205 lines
8.4 KiB
C#
205 lines
8.4 KiB
C#
using Barotrauma.Items.Components;
|
|
using Microsoft.Xna.Framework;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
class DelayedListElement
|
|
{
|
|
public readonly DelayedEffect Parent;
|
|
public readonly Entity Entity;
|
|
public Vector2? WorldPosition;
|
|
/// <summary>
|
|
/// Should the delayed effect attempt to determine the position of the effect based on the targets, or just use the position that was passed to the constructor.
|
|
/// </summary>
|
|
public bool GetPositionBasedOnTargets;
|
|
public readonly Vector2? StartPosition;
|
|
public readonly List<ISerializableEntity> Targets;
|
|
public float Delay;
|
|
|
|
public DelayedListElement(DelayedEffect parentEffect, Entity parentEntity, IEnumerable<ISerializableEntity> targets, float delay, Vector2? worldPosition, Vector2? startPosition)
|
|
{
|
|
Parent = parentEffect;
|
|
Entity = parentEntity;
|
|
Targets = new List<ISerializableEntity>(targets);
|
|
Delay = delay;
|
|
WorldPosition = worldPosition;
|
|
StartPosition = startPosition;
|
|
}
|
|
}
|
|
class DelayedEffect : StatusEffect
|
|
{
|
|
public static readonly List<DelayedListElement> DelayList = new List<DelayedListElement>();
|
|
|
|
private enum DelayTypes
|
|
{
|
|
Timer = 0,
|
|
[Obsolete("The delay type is unsupported.")]
|
|
ReachCursor = 1
|
|
}
|
|
|
|
private readonly DelayTypes delayType;
|
|
private readonly float delay;
|
|
|
|
public DelayedEffect(ContentXElement element, string parentDebugName)
|
|
: base(element, parentDebugName)
|
|
{
|
|
delayType = element.GetAttributeEnum("delaytype", DelayTypes.Timer);
|
|
if (delayType == DelayTypes.ReachCursor)
|
|
{
|
|
DebugConsole.AddWarning($"Potential error in {parentDebugName}: the delay type {DelayTypes.ReachCursor} is not supported.", contentPackage: element.ContentPackage);
|
|
}
|
|
if (delayType is DelayTypes.Timer)
|
|
{
|
|
delay = element.GetAttributeFloat("delay", 1.0f);
|
|
}
|
|
}
|
|
|
|
public override void Apply(ActionType type, float deltaTime, Entity entity, ISerializableEntity target, Vector2? worldPosition = null)
|
|
{
|
|
if (this.type != type || !HasRequiredItems(entity)) { return; }
|
|
if (!Stackable)
|
|
{
|
|
foreach (var existingEffect in DelayList)
|
|
{
|
|
if (existingEffect.Parent == this && existingEffect.Targets.FirstOrDefault() == target)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
if (!IsValidTarget(target)) { return; }
|
|
|
|
currentTargets.Clear();
|
|
currentTargets.Add(target);
|
|
if (!HasRequiredConditions(currentTargets)) { return; }
|
|
|
|
switch (delayType)
|
|
{
|
|
case DelayTypes.Timer:
|
|
var newDelayListElement = new DelayedListElement(this, entity, currentTargets, delay, worldPosition ?? GetPosition(entity, currentTargets, worldPosition), startPosition: null)
|
|
{
|
|
GetPositionBasedOnTargets = worldPosition == null
|
|
};
|
|
DelayList.Add(newDelayListElement);
|
|
break;
|
|
case DelayTypes.ReachCursor:
|
|
Projectile projectile = (entity as Item)?.GetComponent<Projectile>();
|
|
if (projectile == null)
|
|
{
|
|
DebugConsole.LogError("Non-projectile using a delaytype of reachcursor");
|
|
return;
|
|
}
|
|
|
|
var user =
|
|
projectile.User ??
|
|
projectile.Attacker ??
|
|
projectile.Launcher?.GetRootInventoryOwner() as Character;
|
|
if (user == null)
|
|
{
|
|
#if DEBUG
|
|
DebugConsole.LogError($"Projectile \"{projectile.Item.Prefab.Identifier}\" missing user");
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
DelayList.Add(new DelayedListElement(this, entity, currentTargets, Vector2.Distance(entity.WorldPosition, projectile.User.CursorWorldPosition), worldPosition, entity.WorldPosition));
|
|
break;
|
|
}
|
|
}
|
|
|
|
public override void Apply(ActionType type, float deltaTime, Entity entity, IReadOnlyList<ISerializableEntity> targets, Vector2? worldPosition = null)
|
|
{
|
|
if (this.type != type) { return; }
|
|
if (Disabled) { return; }
|
|
if (ShouldWaitForInterval(entity, deltaTime)) { return; }
|
|
if (!HasRequiredItems(entity)) { return; }
|
|
if (delayType == DelayTypes.ReachCursor && Character.Controlled == null) { return; }
|
|
if (!Stackable)
|
|
{
|
|
foreach (var existingEffect in DelayList)
|
|
{
|
|
if (existingEffect.Parent == this && existingEffect.Targets.SequenceEqual(targets)) { return; }
|
|
}
|
|
}
|
|
|
|
currentTargets.Clear();
|
|
foreach (ISerializableEntity target in targets)
|
|
{
|
|
if (!IsValidTarget(target)) { continue; }
|
|
currentTargets.Add(target);
|
|
}
|
|
|
|
if (!HasRequiredConditions(currentTargets)) { return; }
|
|
|
|
switch (delayType)
|
|
{
|
|
case DelayTypes.Timer:
|
|
DelayList.Add(new DelayedListElement(this, entity, currentTargets, delay, worldPosition, null));
|
|
break;
|
|
case DelayTypes.ReachCursor:
|
|
Projectile projectile = (entity as Item)?.GetComponent<Projectile>();
|
|
if (projectile == null)
|
|
{
|
|
#if DEBUG
|
|
DebugConsole.LogError("Non-projectile using a delaytype of reachcursor");
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
var user =
|
|
projectile.User ??
|
|
projectile.Attacker ??
|
|
projectile.Launcher?.GetRootInventoryOwner() as Character;
|
|
if (user == null)
|
|
{
|
|
#if DEBUG
|
|
DebugConsole.LogError($"Projectile \"{projectile.Item.Prefab.Identifier}\" missing user");
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
DelayList.Add(new DelayedListElement(this, entity, currentTargets, Vector2.Distance(entity.WorldPosition, user.CursorWorldPosition), worldPosition, entity.WorldPosition));
|
|
break;
|
|
}
|
|
}
|
|
|
|
public static void Update(float deltaTime)
|
|
{
|
|
for (int i = DelayList.Count - 1; i >= 0; i--)
|
|
{
|
|
DelayedListElement element = DelayList[i];
|
|
if (element.Parent.CheckConditionalAlways && !element.Parent.HasRequiredConditions(element.Targets))
|
|
{
|
|
DelayList.Remove(element);
|
|
continue;
|
|
}
|
|
|
|
switch (element.Parent.delayType)
|
|
{
|
|
case DelayTypes.Timer:
|
|
element.Delay -= deltaTime;
|
|
if (element.Delay > 0.0f)
|
|
{
|
|
//if the delayed effect is supposed to get the position from the targets,
|
|
//keep refreshing the position until the effect runs (so e.g. a delayed effect runs at the last known position of a monster before it despawned)
|
|
if (element.GetPositionBasedOnTargets && element.Entity is { Removed: false })
|
|
{
|
|
element.WorldPosition = element.Parent.GetPosition(element.Entity, element.Parent.currentTargets);
|
|
}
|
|
continue;
|
|
}
|
|
break;
|
|
case DelayTypes.ReachCursor:
|
|
if (Vector2.Distance(element.Entity.WorldPosition, element.StartPosition.Value) < element.Delay) { continue; }
|
|
break;
|
|
}
|
|
|
|
element.Parent.Apply(deltaTime, element.Entity, element.Targets, element.WorldPosition);
|
|
DelayList.Remove(element);
|
|
}
|
|
}
|
|
}
|
|
} |