Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Map/Creatures/BallastFloraBehavior.cs
Juan Pablo Arce 4206f6db42 Unstable 0.17.3.0
2022-03-22 14:44:56 -03:00

135 lines
5.0 KiB
C#

using Barotrauma.Items.Components;
using Barotrauma.Networking;
using System;
namespace Barotrauma.MapCreatures.Behavior
{
partial class BallastFloraBehavior
{
const float DamageUpdateInterval = 1.0f;
private float damageUpdateTimer;
partial void LoadPrefab(ContentXElement element)
{
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "branchsprite":
case "hiddenflowersprite":
break;
case "flowersprite":
flowerVariants++;
break;
case "leafsprite":
leafVariants++;
break;
case "targets":
LoadTargets(subElement);
break;
}
}
}
partial void UpdateDamage(float deltaTime)
{
damageUpdateTimer -= deltaTime;
if (damageUpdateTimer > 0.0f) { return; }
const int maxMessagesPerSecond = 10;
int messages = 0;
foreach (BallastFloraBranch branch in Branches)
{
//don't notify about minuscule amounts of damage (<= 1.0f)
if (branch.AccumulatedDamage > 1.0f)
{
CreateNetworkMessage(new BranchDamageEventData(branch));
branch.AccumulatedDamage = 0.0f;
messages++;
//throttle a bit: if a large ballast flora is withering, it can lead to a very large number of events otherwise
if (messages > maxMessagesPerSecond) { break; }
}
}
damageUpdateTimer = DamageUpdateInterval;
}
public void ServerWrite(IWriteMessage msg, IEventData eventData)
{
msg.Write((byte)eventData.NetworkHeader);
switch (eventData)
{
case SpawnEventData _:
ServerWriteSpawn(msg);
break;
case KillEventData _:
//do nothing
break;
case BranchCreateEventData branchCreateEventData:
ServerWriteBranchGrowth(msg, branchCreateEventData.NewBranch, branchCreateEventData.Parent.ID);
break;
case BranchDamageEventData branchDamageEventData:
ServerWriteBranchDamage(msg, branchDamageEventData.Branch);
break;
case InfectEventData infectEventData:
ServerWriteInfect(msg, infectEventData.Item.ID, infectEventData.Infect, infectEventData.Infector);
break;
case BranchRemoveEventData branchRemoveEventData:
ServerWriteBranchRemove(msg, branchRemoveEventData.Branch);
break;
}
msg.Write(PowerConsumptionTimer);
}
private void ServerWriteSpawn(IWriteMessage msg)
{
msg.Write(Prefab.Identifier);
msg.Write(Offset.X);
msg.Write(Offset.Y);
}
private void ServerWriteBranchGrowth(IWriteMessage msg, BallastFloraBranch branch, int parentId = -1)
{
var (x, y) = branch.Position;
msg.Write(parentId);
msg.Write((int)branch.ID);
msg.Write(branch.IsRootGrowth);
msg.WriteRangedInteger((byte)branch.Type, 0b0000, 0b1111);
msg.WriteRangedInteger((byte)branch.Sides, 0b0000, 0b1111);
msg.WriteRangedInteger(branch.FlowerConfig.Serialize(), 0, 0xFFF);
msg.WriteRangedInteger(branch.LeafConfig.Serialize(), 0, 0xFFF);
msg.Write((ushort)branch.MaxHealth);
msg.Write((int)(x / VineTile.Size));
msg.Write((int)(y / VineTile.Size));
msg.Write(branch.ParentBranch == null ? -1 : Branches.IndexOf(branch.ParentBranch));
}
private void ServerWriteBranchDamage(IWriteMessage msg, BallastFloraBranch branch)
{
msg.Write((int)branch.ID);
msg.Write(branch.Health);
}
private void ServerWriteInfect(IWriteMessage msg, UInt16 itemID, InfectEventData.InfectState infect, BallastFloraBranch infector = null)
{
msg.Write(itemID);
msg.Write(infect == InfectEventData.InfectState.Yes);
if (infect == InfectEventData.InfectState.Yes)
{
msg.Write(infector?.ID ?? -1);
}
}
private void ServerWriteBranchRemove(IWriteMessage msg, BallastFloraBranch branch)
{
msg.Write(branch.ID);
}
public void CreateNetworkMessage(IEventData extraData)
{
GameMain.Server.CreateEntityEvent(Parent, new Hull.BallastFloraEventData(this, extraData));
}
}
}