Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Door.cs
T

540 lines
19 KiB
C#

using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml.Linq;
#if CLIENT
using Barotrauma.Lights;
#endif
using Barotrauma.Extensions;
namespace Barotrauma.Items.Components
{
partial class Door : Pickable, IDrawableComponent, IServerSerializable
{
private Gap linkedGap;
private bool isOpen;
private float openState;
private Sprite doorSprite, weldedSprite, brokenSprite;
private bool scaleBrokenSprite, fadeBrokenSprite;
private bool createdNewGap;
private bool autoOrientGap;
private bool isStuck;
private float resetPredictionTimer;
private Rectangle doorRect;
private bool isBroken;
public bool IsBroken
{
get { return isBroken; }
set
{
if (isBroken == value) return;
isBroken = value;
if (isBroken)
{
DisableBody();
}
else
{
EnableBody();
}
}
}
public PhysicsBody Body { get; private set; }
private float RepairThreshold
{
get { return item.GetComponent<Repairable>()?.ShowRepairUIThreshold ?? 0.0f; }
}
private float stuck;
[Serialize(0.0f, false)]
public float Stuck
{
get { return stuck; }
set
{
if (isOpen || isBroken) return;
stuck = MathHelper.Clamp(value, 0.0f, 100.0f);
if (stuck <= 0.0f) isStuck = false;
if (stuck >= 100.0f) isStuck = true;
}
}
public bool? PredictedState { get; private set; }
public Gap LinkedGap
{
get
{
if (linkedGap != null) return linkedGap;
foreach (MapEntity e in item.linkedTo)
{
linkedGap = e as Gap;
if (linkedGap != null)
{
linkedGap.PassAmbientLight = Window != Rectangle.Empty;
return linkedGap;
}
}
Rectangle rect = item.Rect;
if (IsHorizontal)
{
rect.Y += 5;
rect.Height += 10;
}
else
{
rect.X -= 5;
rect.Width += 10;
}
linkedGap = new Gap(rect, !IsHorizontal, Item.Submarine)
{
Submarine = item.Submarine,
PassAmbientLight = Window != Rectangle.Empty,
Open = openState
};
item.linkedTo.Add(linkedGap);
createdNewGap = true;
return linkedGap;
}
}
public bool IsHorizontal { get; private set; }
[Serialize("0.0,0.0,0.0,0.0", false)]
public Rectangle Window { get; set; }
[Editable, Serialize(false, true)]
public bool IsOpen
{
get { return isOpen; }
set
{
isOpen = value;
OpenState = (isOpen) ? 1.0f : 0.0f;
}
}
[Serialize(false, false)]
public bool HasIntegratedButtons { get; private set; }
public float OpenState
{
get { return openState; }
set
{
openState = MathHelper.Clamp(value, 0.0f, 1.0f);
#if CLIENT
float size = IsHorizontal ? item.Rect.Width : item.Rect.Height;
if (Math.Abs(lastConvexHullState - openState) * size < 5.0f) { return; }
UpdateConvexHulls();
lastConvexHullState = openState;
#endif
}
}
[Serialize(false, false)]
public bool Impassable
{
get;
set;
}
public Door(Item item, XElement element)
: base(item, element)
{
IsHorizontal = element.GetAttributeBool("horizontal", false);
canBePicked = element.GetAttributeBool("canbepicked", false);
autoOrientGap = element.GetAttributeBool("autoorientgap", false);
foreach (XElement subElement in element.Elements())
{
string texturePath = subElement.GetAttributeString("texture", "");
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
doorSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
break;
case "weldedsprite":
weldedSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
break;
case "brokensprite":
brokenSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
scaleBrokenSprite = subElement.GetAttributeBool("scale", false);
fadeBrokenSprite = subElement.GetAttributeBool("fade", false);
break;
}
}
doorRect = new Rectangle(
item.Rect.Center.X - (int)(doorSprite.size.X / 2 * item.Scale),
item.Rect.Y - item.Rect.Height/2 + (int)(doorSprite.size.Y / 2.0f * item.Scale),
(int)(doorSprite.size.X * item.Scale),
(int)(doorSprite.size.Y * item.Scale));
Body = new PhysicsBody(
ConvertUnits.ToSimUnits(Math.Max(doorRect.Width, 1)),
ConvertUnits.ToSimUnits(Math.Max(doorRect.Height, 1)),
0.0f,
1.5f)
{
UserData = item,
CollisionCategories = Physics.CollisionWall,
BodyType = BodyType.Static,
Friction = 0.5f
};
Body.SetTransform(
ConvertUnits.ToSimUnits(new Vector2(doorRect.Center.X, doorRect.Y - doorRect.Height / 2)),
0.0f);
IsActive = true;
}
public override void Move(Vector2 amount)
{
base.Move(amount);
Body?.SetTransform(Body.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f);
#if CLIENT
UpdateConvexHulls();
#endif
}
private string accessDeniedTxt = TextManager.Get("AccessDenied");
private string cannotOpenText = TextManager.Get("DoorMsgCannotOpen");
private bool hasValidIdCard;
public override bool HasRequiredItems(Character character, bool addMessage, string msg = null)
{
if (item.Condition <= RepairThreshold) return true; //For repairing
var idCard = character.Inventory.FindItemByIdentifier("idcard");
hasValidIdCard = requiredItems.Any(ri => ri.Value.Any(r => r.MatchesItem(idCard)));
Msg = requiredItems.None() || hasValidIdCard ? "ItemMsgOpen" : "ItemMsgForceOpenCrowbar";
ParseMsg();
if (addMessage)
{
msg = msg ?? (HasIntegratedButtons ? accessDeniedTxt : cannotOpenText);
}
//this is a bit pointless atm because if canBePicked is false it won't allow you to do Pick() anyway, however it's still good for future-proofing.
return requiredItems.Any() ? base.HasRequiredItems(character, addMessage, msg) : canBePicked;
}
public override bool Pick(Character picker)
{
if (item.Condition <= RepairThreshold) { return true; }
if (requiredItems.None()) { return false; }
if (HasRequiredItems(picker, false) && hasValidIdCard) { return false; }
return base.Pick(picker);
}
public override bool OnPicked(Character picker)
{
if (item.Condition <= RepairThreshold) return true; //repairs
if (requiredItems.Any() && !hasValidIdCard)
{
ForceOpen(ActionType.OnPicked);
}
return false;
}
private void ForceOpen(ActionType actionType)
{
SetState(PredictedState == null ? !isOpen : !PredictedState.Value, false, true); //crowbar function
#if CLIENT
PlaySound(actionType, item.WorldPosition, picker);
#endif
}
public override bool Select(Character character)
{
//can only be selected if the item is broken
if (item.Condition <= RepairThreshold) return true; //repairs
bool hasRequiredItems = HasRequiredItems(character, false);
if (requiredItems.None() || hasRequiredItems && hasValidIdCard)
{
float originalPickingTime = PickingTime;
PickingTime = 0;
ForceOpen(ActionType.OnUse);
PickingTime = originalPickingTime;
}
else if (hasRequiredItems)
{
#if CLIENT
GUI.AddMessage(accessDeniedTxt, Color.Red);
#endif
}
return false;
}
public override void Update(float deltaTime, Camera cam)
{
if (isBroken)
{
//the door has to be restored to 50% health before collision detection on the body is re-enabled
if (item.ConditionPercentage > 50.0f)
{
IsBroken = false;
}
return;
}
bool isClosing = false;
if (!isStuck)
{
if (PredictedState == null)
{
OpenState += deltaTime * (isOpen ? 2.0f : -2.0f);
isClosing = openState > 0.0f && openState < 1.0f && !isOpen;
}
else
{
OpenState += deltaTime * ((bool)PredictedState ? 2.0f : -2.0f);
isClosing = openState > 0.0f && openState < 1.0f && !(bool)PredictedState;
resetPredictionTimer -= deltaTime;
if (resetPredictionTimer <= 0.0f)
{
PredictedState = null;
}
}
LinkedGap.Open = openState;
}
if (isClosing)
{
if (OpenState < 0.9f) { PushCharactersAway(); }
}
else
{
Body.Enabled = Impassable || openState < 1.0f;
}
//don't use the predicted state here, because it might set
//other items to an incorrect state if the prediction is wrong
item.SendSignal(0, (isOpen) ? "1" : "0", "state_out", null);
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
IsBroken = true;
}
private void EnableBody()
{
if (!Impassable)
{
Body.FarseerBody.IsSensor = false;
}
#if CLIENT
UpdateConvexHulls();
#endif
isBroken = false;
}
private void DisableBody()
{
//change the body to a sensor instead of disabling it completely,
//because otherwise repairtool raycasts won't hit it
if (!Impassable)
{
Body.FarseerBody.IsSensor = true;
}
linkedGap.Open = 1.0f;
IsOpen = false;
#if CLIENT
if (convexHull != null) convexHull.Enabled = false;
if (convexHull2 != null) convexHull2.Enabled = false;
#endif
}
public override void OnMapLoaded()
{
LinkedGap.ConnectedDoor = this;
LinkedGap.Open = openState;
if (createdNewGap && autoOrientGap) linkedGap.AutoOrient();
#if CLIENT
Vector2[] corners = GetConvexHullCorners(Rectangle.Empty);
convexHull = new ConvexHull(corners, Color.Black, item);
if (Window != Rectangle.Empty) convexHull2 = new ConvexHull(corners, Color.Black, item);
UpdateConvexHulls();
#endif
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
if (Body != null)
{
Body.Remove();
Body = null;
}
//no need to remove the gap if we're unloading the whole submarine
//otherwise the gap will be removed twice and cause console warnings
if (!Submarine.Unloading)
{
if (linkedGap != null) linkedGap.Remove();
}
doorSprite.Remove();
if (weldedSprite != null) weldedSprite.Remove();
#if CLIENT
if (convexHull != null) convexHull.Remove();
if (convexHull2 != null) convexHull2.Remove();
#endif
}
private void PushCharactersAway()
{
if (!MathUtils.IsValid(item.SimPosition))
{
DebugConsole.ThrowError("Failed to push a character out of a doorway - position of the door is not valid (" + item.SimPosition + ")");
GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:DoorPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
"Failed to push a character out of a doorway - position of the door is not valid (" + item.SimPosition + ").");
return;
}
Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
Vector2 currSize = IsHorizontal ?
new Vector2(item.Rect.Width * (1.0f - openState), doorSprite.size.Y * item.Scale) :
new Vector2(doorSprite.size.X * item.Scale, item.Rect.Height * (1.0f - openState));
Vector2 simSize = ConvertUnits.ToSimUnits(currSize);
foreach (Character c in Character.CharacterList)
{
if (!c.Enabled) continue;
if (!MathUtils.IsValid(c.SimPosition))
{
if (GameSettings.VerboseLogging) { DebugConsole.ThrowError("Failed to push a character out of a doorway - position of the character \"" + c.Name + "\" is not valid (" + c.SimPosition + ")"); }
GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:CharacterPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
"Failed to push a character out of a doorway - position of the character \"" + c.Name + "\" is not valid (" + c.SimPosition + ")." +
" Removed: " + c.Removed +
" Remoteplayer: " + c.IsRemotePlayer);
continue;
}
int dir = IsHorizontal ? Math.Sign(c.SimPosition.Y - item.SimPosition.Y) : Math.Sign(c.SimPosition.X - item.SimPosition.X);
bool soundPlayed = false;
foreach (Limb limb in c.AnimController.Limbs)
{
if (PushBodyOutOfDoorway(c, limb.body, dir, simPos, simSize) && !soundPlayed)
{
#if CLIENT
SoundPlayer.PlayDamageSound("LimbBlunt", 1.0f, limb.body);
#endif
soundPlayed = true;
}
}
PushBodyOutOfDoorway(c, c.AnimController.Collider, dir, simPos, simSize);
}
}
private bool PushBodyOutOfDoorway(Character c, PhysicsBody body, int dir, Vector2 doorRectSimPos, Vector2 doorRectSimSize)
{
float diff = 0.0f;
if (!MathUtils.IsValid(body.SimPosition))
{
DebugConsole.ThrowError("Failed to push a limb out of a doorway - position of the body (character \"" + c.Name + "\") is not valid (" + body.SimPosition + ")");
GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:LimbPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
"Failed to push a character out of a doorway - position of the character \"" + c.Name + "\" is not valid (" + body.SimPosition + ")." +
" Removed: " + c.Removed +
" Remoteplayer: " + c.IsRemotePlayer);
return false;
}
if (IsHorizontal)
{
if (body.SimPosition.X < doorRectSimPos.X || body.SimPosition.X > doorRectSimPos.X + doorRectSimSize.X) { return false; }
diff = body.SimPosition.Y - item.SimPosition.Y;
}
else
{
if (body.SimPosition.Y > doorRectSimPos.Y || body.SimPosition.Y < doorRectSimPos.Y - doorRectSimSize.Y) { return false; }
diff = body.SimPosition.X - item.SimPosition.X;
}
//if the limb is at a different side of the door than the character (collider),
//immediately teleport it to the correct side
if (Math.Sign(diff) != dir)
{
if (IsHorizontal)
{
body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f), body.Rotation);
}
else
{
body.SetTransform(new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
}
}
//apply an impulse to push the limb further from the door
if (IsHorizontal)
{
if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > doorRectSimSize.Y * 0.5f) { return false; }
body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
else
{
if (Math.Abs(body.SimPosition.X - item.SimPosition.X) > doorRectSimSize.X * 0.5f) { return false; }
body.ApplyLinearImpulse(new Vector2(dir * 2.0f, isOpen ? 0.0f : -1.0f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
c.SetStun(0.2f);
return true;
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
{
if (isStuck) return;
bool wasOpen = PredictedState == null ? isOpen : PredictedState.Value;
if (connection.Name == "toggle")
{
SetState(!wasOpen, false, true);
}
else if (connection.Name == "set_state")
{
SetState(signal != "0", false, true);
}
#if SERVER
if (sender != null && wasOpen != isOpen)
{
GameServer.Log(sender.LogName + (isOpen ? " opened " : " closed ") + item.Name, ServerLog.MessageType.ItemInteraction);
}
#endif
}
public void TrySetState(bool open, bool isNetworkMessage, bool sendNetworkMessage = false)
{
SetState(open, isNetworkMessage, sendNetworkMessage);
}
partial void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage);
}
}