Files
LuaCsForBarotraumaEP/BarotraumaShared/Source/Items/Components/Signal/Wire.cs
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

510 lines
15 KiB
C#

using Barotrauma.Networking;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Wire : ItemComponent, IDrawableComponent, IServerSerializable
{
partial class WireSection
{
private Vector2 start;
private float angle;
private float length;
public WireSection(Vector2 start, Vector2 end)
{
this.start = start;
angle = MathUtils.VectorToAngle(end - start);
length = Vector2.Distance(start, end);
}
}
const float nodeDistance = 32.0f;
const float heightFromFloor = 128.0f;
static Sprite wireSprite;
private List<Vector2> nodes;
private List<WireSection> sections;
Connection[] connections;
private Vector2 newNodePos;
private static Wire draggingWire;
private static int? selectedNodeIndex;
private static int? highlightedNodeIndex;
public bool Hidden, Locked;
public Connection[] Connections
{
get { return connections; }
}
public Wire(Item item, XElement element)
: base(item, element)
{
if (wireSprite == null)
{
wireSprite = new Sprite("Content/Items/wireHorizontal.png", new Vector2(0.5f, 0.5f));
wireSprite.Depth = 0.85f;
}
nodes = new List<Vector2>();
sections = new List<WireSection>();
connections = new Connection[2];
IsActive = false;
}
public Connection OtherConnection(Connection connection)
{
if (connection == null) return null;
if (connection == connections[0]) return connections[1];
if (connection == connections[1]) return connections[0];
return null;
}
public bool IsConnectedTo(Item item)
{
if (connections[0] != null && connections[0].Item == item) return true;
return (connections[1] != null && connections[1].Item == item);
}
public void RemoveConnection(Item item)
{
for (int i = 0; i<2; i++)
{
if (connections[i]==null || connections[i].Item!=item) continue;
for (int n = 0; n< connections[i].Wires.Length; n++)
{
if (connections[i].Wires[n] != this) continue;
connections[i].Wires[n] = null;
}
connections[i] = null;
}
}
public void RemoveConnection(Connection connection)
{
if (connection == connections[0]) connections[0] = null;
if (connection == connections[1]) connections[1] = null;
}
public bool Connect(Connection newConnection, bool addNode = true, bool sendNetworkEvent = false)
{
for (int i = 0; i < 2; i++)
{
if (connections[i] == newConnection) return false;
}
if (!connections.Any(c => c == null)) return false;
for (int i = 0; i < 2; i++)
{
if (connections[i] != null && connections[i].Item == newConnection.Item)
{
addNode = false;
break;
}
}
if (item.body != null) item.Submarine = newConnection.Item.Submarine;
for (int i = 0; i < 2; i++)
{
if (connections[i] != null) continue;
connections[i] = newConnection;
if (!addNode) break;
if (newConnection.Item.Submarine == null) continue;
if (nodes.Count > 0 && nodes[0] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
if (nodes.Count > 1 && nodes[nodes.Count-1] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
if (i == 0)
{
nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
}
else
{
nodes.Add(newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
}
break;
}
if (connections[0] != null && connections[1] != null)
{
foreach (ItemComponent ic in item.components)
{
if (ic == this) continue;
ic.Drop(null);
}
if (item.Container != null) item.Container.RemoveContained(this.item);
if (item.body != null) item.body.Enabled = false;
IsActive = false;
CleanNodes();
}
if (sendNetworkEvent)
{
if (GameMain.Server != null)
{
item.CreateServerEvent(this);
}
//the wire is active if only one end has been connected
IsActive = connections[0] == null ^ connections[1] == null;
}
Drawable = IsActive || nodes.Any();
UpdateSections();
return true;
}
public override void Equip(Character character)
{
ClearConnections();
IsActive = true;
}
public override void Unequip(Character character)
{
ClearConnections();
IsActive = false;
}
public override void Drop(Character dropper)
{
ClearConnections();
IsActive = false;
}
public override void Update(float deltaTime, Camera cam)
{
if (nodes.Count == 0) return;
Submarine sub = null;
if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
if ((item.Submarine != sub || sub == null) && Screen.Selected != GameMain.EditMapScreen)
{
ClearConnections();
return;
}
newNodePos = RoundNode(item.Position, item.CurrentHull) - sub.HiddenSubPosition;
}
public override bool Use(float deltaTime, Character character = null)
{
if (character == Character.Controlled && character.SelectedConstruction != null) return false;
if (newNodePos!= Vector2.Zero && nodes.Count>0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
{
nodes.Add(newNodePos);
UpdateSections();
Drawable = true;
newNodePos = Vector2.Zero;
}
return true;
}
public override void SecondaryUse(float deltaTime, Character character = null)
{
if (nodes.Count > 1)
{
nodes.RemoveAt(nodes.Count - 1);
UpdateSections();
}
Drawable = IsActive || sections.Count > 0;
}
public override bool Pick(Character picker)
{
ClearConnections();
return true;
}
public override void Move(Vector2 amount)
{
#if CLIENT
if (item.IsSelected) MoveNodes(amount);
#endif
}
public List<Vector2> GetNodes()
{
return new List<Vector2>(nodes);
}
public void SetNodes(List<Vector2> nodes)
{
this.nodes = new List<Vector2>(nodes);
UpdateSections();
}
public void MoveNodes(Vector2 amount)
{
for (int i = 0; i < nodes.Count; i++)
{
nodes[i] += amount;
}
UpdateSections();
}
public void UpdateSections()
{
sections.Clear();
for (int i = 0; i < nodes.Count-1; i++)
{
sections.Add(new WireSection(nodes[i], nodes[i + 1]));
}
Drawable = IsActive || sections.Count > 0;
}
private void ClearConnections()
{
nodes.Clear();
sections.Clear();
for (int i = 0; i < 2; i++)
{
if (connections[i] == null) continue;
int wireIndex = connections[i].FindWireIndex(item);
if (wireIndex == -1) continue;
connections[i].AddLink(wireIndex, null);
connections[i] = null;
}
Drawable = sections.Count > 0;
}
private Vector2 RoundNode(Vector2 position, Hull hull)
{
if (Screen.Selected == GameMain.EditMapScreen)
{
position.X = MathUtils.Round(position.X, Submarine.GridSize.X / 2.0f);
position.Y = MathUtils.Round(position.Y, Submarine.GridSize.Y / 2.0f);
}
else
{
position.X = MathUtils.Round(position.X, nodeDistance);
if (hull == null)
{
position.Y = MathUtils.Round(position.Y, nodeDistance);
}
else
{
position.Y -= hull.Rect.Y - hull.Rect.Height;
position.Y = Math.Max(MathUtils.Round(position.Y, nodeDistance), heightFromFloor);
position.Y += hull.Rect.Y -hull.Rect.Height;
}
}
return position;
}
private void CleanNodes()
{
for (int i = nodes.Count - 2; i > 0; i--)
{
if ((nodes[i - 1].X == nodes[i].X || nodes[i - 1].Y == nodes[i].Y) &&
(nodes[i + 1].X == nodes[i].X || nodes[i + 1].Y == nodes[i].Y))
{
if (Vector2.Distance(nodes[i - 1], nodes[i]) == Vector2.Distance(nodes[i + 1], nodes[i]))
{
nodes.RemoveAt(i);
}
}
}
bool removed;
do
{
removed = false;
for (int i = nodes.Count - 2; i > 0; i--)
{
if ((nodes[i - 1].X == nodes[i].X && nodes[i + 1].X == nodes[i].X)
|| (nodes[i - 1].Y == nodes[i].Y && nodes[i + 1].Y == nodes[i].Y))
{
nodes.RemoveAt(i);
removed = true;
}
}
} while (removed);
}
private int GetClosestNodeIndex(Vector2 pos, float maxDist, out float closestDist)
{
closestDist = 0.0f;
int closestIndex = -1;
for (int i = 0; i < nodes.Count; i++)
{
float dist = Vector2.Distance(nodes[i], pos);
if (dist > maxDist) continue;
if (closestIndex == -1 || dist < closestDist)
{
closestIndex = i;
closestDist = dist;
}
}
return closestIndex;
}
private int GetClosestSectionIndex(Vector2 mousePos, float maxDist, out float closestDist)
{
closestDist = 0.0f;
int closestIndex = -1;
for (int i = 0; i < nodes.Count-1; i++)
{
if ((Math.Abs(nodes[i].X - nodes[i + 1].X)<5 || Math.Sign(mousePos.X - nodes[i].X) != Math.Sign(mousePos.X - nodes[i + 1].X)) &&
(Math.Abs(nodes[i].Y - nodes[i + 1].Y)<5 || Math.Sign(mousePos.Y - nodes[i].Y) != Math.Sign(mousePos.Y - nodes[i + 1].Y)))
{
float dist = MathUtils.LineToPointDistance(nodes[i], nodes[i + 1], mousePos);
if (dist > maxDist) continue;
if (closestIndex == -1 || dist < closestDist)
{
closestIndex = i;
closestDist = dist;
}
}
}
return closestIndex;
}
public override void FlipX()
{
for (int i = 0; i < nodes.Count; i++)
{
nodes[i] = new Vector2(-nodes[i].X, nodes[i].Y);
}
UpdateSections();
}
public override void Load(XElement componentElement)
{
base.Load(componentElement);
string nodeString = ToolBox.GetAttributeString(componentElement, "nodes", "");
if (nodeString == "") return;
string[] nodeCoords = nodeString.Split(';');
for (int i = 0; i < nodeCoords.Length / 2; i++)
{
float x = 0.0f, y = 0.0f;
try
{
x = float.Parse(nodeCoords[i * 2], CultureInfo.InvariantCulture);
}
catch { x = 0.0f; }
try
{
y = float.Parse(nodeCoords[i * 2 + 1], CultureInfo.InvariantCulture);
}
catch { y = 0.0f; }
nodes.Add(new Vector2(x, y));
}
Drawable = nodes.Any();
}
protected override void ShallowRemoveComponentSpecific()
{
for (int i = 0; i < 2; i++)
{
if (connections[i] == null) continue;
int wireIndex = connections[i].FindWireIndex(item);
if (wireIndex > -1)
{
connections[i].AddLink(wireIndex, null);
}
}
}
protected override void RemoveComponentSpecific()
{
ClearConnections();
base.RemoveComponentSpecific();
}
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
msg.Write((byte)Math.Min(nodes.Count, 255));
for (int i = 0; i < Math.Min(nodes.Count, 255); i++)
{
msg.Write(nodes[i].X);
msg.Write(nodes[i].Y);
}
}
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
nodes.Clear();
int nodeCount = msg.ReadByte();
Vector2[] nodePositions = new Vector2[nodeCount];
for (int i = 0; i < nodeCount; i++)
{
nodePositions[i] = new Vector2(msg.ReadFloat(), msg.ReadFloat());
}
if (nodePositions.Any(n => !MathUtils.IsValid(n))) return;
nodes = nodePositions.ToList();
UpdateSections();
Drawable = nodes.Any();
}
}
}