Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/DockingPort.cs
Alex Noir bdeb3a19fd Updated server logs so admins can see disguised persons
clientist should also display stuff
TODO: Log inventory interactions like putting item in slots (e.g. oxy mask equipped in Head slot or equipped in Any slot, etc.) so you can tell the exact moment someone decided to disguise themselves.
2017-12-16 20:24:24 +03:00

784 lines
25 KiB
C#

using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class DockingPort : ItemComponent, IDrawableComponent, IServerSerializable
{
public static List<DockingPort> list = new List<DockingPort>();
private Sprite overlaySprite;
private Vector2 distanceTolerance;
private DockingPort dockingTarget;
private float dockingState;
private int dockingDir;
private Joint joint;
private Hull[] hulls;
private ushort?[] hullIds;
private Door door;
private Body[] bodies;
private Body doorBody;
private Gap gap;
private ushort? gapId;
private bool docked;
public int DockingDir
{
get { return dockingDir; }
set { dockingDir = value; }
}
[Serialize("32.0,32.0", false)]
public Vector2 DistanceTolerance
{
get { return distanceTolerance; }
set { distanceTolerance = value; }
}
[Serialize(32.0f, false)]
public float DockedDistance
{
get;
set;
}
[Serialize(true, false)]
public bool IsHorizontal
{
get;
set;
}
public DockingPort DockingTarget
{
get { return dockingTarget; }
set { dockingTarget = value; }
}
public bool Docked
{
get
{
return docked;
}
set
{
if (!docked && value)
{
if (dockingTarget == null) AttemptDock();
if (dockingTarget == null) return;
docked = true;
}
else if (docked && !value)
{
Undock();
}
//base.IsActive = value;
}
}
public DockingPort(Item item, XElement element)
: base(item, element)
{
// isOpen = false;
foreach (XElement subElement in element.Elements())
{
string texturePath = subElement.GetAttributeString("texture", "");
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
overlaySprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
break;
}
}
IsActive = true;
hullIds = new ushort?[2];
list.Add(this);
}
public override void FlipX()
{
base.FlipX();
if (dockingTarget != null)
{
if (joint != null)
{
CreateJoint(joint is WeldJoint);
LinkHullsToGap();
}
else if (dockingTarget.joint != null)
{
if (!GameMain.World.BodyList.Contains(dockingTarget.joint.BodyA) ||
!GameMain.World.BodyList.Contains(dockingTarget.joint.BodyB))
{
dockingTarget.CreateJoint(dockingTarget.joint is WeldJoint);
}
dockingTarget.LinkHullsToGap();
}
}
}
private DockingPort FindAdjacentPort()
{
foreach (DockingPort port in list)
{
if (port == this || port.item.Submarine == item.Submarine) continue;
if (Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X) > distanceTolerance.X) continue;
if (Math.Abs(port.item.WorldPosition.Y - item.WorldPosition.Y) > distanceTolerance.Y) continue;
return port;
}
return null;
}
private void AttemptDock()
{
var adjacentPort = FindAdjacentPort();
if (adjacentPort != null) Dock(adjacentPort);
}
public void Dock(DockingPort target)
{
if (item.Submarine.DockedTo.Contains(target.item.Submarine)) return;
if (dockingTarget != null)
{
Undock();
}
if (target.item.Submarine == item.Submarine)
{
DebugConsole.ThrowError("Error - tried to dock a submarine to itself");
dockingTarget = null;
return;
}
#if CLIENT
PlaySound(ActionType.OnUse, item.WorldPosition);
#endif
if (!item.linkedTo.Contains(target.item)) item.linkedTo.Add(target.item);
if (!target.item.linkedTo.Contains(item)) target.item.linkedTo.Add(item);
if (!target.item.Submarine.DockedTo.Contains(item.Submarine)) target.item.Submarine.DockedTo.Add(item.Submarine);
if (!item.Submarine.DockedTo.Contains(target.item.Submarine)) item.Submarine.DockedTo.Add(target.item.Submarine);
dockingTarget = target;
dockingTarget.dockingTarget = this;
docked = true;
dockingTarget.Docked = true;
if (Character.Controlled != null &&
(Character.Controlled.Submarine == dockingTarget.item.Submarine || Character.Controlled.Submarine == item.Submarine))
{
GameMain.GameScreen.Cam.Shake = Vector2.Distance(dockingTarget.item.Submarine.Velocity, item.Submarine.Velocity);
}
dockingDir = IsHorizontal ?
Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
dockingTarget.dockingDir = -dockingDir;
foreach (WayPoint wp in WayPoint.WayPointList)
{
if (wp.Submarine != item.Submarine || wp.SpawnType != SpawnType.Path) continue;
if (!Submarine.RectContains(item.Rect, wp.Position)) continue;
foreach (WayPoint wp2 in WayPoint.WayPointList)
{
if (wp2.Submarine != dockingTarget.item.Submarine || wp2.SpawnType != SpawnType.Path) continue;
if (!Submarine.RectContains(dockingTarget.item.Rect, wp2.Position)) continue;
wp.linkedTo.Add(wp2);
wp2.linkedTo.Add(wp);
}
}
CreateJoint(false);
if (GameMain.Server != null)
{
item.CreateServerEvent(this);
}
}
public void Lock(bool isNetworkMessage)
{
if (GameMain.Client != null && !isNetworkMessage) return;
if (dockingTarget==null)
{
DebugConsole.ThrowError("Error - attempted to lock a docking port that's not connected to anything");
return;
}
else if (joint is WeldJoint)
{
//DebugConsole.ThrowError("Error - attempted to lock a docking port that's already locked");
return;
}
dockingDir = IsHorizontal ?
Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
dockingTarget.dockingDir = -dockingDir;
#if CLIENT
PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
#endif
ConnectWireBetweenPorts();
CreateJoint(true);
if (GameMain.Server != null)
{
item.CreateServerEvent(this);
}
if (!item.linkedTo.Any(e => e is Hull) && !dockingTarget.item.linkedTo.Any(e => e is Hull))
{
CreateHull();
}
}
private void CreateJoint(bool useWeldJoint)
{
if (joint != null)
{
GameMain.World.RemoveJoint(joint);
joint = null;
}
Vector2 offset = (IsHorizontal ?
Vector2.UnitX * dockingDir :
Vector2.UnitY * dockingDir);
offset *= DockedDistance * 0.5f;
Vector2 pos1 = item.WorldPosition + offset;
Vector2 pos2 = dockingTarget.item.WorldPosition - offset;
if (useWeldJoint)
{
joint = JointFactory.CreateWeldJoint(GameMain.World,
item.Submarine.PhysicsBody.FarseerBody, dockingTarget.item.Submarine.PhysicsBody.FarseerBody,
ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
((WeldJoint)joint).FrequencyHz = 1.0f;
}
else
{
var distanceJoint = JointFactory.CreateDistanceJoint(GameMain.World,
item.Submarine.PhysicsBody.FarseerBody, dockingTarget.item.Submarine.PhysicsBody.FarseerBody,
ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
distanceJoint.Length = 0.01f;
distanceJoint.Frequency = 1.0f;
distanceJoint.DampingRatio = 0.8f;
joint = distanceJoint;
}
joint.CollideConnected = true;
}
private void ConnectWireBetweenPorts()
{
Wire wire = item.GetComponent<Wire>();
if (wire == null) return;
wire.Hidden = true;
wire.Locked = true;
if (Item.Connections == null) return;
var powerConnection = Item.Connections.Find(c => c.IsPower);
if (powerConnection == null) return;
if (dockingTarget == null || dockingTarget.item.Connections == null) return;
var recipient = dockingTarget.item.Connections.Find(c => c.IsPower);
if (recipient == null) return;
wire.RemoveConnection(item);
wire.RemoveConnection(dockingTarget.item);
powerConnection.TryAddLink(wire);
wire.Connect(powerConnection, false, false);
recipient.TryAddLink(wire);
wire.Connect(recipient, false, false);
}
private void CreateDoorBody()
{
doorBody = BodyFactory.CreateRectangle(GameMain.World,
dockingTarget.door.Body.width,
dockingTarget.door.Body.height,
1.0f,
dockingTarget.door);
doorBody.CollisionCategories = Physics.CollisionWall;
doorBody.BodyType = BodyType.Static;
doorBody.SetTransform(
ConvertUnits.ToSimUnits(item.Position + (dockingTarget.door.Item.WorldPosition - item.WorldPosition)),
0.0f);
}
private void CreateHull()
{
var hullRects = new Rectangle[] { item.WorldRect, dockingTarget.item.WorldRect };
var subs = new Submarine[] { item.Submarine, dockingTarget.item.Submarine };
hulls = new Hull[2];
bodies = new Body[4];
if (dockingTarget.door != null)
{
CreateDoorBody();
}
if (door != null)
{
dockingTarget.CreateDoorBody();
}
if (IsHorizontal)
{
if (hullRects[0].Center.X > hullRects[1].Center.X)
{
hullRects = new Rectangle[] { dockingTarget.item.WorldRect, item.WorldRect };
subs = new Submarine[] { dockingTarget.item.Submarine,item.Submarine };
}
hullRects[0] = new Rectangle(hullRects[0].Center.X, hullRects[0].Y, ((int)DockedDistance / 2), hullRects[0].Height);
hullRects[1] = new Rectangle(hullRects[1].Center.X - ((int)DockedDistance / 2), hullRects[1].Y, ((int)DockedDistance / 2), hullRects[1].Height);
for (int i = 0; i < 2; i++)
{
hullRects[i].Location -= MathUtils.ToPoint((subs[i].WorldPosition - subs[i].HiddenSubPosition));
hulls[i] = new Hull(MapEntityPrefab.Find("Hull"), hullRects[i], subs[i]);
hulls[i].AddToGrid(subs[i]);
for (int j = 0; j < 2; j++)
{
bodies[i + j * 2] = BodyFactory.CreateEdge(GameMain.World,
ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X, hullRects[i].Y - hullRects[i].Height * j)),
ConvertUnits.ToSimUnits(new Vector2(hullRects[i].Right, hullRects[i].Y - hullRects[i].Height * j)));
}
}
gap = new Gap(new Rectangle(hullRects[0].Right - 2, hullRects[0].Y, 4, hullRects[0].Height), true, subs[0]);
if (gapId != null) gap.ID = (ushort)gapId;
LinkHullsToGap();
}
else
{
if (hullRects[0].Center.Y > hullRects[1].Center.Y)
{
hullRects = new Rectangle[] { dockingTarget.item.WorldRect, item.WorldRect };
subs = new Submarine[] { dockingTarget.item.Submarine, item.Submarine };
}
hullRects[0] = new Rectangle(hullRects[0].X, hullRects[0].Y + (int)(-hullRects[0].Height+DockedDistance)/2, hullRects[0].Width, ((int)DockedDistance / 2));
hullRects[1] = new Rectangle(hullRects[1].X, hullRects[1].Y - hullRects[1].Height/2, hullRects[1].Width, ((int)DockedDistance / 2));
for (int i = 0; i < 2; i++)
{
hullRects[i].Location -= MathUtils.ToPoint((subs[i].WorldPosition - subs[i].HiddenSubPosition));
hulls[i] = new Hull(MapEntityPrefab.Find("Hull"), hullRects[i], subs[i]);
hulls[i].AddToGrid(subs[i]);
if (hullIds[i] != null) hulls[i].ID = (ushort)hullIds[i];
}
gap = new Gap(new Rectangle(hullRects[0].X, hullRects[0].Y+2, hullRects[0].Width, 4), false, subs[0]);
if (gapId != null) gap.ID = (ushort)gapId;
LinkHullsToGap();
}
item.linkedTo.Add(hulls[0]);
item.linkedTo.Add(hulls[1]);
hullIds[0] = hulls[0].ID;
hullIds[1] = hulls[1].ID;
gap.DisableHullRechecks = true;
gapId = gap.ID;
item.linkedTo.Add(gap);
foreach (Body body in bodies)
{
if (body == null) continue;
body.BodyType = BodyType.Static;
body.Friction = 0.5f;
body.CollisionCategories = Physics.CollisionWall;
}
}
private void LinkHullsToGap()
{
if (gap == null || hulls == null || hulls[0] == null || hulls[1] == null)
{
#if DEBUG
DebugConsole.ThrowError("Failed to link dockingport hulls to gap");
#endif
return;
}
gap.linkedTo.Clear();
if (IsHorizontal)
{
if (hulls[0].WorldRect.X < hulls[1].WorldRect.X)
{
gap.linkedTo.Add(hulls[0]);
gap.linkedTo.Add(hulls[1]);
}
else
{
gap.linkedTo.Add(hulls[1]);
gap.linkedTo.Add(hulls[0]);
}
}
else
{
if (hulls[0].WorldRect.Y > hulls[1].WorldRect.Y)
{
gap.linkedTo.Add(hulls[0]);
gap.linkedTo.Add(hulls[1]);
}
else
{
gap.linkedTo.Add(hulls[1]);
gap.linkedTo.Add(hulls[0]);
}
}
}
public void Undock()
{
if (dockingTarget == null || !docked) return;
#if CLIENT
PlaySound(ActionType.OnUse, item.WorldPosition);
#endif
dockingTarget.item.Submarine.DockedTo.Remove(item.Submarine);
item.Submarine.DockedTo.Remove(dockingTarget.item.Submarine);
//remove all waypoint links between this sub and the dockingtarget
foreach (WayPoint wp in WayPoint.WayPointList)
{
if (wp.Submarine != item.Submarine || wp.SpawnType != SpawnType.Path) continue;
for (int i = wp.linkedTo.Count - 1; i >= 0; i--)
{
var wp2 = wp.linkedTo[i] as WayPoint;
if (wp2 == null) continue;
if (wp.Submarine == dockingTarget.item.Submarine)
{
wp.linkedTo.RemoveAt(i);
wp2.linkedTo.Remove(wp);
}
}
}
item.linkedTo.Clear();
docked = false;
dockingTarget.Undock();
dockingTarget = null;
if (doorBody != null)
{
GameMain.World.RemoveBody(doorBody);
doorBody = null;
}
var wire = item.GetComponent<Wire>();
if (wire != null)
{
wire.Drop(null);
}
if (joint != null)
{
GameMain.World.RemoveJoint(joint);
joint = null;
}
if (hulls != null)
{
hulls[0].Remove();
hulls[1].Remove();
hulls = null;
}
if (gap != null)
{
gap.Remove();
gap = null;
}
hullIds[0] = null;
hullIds[1] = null;
gapId = null;
if (bodies!=null)
{
foreach (Body body in bodies)
{
if (body == null) continue;
GameMain.World.RemoveBody(body);
}
bodies = null;
}
if (GameMain.Server != null)
{
item.CreateServerEvent(this);
}
}
public override void Update(float deltaTime, Camera cam)
{
if (dockingTarget == null)
{
dockingState = MathHelper.Lerp(dockingState, 0.0f, deltaTime * 10.0f);
if (dockingState < 0.01f) docked = false;
item.SendSignal(0, "0", "state_out", null);
item.SendSignal(0, (FindAdjacentPort() != null) ? "1" : "0", "proximity_sensor", null);
}
else
{
if (!docked)
{
Dock(dockingTarget);
if (dockingTarget == null) return;
}
if (joint is DistanceJoint)
{
item.SendSignal(0, "0", "state_out", null);
dockingState = MathHelper.Lerp(dockingState, 0.5f, deltaTime * 10.0f);
if (Vector2.Distance(joint.WorldAnchorA, joint.WorldAnchorB) < 0.05f)
{
Lock(false);
}
}
else
{
if (dockingTarget.door != null && doorBody != null)
{
doorBody.Enabled = dockingTarget.door.Body.Enabled;
}
item.SendSignal(0, "1", "state_out", null);
dockingState = MathHelper.Lerp(dockingState, 1.0f, deltaTime * 10.0f);
}
}
}
protected override void RemoveComponentSpecific()
{
list.Remove(this);
}
public override void OnMapLoaded()
{
foreach (Item it in Item.ItemList)
{
if (it.Submarine != item.Submarine) continue;
var doorComponent = it.GetComponent<Door>();
if (doorComponent == null) continue;
if (Vector2.Distance(item.Position, doorComponent.Item.Position) < Submarine.GridSize.X)
{
this.door = doorComponent;
break;
}
}
if (!item.linkedTo.Any()) return;
List<MapEntity> linked = new List<MapEntity>(item.linkedTo);
foreach (MapEntity entity in linked)
{
var hull = entity as Hull;
if (hull != null)
{
hull.Remove();
item.linkedTo.Remove(hull);
continue;
}
var gap = entity as Gap;
if (gap != null)
{
gap.Remove();
continue;
}
Item linkedItem = entity as Item;
if (linkedItem == null) continue;
var dockingPort = linkedItem.GetComponent<DockingPort>();
if (dockingPort != null)
{
Dock(dockingPort);
}
}
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f)
{
if (GameMain.Client != null) return;
bool wasDocked = docked;
DockingPort prevDockingTarget = dockingTarget;
switch (connection.Name)
{
case "toggle":
Docked = !docked;
break;
case "set_active":
case "set_state":
Docked = signal != "0";
break;
}
if (sender != null && docked != wasDocked)
{
if (docked)
{
if (item.Submarine != null && dockingTarget?.item?.Submarine != null)
GameServer.Log(sender.LogName + " docked " + item.Submarine.Name + " to " + dockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
}
else
{
if (item.Submarine != null && prevDockingTarget?.item?.Submarine != null)
GameServer.Log(sender.LogName + " undocked " + item.Submarine.Name + " from " + prevDockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
}
}
}
public void ServerWrite(Lidgren.Network.NetBuffer msg, Client c, object[] extraData = null)
{
msg.Write(docked);
if (docked)
{
msg.Write(dockingTarget.item.ID);
if (hulls != null && hulls[0] != null && hulls[1] != null && gap != null)
{
msg.Write(true);
msg.Write(hulls[0].ID);
msg.Write(hulls[1].ID);
msg.Write(gap.ID);
}
else
{
msg.Write(false);
}
}
}
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
{
bool isDocked = msg.ReadBoolean();
if (isDocked)
{
ushort dockingTargetID = msg.ReadUInt16();
bool isLocked = msg.ReadBoolean();
if (isLocked)
{
hullIds[0] = msg.ReadUInt16();
hullIds[1] = msg.ReadUInt16();
gapId = msg.ReadUInt16();
}
Entity targetEntity = Entity.FindEntityByID(dockingTargetID);
if (targetEntity == null || !(targetEntity is Item))
{
DebugConsole.ThrowError("Invalid docking port network event (can't dock to " + targetEntity.ToString() + ")");
return;
}
dockingTarget = (targetEntity as Item).GetComponent<DockingPort>();
if (dockingTarget == null)
{
DebugConsole.ThrowError("Invalid docking port network event (" + targetEntity + " doesn't have a docking port component)");
return;
}
Dock(dockingTarget);
if (isLocked)
{
Lock(true);
hulls[0].ID = (ushort)hullIds[0];
hulls[1].ID = (ushort)hullIds[1];
gap.ID = (ushort)gapId;
}
}
else
{
Undock();
}
}
}
}