Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/Terminal.cs
Joonas Rikkonen 234fb6bc06 Release v0.15.12.0
2021-10-27 18:50:57 +03:00

117 lines
4.0 KiB
C#

using Barotrauma.Networking;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Terminal : ItemComponent
{
private const int MaxMessageLength = ChatMessage.MaxLength;
private const int MaxMessages = 60;
private List<string> messageHistory = new List<string>(MaxMessages);
public string DisplayedWelcomeMessage
{
get;
private set;
}
private string welcomeMessage;
[InGameEditable, Serialize("", true, "Message to be displayed on the terminal display when it is first opened.", translationTextTag = "terminalwelcomemsg.", AlwaysUseInstanceValues = true)]
public string WelcomeMessage
{
get { return welcomeMessage; }
set
{
if (welcomeMessage == value) { return; }
welcomeMessage = value;
DisplayedWelcomeMessage = TextManager.Get(welcomeMessage, returnNull: true) ?? welcomeMessage.Replace("\\n", "\n");
}
}
/// <summary>
/// Can be used to display messages on the terminal via status effects
/// </summary>
public string ShowMessage
{
get { return messageHistory.Count == 0 ? string.Empty : messageHistory.Last(); }
set
{
if (string.IsNullOrEmpty(value)) { return; }
ShowOnDisplay(value, addToHistory: true);
}
}
[Editable, Serialize(false, true, description: "The terminal will use a monospace font if this box is ticked.", alwaysUseInstanceValues: true)]
public bool UseMonospaceFont { get; set; }
private string OutputValue { get; set; }
public Terminal(Item item, XElement element)
: base(item, element)
{
IsActive = true;
InitProjSpecific(element);
}
partial void InitProjSpecific(XElement element);
partial void ShowOnDisplay(string input, bool addToHistory);
public override void ReceiveSignal(Signal signal, Connection connection)
{
if (connection.Name != "signal_in") { return; }
if (signal.value.Length > MaxMessageLength)
{
signal.value = signal.value.Substring(0, MaxMessageLength);
}
string inputSignal = signal.value.Replace("\\n", "\n");
ShowOnDisplay(inputSignal, addToHistory: true);
}
public override void OnItemLoaded()
{
bool isSubEditor = false;
#if CLIENT
isSubEditor = Screen.Selected == GameMain.SubEditorScreen || GameMain.GameSession?.GameMode is TestGameMode;
#endif
base.OnItemLoaded();
if (!string.IsNullOrEmpty(DisplayedWelcomeMessage))
{
ShowOnDisplay(DisplayedWelcomeMessage, addToHistory: !isSubEditor);
DisplayedWelcomeMessage = "";
//remove welcome message if a game session is running so it doesn't reappear on successive rounds
if (GameMain.GameSession != null && !isSubEditor)
{
welcomeMessage = null;
}
}
}
public override XElement Save(XElement parentElement)
{
var componentElement = base.Save(parentElement);
for (int i = 0; i < messageHistory.Count; i++)
{
componentElement.Add(new XAttribute("msg" + i, messageHistory[i]));
}
return componentElement;
}
public override void Load(XElement componentElement, bool usePrefabValues, IdRemap idRemap)
{
base.Load(componentElement, usePrefabValues, idRemap);
for (int i = 0; i < MaxMessages; i++)
{
string msg = componentElement.GetAttributeString("msg" + i, null);
if (msg == null) { break; }
ShowOnDisplay(msg, addToHistory: true);
}
}
}
}