605 lines
19 KiB
C#
605 lines
19 KiB
C#
using Barotrauma.Networking;
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using FarseerPhysics;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class Holdable : Pickable, IServerSerializable
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{
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//the position(s) in the item that the Character grabs
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protected Vector2[] handlePos;
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private Vector2[] scaledHandlePos;
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private InputType prevPickKey;
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private string prevMsg;
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private Dictionary<RelatedItem.RelationType, List<RelatedItem>> prevRequiredItems;
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//the distance from the holding characters elbow to center of the physics body of the item
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protected Vector2 holdPos;
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protected Vector2 aimPos;
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private float swingState;
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private bool attachable, attached, attachedByDefault;
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private PhysicsBody body;
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public PhysicsBody Pusher
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{
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get;
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private set;
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}
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//the angle in which the Character holds the item
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protected float holdAngle;
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public PhysicsBody Body
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{
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get { return item.body ?? body; }
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}
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[Serialize(false, true)]
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public bool Attached
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{
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get { return attached && item.ParentInventory == null; }
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set { attached = value; }
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}
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[Serialize(true, true)]
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public bool Aimable
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{
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get;
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set;
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}
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[Serialize(false, false)]
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public bool ControlPose
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{
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get;
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set;
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}
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[Serialize(false, false)]
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public bool Attachable
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{
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get { return attachable; }
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set { attachable = value; }
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}
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[Serialize(true, false)]
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public bool Reattachable
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{
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get;
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set;
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}
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[Serialize(false, false)]
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public bool AttachedByDefault
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{
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get { return attachedByDefault; }
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set { attachedByDefault = value; }
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}
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[Serialize("0.0,0.0", false),Editable]
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public Vector2 HoldPos
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{
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get { return ConvertUnits.ToDisplayUnits(holdPos); }
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set { holdPos = ConvertUnits.ToSimUnits(value); }
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}
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[Serialize("0.0,0.0", false)]
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public Vector2 AimPos
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{
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get { return ConvertUnits.ToDisplayUnits(aimPos); }
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set { aimPos = ConvertUnits.ToSimUnits(value); }
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}
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[Serialize(0.0f, false), Editable]
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public float HoldAngle
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{
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get { return MathHelper.ToDegrees(holdAngle); }
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set { holdAngle = MathHelper.ToRadians(value); }
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}
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private Vector2 swingAmount;
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[Serialize("0.0,0.0", false), Editable]
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public Vector2 SwingAmount
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{
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get { return ConvertUnits.ToDisplayUnits(swingAmount); }
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set { swingAmount = ConvertUnits.ToSimUnits(value); }
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}
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[Serialize(0.0f, false), Editable]
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public float SwingSpeed { get; set; }
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[Serialize(false, false), Editable]
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public bool SwingWhenHolding { get; set; }
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[Serialize(false, false), Editable]
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public bool SwingWhenAiming { get; set; }
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[Serialize(false, false), Editable]
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public bool SwingWhenUsing { get; set; }
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public Holdable(Item item, XElement element)
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: base(item, element)
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{
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body = item.body;
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Pusher = null;
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if (element.GetAttributeBool("blocksplayers", false))
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{
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Pusher = new PhysicsBody(item.body.width, item.body.height, item.body.radius, item.body.Density)
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{
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BodyType = FarseerPhysics.Dynamics.BodyType.Dynamic,
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CollidesWith = Physics.CollisionCharacter,
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CollisionCategories = Physics.CollisionItemBlocking,
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Enabled = false
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};
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Pusher.FarseerBody.FixedRotation = false;
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Pusher.FarseerBody.GravityScale = 0.0f;
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}
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handlePos = new Vector2[2];
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scaledHandlePos = new Vector2[2];
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Vector2 previousValue = Vector2.Zero;
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for (int i = 1; i < 3; i++)
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{
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int index = i - 1;
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string attributeName = "handle" + i;
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var attribute = element.Attribute(attributeName);
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// If no value is defind for handle2, use the value of handle1.
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var value = attribute != null ? ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(attribute.Value)) : previousValue;
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handlePos[index] = value;
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previousValue = value;
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}
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canBePicked = true;
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if (attachable)
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{
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prevMsg = DisplayMsg;
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prevPickKey = PickKey;
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prevRequiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>(requiredItems);
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if (item.Submarine != null)
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{
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if (item.Submarine.Loading)
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{
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AttachToWall();
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attached = false;
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}
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else //the submarine is not being loaded, which means we're either in the sub editor or the item has been spawned mid-round
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{
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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//in the sub editor, attach
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AttachToWall();
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}
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else
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{
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//spawned mid-round, deattach
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DeattachFromWall();
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}
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}
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}
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}
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}
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public override void Load(XElement componentElement)
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{
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base.Load(componentElement);
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if (attachable)
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{
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prevMsg = DisplayMsg;
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prevPickKey = PickKey;
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prevRequiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>(requiredItems);
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}
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}
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public override void Drop(Character dropper)
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{
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Drop(true, dropper);
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}
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private void Drop(bool dropConnectedWires, Character dropper)
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{
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if (dropConnectedWires)
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{
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DropConnectedWires(dropper);
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}
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if (attachable)
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{
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DeattachFromWall();
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if (body != null)
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{
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item.body = body;
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}
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}
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if (Pusher != null) Pusher.Enabled = false;
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if (item.body != null) item.body.Enabled = true;
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IsActive = false;
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if (picker == null)
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{
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if (dropper == null) return;
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picker = dropper;
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}
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if (picker.Inventory == null) return;
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item.Submarine = picker.Submarine;
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if (item.body != null)
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{
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item.body.ResetDynamics();
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Limb heldHand;
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Limb arm;
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if (picker.Inventory.IsInLimbSlot(item, InvSlotType.LeftHand))
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{
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heldHand = picker.AnimController.GetLimb(LimbType.LeftHand);
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arm = picker.AnimController.GetLimb(LimbType.LeftArm);
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}
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else
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{
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heldHand = picker.AnimController.GetLimb(LimbType.RightHand);
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arm = picker.AnimController.GetLimb(LimbType.RightArm);
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}
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float xDif = (heldHand.SimPosition.X - arm.SimPosition.X) / 2f;
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float yDif = (heldHand.SimPosition.Y - arm.SimPosition.Y) / 2.5f;
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//hand simPosition is actually in the wrist so need to move the item out from it slightly
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item.SetTransform(heldHand.SimPosition + new Vector2(xDif, yDif), 0.0f);
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}
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picker.DeselectItem(item);
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picker.Inventory.RemoveItem(item);
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picker = null;
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}
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public override void Equip(Character character)
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{
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picker = character;
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if (character != null) item.Submarine = character.Submarine;
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if (item.body == null)
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{
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if (body != null)
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{
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item.body = body;
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}
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else
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{
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return;
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}
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}
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if (!item.body.Enabled)
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{
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Limb rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
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item.SetTransform(rightHand.SimPosition, 0.0f);
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}
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bool alreadySelected = character.HasEquippedItem(item);
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if (picker.TrySelectItem(item) || picker.HasEquippedItem(item))
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{
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item.body.Enabled = true;
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IsActive = true;
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#if SERVER
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if (!alreadySelected) GameServer.Log(character.LogName + " equipped " + item.Name, ServerLog.MessageType.ItemInteraction);
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#endif
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}
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}
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public override void Unequip(Character character)
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{
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if (picker == null) return;
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picker.DeselectItem(item);
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#if SERVER
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GameServer.Log(character.LogName + " unequipped " + item.Name, ServerLog.MessageType.ItemInteraction);
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#endif
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item.body.Enabled = false;
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IsActive = false;
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}
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public bool CanBeAttached()
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{
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if (!attachable || !Reattachable) return false;
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//can be attached anywhere in sub editor
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if (Screen.Selected == GameMain.SubEditorScreen) return true;
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//can be attached anywhere inside hulls
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if (item.CurrentHull != null) return true;
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return Structure.GetAttachTarget(item.WorldPosition) != null;
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}
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public bool CanBeDeattached()
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{
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if (!attachable || !attached) return true;
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//allow deattaching everywhere in sub editor
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if (Screen.Selected == GameMain.SubEditorScreen) return true;
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//don't allow deattaching if part of a sub and outside hulls
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return item.Submarine == null || item.CurrentHull != null;
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}
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public override bool Pick(Character picker)
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{
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if (!attachable)
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{
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return base.Pick(picker);
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}
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if (!CanBeDeattached()) return false;
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if (Attached)
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{
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return base.Pick(picker);
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}
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else
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{
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//not attached -> pick the item instantly, ignoring picking time
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return OnPicked(picker);
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}
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}
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public override bool OnPicked(Character picker)
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{
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if (base.OnPicked(picker))
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{
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DeattachFromWall();
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#if SERVER
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if (GameMain.Server != null && attachable)
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{
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item.CreateServerEvent(this);
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if (picker != null)
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{
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GameServer.Log(picker.LogName + " detached " + item.Name + " from a wall", ServerLog.MessageType.ItemInteraction);
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}
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}
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#endif
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return true;
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}
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return false;
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}
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public void AttachToWall()
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{
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if (!attachable) return;
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//outside hulls/subs -> we need to check if the item is being attached on a structure outside the sub
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if (item.CurrentHull == null && item.Submarine == null)
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{
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Structure attachTarget = Structure.GetAttachTarget(item.WorldPosition);
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if (attachTarget != null)
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{
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if (attachTarget.Submarine != null)
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{
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//set to submarine-relative position
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item.SetTransform(ConvertUnits.ToSimUnits(item.WorldPosition - attachTarget.Submarine.Position), 0.0f, false);
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}
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item.Submarine = attachTarget.Submarine;
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}
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}
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var containedItems = item.ContainedItems;
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if (containedItems != null)
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{
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foreach (Item contained in containedItems)
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{
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if (contained.body == null) continue;
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contained.SetTransform(item.SimPosition, contained.body.Rotation);
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}
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}
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body.Enabled = false;
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item.body = null;
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DisplayMsg = prevMsg;
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PickKey = prevPickKey;
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requiredItems = new Dictionary<RelatedItem.RelationType, List<RelatedItem>>(prevRequiredItems);
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attached = true;
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}
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public void DeattachFromWall()
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{
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if (!attachable) return;
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attached = false;
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//make the item pickable with the default pick key and with no specific tools/items when it's deattached
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requiredItems.Clear();
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DisplayMsg = "";
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PickKey = InputType.Select;
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (!attachable || item.body == null) { return character == null || character.IsKeyDown(InputType.Aim); }
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if (character != null)
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{
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if (!character.IsKeyDown(InputType.Aim)) { return false; }
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if (!CanBeAttached()) { return false; }
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#if SERVER
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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GameServer.Log(character.LogName + " attached " + item.Name + " to a wall", ServerLog.MessageType.ItemInteraction);
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}
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#endif
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}
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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{
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if (character != null) { item.Drop(character); }
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AttachToWall();
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}
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return true;
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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{
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Update(deltaTime, cam);
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}
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public override void Update(float deltaTime, Camera cam)
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{
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if (item.body == null || !item.body.Enabled) return;
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if (picker == null || !picker.HasEquippedItem(item))
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{
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if (Pusher != null) Pusher.Enabled = false;
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IsActive = false;
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return;
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}
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Vector2 swing = Vector2.Zero;
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if (swingAmount != Vector2.Zero)
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{
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swingState += deltaTime;
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swingState %= 1.0f;
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if (SwingWhenHolding ||
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(SwingWhenAiming && picker.IsKeyDown(InputType.Aim)) ||
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(SwingWhenUsing && picker.IsKeyDown(InputType.Aim) && picker.IsKeyDown(InputType.Use)))
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{
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swing = swingAmount * new Vector2(
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PerlinNoise.GetPerlin(swingState * SwingSpeed * 0.1f, swingState * SwingSpeed * 0.1f) - 0.5f,
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PerlinNoise.GetPerlin(swingState * SwingSpeed * 0.1f + 0.5f, swingState * SwingSpeed * 0.1f + 0.5f) - 0.5f);
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}
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}
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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if (item.body.Dir != picker.AnimController.Dir) Flip();
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item.Submarine = picker.Submarine;
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if (picker.HasSelectedItem(item))
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{
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scaledHandlePos[0] = handlePos[0] * item.Scale;
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scaledHandlePos[1] = handlePos[1] * item.Scale;
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picker.AnimController.HoldItem(deltaTime, item, scaledHandlePos, holdPos + swing, aimPos + swing, picker.IsKeyDown(InputType.Aim) && aimPos != Vector2.Zero, holdAngle);
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}
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else
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{
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Limb equipLimb = null;
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if (picker.Inventory.IsInLimbSlot(item, InvSlotType.Headset) || picker.Inventory.IsInLimbSlot(item, InvSlotType.Head))
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{
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equipLimb = picker.AnimController.GetLimb(LimbType.Head);
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}
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else if (picker.Inventory.IsInLimbSlot(item, InvSlotType.InnerClothes) ||
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picker.Inventory.IsInLimbSlot(item, InvSlotType.OuterClothes))
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{
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equipLimb = picker.AnimController.GetLimb(LimbType.Torso);
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}
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if (equipLimb != null)
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{
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float itemAngle = (equipLimb.Rotation + holdAngle * picker.AnimController.Dir);
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Matrix itemTransfrom = Matrix.CreateRotationZ(equipLimb.Rotation);
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Vector2 transformedHandlePos = Vector2.Transform(handlePos[0] * item.Scale, itemTransfrom);
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item.body.ResetDynamics();
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item.SetTransform(equipLimb.SimPosition - transformedHandlePos, itemAngle);
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}
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}
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}
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public void Flip()
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{
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handlePos[0].X = -handlePos[0].X;
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handlePos[1].X = -handlePos[1].X;
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item.body.Dir = -item.body.Dir;
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}
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public override void OnItemLoaded()
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{
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if (item.Submarine != null && item.Submarine.Loading) return;
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OnMapLoaded();
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}
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public override void OnMapLoaded()
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{
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if (!attachable) return;
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if (Attached)
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{
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AttachToWall();
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}
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else
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{
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if (item.ParentInventory != null)
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{
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if (body != null)
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{
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item.body = body;
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body.Enabled = false;
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}
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}
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DeattachFromWall();
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}
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}
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public override void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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base.ServerWrite(msg, c, extraData);
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if (!attachable || body == null) { return; }
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msg.Write(Attached);
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msg.Write(body.SimPosition.X);
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msg.Write(body.SimPosition.Y);
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}
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public override void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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base.ClientRead(type, msg, sendingTime);
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bool shouldBeAttached = msg.ReadBoolean();
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Vector2 simPosition = new Vector2(msg.ReadFloat(), msg.ReadFloat());
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if (!attachable)
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{
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DebugConsole.ThrowError("Received an attachment event for an item that's not attachable.");
|
|
return;
|
|
}
|
|
|
|
if (shouldBeAttached)
|
|
{
|
|
if (!attached)
|
|
{
|
|
Drop(false, null);
|
|
item.SetTransform(simPosition, 0.0f);
|
|
AttachToWall();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (attached)
|
|
{
|
|
DropConnectedWires(null);
|
|
|
|
if (body != null)
|
|
{
|
|
item.body = body;
|
|
item.body.Enabled = true;
|
|
}
|
|
IsActive = false;
|
|
|
|
DeattachFromWall();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|