351 lines
13 KiB
C#
351 lines
13 KiB
C#
using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class WifiComponent : ItemComponent, IServerSerializable
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{
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private static readonly List<WifiComponent> list = new List<WifiComponent>();
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const int ChannelMemorySize = 10;
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private const int MinChannel = 0;
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private const int MaxChannel = 10000;
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private float range;
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private int channel;
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private float chatMsgCooldown;
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private string prevSignal;
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private readonly int[] channelMemory = new int[ChannelMemorySize];
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private Connection signalInConnection;
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private Connection signalOutConnection;
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[Serialize(CharacterTeamType.None, IsPropertySaveable.Yes, description: "WiFi components can only communicate with components that have the same Team ID.", alwaysUseInstanceValues: true)]
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public CharacterTeamType TeamID { get; set; }
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[Editable, Serialize(20000.0f, IsPropertySaveable.No, description: "How close the recipient has to be to receive a signal from this WiFi component.", alwaysUseInstanceValues: true)]
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public float Range
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{
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get { return range; }
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set
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{
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range = Math.Max(value, 0.0f);
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#if CLIENT
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item.ResetCachedVisibleSize();
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#endif
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}
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}
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[InGameEditable, Serialize(0, IsPropertySaveable.Yes, description: "WiFi components can only communicate with components that use the same channel.", alwaysUseInstanceValues: true)]
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public int Channel
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{
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get { return channel; }
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set
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{
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channel = MathHelper.Clamp(value, MinChannel, MaxChannel);
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}
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}
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[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Can the component communicate with wifi components in another team's submarine (e.g. enemy sub in Combat missions, respawn shuttle). Needs to be enabled on both the component transmitting the signal and the component receiving it.", alwaysUseInstanceValues: true)]
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public bool AllowCrossTeamCommunication
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{
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get;
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set;
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}
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private bool linkToChat = false;
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[ConditionallyEditable(ConditionallyEditable.ConditionType.AllowLinkingWifiToChat)]
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[Serialize(false, IsPropertySaveable.No, description: "If enabled, any signals received from another chat-linked wifi component are displayed " +
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"as chat messages in the chatbox of the player holding the item.", alwaysUseInstanceValues: true)]
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public bool LinkToChat
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{
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#if SERVER
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get
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{
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if(GameMain.LuaCs.Game.allowWifiChat) return true;
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return linkToChat;
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}
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set
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{
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linkToChat = value;
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}
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#else
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get;
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set;
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#endif
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}
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[Editable, Serialize(1.0f, IsPropertySaveable.Yes, description: "How many seconds have to pass between signals for a message to be displayed in the chatbox. " +
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"Setting this to a very low value is not recommended, because it may cause an excessive amount of chat messages to be created " +
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"if there are chat-linked wifi components that transmit a continuous signal.")]
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public float MinChatMessageInterval
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{
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get;
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set;
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}
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[Editable, Serialize(false, IsPropertySaveable.Yes, description: "If set to true, the component will only create chat messages when the received signal changes.")]
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public bool DiscardDuplicateChatMessages
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{
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get;
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set;
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}
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public WifiComponent(Item item, ContentXElement element)
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: base (item, element)
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{
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list.Add(this);
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IsActive = true;
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channelMemory = element.GetAttributeIntArray("channelmemory", new int[ChannelMemorySize]);
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}
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public override void OnItemLoaded()
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{
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if (item.Connections != null)
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{
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signalOutConnection = item.Connections.Find(c => c.Name == "signal_out");
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signalInConnection = item.Connections.Find(c => c.Name == "signal_in");
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}
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if (channelMemory.All(m => m == 0))
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{
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for (int i = 0; i < channelMemory.Length; i++)
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{
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channelMemory[i] = i;
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}
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}
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}
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public bool CanTransmit()
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{
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return HasRequiredContainedItems(user: null, addMessage: false);
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}
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/// <summary>
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/// Returns the wifi components that can receive signals from this one
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/// </summary>
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public IEnumerable<WifiComponent> GetReceiversInRange()
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{
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return list.Where(w => w != this && w.CanReceive(this));
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}
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public bool CanReceive(WifiComponent sender)
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{
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if (sender == null || sender.channel != channel) { return false; }
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if (sender.TeamID != TeamID && !AllowCrossTeamCommunication) { return false; }
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//if the component is not linked to chat and has nothing connected to the output, sending a signal to it does nothing
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// = no point in receiving
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if (!LinkToChat)
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{
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if (signalOutConnection == null || signalOutConnection.Wires.Count <= 0)
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{
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return false;
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}
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}
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if (Vector2.DistanceSquared(item.WorldPosition, sender.item.WorldPosition) > sender.range * sender.range) { return false; }
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return HasRequiredContainedItems(user: null, addMessage: false);
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}
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/// <summary>
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/// Returns the wifi components that can transmit signals to this one
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/// </summary>
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public IEnumerable<WifiComponent> GetTransmittersInRange()
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{
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return list.Where(w => w != this && w.CanTransmit(this));
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}
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public bool CanTransmit(WifiComponent sender)
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{
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if (sender == null || sender.channel != channel) { return false; }
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if (sender.TeamID != TeamID && !AllowCrossTeamCommunication) { return false; }
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if (Vector2.DistanceSquared(item.WorldPosition, sender.item.WorldPosition) > sender.range * sender.range) { return false; }
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return HasRequiredContainedItems(user: null, addMessage: false);
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}
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public override void Update(float deltaTime, Camera cam)
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{
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chatMsgCooldown -= deltaTime;
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if (chatMsgCooldown <= 0.0f)
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{
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IsActive = false;
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}
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}
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public int GetChannelMemory(int index)
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{
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if (index < 0 || index >= ChannelMemorySize)
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{
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return 0;
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}
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return channelMemory[index];
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}
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public void SetChannelMemory(int index, int value)
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{
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if (index < 0 || index >= ChannelMemorySize)
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{
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return;
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}
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channelMemory[index] = MathHelper.Clamp(value, 0, 10000);
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}
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public void TransmitSignal(Signal signal, bool sentFromChat)
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{
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var should = GameMain.LuaCs.Hook.Call<bool?>("wifiSignalTransmitted", this, signal, sentFromChat);
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if (should != null && should.Value)
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return;
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if (sentFromChat)
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{
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item.LastSentSignalRecipients.Clear();
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}
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bool chatMsgSent = false;
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var receivers = GetReceiversInRange();
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foreach (WifiComponent wifiComp in receivers)
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{
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if (sentFromChat && !wifiComp.LinkToChat) { continue; }
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//signal strength diminishes by distance
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float sentSignalStrength = signal.strength *
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MathHelper.Clamp(1.0f - (Vector2.Distance(item.WorldPosition, wifiComp.item.WorldPosition) / wifiComp.range), 0.0f, 1.0f);
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Signal s = new Signal(signal.value, signal.stepsTaken + 1, sender: signal.sender, source: signal.source,
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power: 0.0f, strength: sentSignalStrength);
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if (wifiComp.signalOutConnection != null)
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{
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if (signal.source != null && wifiComp.signalInConnection != null)
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{
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if (signal.source.LastSentSignalRecipients.Contains(wifiComp.signalInConnection))
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{
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//signal already passed through this wifi component -> stop here to prevent an infinite loop
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continue;
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}
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else
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{
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signal.source.LastSentSignalRecipients.Add(wifiComp.signalInConnection);
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}
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}
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wifiComp.item.SendSignal(s, wifiComp.signalOutConnection);
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}
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if (signal.source != null)
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{
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foreach (Connection receiver in wifiComp.item.LastSentSignalRecipients)
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{
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if (!signal.source.LastSentSignalRecipients.Contains(receiver))
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{
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signal.source.LastSentSignalRecipients.Add(receiver);
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}
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}
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}
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if (DiscardDuplicateChatMessages && signal.value == prevSignal) { continue; }
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//create a chat message
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if (LinkToChat && wifiComp.LinkToChat && chatMsgCooldown <= 0.0f && !sentFromChat)
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{
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if (wifiComp.item.ParentInventory != null &&
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wifiComp.item.ParentInventory.Owner != null)
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{
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string chatMsg = signal.value;
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if (sentSignalStrength <= 1.0f)
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{
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chatMsg = ChatMessage.ApplyDistanceEffect(chatMsg, 1.0f - sentSignalStrength);
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}
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if (chatMsg.Length > ChatMessage.MaxLength) { chatMsg = chatMsg.Substring(0, ChatMessage.MaxLength); }
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if (string.IsNullOrEmpty(chatMsg)) { continue; }
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#if CLIENT
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if (wifiComp.item.ParentInventory.Owner == Character.Controlled)
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{
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if (GameMain.Client == null)
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{
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GameMain.GameSession?.CrewManager?.AddSinglePlayerChatMessage(signal.source?.Name ?? "", signal.value, ChatMessageType.Radio, sender: null);
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}
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}
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#elif SERVER
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if (GameMain.Server != null)
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{
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Client recipientClient = GameMain.Server.ConnectedClients.Find(c => c.Character == wifiComp.item.ParentInventory.Owner);
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if (recipientClient != null)
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{
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GameMain.Server.SendDirectChatMessage(
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ChatMessage.Create(signal.source?.Name ?? "", chatMsg, ChatMessageType.Radio, null), recipientClient);
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}
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}
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#endif
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chatMsgSent = true;
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}
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}
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}
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if (chatMsgSent)
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{
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chatMsgCooldown = MinChatMessageInterval;
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IsActive = true;
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}
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prevSignal = signal.value;
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}
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public override void ReceiveSignal(Signal signal, Connection connection)
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{
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if (connection == null) { return; }
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switch (connection.Name)
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{
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case "signal_in":
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TransmitSignal(signal, false);
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break;
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case "set_channel":
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if (int.TryParse(signal.value, out int newChannel))
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{
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int prevChannel = Channel;
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Channel = newChannel;
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if (prevChannel != Channel)
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{
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#if SERVER
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item.CreateServerEvent(this);
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#endif
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}
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}
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break;
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case "set_range":
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if (float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out float newRange))
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{
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Range = newRange;
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}
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break;
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}
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}
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protected override void RemoveComponentSpecific()
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{
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base.RemoveComponentSpecific();
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list.Remove(this);
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}
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public override XElement Save(XElement parentElement)
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{
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var element = base.Save(parentElement);
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element.Add(new XAttribute("channelmemory", string.Join(',', channelMemory)));
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return element;
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}
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}
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} |