535 lines
17 KiB
C#
535 lines
17 KiB
C#
using Barotrauma.Items.Components;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Diagnostics;
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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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namespace Barotrauma
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{
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abstract partial class MapEntity : Entity
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{
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public static List<MapEntity> mapEntityList = new List<MapEntity>();
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public readonly MapEntityPrefab prefab;
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protected List<ushort> linkedToID;
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//observable collection because some entities may need to be notified when the collection is modified
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public ObservableCollection<MapEntity> linkedTo;
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private bool flippedX, flippedY;
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public bool FlippedX { get { return flippedX; } }
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public bool FlippedY { get { return flippedY; } }
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public bool ShouldBeSaved = true;
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//the position and dimensions of the entity
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protected Rectangle rect;
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//is the mouse inside the rect
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protected bool isHighlighted;
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public bool IsHighlighted
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{
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get { return isHighlighted; }
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set { isHighlighted = value; }
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}
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public virtual Rectangle Rect
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{
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get { return rect; }
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set { rect = value; }
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}
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public Rectangle WorldRect
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{
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get { return Submarine == null ? rect : new Rectangle((int)(Submarine.Position.X + rect.X), (int)(Submarine.Position.Y + rect.Y), rect.Width, rect.Height); }
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}
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public virtual Sprite Sprite
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{
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get { return null; }
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}
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public virtual bool DrawBelowWater
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{
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get
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{
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return Sprite != null && SpriteDepth > 0.5f;
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}
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}
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public virtual bool DrawOverWater
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{
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get
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{
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return !DrawBelowWater;
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}
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}
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public virtual bool DrawDamageEffect
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{
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get
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{
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return false;
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}
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}
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public virtual bool Linkable
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{
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get { return false; }
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}
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public List<string> AllowedLinks => prefab == null ? new List<string>() : prefab.AllowedLinks;
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public bool ResizeHorizontal
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{
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get { return prefab != null && prefab.ResizeHorizontal; }
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}
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public bool ResizeVertical
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{
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get { return prefab != null && prefab.ResizeVertical; }
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}
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public override Vector2 Position
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{
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get
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{
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Vector2 rectPos = new Vector2(
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rect.X + rect.Width / 2.0f,
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rect.Y - rect.Height / 2.0f);
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//if (MoveWithLevel) rectPos += Level.Loaded.Position;
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return rectPos;
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}
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}
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public override Vector2 SimPosition
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{
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get
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{
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return ConvertUnits.ToSimUnits(Position);
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}
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}
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public float SoundRange
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{
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get
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{
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if (aiTarget == null) return 0.0f;
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return aiTarget.SoundRange;
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}
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set
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{
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if (aiTarget == null) return;
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aiTarget.SoundRange = value;
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}
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}
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public float SightRange
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{
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get
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{
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if (aiTarget == null) return 0.0f;
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return aiTarget.SightRange;
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}
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set
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{
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if (aiTarget == null) return;
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aiTarget.SightRange = value;
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}
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}
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public RuinGeneration.Ruin ParentRuin
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{
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get;
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set;
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}
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public virtual string Name
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{
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get { return ""; }
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}
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// Quick undo/redo for size and movement only. TODO: Remove if we do a more general implementation.
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private Memento<Rectangle> rectMemento;
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public MapEntity(MapEntityPrefab prefab, Submarine submarine) : base(submarine)
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{
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this.prefab = prefab;
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Scale = prefab != null ? prefab.Scale : 1;
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}
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public virtual void Move(Vector2 amount)
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{
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rect.X += (int)amount.X;
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rect.Y += (int)amount.Y;
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}
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public virtual bool IsMouseOn(Vector2 position)
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{
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return (Submarine.RectContains(WorldRect, position));
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}
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public abstract MapEntity Clone();
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public static List<MapEntity> Clone(List<MapEntity> entitiesToClone)
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{
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List<MapEntity> clones = new List<MapEntity>();
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foreach (MapEntity e in entitiesToClone)
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{
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Debug.Assert(e != null);
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try
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{
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clones.Add(e.Clone());
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}
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catch (Exception ex)
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{
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DebugConsole.ThrowError("Cloning entity \"" + e.Name + "\" failed.", ex);
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GameAnalyticsManager.AddErrorEventOnce(
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"MapEntity.Clone:" + e.Name,
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Cloning entity \"" + e.Name + "\" failed (" + ex.Message + ").\n" + ex.StackTrace);
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return clones;
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}
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Debug.Assert(clones.Last() != null);
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}
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Debug.Assert(clones.Count == entitiesToClone.Count);
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//clone links between the entities
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for (int i = 0; i < clones.Count; i++)
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{
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if (entitiesToClone[i].linkedTo == null) continue;
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foreach (MapEntity linked in entitiesToClone[i].linkedTo)
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{
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if (!entitiesToClone.Contains(linked)) continue;
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clones[i].linkedTo.Add(clones[entitiesToClone.IndexOf(linked)]);
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}
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}
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//connect clone wires to the clone items
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for (int i = 0; i < clones.Count; i++)
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{
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var cloneItem = clones[i] as Item;
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if (cloneItem == null) continue;
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var cloneWire = cloneItem.GetComponent<Wire>();
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if (cloneWire == null) continue;
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var originalWire = ((Item)entitiesToClone[i]).GetComponent<Wire>();
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cloneWire.SetNodes(originalWire.GetNodes());
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for (int n = 0; n < 2; n++)
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{
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if (originalWire.Connections[n] == null) continue;
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var connectedItem = originalWire.Connections[n].Item;
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if (connectedItem == null) continue;
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//index of the item the wire is connected to
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int itemIndex = entitiesToClone.IndexOf(connectedItem);
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if (itemIndex < 0)
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{
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DebugConsole.ThrowError("Error while cloning wires - item \"" + connectedItem.Name + "\" was not found in entities to clone.");
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GameAnalyticsManager.AddErrorEventOnce("MapEntity.Clone:ConnectedNotFound" + connectedItem.ID,
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Error while cloning wires - item \"" + connectedItem.Name + "\" was not found in entities to clone.");
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continue;
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}
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//index of the connection in the connectionpanel of the target item
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int connectionIndex = connectedItem.Connections.IndexOf(originalWire.Connections[n]);
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if (connectionIndex < 0)
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{
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DebugConsole.ThrowError("Error while cloning wires - connection \"" + originalWire.Connections[n].Name + "\" was not found in connected item \"" + connectedItem.Name + "\".");
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GameAnalyticsManager.AddErrorEventOnce("MapEntity.Clone:ConnectionNotFound" + connectedItem.ID,
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Error while cloning wires - connection \"" + originalWire.Connections[n].Name + "\" was not found in connected item \"" + connectedItem.Name + "\".");
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continue;
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}
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(clones[itemIndex] as Item).Connections[connectionIndex].TryAddLink(cloneWire);
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cloneWire.Connect((clones[itemIndex] as Item).Connections[connectionIndex], false);
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}
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}
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return clones;
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}
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protected void InsertToList()
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{
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int i = 0;
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if (Sprite==null)
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{
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mapEntityList.Add(this);
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return;
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}
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while (i<mapEntityList.Count)
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{
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i++;
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Sprite existingSprite = mapEntityList[i-1].Sprite;
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if (existingSprite == null) continue;
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#if CLIENT
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if (existingSprite.Texture == this.Sprite.Texture) break;
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#endif
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}
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mapEntityList.Insert(i, this);
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}
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/// <summary>
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/// Remove the entity from the entity list without removing links to other entities
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/// </summary>
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public virtual void ShallowRemove()
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{
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base.Remove();
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mapEntityList.Remove(this);
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if (aiTarget != null) aiTarget.Remove();
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}
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public override void Remove()
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{
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base.Remove();
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mapEntityList.Remove(this);
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#if CLIENT
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if (selectedList.Contains(this))
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{
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selectedList = selectedList.FindAll(e => e != this);
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}
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#endif
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if (aiTarget != null) aiTarget.Remove();
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if (linkedTo != null)
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{
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for (int i = linkedTo.Count - 1; i >= 0; i-- )
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{
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linkedTo[i].RemoveLinked(this);
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}
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linkedTo.Clear();
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}
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}
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/// <summary>
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/// Call Update() on every object in Entity.list
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/// </summary>
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public static void UpdateAll(float deltaTime, Camera cam)
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{
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foreach (Hull hull in Hull.hullList)
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{
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hull.Update(deltaTime, cam);
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}
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foreach (Gap gap in Gap.GapList)
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{
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gap.Update(deltaTime, cam);
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}
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foreach (Item item in Item.ItemList)
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{
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item.Update(deltaTime, cam);
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}
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UpdateAllProjSpecific(deltaTime);
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Spawner?.Update();
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}
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static partial void UpdateAllProjSpecific(float deltaTime);
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public virtual void Update(float deltaTime, Camera cam) { }
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/// <summary>
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/// Flip the entity horizontally
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/// </summary>
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/// <param name="relativeToSub">Should the entity be flipped across the y-axis of the sub it's inside</param>
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public virtual void FlipX(bool relativeToSub)
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{
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flippedX = !flippedX;
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if (!relativeToSub || Submarine == null) return;
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Vector2 relative = WorldPosition - Submarine.WorldPosition;
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relative.Y = 0.0f;
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Move(-relative * 2.0f);
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}
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/// <summary>
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/// Flip the entity vertically
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/// </summary>
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/// <param name="relativeToSub">Should the entity be flipped across the x-axis of the sub it's inside</param>
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public virtual void FlipY(bool relativeToSub)
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{
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flippedY = !flippedY;
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if (!relativeToSub || Submarine == null) return;
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Vector2 relative = WorldPosition - Submarine.WorldPosition;
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relative.X = 0.0f;
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Move(-relative * 2.0f);
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}
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public static List<MapEntity> LoadAll(Submarine submarine, XElement parentElement, string filePath)
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{
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List<MapEntity> entities = new List<MapEntity>();
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foreach (XElement element in parentElement.Elements())
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{
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string typeName = element.Name.ToString();
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Type t;
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try
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{
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t = Type.GetType("Barotrauma." + typeName, true, true);
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if (t == null)
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{
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DebugConsole.ThrowError("Error in " + filePath + "! Could not find a entity of the type \"" + typeName + "\".");
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continue;
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}
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Error in " + filePath + "! Could not find a entity of the type \"" + typeName + "\".", e);
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continue;
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}
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try
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{
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MethodInfo loadMethod = t.GetMethod("Load", new [] { typeof(XElement), typeof(Submarine) });
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if (loadMethod == null)
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{
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DebugConsole.ThrowError("Could not find the method \"Load\" in " + t + ".");
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}
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else if (!loadMethod.ReturnType.IsSubclassOf(typeof(MapEntity)))
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{
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DebugConsole.ThrowError("Error loading entity of the type \"" + t.ToString() + "\" - load method does not return a valid map entity.");
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}
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else
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{
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object newEntity = loadMethod.Invoke(t, new object[] { element, submarine });
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if (newEntity != null) entities.Add((MapEntity)newEntity);
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}
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}
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catch (TargetInvocationException e)
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{
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DebugConsole.ThrowError("Error while loading entity of the type " + t + ".", e.InnerException);
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Error while loading entity of the type " + t + ".", e);
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}
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}
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return entities;
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}
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/// <summary>
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/// Update the linkedTo-lists of the entities based on the linkedToID-lists
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/// Has to be done after all the entities have been loaded (an entity can't
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/// be linked to some other entity that hasn't been loaded yet)
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/// </summary>
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private bool mapLoadedCalled;
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public static void MapLoaded(List<MapEntity> entities, bool updateHulls)
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{
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foreach (MapEntity e in entities)
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{
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if (e.mapLoadedCalled) continue;
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if (e.linkedToID == null) continue;
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if (e.linkedToID.Count == 0) continue;
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e.linkedTo.Clear();
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foreach (ushort i in e.linkedToID)
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{
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if (FindEntityByID(i) is MapEntity linked) e.linkedTo.Add(linked);
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}
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}
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List<LinkedSubmarine> linkedSubs = new List<LinkedSubmarine>();
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for (int i = 0; i < entities.Count; i++)
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{
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if (entities[i].mapLoadedCalled) continue;
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if (entities[i] is LinkedSubmarine)
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{
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linkedSubs.Add((LinkedSubmarine)entities[i]);
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continue;
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}
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entities[i].OnMapLoaded();
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}
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if (updateHulls)
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{
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Item.UpdateHulls();
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Gap.UpdateHulls();
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}
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entities.ForEach(e => e.mapLoadedCalled = true);
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foreach (LinkedSubmarine linkedSub in linkedSubs)
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{
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linkedSub.OnMapLoaded();
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}
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}
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public virtual void OnMapLoaded() { }
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public virtual XElement Save(XElement parentElement)
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{
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DebugConsole.ThrowError("Saving entity " + GetType() + " failed.");
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return null;
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}
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public void RemoveLinked(MapEntity e)
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{
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if (linkedTo == null) return;
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if (linkedTo.Contains(e)) linkedTo.Remove(e);
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}
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#region Serialized properties
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// We could use NaN or nullables, but in this case the first is not preferable, because it needs to be checked every time the value is used.
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// Nullable on the other requires boxing that we don't want to do too often, since it generates garbage.
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public bool SpriteDepthOverrideIsSet { get; private set; }
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public float SpriteOverrideDepth => SpriteDepth;
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private float _spriteOverrideDepth = float.NaN;
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[Editable(0.001f, 0.999f, decimals: 3), Serialize(float.NaN, true)]
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public float SpriteDepth
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{
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get
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{
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if (SpriteDepthOverrideIsSet) { return _spriteOverrideDepth; }
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return Sprite != null ? Sprite.Depth : 0;
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}
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set
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{
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if (!float.IsNaN(value))
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{
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_spriteOverrideDepth = MathHelper.Clamp(value, 0.001f, 0.999f);
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SpriteDepthOverrideIsSet = true;
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}
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}
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}
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// The value should always be copied from the prefab. Editing is enabled only for testing the scale in the sub editor (changes are not saved).
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#if DEBUG
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[Serialize(1f, false), Editable(0.1f, 10f, DecimalCount = 3, ValueStep = 0.1f)]
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#else
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[Serialize(1f, false)]
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#endif
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public float Scale { get; set; } = 1;
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#endregion
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}
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}
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