Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Map/MapEntity.cs

535 lines
17 KiB
C#

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