Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/ElectricalDischarger.cs
2026-04-30 21:59:54 +08:00

614 lines
27 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Networking;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma.Items.Components
{
partial class ElectricalDischarger : Powered, IServerSerializable
{
private static readonly ConcurrentDictionary<ElectricalDischarger, byte> _dischargerDict = new ConcurrentDictionary<ElectricalDischarger, byte>();
public static IEnumerable<ElectricalDischarger> List => _dischargerDict.Keys;
const int MaxNodes = 100;
const float MaxNodeDistance = 150.0f;
public struct Node
{
public Vector2 WorldPosition;
public int ParentIndex;
public float Length;
public float Angle;
public Node(Vector2 worldPosition, int parentIndex, float length = 0.0f, float angle = 0.0f)
{
WorldPosition = worldPosition;
ParentIndex = parentIndex;
Length = length;
Angle = angle;
}
}
public override bool IsActive
{
get { return base.IsActive; }
set
{
base.IsActive = value;
if (!value)
{
nodes.Clear();
charactersInRange.Clear();
}
}
}
[Serialize(500.0f, IsPropertySaveable.Yes, description: "How far the discharge can travel from the item.", alwaysUseInstanceValues: true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 5000.0f)]
public float Range
{
get;
set;
}
[Serialize(25.0f, IsPropertySaveable.Yes, description: "How much further can the discharge be carried when moving across walls.", alwaysUseInstanceValues: true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
public float RangeMultiplierInWalls
{
get;
set;
}
[Serialize(0.0f, IsPropertySaveable.No)]
public float RaycastRange { get; set; }
[Serialize(0.25f, IsPropertySaveable.Yes, description: "The duration of an individual discharge (in seconds)."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 60.0f, ValueStep = 0.1f, DecimalCount = 2)]
public float Duration
{
get;
set;
}
[Serialize(0.25f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0.0f, MaxValueFloat = 60.0f, ValueStep = 0.1f, DecimalCount = 2)]
public float Reload
{
get;
set;
}
[Serialize(false, IsPropertySaveable.Yes, "If set to true, the discharge cannot travel inside the submarine nor shock anyone inside."), Editable]
public bool OutdoorsOnly
{
get;
set;
}
[Serialize(false, IsPropertySaveable.Yes)]
public bool IgnoreUser
{
get;
set;
}
private readonly List<Node> nodes = new List<Node>();
public IEnumerable<Node> Nodes
{
get { return nodes; }
}
private readonly List<(Character character, Node node)> charactersInRange = new List<(Character character, Node node)>();
private bool charging;
private float timer;
private readonly Attack attack;
private Character user;
private float reloadTimer;
public ElectricalDischarger(Item item, ContentXElement element) :
base(item, element)
{
_dischargerDict.TryAdd(this, 0);
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "attack":
attack = new Attack(subElement, item.Name);
break;
}
}
InitProjSpecific();
}
partial void InitProjSpecific();
public override bool Use(float deltaTime, Character character = null)
{
//already active, do nothing
if (IsActive) { return false; }
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return false; }
if (character != null && !CharacterUsable) { return false; }
charging = true;
timer = Duration;
IsActive = true;
user = character;
#if SERVER
if (GameMain.Server != null) { item.CreateServerEvent(this); }
#endif
return false;
}
public override void Update(float deltaTime, Camera cam)
{
#if CLIENT
frameOffset = Rand.Int(electricitySprite.FrameCount);
#endif
if (timer <= 0.0f)
{
if (reloadTimer > 0.0f)
{
reloadTimer -= deltaTime;
return;
}
IsActive = false;
return;
}
timer -= deltaTime;
if (charging)
{
bool hasPower = false;
if (item.Connections == null)
{
//no connections and can't be wired = must be powered by something like batteries
hasPower = HasPower;
}
else
{
hasPower = GetAvailableInstantaneousBatteryPower() >= PowerConsumption;
}
if (hasPower)
{
var batteries = GetDirectlyConnectedBatteries().Where(static b => !b.OutputDisabled && b.Charge > 0.0001f && b.MaxOutPut > 0.0001f);
float neededPower = PowerConsumption;
while (neededPower > 0.0001f && batteries.Any())
{
float takePower = neededPower / batteries.Count();
takePower = Math.Min(takePower, batteries.Min(b => Math.Min(b.Charge * 3600.0f, b.MaxOutPut)));
foreach (PowerContainer battery in batteries)
{
neededPower -= takePower;
battery.Charge -= takePower / 3600.0f;
#if SERVER
if (GameMain.Server != null) { battery.Item.CreateServerEvent(battery); }
#endif
}
}
Discharge();
}
}
}
/// <summary>
/// Discharge coil doesn't consume grid power, directly takes from the batteries on its grid instead.
/// </summary>
public override float GetCurrentPowerConsumption(Connection conn = null)
{
return 0;
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
base.UpdateBroken(deltaTime, cam);
nodes.Clear();
charactersInRange.Clear();
}
private void Discharge()
{
reloadTimer = Reload;
ApplyStatusEffects(ActionType.OnUse, 1.0f);
FindNodes(item.WorldPosition, Range);
if (attack != null)
{
foreach ((Character character, Node node) in charactersInRange)
{
if (character == null || character.Removed) { continue; }
character.ApplyAttack(user, node.WorldPosition, attack, MathHelper.Clamp(Voltage, 1.0f, MaxOverVoltageFactor),
impulseDirection: character.WorldPosition - node.WorldPosition);
}
}
DischargeProjSpecific();
charging = false;
}
partial void DischargeProjSpecific();
public void FindNodes(Vector2 worldPosition, float range)
{
if (RaycastRange > 0.0f)
{
float angle = 0.0f;
float dir = 1;
if (item.body != null)
{
angle += item.body.Rotation;
dir = item.body.Dir;
}
worldPosition += new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * RaycastRange * dir;
}
//see which submarines are within range so we can skip structures that are in far-away subs
List<Submarine> submarinesInRange = new List<Submarine>();
foreach (Submarine sub in Submarine.Loaded)
{
if (item.Submarine == sub)
{
submarinesInRange.Add(sub);
}
else if (sub != null)
{
Rectangle subBorders = new Rectangle(
sub.Borders.X - (int)range, sub.Borders.Y + (int)range,
sub.Borders.Width + (int)(range * 2), sub.Borders.Height + (int)(range * 2));
subBorders.Location += MathUtils.ToPoint(sub.SubBody.Position);
if (Submarine.RectContains(subBorders, worldPosition))
{
submarinesInRange.Add(sub);
}
}
}
//get all walls within range the arc could potentially hit
List<Entity> entitiesInRange = new List<Entity>(100);
foreach (Structure structure in Structure.WallList)
{
if (!structure.HasBody || structure.IsPlatform) { continue; }
if (structure.Submarine != null&& !submarinesInRange.Contains(structure.Submarine)) { continue; }
var structureWorldRect = structure.WorldRect;
if (worldPosition.X < structureWorldRect.X - range) { continue; }
if (worldPosition.X > structureWorldRect.Right + range) { continue; }
if (worldPosition.Y > structureWorldRect.Y + range) { continue; }
if (worldPosition.Y < structureWorldRect.Y - structureWorldRect.Height - range) { continue; }
if (structure.Submarine != null)
{
if (!submarinesInRange.Contains(structure.Submarine)) { continue; }
if (OutdoorsOnly)
{
//check if there's a hull at either side of the wall
Vector2 normal = new Vector2(
(float)-Math.Sin(structure.IsHorizontal ? -structure.BodyRotation : MathHelper.PiOver2 - structure.BodyRotation),
(float)Math.Cos(structure.IsHorizontal ? -structure.BodyRotation : MathHelper.PiOver2 - structure.BodyRotation));
Vector2 structurePos = structure.Position;
float offsetAmount = Submarine.GridSize.X * 2;
if (structure.HasBody)
{
structurePos = ConvertUnits.ToDisplayUnits(structure.Bodies.First().Position);
offsetAmount = Math.Max(
offsetAmount,
structure.IsHorizontal ? structure.BodyHeight : structure.BodyWidth);
}
if (Hull.FindHull(structurePos + normal * offsetAmount, useWorldCoordinates: false) != null &&
Hull.FindHull(structurePos - normal * offsetAmount, useWorldCoordinates: false) != null)
{
continue;
}
}
}
entitiesInRange.Add(structure);
}
nodes.Clear();
if (RaycastRange > 0.0f)
{
nodes.Add(new Node(item.WorldPosition, -1));
int parentNodeIndex = 0;
AddNodesBetweenPoints(item.WorldPosition, worldPosition, 0.5f, ref parentNodeIndex);
}
else
{
nodes.Add(new Node(worldPosition, -1));
}
//get all characters within range the arc could potentially hit
float totalRange = RaycastRange + range;
foreach (Character character in Character.CharacterList)
{
if (!character.Enabled) { continue; }
if (IgnoreUser && character == user) { continue; }
if (OutdoorsOnly && character.Submarine != null) { continue; }
if (character.Submarine != null && !submarinesInRange.Contains(character.Submarine)) { continue; }
if (Vector2.DistanceSquared(character.WorldPosition, worldPosition) < totalRange * totalRange * RangeMultiplierInWalls)
{
entitiesInRange.Add(character);
}
//if the weapon does a raycast, check distance to the ray too (not just the end of the ray)
if (RaycastRange > 0)
{
float distSqr = MathUtils.LineSegmentToPointDistanceSquared(worldPosition, item.WorldPosition, character.WorldPosition);
//if the distance from the initial raycast to the character is small (e.g. goes through the character), we know it must hit
if (distSqr < range * range * RangeMultiplierInWalls)
{
if (!entitiesInRange.Contains(character)) { entitiesInRange.Add(character); }
charactersInRange.Add((character, nodes.First()));
}
}
}
FindNodes(entitiesInRange, worldPosition, nodes.Count - 1, range);
//construct final nodes (w/ lengths and angles so they don't have to be recalculated when rendering the discharge)
for (int i = 0; i < nodes.Count; i++)
{
if (nodes[i].ParentIndex < 0) { continue; }
Node parentNode = nodes[nodes[i].ParentIndex];
float length = Vector2.Distance(nodes[i].WorldPosition, parentNode.WorldPosition) * Rand.Range(1.0f, 1.25f);
float angle = MathUtils.VectorToAngle(parentNode.WorldPosition - nodes[i].WorldPosition);
nodes[i] = new Node(nodes[i].WorldPosition, nodes[i].ParentIndex, length, angle);
}
}
private void FindNodes(List<Entity> entitiesInRange, Vector2 currPos, int parentNodeIndex, float currentRange)
{
if (currentRange <= 0.0f || nodes.Count >= MaxNodes) { return; }
//find the closest structure
int closestIndex = -1;
float closestDist = float.MaxValue;
for (int i = 0; i < entitiesInRange.Count; i++)
{
float dist = float.MaxValue;
if (entitiesInRange[i] is Structure structure)
{
if (structure.IsHorizontal)
{
dist = Math.Abs(structure.WorldPosition.Y - currPos.Y);
if (currPos.X < structure.WorldRect.X)
dist += structure.WorldRect.X - currPos.X;
else if (currPos.X > structure.WorldRect.Right)
dist += currPos.X - structure.WorldRect.Right;
}
else
{
dist = Math.Abs(structure.WorldPosition.X - currPos.X);
if (currPos.Y < structure.WorldRect.Y - structure.Rect.Height)
dist += (structure.WorldRect.Y - structure.Rect.Height) - currPos.Y;
else if (currPos.Y > structure.WorldRect.Y)
dist += currPos.Y - structure.WorldRect.Y;
}
}
else if (entitiesInRange[i] is Character character)
{
dist = MathF.Sqrt(MathUtils.LineSegmentToPointDistanceSquared(currPos, nodes[parentNodeIndex].WorldPosition, character.WorldPosition));
}
if (dist < closestDist)
{
closestIndex = i;
closestDist = dist;
}
}
if (closestIndex == -1 || closestDist > currentRange)
{
//nothing in range, create some arcs to random directions
for (int i = 0; i < Rand.Int(4); i++)
{
Vector2 targetPos = currPos + Rand.Vector(MaxNodeDistance * Rand.Range(0.5f, 1.5f));
nodes.Add(new Node(targetPos, parentNodeIndex));
}
return;
}
currentRange -= closestDist;
if (entitiesInRange[closestIndex] is Structure targetStructure)
{
if (targetStructure.IsHorizontal)
{
//which side of the structure to add the nodes to
//if outside the sub, use the sides that's furthers from the sub's center position
//otherwise the side that's closer to the previous node
int yDir = OutdoorsOnly && targetStructure.Submarine != null ?
Math.Sign(targetStructure.WorldPosition.Y - targetStructure.Submarine.WorldPosition.Y) :
Math.Sign(currPos.Y - targetStructure.WorldPosition.Y);
int sectionIndex = targetStructure.FindSectionIndex(currPos, world: true, clamp: true);
if (sectionIndex == -1) { return; }
Vector2 sectionPos = targetStructure.SectionPosition(sectionIndex, world: true);
Vector2 targetPos =
new Vector2(
MathHelper.Clamp(sectionPos.X, targetStructure.WorldRect.X, targetStructure.WorldRect.Right),
sectionPos.Y + targetStructure.BodyHeight / 2 * yDir);
//create nodes from the current position to the closest point on the structure
AddNodesBetweenPoints(currPos, targetPos, 0.25f, ref parentNodeIndex);
//add a node at the closest point
nodes.Add(new Node(targetPos, parentNodeIndex));
int nodeIndex = nodes.Count - 1;
entitiesInRange.RemoveAt(closestIndex);
float newRange = currentRange - (targetStructure.Rect.Width / 2) * (1.0f / RangeMultiplierInWalls);
//continue the discharge to the left edge of the structure and extend from there
int leftNodeIndex = nodeIndex;
Vector2 leftPos = targetStructure.SectionPosition(0, world: true);
leftPos.Y += targetStructure.BodyHeight / 2 * yDir;
AddNodesBetweenPoints(targetPos, leftPos, 0.05f, ref leftNodeIndex);
nodes.Add(new Node(leftPos, leftNodeIndex));
FindNodes(entitiesInRange, leftPos, nodes.Count - 1, newRange);
//continue the discharge to the right edge of the structure and extend from there
int rightNodeIndex = nodeIndex;
Vector2 rightPos = targetStructure.SectionPosition(targetStructure.SectionCount - 1, world: true);
leftPos.Y += targetStructure.BodyHeight / 2 * yDir;
AddNodesBetweenPoints(targetPos, rightPos, 0.05f, ref rightNodeIndex);
nodes.Add(new Node(rightPos, rightNodeIndex));
FindNodes(entitiesInRange, rightPos, nodes.Count - 1, newRange);
}
else
{
int xDir = OutdoorsOnly && targetStructure.Submarine != null ?
Math.Sign(targetStructure.WorldPosition.X - targetStructure.Submarine.WorldPosition.X) :
Math.Sign(currPos.X - targetStructure.WorldPosition.X);
int sectionIndex = targetStructure.FindSectionIndex(currPos, world: true, clamp: true);
if (sectionIndex == -1) { return; }
Vector2 sectionPos = targetStructure.SectionPosition(sectionIndex, world: true);
Vector2 targetPos = new Vector2(
sectionPos.X + targetStructure.BodyWidth / 2 * xDir,
MathHelper.Clamp(sectionPos.Y, targetStructure.WorldRect.Y - targetStructure.Rect.Height, targetStructure.WorldRect.Y));
//create nodes from the current position to the closest point on the structure
AddNodesBetweenPoints(currPos, targetPos, 0.25f, ref parentNodeIndex);
//add a node at the closest point
nodes.Add(new Node(targetPos, parentNodeIndex));
int nodeIndex = nodes.Count - 1;
entitiesInRange.RemoveAt(closestIndex);
float newRange = currentRange - (targetStructure.Rect.Height / 2) * (1.0f / RangeMultiplierInWalls);
//continue the discharge to the top edge of the structure and extend from there
int topNodeIndex = nodeIndex;
Vector2 topPos = targetStructure.SectionPosition(0, world: true);
topPos.X += targetStructure.BodyWidth / 2 * xDir;
AddNodesBetweenPoints(targetPos, topPos, 0.05f, ref topNodeIndex);
nodes.Add(new Node(topPos, topNodeIndex));
FindNodes(entitiesInRange, topPos, nodes.Count - 1, newRange);
//continue the discharge to the bottom edge of the structure and extend from there
int bottomNodeIndex = nodeIndex;
Vector2 bottomBos = targetStructure.SectionPosition(targetStructure.SectionCount - 1, world: true);
bottomBos.X += targetStructure.BodyWidth / 2 * xDir;
AddNodesBetweenPoints(targetPos, bottomBos, 0.05f, ref bottomNodeIndex);
nodes.Add(new Node(bottomBos, bottomNodeIndex));
FindNodes(entitiesInRange, bottomBos, nodes.Count - 1, newRange);
}
//check if any character is close to this structure
for (int j = 0; j < entitiesInRange.Count; j++)
{
var otherEntity = entitiesInRange[j];
if (otherEntity is not Character character) { continue; }
if (IgnoreUser && character == user) { continue; }
if (OutdoorsOnly && character.Submarine != null) { continue; }
Vector2 characterMin = new Vector2(character.AnimController.Limbs.Min(l => l.WorldPosition.X), character.AnimController.Limbs.Min(l => l.WorldPosition.Y));
Vector2 characterMax = new Vector2(character.AnimController.Limbs.Max(l => l.WorldPosition.X), character.AnimController.Limbs.Max(l => l.WorldPosition.Y));
if (targetStructure.IsHorizontal)
{
if (characterMax.X < targetStructure.WorldRect.X) { continue; }
if (characterMin.X > targetStructure.WorldRect.Right) { continue; }
if (Math.Abs(characterMin.Y - targetStructure.WorldPosition.Y) > currentRange &&
Math.Abs(characterMax.Y - targetStructure.WorldPosition.Y) > currentRange)
{
continue;
}
}
else
{
if (characterMax.Y < targetStructure.WorldRect.Y - targetStructure.Rect.Height) { continue; }
if (characterMin.Y > targetStructure.WorldRect.Y) { continue; }
if (Math.Abs(characterMin.X - targetStructure.WorldPosition.X) > currentRange &&
Math.Abs(characterMax.X - targetStructure.WorldPosition.X) > currentRange)
{
continue;
}
}
if (!charactersInRange.Any(c => c.character == character))
{
charactersInRange.Add((character, nodes[parentNodeIndex]));
}
float closestNodeDistSqr = float.MaxValue;
int closestNodeIndex = -1;
for (int i = 0; i < nodes.Count; i++)
{
float distSqr = Vector2.DistanceSquared(character.WorldPosition, nodes[i].WorldPosition);
if (distSqr < closestNodeDistSqr)
{
closestNodeDistSqr = distSqr;
closestNodeIndex = i;
}
}
if (closestNodeIndex > -1)
{
FindNodes(entitiesInRange, nodes[closestNodeIndex].WorldPosition, closestNodeIndex, currentRange - (float)Math.Sqrt(closestNodeDistSqr));
}
}
}
else if (entitiesInRange[closestIndex] is Character character)
{
Vector2 targetPos = character.WorldPosition;
//create nodes from the current position to the closest point on the character
AddNodesBetweenPoints(currPos, targetPos, 0.25f, ref parentNodeIndex);
nodes.Add(new Node(targetPos, parentNodeIndex));
entitiesInRange.RemoveAt(closestIndex);
if (!charactersInRange.Any(c => c.character == character))
{
charactersInRange.Add((character, nodes[parentNodeIndex]));
}
FindNodes(entitiesInRange, targetPos, nodes.Count - 1, currentRange);
}
}
private void AddNodesBetweenPoints(Vector2 currPos, Vector2 targetPos, float variance, ref int parentNodeIndex)
{
Vector2 diff = targetPos - currPos;
float dist = diff.Length();
Vector2 normal = new Vector2(-diff.Y, diff.X) / dist;
for (float x = MaxNodeDistance; x < dist - MaxNodeDistance; x += MaxNodeDistance * Rand.Range(0.5f, 1.0f))
{
//0 at the edges, 1 at the center
float normalOffset = (0.5f - Math.Abs(x / dist - 0.5f)) * 2.0f;
normalOffset *= variance * dist * Rand.Range(-1.0f, 1.0f);
nodes.Add(new Node(currPos + (diff / dist) * x + normal * normalOffset, parentNodeIndex));
parentNodeIndex = nodes.Count - 1;
}
}
public override void ReceiveSignal(Signal signal, Connection connection)
{
switch (connection.Name)
{
case "activate":
case "use":
case "trigger_in":
if (signal.value != "0")
{
item.Use(1.0f);
}
break;
}
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
_dischargerDict.TryRemove(this, out _);
}
public void ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData = null)
{
msg.WriteUInt16(user?.ID ?? Entity.NullEntityID);
}
}
}