Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/DockingPort.cs

995 lines
36 KiB
C#

using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class DockingPort : ItemComponent, IDrawableComponent, IServerSerializable
{
private static List<DockingPort> list = new List<DockingPort>();
public static IEnumerable<DockingPort> List
{
get { return list; }
}
private Sprite overlaySprite;
private float dockingState;
private Joint joint;
private readonly Hull[] hulls = new Hull[2];
private Gap gap;
private Door door;
private Body[] bodies;
private Body doorBody;
private bool docked;
private float forceLockTimer;
//if the submarine isn't in the correct position to lock within this time after docking has been activated,
//force the sub to the correct position
const float ForceLockDelay = 1.0f;
public int DockingDir { get; private set; }
[Serialize("32.0,32.0", false)]
public Vector2 DistanceTolerance { get; set; }
[Serialize(32.0f, false)]
public float DockedDistance
{
get;
set;
}
[Serialize(true, false)]
public bool IsHorizontal
{
get;
set;
}
public DockingPort DockingTarget { get; private set; }
public bool Docked
{
get
{
return docked;
}
set
{
if (!docked && value)
{
if (DockingTarget == null) AttemptDock();
if (DockingTarget == null) return;
docked = true;
}
else if (docked && !value)
{
Undock();
}
}
}
public DockingPort(Item item, XElement element)
: base(item, element)
{
// isOpen = false;
foreach (XElement subElement in element.Elements())
{
string texturePath = subElement.GetAttributeString("texture", "");
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
overlaySprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
break;
}
}
IsActive = true;
list.Add(this);
}
public override void FlipX(bool relativeToSub)
{
if (DockingTarget != null)
{
if (joint != null)
{
CreateJoint(joint is WeldJoint);
LinkHullsToGaps();
}
else if (DockingTarget.joint != null)
{
if (!GameMain.World.BodyList.Contains(DockingTarget.joint.BodyA) ||
!GameMain.World.BodyList.Contains(DockingTarget.joint.BodyB))
{
DockingTarget.CreateJoint(DockingTarget.joint is WeldJoint);
}
DockingTarget.LinkHullsToGaps();
}
}
}
public override void FlipY(bool relativeToSub)
{
FlipX(relativeToSub);
}
private DockingPort FindAdjacentPort()
{
foreach (DockingPort port in list)
{
if (port == this || port.item.Submarine == item.Submarine) continue;
if (Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X) > DistanceTolerance.X) continue;
if (Math.Abs(port.item.WorldPosition.Y - item.WorldPosition.Y) > DistanceTolerance.Y) continue;
return port;
}
return null;
}
private void AttemptDock()
{
var adjacentPort = FindAdjacentPort();
if (adjacentPort != null) Dock(adjacentPort);
}
public void Dock(DockingPort target)
{
if (item.Submarine.DockedTo.Contains(target.item.Submarine)) return;
forceLockTimer = 0.0f;
if (DockingTarget != null)
{
Undock();
}
if (target.item.Submarine == item.Submarine)
{
DebugConsole.ThrowError("Error - tried to dock a submarine to itself");
DockingTarget = null;
return;
}
target.InitializeLinks();
#if CLIENT
PlaySound(ActionType.OnUse, item.WorldPosition);
#endif
if (!item.linkedTo.Contains(target.item)) item.linkedTo.Add(target.item);
if (!target.item.linkedTo.Contains(item)) target.item.linkedTo.Add(item);
if (!target.item.Submarine.DockedTo.Contains(item.Submarine)) target.item.Submarine.DockedTo.Add(item.Submarine);
if (!item.Submarine.DockedTo.Contains(target.item.Submarine)) item.Submarine.DockedTo.Add(target.item.Submarine);
DockingTarget = target;
DockingTarget.DockingTarget = this;
docked = true;
DockingTarget.Docked = true;
if (Character.Controlled != null &&
(Character.Controlled.Submarine == DockingTarget.item.Submarine || Character.Controlled.Submarine == item.Submarine))
{
GameMain.GameScreen.Cam.Shake = Vector2.Distance(DockingTarget.item.Submarine.Velocity, item.Submarine.Velocity);
}
DockingDir = IsHorizontal ?
Math.Sign(DockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
Math.Sign(DockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
DockingTarget.DockingDir = -DockingDir;
if (door != null && DockingTarget.door != null)
{
WayPoint myWayPoint = WayPoint.WayPointList.Find(wp => door.LinkedGap == wp.ConnectedGap);
WayPoint targetWayPoint = WayPoint.WayPointList.Find(wp => DockingTarget.door.LinkedGap == wp.ConnectedGap);
if (myWayPoint != null && targetWayPoint != null)
{
myWayPoint.linkedTo.Add(targetWayPoint);
targetWayPoint.linkedTo.Add(myWayPoint);
}
}
CreateJoint(false);
#if SERVER
if (GameMain.Server != null)
{
item.CreateServerEvent(this);
}
#endif
}
public void Lock(bool isNetworkMessage, bool forcePosition = false)
{
#if CLIENT
if (GameMain.Client != null && !isNetworkMessage) return;
#endif
if (DockingTarget == null)
{
DebugConsole.ThrowError("Error - attempted to lock a docking port that's not connected to anything");
return;
}
if (!(joint is WeldJoint))
{
DockingDir = IsHorizontal ?
Math.Sign(DockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
Math.Sign(DockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
DockingTarget.DockingDir = -DockingDir;
#if CLIENT
PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
#endif
Vector2 jointDiff = joint.WorldAnchorB - joint.WorldAnchorA;
if (item.Submarine.PhysicsBody.Mass < DockingTarget.item.Submarine.PhysicsBody.Mass ||
DockingTarget.item.Submarine.IsOutpost)
{
item.Submarine.SubBody.SetPosition(item.Submarine.SubBody.Position + ConvertUnits.ToDisplayUnits(jointDiff));
}
else if (DockingTarget.item.Submarine.PhysicsBody.Mass < item.Submarine.PhysicsBody.Mass ||
item.Submarine.IsOutpost)
{
DockingTarget.item.Submarine.SubBody.SetPosition(item.Submarine.SubBody.Position - ConvertUnits.ToDisplayUnits(jointDiff));
}
ConnectWireBetweenPorts();
CreateJoint(true);
#if SERVER
if (GameMain.Server != null)
{
item.CreateServerEvent(this);
}
#endif
}
List<MapEntity> removedEntities = item.linkedTo.Where(e => e.Removed).ToList();
foreach (MapEntity removed in removedEntities) item.linkedTo.Remove(removed);
if (!item.linkedTo.Any(e => e is Hull) && !DockingTarget.item.linkedTo.Any(e => e is Hull))
{
CreateHulls();
}
}
private void CreateJoint(bool useWeldJoint)
{
if (joint != null)
{
GameMain.World.RemoveJoint(joint);
joint = null;
}
Vector2 offset = (IsHorizontal ?
Vector2.UnitX * DockingDir :
Vector2.UnitY * DockingDir);
offset *= DockedDistance * 0.5f;
Vector2 pos1 = item.WorldPosition + offset;
Vector2 pos2 = DockingTarget.item.WorldPosition - offset;
if (useWeldJoint)
{
joint = JointFactory.CreateWeldJoint(GameMain.World,
item.Submarine.PhysicsBody.FarseerBody, DockingTarget.item.Submarine.PhysicsBody.FarseerBody,
ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
((WeldJoint)joint).FrequencyHz = 1.0f;
}
else
{
var distanceJoint = JointFactory.CreateDistanceJoint(GameMain.World,
item.Submarine.PhysicsBody.FarseerBody, DockingTarget.item.Submarine.PhysicsBody.FarseerBody,
ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
distanceJoint.Length = 0.01f;
distanceJoint.Frequency = 1.0f;
distanceJoint.DampingRatio = 0.8f;
joint = distanceJoint;
}
joint.CollideConnected = true;
}
private void ConnectWireBetweenPorts()
{
Wire wire = item.GetComponent<Wire>();
if (wire == null) return;
wire.Hidden = true;
wire.Locked = true;
if (Item.Connections == null) return;
var powerConnection = Item.Connections.Find(c => c.IsPower);
if (powerConnection == null) return;
if (DockingTarget == null || DockingTarget.item.Connections == null) return;
var recipient = DockingTarget.item.Connections.Find(c => c.IsPower);
if (recipient == null) return;
wire.RemoveConnection(item);
wire.RemoveConnection(DockingTarget.item);
powerConnection.TryAddLink(wire);
wire.Connect(powerConnection, false, false);
recipient.TryAddLink(wire);
wire.Connect(recipient, false, false);
}
private void CreateDoorBody()
{
if (doorBody != null)
{
GameMain.World.RemoveBody(doorBody);
doorBody = null;
}
Vector2 position = ConvertUnits.ToSimUnits(item.Position + (DockingTarget.door.Item.WorldPosition - item.WorldPosition));
if (!MathUtils.IsValid(position))
{
string errorMsg =
"Attempted to create a door body at an invalid position (item pos: " + item.Position
+ ", item world pos: " + item.WorldPosition
+ ", docking target world pos: " + DockingTarget.door.Item.WorldPosition + ")\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce(
"DockingPort.CreateDoorBody:InvalidPosition",
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
errorMsg);
position = Vector2.Zero;
}
System.Diagnostics.Debug.Assert(doorBody == null);
doorBody = BodyFactory.CreateRectangle(GameMain.World,
DockingTarget.door.Body.width,
DockingTarget.door.Body.height,
1.0f,
position,
DockingTarget.door);
doorBody.CollisionCategories = Physics.CollisionWall;
doorBody.BodyType = BodyType.Static;
}
private void CreateHulls()
{
var hullRects = new Rectangle[] { item.WorldRect, DockingTarget.item.WorldRect };
var subs = new Submarine[] { item.Submarine, DockingTarget.item.Submarine };
bodies = new Body[4];
if (DockingTarget.door != null)
{
CreateDoorBody();
}
if (door != null)
{
DockingTarget.CreateDoorBody();
}
if (IsHorizontal)
{
if (hullRects[0].Center.X > hullRects[1].Center.X)
{
hullRects = new Rectangle[] { DockingTarget.item.WorldRect, item.WorldRect };
subs = new Submarine[] { DockingTarget.item.Submarine,item.Submarine };
}
hullRects[0] = new Rectangle(hullRects[0].Center.X, hullRects[0].Y, ((int)DockedDistance / 2), hullRects[0].Height);
hullRects[1] = new Rectangle(hullRects[1].Center.X - ((int)DockedDistance / 2), hullRects[1].Y, ((int)DockedDistance / 2), hullRects[1].Height);
//expand hulls if needed, so there's no empty space between the sub's hulls and docking port hulls
int leftSubRightSide = int.MinValue, rightSubLeftSide = int.MaxValue;
foreach (Hull hull in Hull.hullList)
{
for (int i = 0; i < 2; i++)
{
if (hull.Submarine != subs[i]) continue;
if (hull.WorldRect.Y < hullRects[i].Y - hullRects[i].Height) continue;
if (hull.WorldRect.Y - hull.WorldRect.Height > hullRects[i].Y) continue;
if (i == 0) //left hull
{
leftSubRightSide = Math.Max(hull.WorldRect.Right, leftSubRightSide);
}
else //upper hull
{
rightSubLeftSide = Math.Min(hull.WorldRect.X, rightSubLeftSide);
}
}
}
//expand left hull to the rightmost hull of the sub at the left side
//(unless the difference is more than 100 units - if the distance is very large
//there's something wrong with the positioning of the docking ports or submarine hulls)
int leftHullDiff = (hullRects[0].X - leftSubRightSide) + 5;
if (leftHullDiff > 0)
{
if (leftHullDiff > 100)
{
DebugConsole.ThrowError("Creating hulls between docking ports failed. The leftmost docking port seems to be very far from any hulls in the left-side submarine.");
}
else
{
hullRects[0].X -= leftHullDiff;
hullRects[0].Width += leftHullDiff;
}
}
int rightHullDiff = (rightSubLeftSide - hullRects[1].Right) + 5;
if (rightHullDiff > 0)
{
if (rightHullDiff > 100)
{
DebugConsole.ThrowError("Creating hulls between docking ports failed. The rightmost docking port seems to be very far from any hulls in the right-side submarine.");
}
else
{
hullRects[1].Width += rightHullDiff;
}
}
for (int i = 0; i < 2; i++)
{
hullRects[i].Location -= MathUtils.ToPoint((subs[i].WorldPosition - subs[i].HiddenSubPosition));
hulls[i] = new Hull(MapEntityPrefab.Find(null, "hull"), hullRects[i], subs[i]);
hulls[i].AddToGrid(subs[i]);
hulls[i].FreeID();
for (int j = 0; j < 2; j++)
{
bodies[i + j * 2] = BodyFactory.CreateEdge(GameMain.World,
ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X, hullRects[i].Y - hullRects[i].Height * j)),
ConvertUnits.ToSimUnits(new Vector2(hullRects[i].Right, hullRects[i].Y - hullRects[i].Height * j)));
}
}
gap = new Gap(new Rectangle(hullRects[0].Right - 2, hullRects[0].Y, 4, hullRects[0].Height), true, subs[0]);
}
else
{
if (hullRects[0].Center.Y > hullRects[1].Center.Y)
{
hullRects = new Rectangle[] { DockingTarget.item.WorldRect, item.WorldRect };
subs = new Submarine[] { DockingTarget.item.Submarine, item.Submarine };
}
hullRects[0] = new Rectangle(hullRects[0].X, hullRects[0].Y + (int)(-hullRects[0].Height + DockedDistance) / 2, hullRects[0].Width, ((int)DockedDistance / 2));
hullRects[1] = new Rectangle(hullRects[1].X, hullRects[1].Y - hullRects[1].Height / 2, hullRects[1].Width, ((int)DockedDistance / 2));
//expand hulls if needed, so there's no empty space between the sub's hulls and docking port hulls
int upperSubBottom = int.MaxValue, lowerSubTop = int.MinValue;
foreach (Hull hull in Hull.hullList)
{
for (int i = 0; i < 2; i++)
{
if (hull.Submarine != subs[i]) continue;
if (hull.WorldRect.Right < hullRects[i].X) continue;
if (hull.WorldRect.X > hullRects[i].Right) continue;
if (i == 0) //lower hull
{
lowerSubTop = Math.Max(hull.WorldRect.Y, lowerSubTop);
}
else //upper hull
{
upperSubBottom = Math.Min(hull.WorldRect.Y - hull.WorldRect.Height, upperSubBottom);
}
}
}
//expand lower hull to the topmost hull of the lower sub
//(unless the difference is more than 100 units - if the distance is very large
//there's something wrong with the positioning of the docking ports or submarine hulls)
int lowerHullDiff = ((hullRects[0].Y - hullRects[0].Height) - lowerSubTop) + 5;
if (lowerHullDiff > 0)
{
if (lowerHullDiff > 100)
{
DebugConsole.ThrowError("Creating hulls between docking ports failed. The lower docking port seems to be very far from any hulls in the lower submarine.");
}
else
{
hullRects[0].Height += lowerHullDiff;
}
}
int upperHullDiff = (upperSubBottom - hullRects[1].Y) + 5;
if (upperHullDiff > 0)
{
if (upperHullDiff > 100)
{
DebugConsole.ThrowError("Creating hulls between docking ports failed. The upper docking port seems to be very far from any hulls in the upper submarine.");
}
else
{
hullRects[1].Y += upperHullDiff;
hullRects[1].Height += upperHullDiff;
}
}
//difference between the edges of the hulls (to avoid a gap between the hulls)
//0 is lower
int midHullDiff = ((hullRects[1].Y - hullRects[1].Height) - hullRects[0].Y) + 2;
if (midHullDiff > 100)
{
DebugConsole.ThrowError("Creating hulls between docking ports failed. The upper hull seems to be very far from the lower hull.");
}
else if (midHullDiff > 0)
{
hullRects[0].Height += midHullDiff / 2 + 1;
hullRects[1].Y -= midHullDiff / 2 + 1;
hullRects[1].Height += midHullDiff / 2 + 1;
}
for (int i = 0; i < 2; i++)
{
hullRects[i].Location -= MathUtils.ToPoint((subs[i].WorldPosition - subs[i].HiddenSubPosition));
hulls[i] = new Hull(MapEntityPrefab.Find(null, "hull"), hullRects[i], subs[i]);
hulls[i].AddToGrid(subs[i]);
hulls[i].FreeID();
}
gap = new Gap(new Rectangle(hullRects[0].X, hullRects[0].Y+2, hullRects[0].Width, 4), false, subs[0]);
}
LinkHullsToGaps();
hulls[0].ShouldBeSaved = false;
hulls[1].ShouldBeSaved = false;
item.linkedTo.Add(hulls[0]);
item.linkedTo.Add(hulls[1]);
gap.FreeID();
gap.DisableHullRechecks = true;
gap.ShouldBeSaved = false;
item.linkedTo.Add(gap);
foreach (Body body in bodies)
{
if (body == null) continue;
body.BodyType = BodyType.Static;
body.Friction = 0.5f;
body.CollisionCategories = Physics.CollisionWall;
}
}
private void LinkHullsToGaps()
{
if (gap == null || hulls == null || hulls[0] == null || hulls[1] == null)
{
#if DEBUG
DebugConsole.ThrowError("Failed to link dockingport hulls to gap");
#endif
return;
}
gap.linkedTo.Clear();
if (IsHorizontal)
{
if (hulls[0].WorldRect.X < hulls[1].WorldRect.X)
{
gap.linkedTo.Add(hulls[0]);
gap.linkedTo.Add(hulls[1]);
}
else
{
gap.linkedTo.Add(hulls[1]);
gap.linkedTo.Add(hulls[0]);
}
}
else
{
if (hulls[0].WorldRect.Y > hulls[1].WorldRect.Y)
{
gap.linkedTo.Add(hulls[0]);
gap.linkedTo.Add(hulls[1]);
}
else
{
gap.linkedTo.Add(hulls[1]);
gap.linkedTo.Add(hulls[0]);
}
}
for (int i = 0; i < 2; i++)
{
Gap doorGap = i == 0 ? door?.LinkedGap : DockingTarget?.door?.LinkedGap;
if (doorGap == null) continue;
doorGap.DisableHullRechecks = true;
if (doorGap.linkedTo.Count >= 2) continue;
if (IsHorizontal)
{
if (item.WorldPosition.X < DockingTarget.item.WorldPosition.X)
{
if (!doorGap.linkedTo.Contains(hulls[0])) doorGap.linkedTo.Add(hulls[0]);
}
else
{
if (!doorGap.linkedTo.Contains(hulls[1])) doorGap.linkedTo.Add(hulls[1]);
}
//make sure the left hull is linked to the gap first (gap logic assumes that the first hull is the one to the left)
if (doorGap.linkedTo.Count > 1 && doorGap.linkedTo[0].Rect.X > doorGap.linkedTo[1].Rect.X)
{
var temp = doorGap.linkedTo[0];
doorGap.linkedTo[0] = doorGap.linkedTo[1];
doorGap.linkedTo[1] = temp;
}
}
else
{
if (item.WorldPosition.Y < DockingTarget.item.WorldPosition.Y)
{
if (!doorGap.linkedTo.Contains(hulls[0])) doorGap.linkedTo.Add(hulls[0]);
}
else
{
if (!doorGap.linkedTo.Contains(hulls[1])) doorGap.linkedTo.Add(hulls[1]);
}
//make sure the upper hull is linked to the gap first (gap logic assumes that the first hull is above the second one)
if (doorGap.linkedTo.Count > 1 && doorGap.linkedTo[0].Rect.Y < doorGap.linkedTo[1].Rect.Y)
{
var temp = doorGap.linkedTo[0];
doorGap.linkedTo[0] = doorGap.linkedTo[1];
doorGap.linkedTo[1] = temp;
}
}
}
}
public void Undock()
{
if (DockingTarget == null || !docked) return;
forceLockTimer = 0.0f;
#if CLIENT
PlaySound(ActionType.OnUse, item.WorldPosition);
#endif
DockingTarget.item.Submarine.DockedTo.Remove(item.Submarine);
item.Submarine.DockedTo.Remove(DockingTarget.item.Submarine);
if (door != null && DockingTarget.door != null)
{
WayPoint myWayPoint = WayPoint.WayPointList.Find(wp => door.LinkedGap == wp.ConnectedGap);
WayPoint targetWayPoint = WayPoint.WayPointList.Find(wp => DockingTarget.door.LinkedGap == wp.ConnectedGap);
if (myWayPoint != null && targetWayPoint != null)
{
myWayPoint.linkedTo.Remove(targetWayPoint);
targetWayPoint.linkedTo.Remove(myWayPoint);
}
}
item.linkedTo.Clear();
docked = false;
DockingTarget.Undock();
DockingTarget = null;
if (doorBody != null)
{
GameMain.World.RemoveBody(doorBody);
doorBody = null;
}
var wire = item.GetComponent<Wire>();
if (wire != null)
{
wire.Drop(null);
}
if (joint != null)
{
GameMain.World.RemoveJoint(joint);
joint = null;
}
hulls[0]?.Remove(); hulls[0] = null;
hulls[1]?.Remove(); hulls[1] = null;
if (gap != null)
{
gap.Remove();
gap = null;
}
if (bodies != null)
{
foreach (Body body in bodies)
{
if (body == null) continue;
GameMain.World.RemoveBody(body);
}
bodies = null;
}
#if SERVER
if (GameMain.Server != null)
{
item.CreateServerEvent(this);
}
#endif
}
public override void Update(float deltaTime, Camera cam)
{
if (DockingTarget == null)
{
dockingState = MathHelper.Lerp(dockingState, 0.0f, deltaTime * 10.0f);
if (dockingState < 0.01f) docked = false;
item.SendSignal(0, "0", "state_out", null);
item.SendSignal(0, (FindAdjacentPort() != null) ? "1" : "0", "proximity_sensor", null);
}
else
{
if (!docked)
{
Dock(DockingTarget);
if (DockingTarget == null) { return; }
}
if (joint is DistanceJoint)
{
item.SendSignal(0, "0", "state_out", null);
dockingState = MathHelper.Lerp(dockingState, 0.5f, deltaTime * 10.0f);
forceLockTimer += deltaTime;
Vector2 jointDiff = joint.WorldAnchorB - joint.WorldAnchorA;
if (jointDiff.LengthSquared() > 0.04f * 0.04f && forceLockTimer < ForceLockDelay)
{
float totalMass = item.Submarine.PhysicsBody.Mass + DockingTarget.item.Submarine.PhysicsBody.Mass;
float massRatio1 = 1.0f;
float massRatio2 = 1.0f;
if (item.Submarine.PhysicsBody.BodyType != BodyType.Dynamic)
{
massRatio1 = 0.0f;
massRatio2 = 1.0f;
}
else if (DockingTarget.item.Submarine.PhysicsBody.BodyType != BodyType.Dynamic)
{
massRatio1 = 1.0f;
massRatio2 = 0.0f;
}
else
{
massRatio1 = DockingTarget.item.Submarine.PhysicsBody.Mass / totalMass;
massRatio2 = item.Submarine.PhysicsBody.Mass / totalMass;
}
Vector2 relativeVelocity = DockingTarget.item.Submarine.Velocity - item.Submarine.Velocity;
Vector2 desiredRelativeVelocity = Vector2.Normalize(jointDiff);
item.Submarine.Velocity += (relativeVelocity + desiredRelativeVelocity) * massRatio1;
DockingTarget.item.Submarine.Velocity += (-relativeVelocity - desiredRelativeVelocity) * massRatio2;
}
else
{
Lock(isNetworkMessage: false, forcePosition: true);
}
}
else
{
if (DockingTarget.door != null && doorBody != null)
{
doorBody.Enabled = DockingTarget.door.Body.Enabled;
}
item.SendSignal(0, "1", "state_out", null);
dockingState = MathHelper.Lerp(dockingState, 1.0f, deltaTime * 10.0f);
}
}
}
protected override void RemoveComponentSpecific()
{
list.Remove(this);
hulls[0]?.Remove(); hulls[0] = null;
hulls[1]?.Remove(); hulls[1] = null;
gap?.Remove(); gap = null;
}
private bool initialized = false;
private void InitializeLinks()
{
if (initialized) { return; }
initialized = true;
float closestDist = 30.0f * 30.0f;
foreach (Item it in Item.ItemList)
{
if (it.Submarine != item.Submarine) continue;
var doorComponent = it.GetComponent<Door>();
if (doorComponent == null) continue;
float distSqr = Vector2.Distance(item.Position, it.Position);
if (distSqr < closestDist)
{
door = doorComponent;
closestDist = distSqr;
}
}
if (!item.linkedTo.Any()) return;
List<MapEntity> linked = new List<MapEntity>(item.linkedTo);
foreach (MapEntity entity in linked)
{
if (entity is Hull hull)
{
hull.Remove();
item.linkedTo.Remove(hull);
continue;
}
if (entity is Gap gap)
{
gap.Remove();
continue;
}
}
}
public override void OnMapLoaded()
{
InitializeLinks();
if (!item.linkedTo.Any()) return;
List<MapEntity> linked = new List<MapEntity>(item.linkedTo);
foreach (MapEntity entity in linked)
{
if (!(entity is Item linkedItem)) { continue; }
var dockingPort = linkedItem.GetComponent<DockingPort>();
if (dockingPort != null)
{
Dock(dockingPort);
}
}
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
{
#if CLIENT
if (GameMain.Client != null) return;
#endif
bool wasDocked = docked;
DockingPort prevDockingTarget = DockingTarget;
switch (connection.Name)
{
case "toggle":
Docked = !docked;
break;
case "set_active":
case "set_state":
Docked = signal != "0";
break;
}
#if SERVER
if (sender != null && docked != wasDocked)
{
if (docked)
{
if (item.Submarine != null && DockingTarget?.item?.Submarine != null)
GameServer.Log(sender.LogName + " docked " + item.Submarine.Name + " to " + DockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
}
else
{
if (item.Submarine != null && prevDockingTarget?.item?.Submarine != null)
GameServer.Log(sender.LogName + " undocked " + item.Submarine.Name + " from " + prevDockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
}
}
#endif
}
public void ServerWrite(Lidgren.Network.NetBuffer msg, Client c, object[] extraData = null)
{
msg.Write(docked);
if (docked)
{
msg.Write(DockingTarget.item.ID);
msg.Write(hulls != null && hulls[0] != null && hulls[1] != null && gap != null);
}
}
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
{
bool isDocked = msg.ReadBoolean();
for (int i = 0; i < 2; i++)
{
if (hulls[i] == null) continue;
item.linkedTo.Remove(hulls[i]);
hulls[i].Remove();
hulls[i] = null;
}
if (gap != null)
{
item.linkedTo.Remove(gap);
gap.Remove();
gap = null;
}
if (isDocked)
{
ushort dockingTargetID = msg.ReadUInt16();
bool isLocked = msg.ReadBoolean();
Entity targetEntity = Entity.FindEntityByID(dockingTargetID);
if (targetEntity == null || !(targetEntity is Item))
{
DebugConsole.ThrowError("Invalid docking port network event (can't dock to " + targetEntity.ToString() + ")");
return;
}
DockingTarget = (targetEntity as Item).GetComponent<DockingPort>();
if (DockingTarget == null)
{
DebugConsole.ThrowError("Invalid docking port network event (" + targetEntity + " doesn't have a docking port component)");
return;
}
Dock(DockingTarget);
if (isLocked)
{
Lock(isNetworkMessage: true, forcePosition: true);
}
}
else
{
Undock();
}
}
}
}