Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Map/Hull.cs

907 lines
32 KiB
C#

using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class Hull : MapEntity, ISerializableEntity, IServerSerializable
{
public static List<Hull> hullList = new List<Hull>();
public static List<EntityGrid> EntityGrids { get; } = new List<EntityGrid>();
public static bool ShowHulls = true;
public static bool EditWater, EditFire;
public const float OxygenDistributionSpeed = 500.0f;
public const float OxygenDeteriorationSpeed = 0.3f;
public const float OxygenConsumptionSpeed = 1000.0f;
public const int WaveWidth = 32;
public static float WaveStiffness = 0.02f;
public static float WaveSpread = 0.05f;
public static float WaveDampening = 0.05f;
//how much excess water the room can contain (= more than the volume of the room)
public const float MaxCompress = 10000f;
public readonly Dictionary<string, SerializableProperty> properties;
public Dictionary<string, SerializableProperty> SerializableProperties
{
get { return properties; }
}
private float lethalPressure;
private float surface, drawSurface;
private float waterVolume;
private float pressure;
private float oxygen;
private bool update;
public bool Visible = true;
private float[] waveY; //displacement from the surface of the water
private float[] waveVel; //velocity of the point
private float[] leftDelta;
private float[] rightDelta;
public List<Gap> ConnectedGaps;
public override string Name
{
get
{
return "Hull";
}
}
[Editable, Serialize("", true)]
public string RoomName
{
get;
set;
}
public override Rectangle Rect
{
get
{
return base.Rect;
}
set
{
float prevOxygenPercentage = OxygenPercentage;
base.Rect = value;
if (Submarine == null || !Submarine.Loading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
OxygenPercentage = prevOxygenPercentage;
surface = drawSurface = rect.Y - rect.Height + WaterVolume / rect.Width;
Pressure = surface;
}
}
public override bool Linkable
{
get { return true; }
}
public float LethalPressure
{
get { return lethalPressure; }
set { lethalPressure = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public Vector2 Size
{
get { return new Vector2(rect.Width, rect.Height); }
}
public float CeilingHeight
{
get;
private set;
}
public float Surface
{
get { return surface; }
}
public float DrawSurface
{
get { return drawSurface; }
set
{
if (Math.Abs(drawSurface - value) < 0.00001f) return;
drawSurface = MathHelper.Clamp(value, rect.Y - rect.Height, rect.Y);
update = true;
}
}
public float WorldSurface
{
get { return Submarine == null ? surface : surface + Submarine.Position.Y; }
}
public float WaterVolume
{
get { return waterVolume; }
set
{
if (!MathUtils.IsValid(value)) return;
waterVolume = MathHelper.Clamp(value, 0.0f, Volume + MaxCompress);
if (waterVolume < Volume) Pressure = rect.Y - rect.Height + waterVolume / rect.Width;
if (waterVolume > 0.0f) update = true;
}
}
[Serialize(100000.0f, true)]
public float Oxygen
{
get { return oxygen; }
set
{
if (!MathUtils.IsValid(value)) return;
oxygen = MathHelper.Clamp(value, 0.0f, Volume);
}
}
public float WaterPercentage => MathUtils.Percentage(WaterVolume, Volume);
public float OxygenPercentage
{
get { return Volume <= 0.0f ? 100.0f : oxygen / Volume * 100.0f; }
set { Oxygen = (value / 100.0f) * Volume; }
}
public float Volume
{
get { return rect.Width * rect.Height; }
}
public float Pressure
{
get { return pressure; }
set { pressure = value; }
}
public float[] WaveY
{
get { return waveY; }
}
public float[] WaveVel
{
get { return waveVel; }
}
public List<FireSource> FireSources { get; private set; }
public Hull(MapEntityPrefab prefab, Rectangle rectangle)
: this (prefab, rectangle, Submarine.MainSub)
{
}
public Hull(MapEntityPrefab prefab, Rectangle rectangle, Submarine submarine)
: base (prefab, submarine)
{
rect = rectangle;
OxygenPercentage = 100.0f;
FireSources = new List<FireSource>();
linkedTo = new System.Collections.ObjectModel.ObservableCollection<MapEntity>();
properties = SerializableProperty.GetProperties(this);
int arraySize = (int)Math.Ceiling((float)rectangle.Width / WaveWidth + 1);
waveY = new float[arraySize];
waveVel = new float[arraySize];
leftDelta = new float[arraySize];
rightDelta = new float[arraySize];
surface = rect.Y - rect.Height;
aiTarget = new AITarget(this);
hullList.Add(this);
ConnectedGaps = new List<Gap>();
if (submarine == null || !submarine.Loading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
WaterVolume = 0.0f;
InsertToList();
}
public static Rectangle GetBorders()
{
if (!hullList.Any()) return Rectangle.Empty;
Rectangle rect = hullList[0].rect;
foreach (Hull hull in hullList)
{
if (hull.Rect.X < rect.X)
{
rect.Width += rect.X - hull.rect.X;
rect.X = hull.rect.X;
}
if (hull.rect.Right > rect.Right) rect.Width = hull.rect.Right - rect.X;
if (hull.rect.Y > rect.Y)
{
rect.Height += hull.rect.Y - rect.Y;
rect.Y = hull.rect.Y;
}
if (hull.rect.Y - hull.rect.Height < rect.Y - rect.Height) rect.Height = rect.Y - (hull.rect.Y - hull.rect.Height);
}
return rect;
}
public override MapEntity Clone()
{
return new Hull(MapEntityPrefab.Find(null, "hull"), rect, Submarine);
}
public static EntityGrid GenerateEntityGrid(Rectangle worldRect)
{
var newGrid = new EntityGrid(worldRect, 200.0f);
EntityGrids.Add(newGrid);
return newGrid;
}
public static EntityGrid GenerateEntityGrid(Submarine submarine)
{
var newGrid = new EntityGrid(submarine, 200.0f);
EntityGrids.Add(newGrid);
foreach (Hull hull in hullList)
{
if (hull.Submarine == submarine) newGrid.InsertEntity(hull);
}
return newGrid;
}
public override void OnMapLoaded()
{
CeilingHeight = Rect.Height;
Body lowerPickedBody = Submarine.PickBody(SimPosition, SimPosition - new Vector2(0.0f, ConvertUnits.ToSimUnits(rect.Height / 2.0f + 0.1f)), null, Physics.CollisionWall);
if (lowerPickedBody != null)
{
Vector2 lowerPickedPos = Submarine.LastPickedPosition;
if (Submarine.PickBody(SimPosition, SimPosition + new Vector2(0.0f, ConvertUnits.ToSimUnits(rect.Height / 2.0f + 0.1f)), null, Physics.CollisionWall) != null)
{
Vector2 upperPickedPos = Submarine.LastPickedPosition;
CeilingHeight = ConvertUnits.ToDisplayUnits(upperPickedPos.Y - lowerPickedPos.Y);
}
}
}
public void AddToGrid(Submarine submarine)
{
foreach (EntityGrid grid in EntityGrids)
{
if (grid.Submarine != submarine) continue;
rect.Location -= MathUtils.ToPoint(submarine.HiddenSubPosition);
grid.InsertEntity(this);
rect.Location += MathUtils.ToPoint(submarine.HiddenSubPosition);
return;
}
}
public int GetWaveIndex(Vector2 position)
{
return GetWaveIndex(position.X);
}
public int GetWaveIndex(float xPos)
{
int index = (int)(xPos - rect.X) / WaveWidth;
index = (int)MathHelper.Clamp(index, 0, waveY.Length - 1);
return index;
}
public override void Move(Vector2 amount)
{
rect.X += (int)amount.X;
rect.Y += (int)amount.Y;
if (Submarine == null || !Submarine.Loading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
surface = drawSurface = rect.Y - rect.Height + WaterVolume / rect.Width;
Pressure = surface;
}
public override void ShallowRemove()
{
base.Remove();
hullList.Remove(this);
if (Submarine == null || (!Submarine.Loading && !Submarine.Unloading))
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
List<FireSource> fireSourcesToRemove = new List<FireSource>(FireSources);
foreach (FireSource fireSource in fireSourcesToRemove)
{
fireSource.Remove();
}
FireSources.Clear();
if (EntityGrids != null)
{
foreach (EntityGrid entityGrid in EntityGrids)
{
entityGrid.RemoveEntity(this);
}
}
}
public override void Remove()
{
base.Remove();
hullList.Remove(this);
if (Submarine != null && !Submarine.Loading && !Submarine.Unloading)
{
Item.UpdateHulls();
Gap.UpdateHulls();
}
List<FireSource> fireSourcesToRemove = new List<FireSource>(FireSources);
foreach (FireSource fireSource in fireSourcesToRemove)
{
fireSource.Remove();
}
FireSources.Clear();
if (EntityGrids != null)
{
foreach (EntityGrid entityGrid in EntityGrids)
{
entityGrid.RemoveEntity(this);
}
}
}
public void AddFireSource(FireSource fireSource)
{
FireSources.Add(fireSource);
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !IdFreed)
{
GameMain.NetworkMember.CreateEntityEvent(this);
}
}
public override void Update(float deltaTime, Camera cam)
{
UpdateProjSpecific(deltaTime, cam);
Oxygen -= OxygenDeteriorationSpeed * deltaTime;
FireSource.UpdateAll(FireSources, deltaTime);
aiTarget.SightRange = Submarine == null ? 0.0f : Math.Max(Submarine.Velocity.Length() * 2000.0f, AITarget.StaticSightRange);
aiTarget.SoundRange -= deltaTime * 1000.0f;
if (!update)
{
lethalPressure = 0.0f;
return;
}
surface = Math.Max(MathHelper.Lerp(
surface,
rect.Y - rect.Height + WaterVolume / rect.Width,
deltaTime * 10.0f), rect.Y - rect.Height);
//interpolate the position of the rendered surface towards the "target surface"
drawSurface = Math.Max(MathHelper.Lerp(
drawSurface,
rect.Y - rect.Height + WaterVolume / rect.Width,
deltaTime * 10.0f), rect.Y - rect.Height);
for (int i = 0; i < waveY.Length; i++)
{
//apply velocity
waveY[i] = waveY[i] + waveVel[i];
//if the wave attempts to go "through" the top of the hull, make it bounce back
if (surface + waveY[i] > rect.Y)
{
float excess = (surface + waveY[i]) - rect.Y;
waveY[i] -= excess;
waveVel[i] = waveVel[i] * -0.5f;
}
//if the wave attempts to go "through" the bottom of the hull, make it bounce back
else if (surface + waveY[i] < rect.Y - rect.Height)
{
float excess = (surface + waveY[i]) - (rect.Y - rect.Height);
waveY[i] -= excess;
waveVel[i] = waveVel[i] * -0.5f;
}
//acceleration
float a = -WaveStiffness * waveY[i] - waveVel[i] * WaveDampening;
waveVel[i] = waveVel[i] + a;
}
//apply spread (two iterations)
for (int j = 0; j < 2; j++)
{
for (int i = 1; i < waveY.Length - 1; i++)
{
leftDelta[i] = WaveSpread * (waveY[i] - waveY[i - 1]);
waveVel[i - 1] += leftDelta[i];
rightDelta[i] = WaveSpread * (waveY[i] - waveY[i + 1]);
waveVel[i + 1] += rightDelta[i];
}
for (int i = 1; i < waveY.Length - 1; i++)
{
waveY[i - 1] += leftDelta[i];
waveY[i + 1] += rightDelta[i];
}
}
//make waves propagate through horizontal gaps
foreach (Gap gap in ConnectedGaps)
{
if (!gap.IsRoomToRoom || !gap.IsHorizontal || gap.Open <= 0.0f) continue;
if (surface > gap.Rect.Y || surface < gap.Rect.Y - gap.Rect.Height) continue;
Hull hull2 = this == gap.linkedTo[0] as Hull ? (Hull)gap.linkedTo[1] : (Hull)gap.linkedTo[0];
float otherSurfaceY = hull2.surface;
if (otherSurfaceY > gap.Rect.Y || otherSurfaceY < gap.Rect.Y - gap.Rect.Height) continue;
float surfaceDiff = (surface - otherSurfaceY) * gap.Open;
if (this != gap.linkedTo[0] as Hull)
{
//the first hull linked to the gap handles the wave propagation,
//the second just updates the surfaces to the same level
if (surfaceDiff < 32.0f)
{
hull2.waveY[hull2.waveY.Length - 1] = surfaceDiff * 0.5f;
waveY[0] = -surfaceDiff * 0.5f;
}
continue;
}
for (int j = 0; j < 2; j++)
{
int i = waveY.Length - 1;
leftDelta[i] = WaveSpread * (waveY[i] - waveY[i - 1]);
waveVel[i - 1] += leftDelta[i];
rightDelta[i] = WaveSpread * (waveY[i] - hull2.waveY[0] + surfaceDiff);
hull2.waveVel[0] += rightDelta[i];
i = 0;
hull2.leftDelta[i] = WaveSpread * (hull2.waveY[i] - waveY[waveY.Length - 1] - surfaceDiff);
waveVel[waveVel.Length - 1] += hull2.leftDelta[i];
hull2.rightDelta[i] = WaveSpread * (hull2.waveY[i] - hull2.waveY[i + 1]);
hull2.waveVel[i + 1] += hull2.rightDelta[i];
}
if (surfaceDiff < 32.0f)
{
//update surfaces to the same level
hull2.waveY[0] = surfaceDiff * 0.5f;
waveY[waveY.Length - 1] = -surfaceDiff * 0.5f;
}
else
{
hull2.waveY[0] += rightDelta[waveY.Length - 1];
waveY[waveY.Length - 1] += hull2.leftDelta[0];
}
}
if (waterVolume < Volume)
{
LethalPressure -= 10.0f * deltaTime;
if (WaterVolume <= 0.0f)
{
//wait for the surface to be lerped back to bottom and the waves to settle until disabling update
if (drawSurface > rect.Y - rect.Height + 1) return;
for (int i = 1; i < waveY.Length - 1; i++)
{
if (waveY[i] > 0.1f) return;
}
update = false;
}
}
}
partial void UpdateProjSpecific(float deltaTime, Camera cam);
public void ApplyFlowForces(float deltaTime, Item item)
{
foreach (var gap in ConnectedGaps.Where(gap => gap.Open > 0))
{
var distance = MathHelper.Max(Vector2.DistanceSquared(item.Position, gap.Position) / 1000, 1f);
item.body.ApplyForce((gap.LerpedFlowForce / distance) * deltaTime, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
}
}
public void Extinguish(float deltaTime, float amount, Vector2 position)
{
for (int i = FireSources.Count - 1; i >= 0; i--)
{
FireSources[i].Extinguish(deltaTime, amount, position);
}
}
public void RemoveFire(FireSource fire)
{
FireSources.Remove(fire);
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !Removed && !IdFreed)
{
GameMain.NetworkMember.CreateEntityEvent(this);
}
}
public IEnumerable<Hull> GetConnectedHulls(int? searchDepth)
{
return GetAdjacentHulls(new HashSet<Hull>(), 0, searchDepth);
}
private HashSet<Hull> GetAdjacentHulls(HashSet<Hull> connectedHulls, int steps, int? searchDepth)
{
connectedHulls.Add(this);
if (searchDepth != null && steps >= searchDepth.Value) return connectedHulls;
foreach (Gap g in ConnectedGaps)
{
for (int i = 0; i < 2 && i < g.linkedTo.Count; i++)
{
if (g.linkedTo[i] is Hull hull && !connectedHulls.Contains(hull))
{
hull.GetAdjacentHulls(connectedHulls, steps++, searchDepth);
}
}
}
return connectedHulls;
}
/// <summary>
/// Approximate distance from this hull to the target hull, moving through open gaps without passing through walls.
/// Uses a greedy algo and may not use the most optimal path. Returns float.MaxValue if no path is found.
/// </summary>
public float GetApproximateDistance(Vector2 startPos, Vector2 endPos, Hull targetHull, float maxDistance)
{
return GetApproximateHullDistance(startPos, endPos, new HashSet<Hull>(), targetHull, 0.0f, maxDistance);
}
private float GetApproximateHullDistance(Vector2 startPos, Vector2 endPos, HashSet<Hull> connectedHulls, Hull target, float distance, float maxDistance)
{
if (distance >= maxDistance) return float.MaxValue;
if (this == target)
{
return distance + Vector2.Distance(startPos, endPos);
}
connectedHulls.Add(this);
foreach (Gap g in ConnectedGaps)
{
if (g.ConnectedDoor != null)
{
//gap blocked if the door is not open or the predicted state is not open
if (!g.ConnectedDoor.IsOpen || (g.ConnectedDoor.PredictedState.HasValue && !g.ConnectedDoor.PredictedState.Value))
{
if (g.ConnectedDoor.OpenState < 0.1f) continue;
}
}
else if (g.Open <= 0.0f)
{
continue;
}
for (int i = 0; i < 2 && i < g.linkedTo.Count; i++)
{
if (g.linkedTo[i] is Hull hull && !connectedHulls.Contains(hull))
{
float dist = hull.GetApproximateHullDistance(g.Position, endPos, connectedHulls, target, distance + Vector2.Distance(startPos, g.Position), maxDistance);
if (dist < float.MaxValue) return dist;
}
}
}
return float.MaxValue;
}
//returns the water block which contains the point (or null if it isn't inside any)
public static Hull FindHull(Vector2 position, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
{
if (EntityGrids == null) return null;
if (guess != null)
{
if (Submarine.RectContains(useWorldCoordinates ? guess.WorldRect : guess.rect, position, inclusive)) return guess;
}
foreach (EntityGrid entityGrid in EntityGrids)
{
if (entityGrid.Submarine != null && !entityGrid.Submarine.Loading)
{
System.Diagnostics.Debug.Assert(!entityGrid.Submarine.Removed);
Rectangle borders = entityGrid.Submarine.Borders;
if (useWorldCoordinates)
{
Vector2 worldPos = entityGrid.Submarine.WorldPosition;
borders.Location += new Point((int)worldPos.X, (int)worldPos.Y);
}
else
{
borders.Location += new Point((int)entityGrid.Submarine.HiddenSubPosition.X, (int)entityGrid.Submarine.HiddenSubPosition.Y);
}
const float padding = 128.0f;
if (position.X < borders.X - padding || position.X > borders.Right + padding ||
position.Y > borders.Y + padding || position.Y < borders.Y - borders.Height - padding)
{
continue;
}
}
Vector2 transformedPosition = position;
if (useWorldCoordinates && entityGrid.Submarine != null) transformedPosition -= entityGrid.Submarine.Position;
var entities = entityGrid.GetEntities(transformedPosition);
if (entities == null) continue;
foreach (Hull hull in entities)
{
if (Submarine.RectContains(hull.rect, transformedPosition, inclusive)) return hull;
}
}
return null;
}
//returns the water block which contains the point (or null if it isn't inside any)
public static Hull FindHullOld(Vector2 position, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
{
return FindHullOld(position, hullList, guess, useWorldCoordinates, inclusive);
}
public static Hull FindHullOld(Vector2 position, List<Hull> hulls, Hull guess = null, bool useWorldCoordinates = true, bool inclusive = true)
{
if (guess != null && hulls.Contains(guess))
{
if (Submarine.RectContains(useWorldCoordinates ? guess.WorldRect : guess.rect, position, inclusive)) return guess;
}
foreach (Hull hull in hulls)
{
if (Submarine.RectContains(useWorldCoordinates ? hull.WorldRect : hull.rect, position, inclusive)) return hull;
}
return null;
}
public static void DetectItemVisibility(Character c=null)
{
if (c==null)
{
foreach (Item it in Item.ItemList)
{
it.Visible = true;
}
}
else
{
Hull h = c.CurrentHull;
hullList.ForEach(j => j.Visible = false);
List<Hull> visibleHulls;
if (h == null || c.Submarine == null)
{
visibleHulls = hullList.FindAll(j => j.CanSeeOther(null, false));
}
else
{
visibleHulls = hullList.FindAll(j => h.CanSeeOther(j, true));
}
visibleHulls.ForEach(j => j.Visible = true);
foreach (Item it in Item.ItemList)
{
if (it.CurrentHull == null || visibleHulls.Contains(it.CurrentHull)) it.Visible = true;
else it.Visible = false;
}
}
}
private bool CanSeeOther(Hull other, bool allowIndirect = true)
{
if (other == this) return true;
if (other != null && other.Submarine == Submarine)
{
bool retVal = false;
foreach (Gap g in ConnectedGaps)
{
if (g.ConnectedWall != null && g.ConnectedWall.CastShadow) continue;
List<Hull> otherHulls = hullList.FindAll(h => h.ConnectedGaps.Contains(g) && h != this);
retVal = otherHulls.Any(h => h == other);
if (!retVal && allowIndirect) retVal = otherHulls.Any(h => h.CanSeeOther(other, false));
if (retVal) return true;
}
}
else
{
foreach (Gap g in ConnectedGaps)
{
if (g.ConnectedDoor != null && !hullList.Any(h => h.ConnectedGaps.Contains(g) && h != this)) return true;
}
List<MapEntity> structures = mapEntityList.FindAll(me => me is Structure && me.Rect.Intersects(Rect));
return structures.Any(st => !(st as Structure).CastShadow);
}
return false;
}
public string CreateRoomName()
{
List<string> roomItems = new List<string>();
foreach (Item item in Item.ItemList)
{
if (item.CurrentHull != this) continue;
if (item.GetComponent<Items.Components.Reactor>() != null) roomItems.Add("reactor");
if (item.GetComponent<Items.Components.Engine>() != null) roomItems.Add("engine");
if (item.GetComponent<Items.Components.Steering>() != null) roomItems.Add("steering");
if (item.GetComponent<Items.Components.Sonar>() != null) roomItems.Add("sonar");
if (item.HasTag("ballast")) roomItems.Add("ballast");
}
if (roomItems.Contains("reactor"))
return TextManager.Get("ReactorRoom");
else if (roomItems.Contains("engine"))
return TextManager.Get("EngineRoom");
else if (roomItems.Contains("steering") && roomItems.Contains("sonar"))
return TextManager.Get("CommandRoom");
else if (roomItems.Contains("ballast"))
return TextManager.Get("Ballast");
if (ConnectedGaps.Any(g => !g.IsRoomToRoom && g.ConnectedDoor != null))
{
return TextManager.Get("Airlock");
}
Rectangle subRect = Submarine.CalculateDimensions();
Alignment roomPos;
if (rect.Y - rect.Height / 2 > subRect.Y + subRect.Height * 0.66f)
roomPos = Alignment.Top;
else if (rect.Y - rect.Height / 2 > subRect.Y + subRect.Height * 0.33f)
roomPos = Alignment.CenterY;
else
roomPos = Alignment.Bottom;
if (rect.Center.X < subRect.X + subRect.Width * 0.33f)
roomPos |= Alignment.Left;
else if (rect.Center.X < subRect.X + subRect.Width * 0.66f)
roomPos |= Alignment.CenterX;
else
roomPos |= Alignment.Right;
return TextManager.Get("Sub" + roomPos.ToString());
}
public static Hull Load(XElement element, Submarine submarine)
{
Rectangle rect = Rectangle.Empty;
if (element.Attribute("rect") != null)
{
rect = element.GetAttributeRect("rect", Rectangle.Empty);
}
else
{
//backwards compatibility
rect = new Rectangle(
int.Parse(element.Attribute("x").Value),
int.Parse(element.Attribute("y").Value),
int.Parse(element.Attribute("width").Value),
int.Parse(element.Attribute("height").Value));
}
var hull = new Hull(MapEntityPrefab.Find(null, "hull"), rect, submarine)
{
waterVolume = element.GetAttributeFloat("pressure", 0.0f),
ID = (ushort)int.Parse(element.Attribute("ID").Value)
};
hull.linkedToID = new List<ushort>();
string linkedToString = element.GetAttributeString("linked", "");
if (linkedToString != "")
{
string[] linkedToIds = linkedToString.Split(',');
for (int i = 0; i < linkedToIds.Length; i++)
{
hull.linkedToID.Add((ushort)int.Parse(linkedToIds[i]));
}
}
SerializableProperty.DeserializeProperties(hull, element);
if (element.Attribute("oxygen") == null) { hull.Oxygen = hull.Volume; }
return hull;
}
public override XElement Save(XElement parentElement)
{
if (Submarine == null)
{
string errorMsg = "Error - tried to save a hull that's not a part of any submarine.\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Hull.Save:WorldHull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return null;
}
XElement element = new XElement("Hull");
element.Add
(
new XAttribute("ID", ID),
new XAttribute("rect",
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
rect.Width + "," + rect.Height),
new XAttribute("water", waterVolume)
);
if (linkedTo != null && linkedTo.Count > 0)
{
var saveableLinked = linkedTo.Where(l => l.ShouldBeSaved).ToList();
element.Add(new XAttribute("linked", string.Join(",", saveableLinked.Select(l => l.ID.ToString()))));
}
SerializableProperty.SerializeProperties(this, element);
parentElement.Add(element);
return element;
}
}
}