766 lines
28 KiB
C#
766 lines
28 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Xml.Linq;
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#if CLIENT
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using Barotrauma.Sounds;
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#endif
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namespace Barotrauma.Items.Components
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{
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interface IDrawableComponent
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{
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#if CLIENT
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/// <summary>
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/// The extents of the sprites or other graphics this component needs to draw. Used to determine which items are visible on the screen.
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/// </summary>
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Vector2 DrawSize { get; }
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void Draw(SpriteBatch spriteBatch, bool editing);
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#endif
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}
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/// <summary>
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/// The base class for components holding the different functionalities of the item
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/// </summary>
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partial class ItemComponent : ISerializableEntity
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{
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protected Item item;
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protected string name;
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private bool isActive;
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protected bool characterUsable;
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protected bool canBePicked;
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protected bool canBeSelected;
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protected bool canBeCombined;
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protected bool removeOnCombined;
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public bool WasUsed;
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public readonly Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
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public Dictionary<RelatedItem.RelationType, List<RelatedItem>> requiredItems;
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public List<Skill> requiredSkills;
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public ItemComponent Parent;
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protected const float CorrectionDelay = 1.0f;
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protected CoroutineHandle delayedCorrectionCoroutine;
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protected float correctionTimer;
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private string msg;
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[Editable, Serialize(0.0f, false)]
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public float PickingTime
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{
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get;
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set;
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}
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public readonly Dictionary<string, SerializableProperty> properties;
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public Dictionary<string, SerializableProperty> SerializableProperties
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{
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get { return properties; }
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}
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public virtual bool IsActive
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{
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get { return isActive; }
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set
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{
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#if CLIENT
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if (!value && isActive)
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{
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StopSounds(ActionType.OnActive);
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}
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#endif
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if (AITarget != null) AITarget.Enabled = value;
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isActive = value;
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}
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}
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private bool drawable = true;
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public bool Drawable
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{
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get { return drawable; }
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set
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{
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if (value == drawable) return;
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if (!(this is IDrawableComponent))
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{
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DebugConsole.ThrowError("Couldn't make \"" + this + "\" drawable (the component doesn't implement the IDrawableComponent interface)");
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return;
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}
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drawable = value;
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if (drawable)
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{
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item.EnableDrawableComponent((IDrawableComponent)this);
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}
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else
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{
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item.DisableDrawableComponent((IDrawableComponent)this);
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}
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}
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}
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[Editable, Serialize(false, false)] //Editable for doors to do their magic
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public bool CanBePicked
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{
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get { return canBePicked; }
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set { canBePicked = value; }
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}
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[Serialize(false, false)]
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public bool DrawHudWhenEquipped
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{
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get;
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private set;
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}
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[Serialize(false, false)]
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public bool CanBeSelected
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{
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get { return canBeSelected; }
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set { canBeSelected = value; }
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}
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//Transfer conditions between same prefab items
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[Serialize(false, false)]
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public bool CanBeCombined
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{
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get { return canBeCombined; }
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set { canBeCombined = value; }
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}
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//Remove item if combination results in 0 condition
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[Serialize(false, false)]
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public bool RemoveOnCombined
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{
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get { return removeOnCombined; }
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set { removeOnCombined = value; }
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}
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//Can the "Use" action be triggered by characters or just other items/statuseffects
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[Serialize(false, false)]
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public bool CharacterUsable
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{
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get { return characterUsable; }
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set { characterUsable = value; }
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}
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//Remove item if combination results in 0 condition
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[Serialize(true, false), Editable(ToolTip = "Can the properties of the component be edited in-game (only applicable if the component has in-game editable properties).")]
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public bool AllowInGameEditing
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{
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get;
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set;
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}
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public InputType PickKey
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{
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get;
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protected set;
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}
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public InputType SelectKey
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{
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get;
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protected set;
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}
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[Serialize(false, false)]
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public bool DeleteOnUse
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{
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get;
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set;
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}
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public Item Item
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{
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get { return item; }
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}
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public string Name
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{
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get { return name; }
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}
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[Editable, Serialize("", false)]
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public string Msg
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{
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get { return msg; }
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set { msg = value; }
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}
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public AITarget AITarget
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{
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get;
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private set;
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}
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public ItemComponent(Item item, XElement element)
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{
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this.item = item;
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name = element.Name.ToString();
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properties = SerializableProperty.GetProperties(this);
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requiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>();
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requiredSkills = new List<Skill>();
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#if CLIENT
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sounds = new Dictionary<ActionType, List<ItemSound>>();
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#endif
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SelectKey = InputType.Select;
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try
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{
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string selectKeyStr = element.GetAttributeString("selectkey", "Select");
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selectKeyStr = ToolBox.ConvertInputType(selectKeyStr);
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SelectKey = (InputType)Enum.Parse(typeof(InputType), selectKeyStr, true);
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Invalid select key in " + element + "!", e);
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}
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PickKey = InputType.Select;
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try
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{
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string pickKeyStr = element.GetAttributeString("pickkey", "Select");
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pickKeyStr = ToolBox.ConvertInputType(pickKeyStr);
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PickKey = (InputType)Enum.Parse(typeof(InputType),pickKeyStr, true);
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Invalid pick key in " + element + "!", e);
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}
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properties = SerializableProperty.DeserializeProperties(this, element);
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#if CLIENT
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string msg = TextManager.Get(Msg, true);
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if (msg != null)
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{
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foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
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{
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msg = msg.Replace("[" + inputType.ToString().ToLowerInvariant() + "]", GameMain.Config.KeyBind(inputType).ToString());
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}
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Msg = msg;
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}
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#endif
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "requireditem":
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case "requireditems":
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RelatedItem ri = RelatedItem.Load(subElement, item.Name);
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if (ri != null)
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{
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if (!requiredItems.ContainsKey(ri.Type))
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{
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requiredItems.Add(ri.Type, new List<RelatedItem>());
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}
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requiredItems[ri.Type].Add(ri);
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}
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else
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{
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DebugConsole.ThrowError("Error in item config \"" + item.ConfigFile + "\" - component " + GetType().ToString() + " requires an item with no identifiers.");
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}
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break;
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case "requiredskill":
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case "requiredskills":
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if (subElement.Attribute("name") != null)
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{
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DebugConsole.ThrowError("Error in item config \"" + item.ConfigFile + "\" - skill requirement in component " + GetType().ToString() + " should use a skill identifier instead of the name of the skill.");
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continue;
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}
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string skillIdentifier = subElement.GetAttributeString("identifier", "");
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requiredSkills.Add(new Skill(skillIdentifier, subElement.GetAttributeInt("level", 0)));
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break;
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case "statuseffect":
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var statusEffect = StatusEffect.Load(subElement, item.Name);
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if (statusEffectLists == null) statusEffectLists = new Dictionary<ActionType, List<StatusEffect>>();
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List<StatusEffect> effectList;
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if (!statusEffectLists.TryGetValue(statusEffect.type, out effectList))
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{
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effectList = new List<StatusEffect>();
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statusEffectLists.Add(statusEffect.type, effectList);
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}
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effectList.Add(statusEffect);
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break;
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case "aitarget":
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AITarget = new AITarget(item, subElement)
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{
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Enabled = isActive
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};
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break;
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default:
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if (LoadElemProjSpecific(subElement)) break;
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ItemComponent ic = Load(subElement, item, item.ConfigFile, false);
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if (ic == null) break;
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ic.Parent = this;
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item.AddComponent(ic);
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break;
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}
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}
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}
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public virtual void Move(Vector2 amount) { }
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/// <summary>a Character has picked the item</summary>
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public virtual bool Pick(Character picker)
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{
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return false;
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}
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public virtual bool Select(Character character)
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{
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return CanBeSelected;
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}
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/// <summary>a Character has dropped the item</summary>
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public virtual void Drop(Character dropper) { }
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/// <returns>true if the operation was completed</returns>
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public virtual bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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return false;
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}
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//called when isActive is true and condition > 0.0f
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public virtual void Update(float deltaTime, Camera cam) { }
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//called when isActive is true and condition == 0.0f
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public virtual void UpdateBroken(float deltaTime, Camera cam)
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{
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#if CLIENT
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StopSounds(ActionType.OnActive);
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#endif
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}
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//called when the item is equipped and left mouse button is pressed
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//returns true if the item was used succesfully (not out of ammo, reloading, etc)
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public virtual bool Use(float deltaTime, Character character = null)
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{
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return characterUsable || character == null;
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}
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//called when the item is equipped and right mouse button is pressed
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public virtual bool SecondaryUse(float deltaTime, Character character = null)
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{
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return false;
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}
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//called when the item is placed in a "limbslot"
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public virtual void Equip(Character character) { }
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//called then the item is dropped or dragged out of a "limbslot"
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public virtual void Unequip(Character character) { }
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public virtual void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
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{
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switch (connection.Name)
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{
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case "activate":
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case "use":
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case "trigger_in":
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item.Use(1.0f);
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break;
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case "toggle":
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IsActive = !isActive;
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break;
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case "set_active":
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case "set_state":
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IsActive = signal != "0";
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break;
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}
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}
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public virtual bool Combine(Item item)
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{
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if (canBeCombined && this.item.Prefab == item.Prefab && item.Condition > 0.0f && this.item.Condition > 0.0f)
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{
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float transferAmount = 0.0f;
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if (this.Item.Condition <= item.Condition)
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transferAmount = Math.Min(item.Condition, this.item.Prefab.Health - this.item.Condition);
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else
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transferAmount = -Math.Min(this.item.Condition, item.Prefab.Health - item.Condition);
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if (transferAmount == 0.0f)
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return false;
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this.Item.Condition += transferAmount;
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item.Condition -= transferAmount;
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if (removeOnCombined)
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{
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if (item.Condition <= 0.0f)
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{
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if (item.ParentInventory != null)
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{
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Character owner = (Character)item.ParentInventory.Owner;
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if (owner != null && owner.HasSelectedItem(item)) item.Unequip(owner);
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item.ParentInventory.RemoveItem(item);
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}
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Entity.Spawner.AddToRemoveQueue(item);
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}
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if (this.Item.Condition <= 0.0f)
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{
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if (this.Item.ParentInventory != null)
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{
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Character owner = (Character)this.Item.ParentInventory.Owner;
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if (owner != null && owner.HasSelectedItem(this.Item)) this.Item.Unequip(owner);
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this.Item.ParentInventory.RemoveItem(this.Item);
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}
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Entity.Spawner.AddToRemoveQueue(this.Item);
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}
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}
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return true;
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}
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return false;
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}
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public void Remove()
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{
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#if CLIENT
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if (loopingSoundChannel != null)
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{
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loopingSoundChannel.Dispose();
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loopingSoundChannel = null;
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}
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if (GuiFrame != null) GUI.RemoveFromUpdateList(GuiFrame, true);
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#endif
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if (delayedCorrectionCoroutine != null)
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{
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CoroutineManager.StopCoroutines(delayedCorrectionCoroutine);
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delayedCorrectionCoroutine = null;
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}
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if (AITarget != null)
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{
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AITarget.Remove();
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AITarget = null;
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}
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RemoveComponentSpecific();
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}
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/// <summary>
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/// Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc)
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/// but don't reset anything that's required for cloning the item
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/// </summary>
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public void ShallowRemove()
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{
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#if CLIENT
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if (loopingSoundChannel != null)
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{
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loopingSoundChannel.Dispose();
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loopingSoundChannel = null;
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}
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#endif
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if (AITarget != null)
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{
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AITarget.Remove();
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AITarget = null;
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}
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ShallowRemoveComponentSpecific();
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}
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protected virtual void ShallowRemoveComponentSpecific()
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{
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RemoveComponentSpecific();
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}
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protected virtual void RemoveComponentSpecific()
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{ }
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public bool HasRequiredSkills(Character character)
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{
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return HasRequiredSkills(character, out Skill temp);
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}
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public bool HasRequiredSkills(Character character, out Skill insufficientSkill)
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{
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foreach (Skill skill in requiredSkills)
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{
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float characterLevel = character.GetSkillLevel(skill.Identifier);
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if (characterLevel < skill.Level)
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{
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insufficientSkill = skill;
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return false;
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}
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}
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insufficientSkill = null;
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return true;
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}
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/// <summary>
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/// Returns 0.0f-1.0f based on how well the Character can use the itemcomponent
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/// </summary>
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/// <returns>0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less</returns>
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public float DegreeOfSuccess(Character character)
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{
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return DegreeOfSuccess(character, requiredSkills);
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}
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/// <summary>
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/// Returns 0.0f-1.0f based on how well the Character can use the itemcomponent
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/// </summary>
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/// <returns>0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less</returns>
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public float DegreeOfSuccess(Character character, List<Skill> requiredSkills)
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{
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if (requiredSkills.Count == 0) return 1.0f;
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if (character == null)
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{
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string errorMsg = "ItemComponent.DegreeOfSuccess failed (character was null).\n" + Environment.StackTrace;
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("ItemComponent.DegreeOfSuccess:CharacterNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return 0.0f;
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}
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float average = skillSuccessSum / requiredSkills.Count;
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float skillSuccessSum = 0.0f;
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for (int i = 0; i < requiredSkills.Count; i++)
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{
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float characterLevel = character.GetSkillLevel(requiredSkills[i].Identifier);
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skillSuccessSum += (characterLevel - requiredSkills[i].Level);
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}
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float average = skillSuccessSum / requiredSkills.Count;
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return ((average + 100.0f) / 2.0f) / 100.0f;
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}
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public virtual void FlipX(bool relativeToSub) { }
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public virtual void FlipY(bool relativeToSub) { }
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public bool HasRequiredContainedItems(bool addMessage)
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{
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if (!requiredItems.ContainsKey(RelatedItem.RelationType.Contained)) return true;
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if (item.OwnInventory == null) return false;
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foreach (RelatedItem ri in requiredItems[RelatedItem.RelationType.Contained])
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{
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if (!item.OwnInventory.Items.Any(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)))
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{
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#if CLIENT
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if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
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#endif
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return false;
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}
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}
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return true;
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}
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|
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public virtual bool HasRequiredItems(Character character, bool addMessage)
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{
|
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if (!requiredItems.Any()) return true;
|
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if (character.Inventory == null) return false;
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|
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if (requiredItems.ContainsKey(RelatedItem.RelationType.Equipped))
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{
|
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foreach (RelatedItem ri in requiredItems[RelatedItem.RelationType.Equipped])
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{
|
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if (character.SelectedItems.FirstOrDefault(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)) == null)
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{
|
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#if CLIENT
|
|
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
|
|
#endif
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
if (requiredItems.ContainsKey(RelatedItem.RelationType.Picked))
|
|
{
|
|
foreach (RelatedItem ri in requiredItems[RelatedItem.RelationType.Picked])
|
|
{
|
|
if (character.Inventory.Items.FirstOrDefault(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)) == null)
|
|
{
|
|
#if CLIENT
|
|
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
|
|
#endif
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public void ApplyStatusEffects(ActionType type, float deltaTime, Character character = null, Limb targetLimb = null, Character user = null)
|
|
{
|
|
if (statusEffectLists == null) return;
|
|
|
|
if (!statusEffectLists.TryGetValue(type, out List<StatusEffect> statusEffects)) return;
|
|
|
|
bool broken = item.Condition <= 0.0f;
|
|
foreach (StatusEffect effect in statusEffects)
|
|
{
|
|
if (broken && effect.type != ActionType.OnBroken) { continue; }
|
|
if (user != null) { effect.SetUser(user); }
|
|
item.ApplyStatusEffect(effect, type, deltaTime, character, targetLimb, false, false);
|
|
}
|
|
}
|
|
|
|
public virtual void Load(XElement componentElement)
|
|
{
|
|
if (componentElement == null) return;
|
|
|
|
foreach (XAttribute attribute in componentElement.Attributes())
|
|
{
|
|
if (!properties.TryGetValue(attribute.Name.ToString().ToLowerInvariant(), out SerializableProperty property)) continue;
|
|
property.TrySetValue(this, attribute.Value);
|
|
}
|
|
#if CLIENT
|
|
string msg = TextManager.Get(Msg, true);
|
|
if (msg != null)
|
|
{
|
|
foreach (InputType inputType in Enum.GetValues(typeof(InputType)))
|
|
{
|
|
msg = msg.Replace("[" + inputType.ToString().ToLowerInvariant() + "]", GameMain.Config.KeyBind(inputType).ToString());
|
|
}
|
|
Msg = msg;
|
|
}
|
|
#endif
|
|
var prevRequiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>(requiredItems);
|
|
bool overrideRequiredItems = false;
|
|
|
|
foreach (XElement subElement in componentElement.Elements())
|
|
{
|
|
switch (subElement.Name.ToString().ToLowerInvariant())
|
|
{
|
|
case "requireditem":
|
|
if (!overrideRequiredItems) requiredItems.Clear();
|
|
overrideRequiredItems = true;
|
|
|
|
RelatedItem newRequiredItem = RelatedItem.Load(subElement, item.Name);
|
|
if (newRequiredItem == null) continue;
|
|
|
|
var prevRequiredItem = prevRequiredItems.ContainsKey(newRequiredItem.Type) ?
|
|
prevRequiredItems[newRequiredItem.Type].Find(ri => ri.JoinedIdentifiers == newRequiredItem.JoinedIdentifiers) : null;
|
|
if (prevRequiredItem != null)
|
|
{
|
|
newRequiredItem.statusEffects = prevRequiredItem.statusEffects;
|
|
newRequiredItem.Msg = prevRequiredItem.Msg;
|
|
}
|
|
|
|
if (!requiredItems.ContainsKey(newRequiredItem.Type))
|
|
{
|
|
requiredItems[newRequiredItem.Type] = new List<RelatedItem>();
|
|
}
|
|
requiredItems[newRequiredItem.Type].Add(newRequiredItem);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when all items have been loaded. Use to initialize connections between items.
|
|
/// </summary>
|
|
public virtual void OnMapLoaded() { }
|
|
|
|
/// <summary>
|
|
/// Called when all the components of the item have been loaded. Use to initialize connections between components and such.
|
|
/// </summary>
|
|
public virtual void OnItemLoaded() { }
|
|
|
|
// TODO: Consider using generics, interfaces, or inheritance instead of reflection -> would be easier to debug when something changes/goes wrong.
|
|
// For example, currently we can edit the constructors but they will fail in runtime because the parameters are not changed here.
|
|
// It's also painful to find where the constructors are used, because the references exist only at runtime.
|
|
public static ItemComponent Load(XElement element, Item item, string file, bool errorMessages = true)
|
|
{
|
|
Type t;
|
|
string type = element.Name.ToString().ToLowerInvariant();
|
|
try
|
|
{
|
|
// Get the type of a specified class.
|
|
t = Type.GetType("Barotrauma.Items.Components." + type + "", false, true);
|
|
if (t == null)
|
|
{
|
|
if (errorMessages) DebugConsole.ThrowError("Could not find the component \"" + type + "\" (" + file + ")");
|
|
return null;
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
if (errorMessages) DebugConsole.ThrowError("Could not find the component \"" + type + "\" (" + file + ")", e);
|
|
return null;
|
|
}
|
|
|
|
ConstructorInfo constructor;
|
|
try
|
|
{
|
|
if (t != typeof(ItemComponent) && !t.IsSubclassOf(typeof(ItemComponent))) return null;
|
|
constructor = t.GetConstructor(new Type[] { typeof(Item), typeof(XElement) });
|
|
if (constructor == null)
|
|
{
|
|
DebugConsole.ThrowError("Could not find the constructor of the component \"" + type + "\" (" + file + ")");
|
|
return null;
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
DebugConsole.ThrowError("Could not find the constructor of the component \"" + type + "\" (" + file + ")", e);
|
|
return null;
|
|
}
|
|
ItemComponent ic = null;
|
|
try
|
|
{
|
|
object[] lobject = new object[] { item, element };
|
|
object component = constructor.Invoke(lobject);
|
|
ic = (ItemComponent)component;
|
|
ic.name = element.Name.ToString();
|
|
}
|
|
catch (TargetInvocationException e)
|
|
{
|
|
DebugConsole.ThrowError("Error while loading entity of the type " + t + ".", e.InnerException);
|
|
GameAnalyticsManager.AddErrorEventOnce("ItemComponent.Load:TargetInvocationException" + item.Name + element.Name,
|
|
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
|
"Error while loading entity of the type " + t + " (" + e.InnerException + ")\n" + Environment.StackTrace);
|
|
}
|
|
|
|
return ic;
|
|
}
|
|
|
|
public virtual XElement Save(XElement parentElement)
|
|
{
|
|
XElement componentElement = new XElement(name);
|
|
|
|
foreach (var kvp in requiredItems)
|
|
{
|
|
foreach (RelatedItem ri in kvp.Value)
|
|
{
|
|
XElement newElement = new XElement("requireditem");
|
|
ri.Save(newElement);
|
|
componentElement.Add(newElement);
|
|
}
|
|
}
|
|
|
|
|
|
SerializableProperty.SerializeProperties(this, componentElement);
|
|
|
|
parentElement.Add(componentElement);
|
|
return componentElement;
|
|
}
|
|
}
|
|
}
|