Files
LuaCsForBarotraumaEP/Subsurface/Map/Structure.cs

633 lines
20 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Factories;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Subsurface.Networking;
using Subsurface.Lights;
namespace Subsurface
{
class WallSection
{
public Rectangle rect;
public float damage;
public Gap gap;
public bool isHighLighted;
public WallSection(Rectangle rect)
{
this.rect = rect;
damage = 0.0f;
}
public WallSection(Rectangle rect, float damage)
{
this.rect = rect;
this.damage = 0.0f;
}
}
class Structure : MapEntity, IDamageable
{
static int wallSectionSize = 100;
public static List<Structure> wallList = new List<Structure>();
ConvexHull convexHull;
StructurePrefab prefab;
//farseer physics bodies, separated by gaps
List<Body> bodies;
//sections of the wall that are supposed to be rendered
private WallSection[] sections;
bool isHorizontal;
public override Sprite sprite
{
get { return prefab.sprite; }
}
public bool IsPlatform
{
get { return prefab.IsPlatform; }
}
public Direction StairDirection
{
get { return prefab.StairDirection; }
}
public override string Name
{
get { return "structure"; }
}
public bool HasBody
{
get { return prefab.HasBody; }
}
public bool CastShadow
{
get { return prefab.CastShadow; }
}
public bool IsHorizontal
{
get { return isHorizontal; }
}
public int SectionCount
{
get { return sections.Length; }
}
public float Health
{
get { return prefab.MaxHealth; }
}
public override void Move(Vector2 amount)
{
base.Move(amount);
for (int i = 0; i < sections.Count(); i++)
{
Rectangle r = sections[i].rect;
r.X += (int)amount.X;
r.Y += (int)amount.Y;
sections[i].rect = r;
}
if (bodies != null)
{
Vector2 simAmount = ConvertUnits.ToSimUnits(amount);
foreach (Body b in bodies)
{
b.SetTransform(b.Position + simAmount, b.Rotation);
}
}
if (convexHull!=null)
{
convexHull.Move(amount);
}
//if (gaps != null)
//{
// foreach (Gap g in gaps)
// {
// g.Move(amount);
// //g.position.X += amount.X;
// //g.position.Y -= amount.Y;
// }
//}
}
public Structure(Rectangle rectangle, StructurePrefab sp)
{
if (rectangle.Width == 0 || rectangle.Height == 0) return;
rect = rectangle;
prefab = sp;
isHorizontal = (rect.Width>rect.Height);
if (prefab.HasBody)
{
bodies = new List<Body>();
//gaps = new List<Gap>();
Body newBody = BodyFactory.CreateRectangle(Game1.World,
ConvertUnits.ToSimUnits(rect.Width),
ConvertUnits.ToSimUnits(rect.Height),
1.5f);
newBody.BodyType = BodyType.Static;
newBody.Position = ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2.0f, rect.Y - rect.Height / 2.0f));
newBody.Friction = 0.5f;
newBody.OnCollision += OnWallCollision;
newBody.UserData = this;
newBody.CollisionCategories = (prefab.IsPlatform) ? Physics.CollisionPlatform : Physics.CollisionWall;
bodies.Add(newBody);
wallList.Add(this);
int xsections = 1;
int ysections = 1;
int width, height;
if (isHorizontal)
{
xsections = (int)Math.Ceiling((float)rect.Width / wallSectionSize);
sections = new WallSection[xsections];
width = (int)wallSectionSize;
height = rect.Height;
}
else
{
ysections = (int)Math.Ceiling((float)rect.Height / wallSectionSize);
sections = new WallSection[ysections];
width = rect.Width;
height = (int)wallSectionSize;
}
for (int x = 0; x < xsections; x++ )
{
for (int y = 0; y < ysections; y++)
{
Rectangle sectionRect = new Rectangle(rect.X + x * width, rect.Y - y * height, width, height);
sectionRect.Width -= (int)Math.Max((sectionRect.X + sectionRect.Width) - (rect.X + rect.Width), 0.0f);
sectionRect.Height -= (int)Math.Max((rect.Y - rect.Height)-(sectionRect.Y - sectionRect.Height), 0.0f);
sections[x+y] = new WallSection(sectionRect);
}
}
}
else
{
sections = new WallSection[1];
sections[0] = new WallSection(rect);
if (StairDirection!=Direction.None)
{
bodies = new List<Body>();
Body newBody = BodyFactory.CreateRectangle(Game1.World,
ConvertUnits.ToSimUnits(rect.Width * Math.Sqrt(2.0) + Submarine.GridSize.X*3.0f),
ConvertUnits.ToSimUnits(10),
1.5f);
newBody.BodyType = BodyType.Static;
Vector2 stairPos = new Vector2(Position.X, rect.Y - rect.Height + rect.Width / 2.0f);
stairPos += new Vector2(
(StairDirection == Direction.Right) ? -Submarine.GridSize.X*1.5f : Submarine.GridSize.X*1.5f,
- Submarine.GridSize.Y*2.0f);
newBody.Position = ConvertUnits.ToSimUnits(stairPos);
newBody.Rotation = (StairDirection == Direction.Right) ? MathHelper.PiOver4 : -MathHelper.PiOver4;
newBody.Friction = 0.8f;
newBody.CollisionCategories = Physics.CollisionStairs;
newBody.UserData = this;
bodies.Add(newBody);
//newBody = BodyFactory.CreateRectangle(Game1.World,
// ConvertUnits.ToSimUnits(Submarine.GridSize.X*2),
// ConvertUnits.ToSimUnits(10.0f),
// 1.5f);
//newBody.BodyType = BodyType.Static;
////newBody.IsSensor = true;
//newBody.Position = ConvertUnits.ToSimUnits(
// new Vector2(Position.X + (rect.Width/2 + Submarine.GridSize.X) * ((StairDirection == Direction.Right) ? -1.0f : 1.0f), rect.Y + 5.0f));
////newBody.Rotation = (StairDirection == Direction.Right) ? MathHelper.PiOver4 : -MathHelper.PiOver4;
////newBody.Friction = 0.8f;
//newBody.CollisionCategories = Physics.CollisionStairs;
//newBody.UserData = this;
//bodies.Add(newBody);
}
}
if (prefab.CastShadow)
{
Vector2[] corners = new Vector2[4];
corners[0] = new Vector2(rect.X, rect.Y - rect.Height);
corners[1] = new Vector2(rect.X, rect.Y);
corners[2] = new Vector2(rect.Right, rect.Y);
corners[3] = new Vector2(rect.Right, rect.Y - rect.Height);
convexHull = new ConvexHull(corners, Color.Black);
}
mapEntityList.Add(this);
}
public override void Remove()
{
base.Remove();
if (wallList.Contains(this)) wallList.Remove(this);
if (bodies != null)
{
foreach (Body b in bodies)
Game1.World.RemoveBody(b);
}
if (convexHull != null) convexHull.Remove();
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
if (prefab.sprite == null) return;
Color color = (isHighlighted) ? Color.Green : Color.White;
if (isSelected && editing) color = Color.Red;
prefab.sprite.DrawTiled(spriteBatch, new Vector2(rect.X, -rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, color);
foreach (WallSection s in sections)
{
if (s.isHighLighted)
GUI.DrawRectangle(spriteBatch,
new Rectangle((int)s.rect.X, (int)-s.rect.Y, (int)s.rect.Width, (int)s.rect.Height),
new Color((s.damage / prefab.MaxHealth), 1.0f - (s.damage / prefab.MaxHealth), 0.0f, 1.0f), true);
s.isHighLighted = false;
if (s.damage == 0.0f) continue;
GUI.DrawRectangle(spriteBatch,
new Rectangle((int)s.rect.X, (int)-s.rect.Y, (int)s.rect.Width, (int)s.rect.Height),
Color.Black * (s.damage / prefab.MaxHealth), true);
}
}
private bool OnWallCollision(Fixture f1, Fixture f2, Contact contact)
{
//Structure structure = f1.Body.UserData as Structure;
//if (f2.Body.UserData as Item != null)
//{
// if (prefab.IsPlatform || prefab.StairDirection != Direction.None) return false;
//}
if (prefab.IsPlatform)
{
Limb limb;
if ((limb = f2.Body.UserData as Limb) != null)
{
if (limb.character.AnimController.IgnorePlatforms) return false;
}
}
if (!prefab.IsPlatform && prefab.StairDirection == Direction.None)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
int section = FindSectionIndex(pos);
if (section>0)
{
Vector2 normal = contact.Manifold.LocalNormal;
float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal)*f2.Body.Mass*0.1f;
if (impact < 10.0f) return true;
AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact,
new Vector2(
sections[section].rect.X + sections[section].rect.Width / 2,
sections[section].rect.Y - sections[section].rect.Height / 2));
AddDamage(section, impact);
}
}
return true;
}
public void HighLightSection(int sectionIndex)
{
sections[sectionIndex].isHighLighted = true;
}
public bool SectionHasHole(int sectionIndex)
{
if (sectionIndex < 0 || sectionIndex >= sections.Length) return false;
return (sections[sectionIndex].damage>=prefab.MaxHealth);
}
public void AddDamage(int sectionIndex, float damage)
{
if (!prefab.HasBody || prefab.IsPlatform) return;
if (Game1.Client==null)
SetDamage(sectionIndex, sections[sectionIndex].damage + damage);
}
public int FindSectionIndex(Vector2 pos)
{
int index = (isHorizontal) ?
(int)Math.Floor((pos.X - rect.X) / wallSectionSize) :
(int)Math.Floor((rect.Y - pos.Y) / wallSectionSize);
if (index < 0 || index > sections.Length - 1) return -1;
return index;
}
public float SectionDamage(int sectionIndex)
{
if (sectionIndex < 0 || sectionIndex >= sections.Length) return 0.0f;
return sections[sectionIndex].damage;
}
public Vector2 SectionPosition(int sectionIndex)
{
if (sectionIndex < 0 || sectionIndex >= sections.Length) return Vector2.Zero;
return new Vector2(
sections[sectionIndex].rect.X + sections[sectionIndex].rect.Width / 2.0f,
sections[sectionIndex].rect.Y - sections[sectionIndex].rect.Height / 2.0f);
}
public AttackResult AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound = false)
{
if (!prefab.HasBody || prefab.IsPlatform) return new AttackResult(0.0f, 0.0f);
int i = FindSectionIndex(ConvertUnits.ToDisplayUnits(position));
if (i == -1) return new AttackResult(0.0f, 0.0f);
Game1.particleManager.CreateParticle("dustcloud", ConvertUnits.ToSimUnits(SectionPosition(i)), 0.0f, 0.0f);
if (playSound)
{
DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
AmbientSoundManager.PlayDamageSound(damageSoundType, amount, position);
}
AddDamage(i, amount);
return new AttackResult(amount, 0.0f);
}
private void SetDamage(int sectionIndex, float damage)
{
if (!prefab.HasBody) return;
if (damage != sections[sectionIndex].damage)
new NetworkEvent(ID, false);
if (damage < prefab.MaxHealth*0.5f)
{
if (sections[sectionIndex].gap != null)
{
//remove existing gap if damage is below 50%
sections[sectionIndex].gap.Remove();
sections[sectionIndex].gap = null;
}
}
else
{
if (sections[sectionIndex].gap == null)
{
Rectangle gapRect = sections[sectionIndex].rect;
gapRect.X -= 10;
gapRect.Y += 10;
gapRect.Width += 20;
gapRect.Height += 20;
sections[sectionIndex].gap = new Gap(gapRect, !isHorizontal);
}
}
if (sections[sectionIndex].gap != null)
sections[sectionIndex].gap.Open = (float)Math.Pow(((damage / prefab.MaxHealth)-0.5)*2.0, 2.0);
bool hadHole = SectionHasHole(sectionIndex);
sections[sectionIndex].damage = MathHelper.Clamp(damage, 0.0f, prefab.MaxHealth);
bool hasHole = SectionHasHole(sectionIndex);
if (hadHole != hasHole) UpdateSections();
}
private void UpdateSections()
{
foreach (Body b in bodies)
{
Game1.World.RemoveBody(b);
}
bodies.Clear();
int x = sections[0].rect.X;
int y = sections[0].rect.Y;
int width = sections[0].rect.Width;
int height = sections[0].rect.Height;
bool hasHoles = false;
for (int i = 1; i < sections.Length; i++)
{
bool hasHole = SectionHasHole(i);
if (hasHole) hasHoles = true;
if (hasHole || i == sections.Length - 1)
{
if (width > 0 && height > 0)
{
CreateRectBody(new Rectangle(x, y, width, height));
}
if (isHorizontal)
{
x = sections[i].rect.X+ sections[i].rect.Width;
width = 0;
}
else
{
y = sections[i].rect.Y - sections[i].rect.Height;
height = 0;
}
}
else
{
if (isHorizontal)
{
width += sections[i].rect.Width;
}
else
{
height += sections[i].rect.Height;
}
}
}
if (hasHoles)
{
CreateRectBody(rect).IsSensor = true;
}
}
private Body CreateRectBody(Rectangle rect)
{
Body newBody = BodyFactory.CreateRectangle(Game1.World,
ConvertUnits.ToSimUnits(rect.Width),
ConvertUnits.ToSimUnits(rect.Height),
1.5f);
newBody.BodyType = BodyType.Static;
newBody.Position = ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2.0f, rect.Y - rect.Height / 2.0f));
newBody.Friction = 0.5f;
newBody.OnCollision += OnWallCollision;
newBody.CollisionCategories = Physics.CollisionWall;
newBody.UserData = this;
bodies.Add(newBody);
return newBody;
}
public override XElement Save(XDocument doc)
{
XElement element = new XElement("Structure");
element.Add(new XAttribute("name", prefab.Name),
new XAttribute("ID", ID),
new XAttribute("rect", rect.X + "," + rect.Y+","+rect.Width+","+rect.Height));
for (int i = 0; i < sections.Count(); i++)
{
if (sections[i].damage == 0.0f) continue;
element.Add(new XElement("section",
new XAttribute("i", i),
new XAttribute("damage", sections[i].damage)));
}
doc.Root.Add(element);
return element;
}
public static void Load(XElement element)
{
string rectString = ToolBox.GetAttributeString(element, "rect", "0,0,0,0");
string[] rectValues = rectString.Split(',');
Rectangle rect = new Rectangle(
int.Parse(rectValues[0]),
int.Parse(rectValues[1]),
int.Parse(rectValues[2]),
int.Parse(rectValues[3]));
string name = element.Attribute("name").Value;
Debug.WriteLine(name+" - "+rect);
Structure s = null;
foreach (MapEntityPrefab ep in MapEntityPrefab.list)
{
if (ep.Name == name)
{
s = new Structure(rect, (StructurePrefab)ep);
s.ID = int.Parse(element.Attribute("ID").Value);
break;
}
}
if (s == null)
{
DebugConsole.ThrowError("Structure prefab " + name + " not found.");
return;
}
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString())
{
case "section":
if (subElement.Attribute("i") == null) continue;
s.sections[int.Parse(subElement.Attribute("i").Value)].damage =
ToolBox.GetAttributeFloat(subElement, "damage", 0.0f);
break;
}
}
}
public override void FillNetworkData(NetworkEventType type, NetOutgoingMessage message, object data)
{
for (int i = 0; i < sections.Length; i++ )
{
message.Write(sections[i].damage);
}
}
public override void ReadNetworkData(NetworkEventType type, NetIncomingMessage message)
{
for (int i = 0; i < sections.Length; i++)
{
float damage = message.ReadFloat();
if (damage != sections[i].damage) SetDamage(i, damage);
}
}
}
}