElement.Add(new XAttribute("gap", sections[i].gap.ID)); } element.Add(sectionElement); } doc.Root.Add(element); return element; } public static void Load(XElement element, Submarine submarine) { string rectString = ToolBox.GetAttributeString(element, "rect", "0,0,0,0"); string[] rectValues = rectString.Split(','); Rectangle rect = new Rectangle( int.Parse(rectValues[0]), int.Parse(rectValues[1]), int.Parse(rectValues[2]), int.Parse(rectValues[3])); string name = element.Attribute("name").Value; Structure s = null; foreach (MapEntityPrefab ep in MapEntityPrefab.list) { if (ep.Name == name) { s = new Structure(rect, (StructurePrefab)ep, submarine); s.Submarine = submarine; s.ID = (ushort)int.Parse(element.Attribute("ID").Value); break; } } if (s == null) { DebugConsole.ThrowError("Structure prefab " + name + " not found."); return; } foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString()) { case "section": int index = ToolBox.GetAttributeInt(subElement, "i", -1); if (index == -1) continue; s.sections[index].damage = ToolBox.GetAttributeFloat(subElement, "damage", 0.0f); s.sections[index].GapIndex = ToolBox.GetAttributeInt(subElement, "gap", -1); break; } } } public override void OnMapLoaded() { foreach (WallSection s in sections) { if (s.GapIndex == -1) continue; s.gap = FindEntityByID((ushort)s.GapIndex) as Gap; } } public override bool FillNetworkData(NetworkEventType type, NetBuffer message, object data) { //var updateSections = Array.FindAll(sections, s => s != null && Math.Abs(s.damage - s.lastSentDamage) > 0.01f); //if (updateSections.Length == 0) return false; //Debug.Assert(updateSections.Length<255); // message.Write((byte)updateSections.Length); for (int i = 0; i < sections.Length; i++) { //if (Math.Abs(sections[i].damage - sections[i].lastSentDamage) < 0.01f) continue; //message.Write((byte)i); message.WriteRangedSingle(sections[i].damage / Health, 0.0f, 1.0f, 8); sections[i].lastSentDamage = sections[i].damage; } return true; } public override void ReadNetworkData(NetworkEventType type, NetIncomingMessage message, float sendingTime, out object data) { data = null; if (sendingTime < lastUpdate) return; // int sectionCount = message.ReadByte(); for (int i = 0; i= sections.Length) continue; SetDamage(i, damage); } lastUpdate = sendingTime; } } }