Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Deconstructor.cs
Joonas Rikkonen 97f31d0c94 5202af9...3ea33fb
2019-03-18 22:24:07 +02:00

183 lines
6.6 KiB
C#

using Barotrauma.Networking;
using Lidgren.Network;
using System;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Deconstructor : Powered, IServerSerializable, IClientSerializable
{
private float progressTimer;
private float progressState;
private ItemContainer inputContainer, outputContainer;
public ItemContainer OutputContainer
{
get { return outputContainer; }
}
public Deconstructor(Item item, XElement element)
: base(item, element)
{
InitProjSpecific(element);
}
partial void InitProjSpecific(XElement element);
public override void OnItemLoaded()
{
var containers = item.GetComponents<ItemContainer>().ToList();
if (containers.Count < 2)
{
DebugConsole.ThrowError("Error in item \"" + item.Name + "\": Deconstructors must have two ItemContainer components!");
return;
}
inputContainer = containers[0];
outputContainer = containers[1];
OnItemLoadedProjSpecific();
}
partial void OnItemLoadedProjSpecific();
public override void Update(float deltaTime, Camera cam)
{
MoveInputQueue();
if (inputContainer == null || inputContainer.Inventory.Items.All(i => i == null))
{
SetActive(false);
return;
}
if (voltage < minVoltage) return;
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
if (powerConsumption == 0.0f) voltage = 1.0f;
progressTimer += deltaTime * voltage;
Voltage -= deltaTime * 10.0f;
var targetItem = inputContainer.Inventory.Items.LastOrDefault(i => i != null);
if (targetItem == null) { return; }
progressState = Math.Min(progressTimer / targetItem.Prefab.DeconstructTime, 1.0f);
if (progressTimer > targetItem.Prefab.DeconstructTime)
{
foreach (DeconstructItem deconstructProduct in targetItem.Prefab.DeconstructItems)
{
float percentageHealth = targetItem.Condition / targetItem.Prefab.Health;
if (percentageHealth <= deconstructProduct.MinCondition || percentageHealth > deconstructProduct.MaxCondition) continue;
var itemPrefab = MapEntityPrefab.Find(null, deconstructProduct.ItemIdentifier) as ItemPrefab;
if (itemPrefab == null)
{
DebugConsole.ThrowError("Tried to deconstruct item \"" + targetItem.Name + "\" but couldn't find item prefab \"" + deconstructProduct.ItemIdentifier + "\"!");
continue;
}
float condition = deconstructProduct.CopyCondition ?
percentageHealth * itemPrefab.Health :
itemPrefab.Health * deconstructProduct.OutCondition;
//container full, drop the items outside the deconstructor
if (outputContainer.Inventory.Items.All(i => i != null))
{
Entity.Spawner.AddToSpawnQueue(itemPrefab, item.Position, item.Submarine, condition);
}
else
{
Entity.Spawner.AddToSpawnQueue(itemPrefab, outputContainer.Inventory, condition);
}
}
inputContainer.Inventory.RemoveItem(targetItem);
Entity.Spawner.AddToRemoveQueue(targetItem);
MoveInputQueue();
PutItemsToLinkedContainer();
if (inputContainer.Inventory.Items.Any(i => i != null))
{
progressTimer = 0.0f;
}
}
voltage -= deltaTime * 10.0f;
}
private void PutItemsToLinkedContainer()
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
if (outputContainer.Inventory.Items.All(it => it == null)) return;
foreach (MapEntity linkedTo in item.linkedTo)
{
if (linkedTo is Item linkedItem)
{
var fabricator = linkedItem.GetComponent<Fabricator>();
if (fabricator != null) { continue; }
var itemContainer = linkedItem.GetComponent<ItemContainer>();
if (itemContainer == null) { continue; }
foreach (Item containedItem in outputContainer.Inventory.Items)
{
if (containedItem == null) { continue; }
if (itemContainer.Inventory.Items.All(it => it != null)) { break; }
itemContainer.Inventory.TryPutItem(containedItem, user: null, createNetworkEvent: true);
}
}
}
}
/// <summary>
/// Move items towards the last slot in the inventory if there's free slots
/// </summary>
private void MoveInputQueue()
{
for (int i = inputContainer.Inventory.Capacity - 2; i >= 0; i--)
{
if (inputContainer.Inventory.Items[i] != null && inputContainer.Inventory.Items[i + 1] == null)
{
inputContainer.Inventory.TryPutItem(inputContainer.Inventory.Items[i], i + 1, allowSwapping: false, allowCombine: false, user: null, createNetworkEvent: true);
}
}
}
private void SetActive(bool active, Character user = null)
{
PutItemsToLinkedContainer();
if (inputContainer.Inventory.Items.All(i => i == null)) { active = false; }
IsActive = active;
#if SERVER
if (user != null)
{
GameServer.Log(user.LogName + (IsActive ? " activated " : " deactivated ") + item.Name, ServerLog.MessageType.ItemInteraction);
}
#endif
if (!IsActive) { progressState = 0.0f; }
#if CLIENT
if (!IsActive)
{
progressTimer = 0.0f;
activateButton.Text = TextManager.Get("DeconstructorDeconstruct");
}
else
{
activateButton.Text = TextManager.Get("DeconstructorCancel");
}
#endif
inputContainer.Inventory.Locked = IsActive;
}
}
}