Files
LuaCsForBarotraumaEP/BarotraumaShared/Source/Items/Components/Machines/Fabricator.cs
T
Juan Pablo Arce 8f37e14917 Split Machines ItemComponents
There's still a lot of work to do before we can get the server to compile
2017-06-18 14:36:11 -03:00

311 lines
10 KiB
C#

using Barotrauma.Networking;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class FabricableItem
{
public readonly ItemPrefab TargetItem;
public readonly List<Tuple<ItemPrefab, int>> RequiredItems;
public readonly float RequiredTime;
public readonly List<Skill> RequiredSkills;
public FabricableItem(XElement element)
{
string name = ToolBox.GetAttributeString(element, "name", "");
TargetItem = ItemPrefab.list.Find(ip => ip.Name.ToLowerInvariant() == name.ToLowerInvariant()) as ItemPrefab;
if (TargetItem == null)
{
DebugConsole.ThrowError("Error in fabricable item "+name+"! Item \"" + element.Name + "\" not found.");
return;
}
RequiredSkills = new List<Skill>();
RequiredTime = ToolBox.GetAttributeFloat(element, "requiredtime", 1.0f);
RequiredItems = new List<Tuple<ItemPrefab, int>>();
string[] requiredItemNames = ToolBox.GetAttributeString(element, "requireditems", "").Split(',');
foreach (string requiredItemName in requiredItemNames)
{
if (string.IsNullOrWhiteSpace(requiredItemName)) continue;
ItemPrefab requiredItem = ItemPrefab.list.Find(ip => ip.Name.ToLowerInvariant() == requiredItemName.Trim().ToLowerInvariant()) as ItemPrefab;
if (requiredItem == null)
{
DebugConsole.ThrowError("Error in fabricable item " + name + "! Required item \"" + requiredItemName + "\" not found.");
continue;
}
var existing = RequiredItems.Find(r => r.Item1 == requiredItem);
if (existing == null)
{
RequiredItems.Add(new Tuple<ItemPrefab, int>(requiredItem, 1));
}
else
{
RequiredItems.Remove(existing);
RequiredItems.Add(new Tuple<ItemPrefab, int>(requiredItem, existing.Item2+1));
}
}
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "requiredskill":
RequiredSkills.Add(new Skill(
ToolBox.GetAttributeString(subElement, "name", ""),
ToolBox.GetAttributeInt(subElement, "level", 0)));
break;
}
}
}
}
partial class Fabricator : Powered, IServerSerializable, IClientSerializable
{
private List<FabricableItem> fabricableItems;
private FabricableItem fabricatedItem;
private float timeUntilReady;
//used for checking if contained items have changed
//(in which case we need to recheck which items can be fabricated)
private Item[] prevContainedItems;
public Fabricator(Item item, XElement element)
: base(item, element)
{
fabricableItems = new List<FabricableItem>();
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString() != "fabricableitem") continue;
FabricableItem fabricableItem = new FabricableItem(subElement);
if (fabricableItem.TargetItem != null) fabricableItems.Add(fabricableItem);
}
InitProjSpecific();
}
public override bool Select(Character character)
{
CheckFabricableItems(character);
#if CLIENT
if (itemList.Selected != null)
{
SelectItem(itemList.Selected, itemList.Selected.UserData);
}
#endif
return base.Select(character);
}
public override bool Pick(Character picker)
{
return (picker != null);
}
/// <summary>
/// check which of the items can be fabricated by the character
/// and update the text colors of the item list accordingly
/// </summary>
private void CheckFabricableItems(Character character)
{
#if CLIENT
foreach (GUIComponent child in itemList.children)
{
var itemPrefab = child.UserData as FabricableItem;
if (itemPrefab == null) continue;
bool canBeFabricated = CanBeFabricated(itemPrefab, character);
child.GetChild<GUITextBlock>().TextColor = Color.White * (canBeFabricated ? 1.0f : 0.5f);
child.GetChild<GUIImage>().Color = itemPrefab.TargetItem.SpriteColor * (canBeFabricated ? 1.0f : 0.5f);
}
#endif
var itemContainer = item.GetComponent<ItemContainer>();
prevContainedItems = new Item[itemContainer.Inventory.Items.Length];
itemContainer.Inventory.Items.CopyTo(prevContainedItems, 0);
}
private void StartFabricating(FabricableItem selectedItem, Character user = null)
{
if (selectedItem == null) return;
if (user != null)
{
GameServer.Log(user.Name + " started fabricating " + selectedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
}
#if CLIENT
itemList.Enabled = false;
activateButton.Text = "Cancel";
#endif
fabricatedItem = selectedItem;
IsActive = true;
timeUntilReady = fabricatedItem.RequiredTime;
var containers = item.GetComponents<ItemContainer>();
containers[0].Inventory.Locked = true;
containers[1].Inventory.Locked = true;
currPowerConsumption = powerConsumption;
}
private void CancelFabricating(Character user = null)
{
if (fabricatedItem != null && user != null)
{
GameServer.Log(user.Name + " cancelled the fabrication of " + fabricatedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
}
IsActive = false;
fabricatedItem = null;
currPowerConsumption = 0.0f;
#if CLIENT
itemList.Enabled = true;
if (activateButton != null)
{
activateButton.Text = "Create";
}
if (progressBar != null) progressBar.BarSize = 0.0f;
#endif
timeUntilReady = 0.0f;
var containers = item.GetComponents<ItemContainer>();
containers[0].Inventory.Locked = false;
containers[1].Inventory.Locked = false;
}
public override void Update(float deltaTime, Camera cam)
{
#if CLIENT
if (progressBar!=null)
{
progressBar.BarSize = fabricatedItem == null ? 0.0f : (fabricatedItem.RequiredTime - timeUntilReady) / fabricatedItem.RequiredTime;
}
#endif
if (voltage < minVoltage) return;
if (powerConsumption == 0) voltage = 1.0f;
timeUntilReady -= deltaTime*voltage;
voltage -= deltaTime * 10.0f;
if (timeUntilReady > 0.0f) return;
var containers = item.GetComponents<ItemContainer>();
if (containers.Count < 2)
{
DebugConsole.ThrowError("Error while fabricating a new item: fabricators must have two ItemContainer components");
return;
}
foreach (Tuple<ItemPrefab, int> ip in fabricatedItem.RequiredItems)
{
for (int i = 0; i < ip.Item2; i++)
{
var requiredItem = containers[0].Inventory.Items.FirstOrDefault(it => it != null && it.Prefab == ip.Item1);
if (requiredItem == null) continue;
Entity.Spawner.AddToRemoveQueue(requiredItem);
containers[0].Inventory.RemoveItem(requiredItem);
}
}
if (containers[1].Inventory.Items.All(i => i != null))
{
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine);
}
else
{
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, containers[1].Inventory);
}
CancelFabricating(null);
}
private bool CanBeFabricated(FabricableItem fabricableItem, Character user)
{
if (fabricableItem == null) return false;
if (user != null &&
fabricableItem.RequiredSkills.Any(skill => user.GetSkillLevel(skill.Name) < skill.Level))
{
return false;
}
ItemContainer container = item.GetComponent<ItemContainer>();
foreach (Tuple<ItemPrefab, int> ip in fabricableItem.RequiredItems)
{
if (Array.FindAll(container.Inventory.Items, it => it != null && it.Prefab == ip.Item1).Length < ip.Item2) return false;
}
return true;
}
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
{
int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
item.CreateServerEvent(this);
if (!item.CanClientAccess(c)) return;
if (itemIndex == -1)
{
CancelFabricating(c.Character);
}
else
{
//if already fabricating the selected item, return
if (fabricatedItem != null && fabricableItems.IndexOf(fabricatedItem) == itemIndex) return;
if (itemIndex < 0 || itemIndex >= fabricableItems.Count) return;
#if CLIENT
SelectItem(null, fabricableItems[itemIndex]);
#endif
StartFabricating(fabricableItems[itemIndex], c.Character);
}
}
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
int itemIndex = fabricatedItem == null ? -1 : fabricableItems.IndexOf(fabricatedItem);
msg.WriteRangedInteger(-1, fabricableItems.Count - 1, itemIndex);
}
}
}