Files
2025-03-12 12:56:27 +00:00

229 lines
10 KiB
C#

using Microsoft.Xna.Framework;
using System;
namespace Barotrauma.Networking
{
partial class OrderChatMessage : ChatMessage
{
public readonly Order Order;
//who was this order given to
public readonly Character TargetCharacter;
//which entity is this order referring to (hull, reactor, railgun controller, etc)
public ISpatialEntity TargetEntity => Order.TargetSpatialEntity;
//additional instructions (power up, fire at will, etc)
public Identifier OrderOption => Order.Option;
public int OrderPriority => Order.ManualPriority;
/// <summary>
/// Used when the order targets a wall
/// </summary>
public int? WallSectionIndex => Order.WallSectionIndex;
public bool IsNewOrder { get; }
/// <summary>
/// Same as calling <see cref="OrderChatMessage.OrderChatMessage(Order, string, int, string, ISpatialEntity, Character, Character)"/>,
/// but the text parameter is set using <see cref="Order.GetChatMessage(string, string, bool, string)"/>
/// </summary>
public OrderChatMessage(Order order, Character targetCharacter, Character sender, bool isNewOrder = true)
: this(order,
order?.GetChatMessage(targetCharacter?.DisplayName,
(order.TargetEntity as Hull ?? sender?.CurrentHull)?.DisplayName?.Value,
givingOrderToSelf: targetCharacter == sender, orderOption: order.Option, isNewOrder: isNewOrder),
targetCharacter, sender, isNewOrder)
{
}
public OrderChatMessage(Order order, string text, Character targetCharacter, Entity sender, bool isNewOrder = true)
: base(NameFromEntityOrNull(sender), text, ChatMessageType.Order, sender, GameMain.NetworkMember.ConnectedClients.Find(c => c.Character == sender))
{
Order = order;
TargetCharacter = targetCharacter;
IsNewOrder = isNewOrder;
}
public static string NameFromEntityOrNull(Entity entity)
=> entity switch
{
null => null,
Character character => character.DisplayName,
Item it => it.Name,
_ => throw new ArgumentException("Entity is not a character or item", nameof(entity))
};
public static void WriteOrder(IWriteMessage msg, Order order, Entity targetCharacter, bool isNewOrder)
{
msg.WriteIdentifier(order.Prefab.Identifier);
msg.WriteUInt16(targetCharacter == null ? (UInt16)0 : targetCharacter.ID);
msg.WriteUInt16(order.TargetSpatialEntity is Entity ? (order.TargetEntity as Entity).ID : (UInt16)0);
// The option of a Dismiss order is written differently so we know what order we target
// now that the game supports multiple current orders simultaneously
if (!order.IsDismissal)
{
msg.WriteByte((byte)order.Options.IndexOf(order.Option));
}
else
{
if (order.Option != Identifier.Empty)
{
msg.WriteBoolean(true);
string[] dismissedOrder = order.Option.Value.Split('.');
msg.WriteByte((byte)dismissedOrder.Length);
if (dismissedOrder.Length > 0)
{
Identifier dismissedOrderIdentifier = dismissedOrder[0].ToIdentifier();
var orderPrefab = OrderPrefab.Prefabs[dismissedOrderIdentifier];
msg.WriteIdentifier(dismissedOrderIdentifier);
if (dismissedOrder.Length > 1)
{
Identifier dismissedOrderOption = dismissedOrder[1].ToIdentifier();
msg.WriteByte((byte)orderPrefab.Options.IndexOf(dismissedOrderOption));
}
}
}
else
{
// If the order option is not specified for a Dismiss order,
// we dismiss all current orders for the character
msg.WriteBoolean(false);
}
}
msg.WriteByte((byte)order.ManualPriority);
msg.WriteByte((byte)order.TargetType);
if (order.TargetType == Order.OrderTargetType.Position && order.TargetSpatialEntity is OrderTarget orderTarget)
{
msg.WriteBoolean(true);
msg.WriteSingle(orderTarget.Position.X);
msg.WriteSingle(orderTarget.Position.Y);
msg.WriteUInt16(orderTarget.Hull == null ? (UInt16)0 : orderTarget.Hull.ID);
}
else
{
msg.WriteBoolean(false);
if (order.TargetType == Order.OrderTargetType.WallSection)
{
msg.WriteByte((byte)(order.WallSectionIndex ?? 0));
}
}
msg.WriteBoolean(isNewOrder);
}
private void WriteOrder(IWriteMessage msg)
{
WriteOrder(msg, Order, TargetCharacter, IsNewOrder);
}
public readonly struct OrderMessageInfo
{
public Identifier OrderIdentifier { get; }
public OrderPrefab OrderPrefab => OrderPrefab.Prefabs[OrderIdentifier];
public Identifier OrderOption { get; }
public int? OrderOptionIndex { get; }
public Character TargetCharacter { get; }
public Order.OrderTargetType TargetType { get; }
public Entity TargetEntity { get; }
public OrderTarget TargetPosition { get; }
public int? WallSectionIndex { get; }
public int Priority { get; }
public bool IsNewOrder { get; }
public OrderMessageInfo(Identifier orderIdentifier, Identifier orderOption, int? orderOptionIndex, Character targetCharacter,
Order.OrderTargetType targetType, Entity targetEntity, OrderTarget targetPosition, int? wallSectionIndex, int orderPriority, bool isNewOrder)
{
OrderIdentifier = orderIdentifier;
OrderOption = orderOption;
OrderOptionIndex = orderOptionIndex;
TargetCharacter = targetCharacter;
TargetType = targetType;
TargetEntity = targetEntity;
TargetPosition = targetPosition;
WallSectionIndex = wallSectionIndex;
Priority = orderPriority;
IsNewOrder = isNewOrder;
}
}
public static OrderMessageInfo ReadOrder(IReadMessage msg)
{
Identifier orderIdentifier = msg.ReadIdentifier();
ushort targetCharacterId = msg.ReadUInt16();
Character targetCharacter = targetCharacterId != Entity.NullEntityID ? Entity.FindEntityByID(targetCharacterId) as Character : null;
ushort targetEntityId = msg.ReadUInt16();
Entity targetEntity = targetEntityId != Entity.NullEntityID ? Entity.FindEntityByID(targetEntityId) : null;
int? optionIndex = null;
Identifier orderOption = Identifier.Empty;
// The option of a Dismiss order is written differently so we know what order we target
// now that the game supports multiple current orders simultaneously
if (orderIdentifier != Identifier.Empty)
{
var orderPrefab = OrderPrefab.Prefabs[orderIdentifier];
if (!orderPrefab.IsDismissal)
{
optionIndex = msg.ReadByte();
}
// Does the dismiss order have a specified target?
else if (msg.ReadBoolean())
{
int identifierCount = msg.ReadByte();
if (identifierCount > 0)
{
Identifier dismissedOrderIdentifier = msg.ReadIdentifier();
OrderPrefab dismissedOrderPrefab = null;
if (dismissedOrderIdentifier != Identifier.Empty)
{
dismissedOrderPrefab = OrderPrefab.Prefabs[dismissedOrderIdentifier];
orderOption = dismissedOrderPrefab.Identifier;
}
if (identifierCount > 1)
{
int dismissedOrderOptionIndex = msg.ReadByte();
if (dismissedOrderPrefab != null)
{
var options = dismissedOrderPrefab.Options;
if (options != null && dismissedOrderOptionIndex >= 0 && dismissedOrderOptionIndex < options.Length)
{
orderOption = $"{orderOption.Value}.{options[dismissedOrderOptionIndex]}".ToIdentifier();
}
}
}
}
}
}
else
{
optionIndex = msg.ReadByte();
}
int orderPriority = msg.ReadByte();
OrderTarget orderTargetPosition = null;
Order.OrderTargetType orderTargetType = (Order.OrderTargetType)msg.ReadByte();
int? wallSectionIndex = null;
if (msg.ReadBoolean())
{
float x = msg.ReadSingle();
float y = msg.ReadSingle();
ushort hullId = msg.ReadUInt16();
var hull = hullId != Entity.NullEntityID ? Entity.FindEntityByID(hullId) as Hull : null;
orderTargetPosition = new OrderTarget(new Vector2(x, y), hull, creatingFromExistingData: true);
}
else if (orderTargetType == Order.OrderTargetType.WallSection)
{
wallSectionIndex = msg.ReadByte();
}
bool isNewOrder = msg.ReadBoolean();
return new OrderMessageInfo(orderIdentifier, orderOption, optionIndex, targetCharacter,
orderTargetType, targetEntity, orderTargetPosition, wallSectionIndex, orderPriority, isNewOrder);
}
}
}