Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Item.cs
T
Joonas Rikkonen 58c92888b7 2ad9b5d...2f107db
commit 2f107db0475bf4b9a8b6f405b9ce8ec489cbc0ba
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 16:30:24 2019 +0200

    Another nullref fix to the OpenHealthWindow property setter. Closes #1090

commit 1d15d18d2501bedaa1b42ac8e0e7e09e2600960e
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 16:19:05 2019 +0200

    Fixed crashing when an incompatible content package is selected in config.xml or if the content package cannot be found. Happened because the game attempted to use TextManager.Get before text files had been loaded. Partially fixes #1093

commit 9ec1980fe90bcae65333c188b265ba16a6db6c05
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Thu Feb 7 16:16:53 2019 +0200

    added correct effects for alien blood

commit b6d2c56910b5d58477703abc6785ef80719a89a6
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Thu Feb 7 15:41:25 2019 +0200

    adjustments to fent, glue and antibiotics

commit 8df16acdaac0a521fe09fb62c6815a46a87f6f25
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 15:30:51 2019 +0200

    More descriptive ping exception error messages (only shown in debug builds now), some extra checks to prevent using the workshop without steam (although the checks that actually matter are implemented at Steam's side now)

commit 959c503c140196287ab60ec2357feb8bd5c85b18
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 14:00:48 2019 +0200

    Don't allow severing the joint between a moloch's shell and the "bladder"

commit 0c0b033016c2e82b8cf1b5a4e3f6faa9cde39f40
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 13:51:58 2019 +0200

    Fixed incorrect item panel positioning in the crew command interface when the sub is docked to something. Closes #1082

commit 68366a4bf3c73b70288f043199d3ab9b2f5f4d06
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 13:23:38 2019 +0200

    Fixed outdated damage modifiers in security and clown gear (used damage types instead of afflictions), not defining any affliction types for a damage modifier makes it affect all types of damage. Closes #1088

commit 5d3ab5084b8bc5357bc4a53993ad8dfcc44d0412
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 13:04:55 2019 +0200

    Fixed client-side nullref exception if the round ends while the health window is open. Closes #1090

commit 8249d789a60dfe4bcdd1705d26d6ca36ed407058
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Thu Feb 7 12:48:34 2019 +0200

    The dedicated server doesn't initialize a Steam client (not required to use any of the Steam server functionality). Fixes players being unable to log in as a client when they're hosting a dedicated server on another machine. TODO: SteamCMD support

commit 55fb0bb1ba4bb8385dabbf6e40d4651bf86294a9
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Thu Feb 7 12:31:46 2019 +0200

    Added linked hulls

commit 937d50dca50d8c889a7c11b55765c208d2d16b67
Merge: 8109ae1a3 57731761f
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Thu Feb 7 12:16:43 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit 8109ae1a3377910ff9bf066ccac582d879dfb0a4
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Thu Feb 7 12:16:37 2019 +0200

    Fixed: AI not reloading coilgun if an empty box of ammunition is inserted.

commit 57731761f64bb33a4f4e7baa38367cfb7cf1f873
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Thu Feb 7 12:10:59 2019 +0200

    Refactor character head customization logic and store the data in a dedicated class. In the net lobby, generate new head when the user presses the right arrow button. Pressing the left arrow will restore the previous head. When the user presses the right arrow after the left arrow, the first head is restored again. So it's effectively (and technically) undo/redo logic.

commit 37577931e2706ce432cee2d48cd55990bc2bab4a
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Thu Feb 7 12:04:49 2019 +0200

    Add properties for getting the count of the undo and redo stacks.

commit f226beb05a55749ac961e3a33ac594fdf903fc3b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 21:15:56 2019 +0200

    Fixes to hull linking & displaying them as one hull on the minimap:
    - Links between hulls are now saved.
    - Simplified grouping logic (just store a list of linked hulls in hulldata).
    - Fixed water/oxygen calculations (use the average of the values instead of their sum).
    TODO: DRY (there's now duplicate linking logic in Item and Hull), merge the hull sprites on the minimap, maybe automatize the linking?

commit 5dfea1fbb24c5bd91605caf65baaac9aca9cfbbf
Merge: 2ad9b5de4 d06a1557f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Feb 6 20:18:31 2019 +0200

    Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev

commit d06a1557ffb85cd32bbb884fadef60b6d9dd27cf
Author: Alex <olimpickusa6@gmail.com>
Date:   Wed Feb 6 18:26:40 2019 +0200

    Test for connecting hulls task
2019-03-18 21:13:11 +02:00

2375 lines
84 KiB
C#

using Barotrauma.Items.Components;
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
public enum ActionType
{
Always, OnPicked, OnUse, OnSecondaryUse,
OnWearing, OnContaining, OnContained, OnNotContained,
OnActive, OnFailure, OnBroken,
OnFire, InWater, NotInWater,
OnImpact,
OnEating,
OnDeath = OnBroken
}
partial class Item : MapEntity, IDamageable, ISerializableEntity, IServerSerializable, IClientSerializable
{
const float MaxVel = 64.0f;
public static List<Item> ItemList = new List<Item>();
public ItemPrefab Prefab => prefab as ItemPrefab;
public static bool ShowLinks = true;
private HashSet<string> tags;
private Hull currentHull;
public Hull CurrentHull
{
get { return currentHull; }
set
{
currentHull = value;
ParentRuin = currentHull?.ParentRuin;
}
}
public bool Visible = true;
public SpriteEffects SpriteEffects = SpriteEffects.None;
//components that determine the functionality of the item
public List<ItemComponent> components;
public List<IDrawableComponent> drawableComponents;
public PhysicsBody body;
public readonly XElement StaticBodyConfig;
private Vector2 lastSentPos;
private bool prevBodyAwake;
private bool needsPositionUpdate;
private float lastSentCondition;
private float condition;
private bool inWater;
private Inventory parentInventory;
private Inventory ownInventory;
private Dictionary<string, Connection> connections;
private List<Repairable> repairables;
//a dictionary containing lists of the status effects in all the components of the item
private Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
public readonly Dictionary<string, SerializableProperty> properties;
public Dictionary<string, SerializableProperty> SerializableProperties
{
get { return properties; }
}
private bool? hasInGameEditableProperties;
bool HasInGameEditableProperties
{
get
{
if (hasInGameEditableProperties == null)
{
var inGameEditableProperties = GetProperties<InGameEditable>();
hasInGameEditableProperties = inGameEditableProperties.Any(p =>
!(p.ParentObject is ItemComponent) || ((ItemComponent)p.ParentObject).AllowInGameEditing);
}
return (bool)hasInGameEditableProperties;
}
}
//the inventory in which the item is contained in
public Inventory ParentInventory
{
get
{
return parentInventory;
}
set
{
parentInventory = value;
if (parentInventory != null) Container = parentInventory.Owner as Item;
}
}
private Item container;
public Item Container
{
get { return container; }
private set
{
if (value != container)
{
container = value;
SetActiveSprite();
}
}
}
public override string Name
{
get { return prefab.Name; }
}
private string description;
[Editable, Serialize("", true)]
public string Description
{
get { return description ?? prefab.Description; }
set { description = value; }
}
private bool hiddenInGame;
[Editable, Serialize(false, true)]
public bool HiddenInGame
{
get { return hiddenInGame; }
set { hiddenInGame = value; }
}
public float ImpactTolerance
{
get { return Prefab.ImpactTolerance; }
}
public float InteractDistance
{
get { return Prefab.InteractDistance; }
}
public float InteractPriority
{
get { return Prefab.InteractPriority; }
}
public override Vector2 Position
{
get
{
return (body == null) ? base.Position : ConvertUnits.ToDisplayUnits(SimPosition);
}
}
public override Vector2 SimPosition
{
get
{
return (body == null) ? base.SimPosition : body.SimPosition;
}
}
public Rectangle InteractionRect
{
get
{
return WorldRect;
}
}
public bool NeedsPositionUpdate
{
get
{
if (body == null || !body.Enabled) return false;
return needsPositionUpdate;
}
set
{
needsPositionUpdate = value;
}
}
protected Color spriteColor;
[Editable, Serialize("1.0,1.0,1.0,1.0", true)]
public Color SpriteColor
{
get { return spriteColor; }
set { spriteColor = value; }
}
[Serialize("1.0,1.0,1.0,1.0", false), Editable]
public Color InventoryIconColor
{
get;
protected set;
}
[Serialize("1.0,1.0,1.0,1.0", false), Editable(ToolTip = "Changes the color of the item this item is contained inside. Only has an effect if either of the UseContainedSpriteColor or UseContainedInventoryIconColor property of the container is set to true.")]
public Color ContainerColor
{
get;
protected set;
}
[Serialize("", false)]
/// <summary>
/// Can be used by status effects or conditionals to check what item this item is contained inside
/// </summary>
public string ContainerIdentifier
{
get { return Container?.prefab.Identifier ?? ""; }
set { /*do nothing*/ }
}
public Color Color
{
get { return spriteColor; }
}
//the default value should be Prefab.Health, but because we can't use it in the attribute,
//we'll just use NaN (which does nothing) and set the default value in the constructor/load
[Serialize(float.NaN, false), Editable]
public float Condition
{
get { return condition; }
set
{
if (GameMain.Client != null) return;
if (!MathUtils.IsValid(value)) return;
if (Indestructible) return;
float prev = condition;
condition = MathHelper.Clamp(value, 0.0f, Prefab.Health);
if (condition == 0.0f && prev > 0.0f)
{
#if CLIENT
foreach (ItemComponent ic in components)
{
ic.PlaySound(ActionType.OnBroken, WorldPosition);
}
if (Screen.Selected == GameMain.SubEditorScreen) return;
#endif
ApplyStatusEffects(ActionType.OnBroken, 1.0f, null);
}
SetActiveSprite();
if (GameMain.Server != null && lastSentCondition != condition)
{
if (Math.Abs(lastSentCondition - condition) > 1.0f || condition == 0.0f || condition == Prefab.Health)
{
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Status });
lastSentCondition = condition;
}
}
}
}
public float Health
{
get { return condition; }
}
private bool? indestructible;
/// <summary>
/// Per-instance value - if not set, the value of the prefab is used.
/// </summary>
public bool Indestructible
{
get { return indestructible ?? Prefab.Indestructible; }
set { indestructible = value; }
}
[Editable, Serialize("", true)]
public string Tags
{
get { return string.Join(",", tags); }
set
{
tags.Clear();
// Always add prefab tags
prefab.Tags.ForEach(t => tags.Add(t));
if (!string.IsNullOrWhiteSpace(value))
{
string[] splitTags = value.Split(',');
foreach (string tag in splitTags)
{
string[] splitTag = tag.Split(':');
splitTag[0] = splitTag[0].ToLowerInvariant();
tags.Add(string.Join(":", splitTag));
}
}
}
}
public bool FireProof
{
get { return Prefab.FireProof; }
}
public bool WaterProof
{
get { return Prefab.WaterProof; }
}
public bool UseInHealthInterface
{
get { return Prefab.UseInHealthInterface; }
}
public bool InWater
{
get
{
//if the item has an active physics body, inWater is updated in the Update method
if (body != null && body.Enabled) return inWater;
//if not, we'll just have to check
return IsInWater();
}
}
/// <summary>
/// A list of items the last signal sent by this item went through
/// </summary>
public List<Item> LastSentSignalRecipients
{
get;
private set;
} = new List<Item>();
public string ConfigFile
{
get { return Prefab.ConfigFile; }
}
//which type of inventory slots (head, torso, any, etc) the item can be placed in
public List<InvSlotType> AllowedSlots
{
get
{
Pickable p = GetComponent<Pickable>();
return (p == null) ? new List<InvSlotType>() { InvSlotType.Any } : p.AllowedSlots;
}
}
public List<Connection> Connections
{
get
{
ConnectionPanel panel = GetComponent<ConnectionPanel>();
if (panel == null) return null;
return panel.Connections;
}
}
public Item[] ContainedItems
{
get
{
return (ownInventory == null) ? null : Array.FindAll(ownInventory.Items, i => i != null);
}
}
public Inventory OwnInventory
{
get { return ownInventory; }
}
[Serialize(false, true), Editable(ToolTip =
"Enable if you want to display the item HUD side by side with another item's HUD, when linked together. " +
"Disclaimer: It's possible or even likely that the views block each other, if they were not designed to be viewed together!")]
public bool DisplaySideBySideWhenLinked { get; set; }
public IEnumerable<Repairable> Repairables
{
get { return repairables; }
}
public override bool Linkable
{
get { return Prefab.Linkable; }
}
public override string ToString()
{
#if CLIENT
return (GameMain.DebugDraw) ? Name + " (ID: " + ID + ")" : Name;
#elif SERVER
return Name + " (ID: " + ID + ")";
#endif
}
public List<ISerializableEntity> AllPropertyObjects
{
get
{
List<ISerializableEntity> pobjects = new List<ISerializableEntity>();
pobjects.Add(this);
foreach (ItemComponent ic in components)
{
pobjects.Add(ic);
}
return pobjects;
}
}
public Item(ItemPrefab itemPrefab, Vector2 position, Submarine submarine)
: this(new Rectangle(
(int)(position.X - itemPrefab.sprite.size.X / 2 * itemPrefab.Scale),
(int)(position.Y + itemPrefab.sprite.size.Y / 2 * itemPrefab.Scale),
(int)(itemPrefab.sprite.size.X * itemPrefab.Scale),
(int)(itemPrefab.sprite.size.Y * itemPrefab.Scale)),
itemPrefab, submarine)
{
}
/// <summary>
/// Creates a new item
/// </summary>
/// <param name="callOnItemLoaded">Should the OnItemLoaded methods of the ItemComponents be called. Use false if the item needs additional initialization before it can be considered fully loaded (e.g. when loading an item from a sub file or cloning an item).</param>
public Item(Rectangle newRect, ItemPrefab itemPrefab, Submarine submarine, bool callOnItemLoaded = true)
: base(itemPrefab, submarine)
{
spriteColor = prefab.SpriteColor;
linkedTo = new ObservableCollection<MapEntity>();
components = new List<ItemComponent>();
drawableComponents = new List<IDrawableComponent>();
tags = new HashSet<string>();
repairables = new List<Repairable>();
rect = newRect;
condition = itemPrefab.Health;
lastSentCondition = condition;
XElement element = itemPrefab.ConfigElement;
if (element == null) return;
properties = SerializableProperty.DeserializeProperties(this, element);
if (submarine == null || !submarine.Loading) FindHull();
SetActiveSprite();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "body":
body = new PhysicsBody(subElement, ConvertUnits.ToSimUnits(Position), Scale);
body.FarseerBody.AngularDamping = 0.2f;
body.FarseerBody.LinearDamping = 0.1f;
break;
case "trigger":
case "inventoryicon":
case "sprite":
case "deconstruct":
case "brokensprite":
case "decorativesprite":
case "price":
case "levelcommonness":
case "suitabletreatment":
case "containedsprite":
break;
case "staticbody":
StaticBodyConfig = subElement;
break;
case "aitarget":
aiTarget = new AITarget(this, subElement);
break;
default:
ItemComponent ic = ItemComponent.Load(subElement, this, itemPrefab.ConfigFile);
if (ic == null) break;
components.Add(ic);
if (ic is IDrawableComponent && ic.Drawable) drawableComponents.Add(ic as IDrawableComponent);
if (ic is Repairable) repairables.Add((Repairable)ic);
break;
}
}
foreach (ItemComponent ic in components)
{
if (ic.statusEffectLists == null) continue;
if (statusEffectLists == null)
statusEffectLists = new Dictionary<ActionType, List<StatusEffect>>();
//go through all the status effects of the component
//and add them to the corresponding statuseffect list
foreach (List<StatusEffect> componentEffectList in ic.statusEffectLists.Values)
{
ActionType actionType = componentEffectList.First().type;
if (!statusEffectLists.TryGetValue(actionType, out List<StatusEffect> statusEffectList))
{
statusEffectList = new List<StatusEffect>();
statusEffectLists.Add(actionType, statusEffectList);
}
foreach (StatusEffect effect in componentEffectList)
{
statusEffectList.Add(effect);
}
}
}
if (body != null)
{
body.Submarine = submarine;
}
//cache connections into a dictionary for faster lookups
var connectionPanel = GetComponent<ConnectionPanel>();
if (connectionPanel != null)
{
connections = new Dictionary<string, Connection>();
foreach (Connection c in connectionPanel.Connections)
{
if (!connections.ContainsKey(c.Name))
connections.Add(c.Name, c);
}
}
//containers need to handle collision events to notify items inside them about the impact
var itemContainer = GetComponent<ItemContainer>();
if (ImpactTolerance > 0.0f || itemContainer != null)
{
if (body != null) body.FarseerBody.OnCollision += OnCollision;
}
if (itemContainer != null)
{
ownInventory = itemContainer.Inventory;
}
InitProjSpecific();
InsertToList();
ItemList.Add(this);
if (callOnItemLoaded)
{
foreach (ItemComponent ic in components)
{
ic.OnItemLoaded();
}
}
}
partial void InitProjSpecific();
public override MapEntity Clone()
{
Item clone = new Item(rect, Prefab, Submarine, callOnItemLoaded: false);
foreach (KeyValuePair<string, SerializableProperty> property in properties)
{
if (!property.Value.Attributes.OfType<Editable>().Any()) continue;
clone.properties[property.Key].TrySetValue(property.Value.GetValue());
}
if (components.Count != clone.components.Count)
{
string errorMsg = "Error while cloning item \"" + Name + "\" - clone does not have the same number of components. ";
errorMsg += "Original components: " + string.Join(", ", components.Select(c => c.GetType().ToString()));
errorMsg += ", cloned components: " + string.Join(", ", clone.components.Select(c => c.GetType().ToString()));
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Item.Clone:" + Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
}
for (int i = 0; i < components.Count && i < clone.components.Count; i++)
{
foreach (KeyValuePair<string, SerializableProperty> property in components[i].properties)
{
if (!property.Value.Attributes.OfType<Editable>().Any()) continue;
clone.components[i].properties[property.Key].TrySetValue(property.Value.GetValue());
}
//clone requireditem identifiers
foreach (var kvp in components[i].requiredItems)
{
for (int j = 0; j < kvp.Value.Count; j++)
{
if (!clone.components[i].requiredItems.ContainsKey(kvp.Key) ||
clone.components[i].requiredItems[kvp.Key].Count <= j)
{
continue;
}
clone.components[i].requiredItems[kvp.Key][j].JoinedIdentifiers =
kvp.Value[j].JoinedIdentifiers;
}
}
}
if (FlippedX) clone.FlipX(false);
if (FlippedY) clone.FlipY(false);
foreach (ItemComponent component in clone.components)
{
component.OnItemLoaded();
}
if (ContainedItems != null)
{
foreach (Item containedItem in ContainedItems)
{
var containedClone = containedItem.Clone();
clone.ownInventory.TryPutItem(containedClone as Item, null);
}
}
return clone;
}
public T GetComponent<T>()
{
foreach (ItemComponent ic in components)
{
if (ic is T) return (T)(object)ic;
}
return default(T);
}
public IEnumerable<T> GetComponents<T>()
{
return components.Where(c => c is T).Cast<T>();
}
public void RemoveContained(Item contained)
{
if (ownInventory != null)
{
ownInventory.RemoveItem(contained);
}
contained.Container = null;
}
public void SetTransform(Vector2 simPosition, float rotation, bool findNewHull = true)
{
if (!MathUtils.IsValid(simPosition))
{
string errorMsg =
"Attempted to move the item " + Name +
" to an invalid position (" + simPosition + ")\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce(
"Item.SetPosition:InvalidPosition" + ID,
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
errorMsg);
return;
}
if (body != null)
{
#if DEBUG
try
{
#endif
if (body.Enabled)
{
body.SetTransform(simPosition, rotation);
}
else
{
body.SetTransformIgnoreContacts(simPosition, rotation);
}
#if DEBUG
}
catch (Exception e)
{
DebugConsole.ThrowError("Failed to set item transform", e);
}
#endif
}
Vector2 displayPos = ConvertUnits.ToDisplayUnits(simPosition);
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
if (findNewHull) FindHull();
}
partial void SetActiveSprite();
public override void Move(Vector2 amount)
{
base.Move(amount);
if (ItemList != null && body != null)
{
body.SetTransform(body.SimPosition + ConvertUnits.ToSimUnits(amount), body.Rotation);
}
foreach (ItemComponent ic in components)
{
ic.Move(amount);
}
if (body != null && (Submarine==null || !Submarine.Loading)) FindHull();
}
public Rectangle TransformTrigger(Rectangle trigger, bool world = false)
{
return world ?
new Rectangle(
WorldRect.X + trigger.X,
WorldRect.Y + trigger.Y,
(trigger.Width == 0) ? Rect.Width : trigger.Width,
(trigger.Height == 0) ? Rect.Height : trigger.Height)
:
new Rectangle(
Rect.X + trigger.X,
Rect.Y + trigger.Y,
(trigger.Width == 0) ? Rect.Width : trigger.Width,
(trigger.Height == 0) ? Rect.Height : trigger.Height);
}
/// <summary>
/// goes through every item and re-checks which hull they are in
/// </summary>
public static void UpdateHulls()
{
foreach (Item item in ItemList) item.FindHull();
}
public Hull FindHull()
{
if (parentInventory != null && parentInventory.Owner != null)
{
if (parentInventory.Owner is Character)
{
CurrentHull = ((Character)parentInventory.Owner).AnimController.CurrentHull;
}
else if (parentInventory.Owner is Item)
{
CurrentHull = ((Item)parentInventory.Owner).CurrentHull;
}
Submarine = parentInventory.Owner.Submarine;
if (body != null) body.Submarine = Submarine;
return CurrentHull;
}
CurrentHull = Hull.FindHull(WorldPosition, CurrentHull);
if (body != null && body.Enabled)
{
Submarine = CurrentHull?.Submarine;
body.Submarine = Submarine;
}
return CurrentHull;
}
public Item GetRootContainer()
{
if (Container == null) return null;
Item rootContainer = Container;
while (rootContainer.Container != null)
{
rootContainer = rootContainer.Container;
}
return rootContainer;
}
public void SetContainedItemPositions()
{
foreach (ItemComponent component in components)
{
(component as ItemContainer)?.SetContainedItemPositions();
}
}
public void AddTag(string tag)
{
if (tags.Contains(tag)) return;
tags.Add(tag);
}
public bool HasTag(string tag)
{
if (tag == null) return true;
return tags.Contains(tag) || prefab.Tags.Contains(tag);
}
public bool HasTag(IEnumerable<string> allowedTags)
{
if (allowedTags == null) return true;
foreach (string tag in allowedTags)
{
if (tags.Contains(tag)) return true;
}
return false;
}
public void ApplyStatusEffects(ActionType type, float deltaTime, Character character = null, Limb limb = null, bool isNetworkEvent = false)
{
if (statusEffectLists == null) return;
if (!statusEffectLists.TryGetValue(type, out List<StatusEffect> statusEffects)) return;
bool broken = condition <= 0.0f;
foreach (StatusEffect effect in statusEffects)
{
if (broken && effect.type != ActionType.OnBroken) continue;
ApplyStatusEffect(effect, type, deltaTime, character, limb, isNetworkEvent, false);
}
}
public void ApplyStatusEffect(StatusEffect effect, ActionType type, float deltaTime, Character character = null, Limb limb = null, bool isNetworkEvent = false, bool checkCondition = true)
{
if (!isNetworkEvent && checkCondition)
{
if (condition == 0.0f && effect.type != ActionType.OnBroken) return;
}
if (effect.type != type) return;
bool hasTargets = (effect.TargetIdentifiers == null);
List<ISerializableEntity> targets = new List<ISerializableEntity>();
Item[] containedItems = ContainedItems;
if (containedItems != null)
{
if (effect.HasTargetType(StatusEffect.TargetType.Contained))
{
foreach (Item containedItem in containedItems)
{
if (containedItem == null) continue;
if (effect.TargetIdentifiers != null &&
!effect.TargetIdentifiers.Contains(containedItem.prefab.Identifier) &&
!effect.TargetIdentifiers.Any(id => containedItem.HasTag(id)))
{
continue;
}
hasTargets = true;
targets.Add(containedItem);
}
}
}
if (!hasTargets) return;
if (effect.HasTargetType(StatusEffect.TargetType.Hull) && CurrentHull != null)
{
targets.Add(CurrentHull);
}
if (effect.HasTargetType(StatusEffect.TargetType.This))
{
foreach (var pobject in AllPropertyObjects)
{
targets.Add(pobject);
}
}
if (effect.HasTargetType(StatusEffect.TargetType.Character))
{
if (type == ActionType.OnContained && ParentInventory is CharacterInventory characterInventory)
{
targets.Add(characterInventory.Owner as ISerializableEntity);
}
else
{
targets.Add(character);
}
}
if (effect.HasTargetType(StatusEffect.TargetType.Limb))
{
targets.Add(limb);
}
if (effect.HasTargetType(StatusEffect.TargetType.AllLimbs))
{
targets.AddRange(character.AnimController.Limbs.ToList());
}
if (effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters) || effect.HasTargetType(StatusEffect.TargetType.NearbyItems))
{
effect.GetNearbyTargets(WorldPosition, targets);
}
if (Container != null && effect.HasTargetType(StatusEffect.TargetType.Parent)) targets.Add(Container);
effect.Apply(type, deltaTime, this, targets);
}
public AttackResult AddDamage(Character attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = true)
{
if (Indestructible) return new AttackResult();
float damageAmount = attack.GetItemDamage(deltaTime);
Condition -= damageAmount;
return new AttackResult(damageAmount, null);
}
private bool IsInWater()
{
if (CurrentHull == null) return true;
float surfaceY = CurrentHull.Surface;
return CurrentHull.WaterVolume > 0.0f && Position.Y < surfaceY;
}
public override void Update(float deltaTime, Camera cam)
{
//aitarget goes silent/invisible if the components don't keep it active
if (aiTarget != null)
{
aiTarget.SightRange -= deltaTime * 1000.0f;
aiTarget.SoundRange -= deltaTime * 1000.0f;
}
ApplyStatusEffects(ActionType.Always, deltaTime, null);
foreach (ItemComponent ic in components)
{
if (ic.Parent != null) ic.IsActive = ic.Parent.IsActive;
#if CLIENT
if (!ic.WasUsed)
{
ic.StopSounds(ActionType.OnUse);
ic.StopSounds(ActionType.OnSecondaryUse);
}
#endif
ic.WasUsed = false;
ic.ApplyStatusEffects(parentInventory == null ? ActionType.OnNotContained : ActionType.OnContained, deltaTime);
if (!ic.IsActive) continue;
if (condition > 0.0f)
{
ic.Update(deltaTime, cam);
#if CLIENT
if (ic.IsActive) ic.PlaySound(ActionType.OnActive, WorldPosition);
#endif
}
else
{
ic.UpdateBroken(deltaTime, cam);
}
}
if (body != null && body.Enabled)
{
System.Diagnostics.Debug.Assert(body.FarseerBody.FixtureList != null);
if (Math.Abs(body.LinearVelocity.X) > 0.01f || Math.Abs(body.LinearVelocity.Y) > 0.01f)
{
UpdateTransform();
if (CurrentHull == null && body.SimPosition.Y < ConvertUnits.ToSimUnits(Level.MaxEntityDepth))
{
Spawner.AddToRemoveQueue(this);
return;
}
}
UpdateNetPosition();
}
inWater = IsInWater();
bool waterProof = WaterProof;
if (inWater)
{
Item container = this.Container;
while (!waterProof && container != null)
{
waterProof = container.WaterProof;
container = container.Container;
}
}
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
if (body == null || !body.Enabled || !inWater || ParentInventory != null) return;
ApplyWaterForces();
CurrentHull?.ApplyFlowForces(deltaTime, this);
}
public void UpdateTransform()
{
Submarine prevSub = Submarine;
FindHull();
if (Submarine == null && prevSub != null)
{
body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
}
else if (Submarine != null && prevSub == null)
{
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
}
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
if (Math.Abs(body.LinearVelocity.X) > MaxVel || Math.Abs(body.LinearVelocity.Y) > MaxVel)
{
body.LinearVelocity = new Vector2(
MathHelper.Clamp(body.LinearVelocity.X, -MaxVel, MaxVel),
MathHelper.Clamp(body.LinearVelocity.Y, -MaxVel, MaxVel));
}
}
/// <summary>
/// Applies buoyancy, drag and angular drag caused by water
/// </summary>
private void ApplyWaterForces()
{
float forceFactor = 1.0f;
if (CurrentHull != null)
{
float floor = CurrentHull.Rect.Y - CurrentHull.Rect.Height;
float waterLevel = floor + CurrentHull.WaterVolume / CurrentHull.Rect.Width;
//forceFactor is 1.0f if the item is completely submerged,
//and goes to 0.0f as the item goes through the surface
forceFactor = Math.Min((waterLevel - Position.Y) / rect.Height, 1.0f);
if (forceFactor <= 0.0f) return;
}
float volume = body.Mass / body.Density;
var uplift = -GameMain.World.Gravity * forceFactor * volume;
Vector2 drag = body.LinearVelocity * volume;
body.ApplyForce((uplift - drag) * 10.0f);
//apply simple angular drag
body.ApplyTorque(body.AngularVelocity * volume * -0.05f);
}
private bool OnCollision(Fixture f1, Fixture f2, Contact contact)
{
if (GameMain.Client != null) return true;
Vector2 normal = contact.Manifold.LocalNormal;
float impact = Vector2.Dot(f1.Body.LinearVelocity, -normal);
if (ImpactTolerance > 0.0f && impact > ImpactTolerance)
{
ApplyStatusEffects(ActionType.OnImpact, 1.0f);
GameMain.Server?.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnImpact });
}
var containedItems = ContainedItems;
if (containedItems != null)
{
foreach (Item contained in containedItems)
{
if (contained.body == null) continue;
contained.OnCollision(f1, f2, contact);
}
}
return true;
}
public override void FlipX(bool relativeToSub)
{
base.FlipX(relativeToSub);
if (Prefab.CanSpriteFlipX)
{
SpriteEffects ^= SpriteEffects.FlipHorizontally;
}
foreach (ItemComponent component in components)
{
component.FlipX(relativeToSub);
}
}
public override void FlipY(bool relativeToSub)
{
base.FlipY(relativeToSub);
if (Prefab.CanSpriteFlipY)
{
SpriteEffects ^= SpriteEffects.FlipVertically;
}
foreach (ItemComponent component in components)
{
component.FlipY(relativeToSub);
}
}
public override bool IsVisible(Rectangle worldView)
{
return drawableComponents.Count > 0 || body == null || body.Enabled;
}
public List<T> GetConnectedComponents<T>(bool recursive = false)
{
List<T> connectedComponents = new List<T>();
if (recursive)
{
List<Item> alreadySearched = new List<Item>() {this};
GetConnectedComponentsRecursive<T>(alreadySearched, connectedComponents);
return connectedComponents;
}
ConnectionPanel connectionPanel = GetComponent<ConnectionPanel>();
if (connectionPanel == null) return connectedComponents;
foreach (Connection c in connectionPanel.Connections)
{
var recipients = c.Recipients;
foreach (Connection recipient in recipients)
{
var component = recipient.Item.GetComponent<T>();
if (component != null) connectedComponents.Add(component);
}
}
return connectedComponents;
}
private void GetConnectedComponentsRecursive<T>(List<Item> alreadySearched, List<T> connectedComponents)
{
alreadySearched.Add(this);
ConnectionPanel connectionPanel = GetComponent<ConnectionPanel>();
if (connectionPanel == null) return;
foreach (Connection c in connectionPanel.Connections)
{
var recipients = c.Recipients;
foreach (Connection recipient in recipients)
{
if (alreadySearched.Contains(recipient.Item)) continue;
var component = recipient.Item.GetComponent<T>();
if (component != null)
{
connectedComponents.Add(component);
}
recipient.Item.GetConnectedComponentsRecursive<T>(alreadySearched, connectedComponents);
}
}
}
public List<T> GetConnectedComponentsRecursive<T>(Connection c)
{
List<T> connectedComponents = new List<T>();
List<Item> alreadySearched = new List<Item>() { this };
GetConnectedComponentsRecursive<T>(c, alreadySearched, connectedComponents);
return connectedComponents;
}
private void GetConnectedComponentsRecursive<T>(Connection c, List<Item> alreadySearched, List<T> connectedComponents)
{
alreadySearched.Add(this);
var recipients = c.Recipients;
foreach (Connection recipient in recipients)
{
if (alreadySearched.Contains(recipient.Item)) continue;
var component = recipient.Item.GetComponent<T>();
if (component != null)
{
connectedComponents.Add(component);
}
recipient.Item.GetConnectedComponentsRecursive<T>(recipient, alreadySearched, connectedComponents);
}
}
public void SendSignal(int stepsTaken, string signal, string connectionName, Character sender, float power = 0.0f, Item source = null, float signalStrength = 1.0f)
{
LastSentSignalRecipients.Clear();
if (connections == null) return;
stepsTaken++;
if (!connections.TryGetValue(connectionName, out Connection c)) return;
if (stepsTaken > 10)
{
//use a coroutine to prevent infinite loops by creating a one
//frame delay if the "signal chain" gets too long
CoroutineManager.StartCoroutine(SendSignal(signal, c, sender, power, signalStrength));
}
else
{
c.SendSignal(stepsTaken, signal, source ?? this, sender, power, signalStrength);
}
}
private IEnumerable<object> SendSignal(string signal, Connection connection, Character sender, float power = 0.0f, float signalStrength = 1.0f)
{
//wait one frame
yield return CoroutineStatus.Running;
connection.SendSignal(0, signal, this, sender, power, signalStrength);
yield return CoroutineStatus.Success;
}
public float GetDrawDepth()
{
return SpriteDepth + ((ID % 255) * 0.000001f);
}
public bool IsInsideTrigger(Vector2 worldPosition)
{
return IsInsideTrigger(worldPosition, out _);
}
public bool IsInsideTrigger(Vector2 worldPosition, out Rectangle transformedTrigger)
{
foreach (Rectangle trigger in Prefab.Triggers)
{
transformedTrigger = TransformTrigger(trigger, true);
if (Submarine.RectContains(transformedTrigger, worldPosition)) return true;
}
transformedTrigger = Rectangle.Empty;
return false;
}
public bool CanClientAccess(Client c)
{
return c != null && c.Character != null && c.Character.CanInteractWith(this);
}
public bool TryInteract(Character picker, bool ignoreRequiredItems = false, bool forceSelectKey = false, bool forceActionKey = false)
{
bool hasRequiredSkills = true;
bool picked = false, selected = false;
Skill requiredSkill = null;
foreach (ItemComponent ic in components)
{
bool pickHit = false, selectHit = false;
if (Screen.Selected == GameMain.SubEditorScreen)
{
pickHit = picker.IsKeyHit(InputType.Select);
selectHit = picker.IsKeyHit(InputType.Select);
}
else
{
if (forceSelectKey)
{
if (ic.PickKey == InputType.Select) pickHit = true;
if (ic.SelectKey == InputType.Select) selectHit = true;
}
else if (forceActionKey)
{
if (ic.PickKey == InputType.Use) pickHit = true;
if (ic.SelectKey == InputType.Use) selectHit = true;
}
else
{
pickHit = picker.IsKeyHit(ic.PickKey);
selectHit = picker.IsKeyHit(ic.SelectKey);
//if the cursor is on a UI component, disable interaction with the left mouse button
//to prevent accidentally selecting items when clicking UI elements
#if CLIENT
if (picker == Character.Controlled && GUI.MouseOn != null)
{
if (GameMain.Config.KeyBind(ic.PickKey).MouseButton == 0) pickHit = false;
if (GameMain.Config.KeyBind(ic.SelectKey).MouseButton == 0) selectHit = false;
}
#endif
}
}
if (!pickHit && !selectHit) continue;
if (!ic.HasRequiredSkills(picker, out Skill tempRequiredSkill)) hasRequiredSkills = false;
if (tempRequiredSkill != null) requiredSkill = tempRequiredSkill;
bool showUiMsg = picker == Character.Controlled && Screen.Selected != GameMain.SubEditorScreen;
if (!ignoreRequiredItems && !ic.HasRequiredItems(picker, showUiMsg)) continue;
if ((ic.CanBePicked && pickHit && ic.Pick(picker)) ||
(ic.CanBeSelected && selectHit && ic.Select(picker)))
{
picked = true;
ic.ApplyStatusEffects(ActionType.OnPicked, 1.0f, picker);
#if CLIENT
if (picker == Character.Controlled) GUI.ForceMouseOn(null);
#endif
if (ic.CanBeSelected) selected = true;
}
}
if (!picked) return false;
if (picker.SelectedConstruction == this)
{
if (picker.IsKeyHit(InputType.Select) || forceSelectKey) picker.SelectedConstruction = null;
}
else if (selected)
{
picker.SelectedConstruction = this;
}
#if CLIENT
if (!hasRequiredSkills && Character.Controlled == picker && Screen.Selected != GameMain.SubEditorScreen)
{
if (requiredSkill != null)
{
GUI.AddMessage(TextManager.Get("InsufficientSkills")
.Replace("[requiredskill]", TextManager.Get("SkillName." + requiredSkill.Identifier))
.Replace("[requiredlevel]", ((int)requiredSkill.Level).ToString()), Color.Red);
}
}
#endif
if (Container != null) Container.RemoveContained(this);
return true;
}
public void Use(float deltaTime, Character character = null, Limb targetLimb = null)
{
if (condition == 0.0f) return;
bool remove = false;
foreach (ItemComponent ic in components)
{
if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue;
if (ic.Use(deltaTime, character))
{
ic.WasUsed = true;
#if CLIENT
ic.PlaySound(ActionType.OnUse, WorldPosition, character);
#endif
ic.ApplyStatusEffects(ActionType.OnUse, deltaTime, character, targetLimb);
if (ic.DeleteOnUse) remove = true;
}
}
if (remove)
{
Spawner.AddToRemoveQueue(this);
}
}
public void SecondaryUse(float deltaTime, Character character = null)
{
if (condition == 0.0f) return;
bool remove = false;
foreach (ItemComponent ic in components)
{
if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue;
if (ic.SecondaryUse(deltaTime, character))
{
ic.WasUsed = true;
#if CLIENT
ic.PlaySound(ActionType.OnSecondaryUse, WorldPosition, character);
#endif
ic.ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, character);
if (ic.DeleteOnUse) remove = true;
}
}
if (remove)
{
Spawner.AddToRemoveQueue(this);
}
}
public void ApplyTreatment(Character user, Character character, Limb targetLimb)
{
//can't apply treatment to dead characters
if (character.IsDead) return;
if (!UseInHealthInterface) return;
#if CLIENT
if (GameMain.Client != null)
{
GameMain.Client.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.Treatment, character.ID, targetLimb });
return;
}
#endif
bool remove = false;
foreach (ItemComponent ic in components)
{
if (!ic.HasRequiredContainedItems(user == Character.Controlled)) continue;
bool success = Rand.Range(0.0f, 1.0f) < ic.DegreeOfSuccess(user);
ActionType actionType = success ? ActionType.OnUse : ActionType.OnFailure;
#if CLIENT
ic.PlaySound(actionType, user.WorldPosition, user);
#endif
ic.WasUsed = true;
ic.ApplyStatusEffects(actionType, 1.0f, character, targetLimb, user: user);
GameMain.Server?.CreateEntityEvent(this, new object[]
{
NetEntityEvent.Type.ApplyStatusEffect, actionType, ic, character.ID, targetLimb
});
if (ic.DeleteOnUse) remove = true;
}
if (remove) { Spawner?.AddToRemoveQueue(this); }
}
public List<ColoredText> GetHUDTexts(Character character)
{
List<ColoredText> texts = new List<ColoredText>();
foreach (ItemComponent ic in components)
{
if (string.IsNullOrEmpty(ic.Msg)) continue;
if (!ic.CanBePicked && !ic.CanBeSelected) continue;
if (ic is Holdable holdable && !holdable.CanBeDeattached()) continue;
Color color = Color.Red;
if (ic.HasRequiredSkills(character) && ic.HasRequiredItems(character, false)) color = Color.Orange;
texts.Add(new ColoredText(ic.Msg, color, false));
}
return texts;
}
public bool Combine(Item item)
{
bool isCombined = false;
foreach (ItemComponent ic in components)
{
if (ic.Combine(item)) isCombined = true;
}
return isCombined;
}
public void Drop(Character dropper = null)
{
foreach (ItemComponent ic in components) ic.Drop(dropper);
if (Container != null)
{
if (body != null)
{
body.Enabled = true;
body.LinearVelocity = Vector2.Zero;
}
SetTransform(Container.SimPosition, 0.0f);
Container.RemoveContained(this);
Container = null;
}
if (parentInventory != null)
{
parentInventory.RemoveItem(this);
parentInventory = null;
}
lastSentPos = SimPosition;
}
public void Equip(Character character)
{
foreach (ItemComponent ic in components) ic.Equip(character);
}
public void Unequip(Character character)
{
character.DeselectItem(this);
foreach (ItemComponent ic in components) ic.Unequip(character);
}
public List<SerializableProperty> GetProperties<T>()
{
List<SerializableProperty> editableProperties = SerializableProperty.GetProperties<T>(this);
foreach (ItemComponent ic in components)
{
List<SerializableProperty> componentProperties = SerializableProperty.GetProperties<T>(ic);
foreach (var property in componentProperties)
{
editableProperties.Add(property);
}
}
return editableProperties;
}
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
string errorMsg = "";
if (extraData == null || extraData.Length == 0 || !(extraData[0] is NetEntityEvent.Type))
{
if (extraData == null)
{
errorMsg = "Failed to write a network event for the item \"" + Name + "\" - event data was null.";
}
else if (extraData.Length == 0)
{
errorMsg = "Failed to write a network event for the item \"" + Name + "\" - event data was empty.";
}
else
{
errorMsg = "Failed to write a network event for the item \"" + Name + "\" - event type not set.";
}
msg.WriteRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1, (int)NetEntityEvent.Type.Invalid);
DebugConsole.Log(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Item.ServerWrite:InvalidData" + Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
int initialWritePos = msg.LengthBits;
NetEntityEvent.Type eventType = (NetEntityEvent.Type)extraData[0];
msg.WriteRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1, (int)eventType);
switch (eventType)
{
case NetEntityEvent.Type.ComponentState:
if (extraData.Length < 2 || !(extraData[1] is int))
{
errorMsg = "Failed to write a component state event for the item \"" + Name + "\" - component index not given.";
break;
}
int componentIndex = (int)extraData[1];
if (componentIndex < 0 || componentIndex >= components.Count)
{
errorMsg = "Failed to write a component state event for the item \"" + Name + "\" - component index out of range (" + componentIndex + ").";
break;
}
else if (!(components[componentIndex] is IServerSerializable))
{
errorMsg = "Failed to write a component state event for the item \"" + Name + "\" - component \"" + components[componentIndex] + "\" is not server serializable.";
break;
}
msg.WriteRangedInteger(0, components.Count - 1, componentIndex);
(components[componentIndex] as IServerSerializable).ServerWrite(msg, c, extraData);
break;
case NetEntityEvent.Type.InventoryState:
if (extraData.Length < 2 || !(extraData[1] is int))
{
errorMsg = "Failed to write an inventory state event for the item \"" + Name + "\" - component index not given.";
break;
}
int containerIndex = (int)extraData[1];
if (containerIndex < 0 || containerIndex >= components.Count)
{
errorMsg = "Failed to write an inventory state event for the item \"" + Name + "\" - container index out of range (" + containerIndex + ").";
break;
}
else if (!(components[containerIndex] is ItemContainer))
{
errorMsg = "Failed to write an inventory state event for the item \"" + Name + "\" - component \"" + components[containerIndex] + "\" is not server serializable.";
break;
}
msg.WriteRangedInteger(0, components.Count - 1, containerIndex);
(components[containerIndex] as ItemContainer).Inventory.ServerWrite(msg, c);
break;
case NetEntityEvent.Type.Status:
msg.Write(condition);
break;
case NetEntityEvent.Type.Treatment:
{
ItemComponent targetComponent = (ItemComponent)extraData[1];
ActionType actionType = (ActionType)extraData[2];
ushort targetID = (ushort)extraData[3];
Limb targetLimb = (Limb)extraData[4];
Character targetCharacter = FindEntityByID(targetID) as Character;
byte targetLimbIndex = targetLimb != null && targetCharacter != null ? (byte)Array.IndexOf(targetCharacter.AnimController.Limbs, targetLimb) : (byte)255;
msg.Write((byte)components.IndexOf(targetComponent));
msg.WriteRangedInteger(0, Enum.GetValues(typeof(ActionType)).Length - 1, (int)actionType);
msg.Write(targetID);
msg.Write(targetLimbIndex);
}
break;
case NetEntityEvent.Type.ApplyStatusEffect:
{
ActionType actionType = (ActionType)extraData[1];
ItemComponent targetComponent = extraData.Length > 2 ? (ItemComponent)extraData[2] : null;
ushort targetID = extraData.Length > 3 ? (ushort)extraData[3] : (ushort)0;
Limb targetLimb = extraData.Length > 4 ? (Limb)extraData[4] : null;
Character targetCharacter = FindEntityByID(targetID) as Character;
byte targetLimbIndex = targetLimb != null && targetCharacter != null ? (byte)Array.IndexOf(targetCharacter.AnimController.Limbs, targetLimb) : (byte)255;
msg.WriteRangedInteger(0, Enum.GetValues(typeof(ActionType)).Length - 1, (int)actionType);
msg.Write((byte)(targetComponent == null ? 255 : components.IndexOf(targetComponent)));
msg.Write(targetID);
msg.Write(targetLimbIndex);
}
break;
case NetEntityEvent.Type.ChangeProperty:
try
{
WritePropertyChange(msg, extraData, false);
}
catch (Exception e)
{
errorMsg = "Failed to write a ChangeProperty network event for the item \"" + Name + "\" (" + e.Message + ")";
}
break;
default:
errorMsg = "Failed to write a network event for the item \"" + Name + "\" - \"" + eventType + "\" is not a valid entity event type for items.";
break;
}
if (!string.IsNullOrEmpty(errorMsg))
{
//something went wrong - rewind the write position and write invalid event type to prevent creating an unreadable event
msg.ReadBits(msg.Data, 0, initialWritePos);
msg.LengthBits = initialWritePos;
msg.WriteRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1, (int)NetEntityEvent.Type.Invalid);
DebugConsole.Log(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Item.ServerWrite:" + errorMsg, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
}
}
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
{
NetEntityEvent.Type eventType =
(NetEntityEvent.Type)msg.ReadRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1);
c.KickAFKTimer = 0.0f;
switch (eventType)
{
case NetEntityEvent.Type.ComponentState:
int componentIndex = msg.ReadRangedInteger(0, components.Count - 1);
(components[componentIndex] as IClientSerializable).ServerRead(type, msg, c);
break;
case NetEntityEvent.Type.InventoryState:
int containerIndex = msg.ReadRangedInteger(0, components.Count - 1);
(components[containerIndex] as ItemContainer).Inventory.ServerRead(type, msg, c);
break;
case NetEntityEvent.Type.Treatment:
if (c.Character == null || !c.Character.CanInteractWith(this)) return;
UInt16 characterID = msg.ReadUInt16();
byte limbIndex = msg.ReadByte();
Character targetCharacter = FindEntityByID(characterID) as Character;
if (targetCharacter == null) break;
if (targetCharacter != c.Character && c.Character.SelectedCharacter != targetCharacter) break;
Limb targetLimb = limbIndex < targetCharacter.AnimController.Limbs.Length ? targetCharacter.AnimController.Limbs[limbIndex] : null;
if (ContainedItems == null || ContainedItems.All(i => i == null))
{
GameServer.Log(c.Character.LogName + " used item " + Name, ServerLog.MessageType.ItemInteraction);
}
else
{
GameServer.Log(
c.Character.LogName + " used item " + Name + " (contained items: " + string.Join(", ", Array.FindAll(ContainedItems, i => i != null).Select(i => i.Name)) + ")",
ServerLog.MessageType.ItemInteraction);
}
ApplyTreatment(c.Character, targetCharacter, targetLimb);
break;
case NetEntityEvent.Type.ChangeProperty:
ReadPropertyChange(msg, true, c);
break;
}
}
private void WritePropertyChange(NetBuffer msg, object[] extraData, bool inGameEditableOnly)
{
var allProperties = inGameEditableOnly ? GetProperties<InGameEditable>() : GetProperties<Editable>();
SerializableProperty property = extraData[1] as SerializableProperty;
if (property != null)
{
if (allProperties.Count > 1)
{
msg.WriteRangedInteger(0, allProperties.Count - 1, allProperties.IndexOf(property));
}
object value = property.GetValue();
if (value is string)
{
msg.Write((string)value);
}
else if (value is float)
{
msg.Write((float)value);
}
else if (value is int)
{
msg.Write((int)value);
}
else if (value is bool)
{
msg.Write((bool)value);
}
else if (value is Color)
{
Color color = (Color)value;
msg.Write(color.R);
msg.Write(color.G);
msg.Write(color.B);
msg.Write(color.A);
}
else if (value is Vector2)
{
msg.Write(((Vector2)value).X);
msg.Write(((Vector2)value).Y);
}
else if (value is Vector3)
{
msg.Write(((Vector3)value).X);
msg.Write(((Vector3)value).Y);
msg.Write(((Vector3)value).Z);
}
else if (value is Vector4)
{
msg.Write(((Vector4)value).X);
msg.Write(((Vector4)value).Y);
msg.Write(((Vector4)value).Z);
msg.Write(((Vector4)value).W);
}
else if (value is Point)
{
msg.Write(((Point)value).X);
msg.Write(((Point)value).Y);
}
else if (value is Rectangle)
{
msg.Write(((Rectangle)value).X);
msg.Write(((Rectangle)value).Y);
msg.Write(((Rectangle)value).Width);
msg.Write(((Rectangle)value).Height);
}
else if (value is Enum)
{
msg.Write((int)value);
}
else
{
throw new System.NotImplementedException("Serializing item properties of the type \"" + value.GetType() + "\" not supported");
}
}
else
{
throw new ArgumentException("Failed to write propery value - property \"" + (property == null ? "null" : property.Name) + "\" is not serializable.");
}
}
private void ReadPropertyChange(NetBuffer msg, bool inGameEditableOnly, Client sender = null)
{
var allProperties = inGameEditableOnly ? GetProperties<InGameEditable>() : GetProperties<Editable>();
if (allProperties.Count == 0) return;
int propertyIndex = 0;
if (allProperties.Count > 1)
{
propertyIndex = msg.ReadRangedInteger(0, allProperties.Count - 1);
}
bool allowEditing = true;
SerializableProperty property = allProperties[propertyIndex];
if (inGameEditableOnly && property.ParentObject is ItemComponent ic)
{
if (!ic.AllowInGameEditing) allowEditing = false;
}
if (GameMain.Server != null && !CanClientAccess(sender))
{
allowEditing = false;
}
Type type = property.PropertyType;
if (type == typeof(string))
{
string val = msg.ReadString();
if (allowEditing) property.TrySetValue(val);
}
else if (type == typeof(float))
{
float val = msg.ReadFloat();
if (allowEditing) property.TrySetValue(val);
}
else if (type == typeof(int))
{
int val = msg.ReadInt32();
if (allowEditing) property.TrySetValue(val);
}
else if (type == typeof(bool))
{
bool val = msg.ReadBoolean();
if (allowEditing) property.TrySetValue(val);
}
else if (type == typeof(Color))
{
Color val = new Color(msg.ReadByte(), msg.ReadByte(), msg.ReadByte(), msg.ReadByte());
if (allowEditing) property.TrySetValue(val);
}
else if (type == typeof(Vector2))
{
Vector2 val = new Vector2(msg.ReadFloat(), msg.ReadFloat());
if (allowEditing) property.TrySetValue(val);
}
else if (type == typeof(Vector3))
{
Vector3 val = new Vector3(msg.ReadFloat(), msg.ReadFloat(), msg.ReadFloat());
if (allowEditing) property.TrySetValue(val);
}
else if (type == typeof(Vector4))
{
Vector4 val = new Vector4(msg.ReadFloat(), msg.ReadFloat(), msg.ReadFloat(), msg.ReadFloat());
if (allowEditing) property.TrySetValue(val);
}
else if (type == typeof(Point))
{
Point val = new Point(msg.ReadInt32(), msg.ReadInt32());
if (allowEditing) property.TrySetValue(val);
}
else if (type == typeof(Rectangle))
{
Rectangle val = new Rectangle(msg.ReadInt32(), msg.ReadInt32(), msg.ReadInt32(), msg.ReadInt32());
if (allowEditing) property.TrySetValue(val);
}
else if (typeof(Enum).IsAssignableFrom(type))
{
int intVal = msg.ReadInt32();
try
{
if (allowEditing) property.TrySetValue(Enum.ToObject(type, intVal));
}
catch (Exception e)
{
#if DEBUG
DebugConsole.ThrowError("Failed to convert the int value \"" + intVal + "\" to " + type, e);
#endif
GameAnalyticsManager.AddErrorEventOnce(
"Item.ReadPropertyChange:" + Name + ":" + type,
GameAnalyticsSDK.Net.EGAErrorSeverity.Warning,
"Failed to convert the int value \"" + intVal + "\" to " + type + " (item " + Name + ")");
}
}
else
{
return;
}
if (GameMain.Server != null)
{
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ChangeProperty, property });
}
}
public void WriteSpawnData(NetBuffer msg)
{
if (GameMain.Server == null) return;
msg.Write(Prefab.Name);
msg.Write(Prefab.Identifier);
msg.Write(Description != prefab.Description);
if (Description != prefab.Description)
{
msg.Write(Description);
}
msg.Write(ID);
if (ParentInventory == null || ParentInventory.Owner == null)
{
msg.Write((ushort)0);
msg.Write(Position.X);
msg.Write(Position.Y);
msg.Write(Submarine != null ? Submarine.ID : (ushort)0);
}
else
{
msg.Write(ParentInventory.Owner.ID);
//find the index of the ItemContainer this item is inside to get the item to
//spawn in the correct inventory in multi-inventory items like fabricators
byte containerIndex = 0;
if (Container != null)
{
for (int i = 0; i < Container.components.Count; i++)
{
if (Container.components[i] is ItemContainer container &&
container.Inventory == ParentInventory)
{
containerIndex = (byte)i;
break;
}
}
}
msg.Write(containerIndex);
int slotIndex = ParentInventory.FindIndex(this);
msg.Write(slotIndex < 0 ? (byte)255 : (byte)slotIndex);
}
byte teamID = 0;
foreach (WifiComponent wifiComponent in GetComponents<WifiComponent>())
{
teamID = wifiComponent.TeamID;
break;
}
msg.Write(teamID);
bool tagsChanged = tags.Count != prefab.Tags.Count || !tags.All(t => prefab.Tags.Contains(t));
msg.Write(tagsChanged);
if (tagsChanged)
{
msg.Write(Tags);
}
}
public static Item ReadSpawnData(NetBuffer msg, bool spawn = true)
{
if (GameMain.Server != null) return null;
string itemName = msg.ReadString();
string itemIdentifier = msg.ReadString();
bool descriptionChanged = msg.ReadBoolean();
string itemDesc = "";
if (descriptionChanged)
{
itemDesc = msg.ReadString();
}
ushort itemId = msg.ReadUInt16();
ushort inventoryId = msg.ReadUInt16();
DebugConsole.Log("Received entity spawn message for item " + itemName + ".");
Vector2 pos = Vector2.Zero;
Submarine sub = null;
int itemContainerIndex = -1;
int inventorySlotIndex = -1;
if (inventoryId > 0)
{
itemContainerIndex = msg.ReadByte();
inventorySlotIndex = msg.ReadByte();
}
else
{
pos = new Vector2(msg.ReadSingle(), msg.ReadSingle());
ushort subID = msg.ReadUInt16();
if (subID > 0)
{
sub = Submarine.Loaded.Find(s => s.ID == subID);
}
}
byte teamID = msg.ReadByte();
bool tagsChanged = msg.ReadBoolean();
string tags = "";
if (tagsChanged)
{
tags = msg.ReadString();
}
if (!spawn) return null;
//----------------------------------------
var itemPrefab = MapEntityPrefab.Find(itemName, itemIdentifier) as ItemPrefab;
if (itemPrefab == null) return null;
Inventory inventory = null;
var inventoryOwner = FindEntityByID(inventoryId);
if (inventoryOwner != null)
{
if (inventoryOwner is Character)
{
inventory = (inventoryOwner as Character).Inventory;
}
else if (inventoryOwner is Item)
{
if ((inventoryOwner as Item).components[itemContainerIndex] is ItemContainer container)
{
inventory = container.Inventory;
}
}
}
var item = new Item(itemPrefab, pos, sub)
{
ID = itemId
};
foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
{
wifiComponent.TeamID = teamID;
}
if (descriptionChanged) item.Description = itemDesc;
if (tagsChanged) item.Tags = tags;
if (sub != null)
{
item.CurrentHull = Hull.FindHull(pos + sub.Position, null, true);
item.Submarine = item.CurrentHull?.Submarine;
}
if (inventory != null)
{
if (inventorySlotIndex >= 0 && inventorySlotIndex < 255 &&
inventory.TryPutItem(item, inventorySlotIndex, false, false, null, false))
{
return null;
}
inventory.TryPutItem(item, null, item.AllowedSlots, false);
}
return item;
}
private void UpdateNetPosition()
{
if (GameMain.Server == null || parentInventory != null) return;
if (prevBodyAwake != body.FarseerBody.Awake || Vector2.Distance(lastSentPos, SimPosition) > NetConfig.ItemPosUpdateDistance)
{
needsPositionUpdate = true;
}
prevBodyAwake = body.FarseerBody.Awake;
}
public void ServerWritePosition(NetBuffer msg, Client c, object[] extraData = null)
{
msg.Write(ID);
//length in bytes
if (body.FarseerBody.Awake)
{
msg.Write((byte)(4 + 4 + 1 + 3));
}
else
{
msg.Write((byte)(4 + 4 + 1));
}
msg.Write(SimPosition.X);
msg.Write(SimPosition.Y);
msg.WriteRangedSingle(MathUtils.WrapAngleTwoPi(body.Rotation), 0.0f, MathHelper.TwoPi, 7);
#if DEBUG
if (Math.Abs(body.LinearVelocity.X) > MaxVel || Math.Abs(body.LinearVelocity.Y) > MaxVel)
{
DebugConsole.ThrowError("Item velocity out of range (" + body.LinearVelocity + ")");
}
#endif
msg.Write(body.FarseerBody.Awake);
if (body.FarseerBody.Awake)
{
body.Enabled = true;
msg.WriteRangedSingle(MathHelper.Clamp(body.LinearVelocity.X, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
msg.WriteRangedSingle(MathHelper.Clamp(body.LinearVelocity.Y, -MaxVel, MaxVel), -MaxVel, MaxVel, 12);
}
msg.WritePadBits();
lastSentPos = SimPosition;
}
public static Item Load(XElement element, Submarine submarine)
{
string name = element.Attribute("name").Value;
string identifier = element.GetAttributeString("identifier", "");
ItemPrefab prefab;
if (string.IsNullOrEmpty(identifier))
{
//legacy support:
//1. attempt to find a prefab with an empty identifier and a matching name
prefab = MapEntityPrefab.Find(name, "", showErrorMessages: false) as ItemPrefab;
//2. not found, attempt to find a prefab with a matching name
if (prefab == null) prefab = MapEntityPrefab.Find(name) as ItemPrefab;
}
else
{
prefab = MapEntityPrefab.Find(null, identifier, showErrorMessages: false) as ItemPrefab;
//not found, see if we can find a prefab with a matching alias
if (prefab == null)
{
string lowerCaseName = name.ToLowerInvariant();
prefab = MapEntityPrefab.List.Find(me => me.Aliases != null && me.Aliases.Contains(lowerCaseName)) as ItemPrefab;
}
}
if (prefab == null)
{
DebugConsole.ThrowError("Error loading item - item prefab \"" + name + "\" (identifier \"" + identifier + "\") not found.");
return null;
}
Rectangle rect = element.GetAttributeRect("rect", Rectangle.Empty);
if (rect.Width == 0 && rect.Height == 0)
{
rect.Width = (int)(prefab.Size.X * prefab.Scale);
rect.Height = (int)(prefab.Size.Y * prefab.Scale);
}
Item item = new Item(rect, prefab, submarine, callOnItemLoaded: false)
{
Submarine = submarine,
ID = (ushort)int.Parse(element.Attribute("ID").Value),
linkedToID = new List<ushort>()
};
foreach (XAttribute attribute in element.Attributes())
{
if (!item.properties.TryGetValue(attribute.Name.ToString(), out SerializableProperty property)) continue;
bool shouldBeLoaded = false;
foreach (var propertyAttribute in property.Attributes.OfType<Serialize>())
{
if (propertyAttribute.isSaveable)
{
shouldBeLoaded = true;
break;
}
}
if (shouldBeLoaded) property.TrySetValue(attribute.Value);
}
string linkedToString = element.GetAttributeString("linked", "");
if (linkedToString != "")
{
string[] linkedToIds = linkedToString.Split(',');
for (int i = 0; i < linkedToIds.Length; i++)
{
item.linkedToID.Add((ushort)int.Parse(linkedToIds[i]));
}
}
List<ItemComponent> unloadedComponents = new List<ItemComponent>(item.components);
foreach (XElement subElement in element.Elements())
{
ItemComponent component = unloadedComponents.Find(x => x.Name == subElement.Name.ToString());
if (component == null) continue;
component.Load(subElement);
unloadedComponents.Remove(component);
}
if (element.GetAttributeBool("flippedx", false)) item.FlipX(false);
if (element.GetAttributeBool("flippedy", false)) item.FlipY(false);
item.condition = element.GetAttributeFloat("condition", item.Prefab.Health);
item.SetActiveSprite();
foreach (ItemComponent component in item.components)
{
component.OnItemLoaded();
}
return item;
}
public override XElement Save(XElement parentElement)
{
XElement element = new XElement("Item");
element.Add(
new XAttribute("name", prefab.Name),
new XAttribute("identifier", prefab.Identifier),
new XAttribute("ID", ID));
if (FlippedX) element.Add(new XAttribute("flippedx", true));
if (FlippedY) element.Add(new XAttribute("flippedy", true));
if (condition < Prefab.Health)
{
element.Add(new XAttribute("condition", condition.ToString("G", CultureInfo.InvariantCulture)));
}
Item rootContainer = GetRootContainer() ?? this;
System.Diagnostics.Debug.Assert(Submarine != null || rootContainer.ParentInventory?.Owner is Character);
Vector2 subPosition = Submarine == null ? Vector2.Zero : Submarine.HiddenSubPosition;
element.Add(new XAttribute("rect",
(int)(rect.X - subPosition.X) + "," +
(int)(rect.Y - subPosition.Y) + "," +
rect.Width + "," + rect.Height));
if (linkedTo != null && linkedTo.Count > 0)
{
var saveableLinked = linkedTo.Where(l => l.ShouldBeSaved).ToList();
element.Add(new XAttribute("linked", string.Join(",", saveableLinked.Select(l => l.ID.ToString()))));
}
SerializableProperty.SerializeProperties(this, element);
foreach (ItemComponent ic in components)
{
ic.Save(element);
}
parentElement.Add(element);
return element;
}
public override void OnMapLoaded()
{
FindHull();
foreach (ItemComponent ic in components)
{
ic.OnMapLoaded();
}
}
public void CreateServerEvent<T>(T ic) where T : ItemComponent, IServerSerializable
{
if (GameMain.Server == null) return;
int index = components.IndexOf(ic);
if (index == -1) return;
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ComponentState, index });
}
/// <summary>
/// Remove the item so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc)
/// but don't reset anything that's required for cloning the item
/// </summary>
public override void ShallowRemove()
{
base.ShallowRemove();
foreach (ItemComponent ic in components)
{
ic.ShallowRemove();
}
ItemList.Remove(this);
if (body != null)
{
body.Remove();
body = null;
}
}
public override void Remove()
{
if (Removed)
{
DebugConsole.ThrowError("Attempting to remove an already removed item (" + Name + ")\n" + Environment.StackTrace);
return;
}
DebugConsole.Log("Removing item " + Name + " (ID: " + ID + ")");
base.Remove();
foreach (Character character in Character.CharacterList)
{
if (character.SelectedConstruction == this) character.SelectedConstruction = null;
for (int i = 0; i < character.SelectedItems.Length; i++)
{
if (character.SelectedItems[i] == this) character.SelectedItems[i] = null;
}
}
if (parentInventory != null)
{
parentInventory.RemoveItem(this);
parentInventory = null;
}
foreach (ItemComponent ic in components)
{
ic.Remove();
}
ItemList.Remove(this);
if (body != null)
{
body.Remove();
body = null;
}
foreach (Item it in ItemList)
{
if (it.linkedTo.Contains(this))
{
it.linkedTo.Remove(this);
}
}
RemoveProjSpecific();
}
partial void RemoveProjSpecific();
}
}