332 lines
10 KiB
C#
332 lines
10 KiB
C#
using Barotrauma.Items.Components;
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using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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partial class Inventory : IServerSerializable, IClientSerializable
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{
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public readonly Entity Owner;
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protected int capacity;
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public Item[] Items;
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private bool isSubInventory;
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public bool Locked;
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private ushort[] receivedItemIDs;
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private float syncItemsDelay;
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private CoroutineHandle syncItemsCoroutine;
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public Inventory(Entity owner, int capacity, Vector2? centerPos = null, int slotsPerRow=5)
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{
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this.capacity = capacity;
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this.Owner = owner;
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Items = new Item[capacity];
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#if CLIENT
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this.slotsPerRow = slotsPerRow;
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CenterPos = (centerPos==null) ? new Vector2(0.5f, 0.5f) : (Vector2)centerPos;
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#endif
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}
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public int FindIndex(Item item)
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{
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for (int i = 0; i < capacity; i++)
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{
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if (Items[i] == item) return i;
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}
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return -1;
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}
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/// Returns true if the item owns any of the parent inventories
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public virtual bool ItemOwnsSelf(Item item)
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{
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if (Owner == null) return false;
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if (!(Owner is Item)) return false;
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Item ownerItem = Owner as Item;
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if (ownerItem == item) return true;
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if (ownerItem.ParentInventory == null) return false;
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return ownerItem.ParentInventory.ItemOwnsSelf(item);
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}
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public virtual int FindAllowedSlot(Item item)
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{
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if (ItemOwnsSelf(item)) return -1;
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for (int i = 0; i < capacity; i++)
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{
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//item is already in the inventory!
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if (Items[i] == item) return -1;
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}
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for (int i = 0; i < capacity; i++)
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{
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if (Items[i] == null) return i;
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}
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return -1;
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}
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public virtual bool CanBePut(Item item, int i)
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{
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if (ItemOwnsSelf(item)) return false;
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if (i < 0 || i >= Items.Length) return false;
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return (Items[i] == null);
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}
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/// <summary>
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/// If there is room, puts the item in the inventory and returns true, otherwise returns false
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/// </summary>
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public virtual bool TryPutItem(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
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{
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int slot = FindAllowedSlot(item);
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if (slot < 0) return false;
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PutItem(item, slot, user, true, createNetworkEvent);
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return true;
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}
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public virtual bool TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
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{
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if (Owner == null) return false;
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if (CanBePut(item, i))
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{
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PutItem(item, i, user, true, createNetworkEvent);
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return true;
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}
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else
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{
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#if CLIENT
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if (slots != null && createNetworkEvent) slots[i].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
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#endif
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return false;
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}
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}
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protected virtual void PutItem(Item item, int i, Character user, bool removeItem = true, bool createNetworkEvent = true)
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{
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if (Owner == null) return;
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if (removeItem)
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{
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item.Drop(user);
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if (item.ParentInventory != null) item.ParentInventory.RemoveItem(item);
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}
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Items[i] = item;
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item.ParentInventory = this;
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#if CLIENT
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if (slots != null) slots[i].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
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#endif
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if (item.body != null)
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{
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item.body.Enabled = false;
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}
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if (createNetworkEvent)
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{
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CreateNetworkEvent();
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}
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}
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private void CreateNetworkEvent()
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{
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if (GameMain.Server != null)
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{
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GameMain.Server.CreateEntityEvent(Owner as IServerSerializable, new object[] { NetEntityEvent.Type.InventoryState });
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}
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#if CLIENT
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else if (GameMain.Client != null)
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{
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GameMain.Client.CreateEntityEvent(Owner as IClientSerializable, new object[] { NetEntityEvent.Type.InventoryState });
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}
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#endif
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}
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public Item FindItem(string itemName)
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{
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if (itemName == null) return null;
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return Items.FirstOrDefault(i => i != null && (i.Prefab.NameMatches(itemName) || i.HasTag(itemName)));
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}
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public Item FindItem(string[] itemNames)
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{
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if (itemNames == null) return null;
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foreach (string itemName in itemNames)
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{
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var item = FindItem(itemName);
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if (item != null) return item;
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}
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return null;
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}
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public virtual void RemoveItem(Item item)
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{
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if (item == null) return;
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//go through the inventory and remove the item from all slots
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for (int n = 0; n < capacity; n++)
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{
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if (Items[n] != item) continue;
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Items[n] = null;
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item.ParentInventory = null;
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}
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}
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public void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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ServerWrite(msg, null);
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syncItemsDelay = 1.0f;
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}
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public void ServerRead(ClientNetObject type, NetBuffer msg, Barotrauma.Networking.Client c)
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{
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List<Item> prevItems = new List<Item>(Items);
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ushort[] newItemIDs = new ushort[capacity];
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for (int i = 0; i < capacity; i++)
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{
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newItemIDs[i] = msg.ReadUInt16();
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}
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if (c == null || c.Character == null || !c.Character.CanAccessInventory(this))
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{
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return;
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}
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for (int i = 0; i < capacity; i++)
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{
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if (newItemIDs[i] == 0)
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{
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if (Items[i] != null) Items[i].Drop(c.Character);
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System.Diagnostics.Debug.Assert(Items[i]==null);
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}
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else
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{
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var item = Entity.FindEntityByID(newItemIDs[i]) as Item;
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if (item == null || item == Items[i]) continue;
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if (GameMain.Server != null)
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{
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if (!item.CanClientAccess(c)) continue;
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}
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TryPutItem(item, i, true, true, c.Character, false);
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}
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}
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GameMain.Server.CreateEntityEvent(Owner as IServerSerializable, new object[] { NetEntityEvent.Type.InventoryState });
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foreach (Item item in Items.Distinct())
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{
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if (item == null) continue;
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if (!prevItems.Contains(item))
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{
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if (Owner == c.Character)
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{
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GameServer.Log(c.Character.LogName+ " picked up " + item.Name, ServerLog.MessageType.Inventory);
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}
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else
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{
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GameServer.Log(c.Character.LogName + " placed " + item.Name + " in " + Owner, ServerLog.MessageType.Inventory);
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}
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}
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}
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foreach (Item item in prevItems.Distinct())
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{
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if (item == null) continue;
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if (!Items.Contains(item))
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{
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if (Owner == c.Character)
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{
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GameServer.Log(c.Character.LogName + " dropped " + item.Name, ServerLog.MessageType.Inventory);
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}
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else
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{
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GameServer.Log(c.Character.LogName + " removed " + item.Name + " from " + Owner, ServerLog.MessageType.Inventory);
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}
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}
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}
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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for (int i = 0; i < capacity; i++)
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{
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msg.Write((ushort)(Items[i] == null ? 0 : Items[i].ID));
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}
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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receivedItemIDs = new ushort[capacity];
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for (int i = 0; i < capacity; i++)
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{
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receivedItemIDs[i] = msg.ReadUInt16();
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}
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if (syncItemsDelay > 0.0f)
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{
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//delay applying the new state if less than 1 second has passed since this client last sent a state to the server
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//prevents the inventory from briefly reverting to an old state if items are moved around in quick succession
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if (syncItemsCoroutine != null) CoroutineManager.StopCoroutines(syncItemsCoroutine);
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syncItemsCoroutine = CoroutineManager.StartCoroutine(SyncItemsAfterDelay());
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}
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else
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{
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ApplyReceivedState();
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}
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}
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private IEnumerable<object> SyncItemsAfterDelay()
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{
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while (syncItemsDelay > 0.0f)
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{
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syncItemsDelay -= CoroutineManager.DeltaTime;
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yield return CoroutineStatus.Running;
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}
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ApplyReceivedState();
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yield return CoroutineStatus.Success;
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}
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private void ApplyReceivedState()
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{
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if (receivedItemIDs == null) return;
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for (int i = 0; i < capacity; i++)
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{
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if (receivedItemIDs[i] == 0)
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{
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if (Items[i] != null) Items[i].Drop();
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}
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else
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{
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var item = Entity.FindEntityByID(receivedItemIDs[i]) as Item;
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if (item == null) continue;
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TryPutItem(item, i, true, true, null, false);
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}
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}
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receivedItemIDs = null;
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}
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}
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}
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