Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/Holdable/Pickable.cs
Regalis a1c728d207 Networking bugfixes & improvements:
- fixed server not sending kill-events when a monster dies
- some interpolation when correcting character positions
- physicsbody position lerping improvements
- sending AICharacter Dir instead of TargetDir
2016-03-09 16:56:42 +02:00

231 lines
7.2 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class Pickable : ItemComponent
{
protected Character picker;
protected List<LimbSlot> allowedSlots;
private float pickTimer;
public List<LimbSlot> AllowedSlots
{
get { return allowedSlots; }
}
public Character Picker
{
get { return picker; }
}
public Pickable(Item item, XElement element)
: base(item, element)
{
allowedSlots = new List<LimbSlot>();
string slotString = ToolBox.GetAttributeString(element, "slots", "Any");
string[] slotCombinations = slotString.Split(',');
foreach (string slotCombination in slotCombinations)
{
string[] slots = slotCombination.Split('+');
LimbSlot allowedSlot = LimbSlot.None;
foreach (string slot in slots)
{
if (slot.ToLower()=="bothhands")
{
allowedSlot = LimbSlot.LeftHand | LimbSlot.RightHand;
}
else
{
allowedSlot = allowedSlot | (LimbSlot)Enum.Parse(typeof(LimbSlot), slot.Trim());
}
}
allowedSlots.Add(allowedSlot);
}
canBePicked = true;
}
public override bool Pick(Character picker)
{
//return if someone is already trying to pick the item
if (pickTimer>0.0f) return false;
if (picker == null || picker.Inventory == null) return false;
if (PickingTime>0.0f)
{
CoroutineManager.StartCoroutine(WaitForPick(picker, PickingTime));
//create a networkevent here, because the item doesn't count as picked yet and the character won't create one
new NetworkEvent(NetworkEventType.PickItem, picker.ID, true,
new int[]
{
item.ID,
picker.IsKeyHit(InputType.Select) ? 1 : 0,
picker.IsKeyHit(InputType.Use) ? 1 : 0
});
return false;
}
else
{
return OnPicked(picker);
}
}
private bool OnPicked(Character picker)
{
if (picker.Inventory.TryPutItem(item, allowedSlots, picker == Character.Controlled))
{
if (!picker.HasSelectedItem(item) && item.body != null) item.body.Enabled = false;
this.picker = picker;
for (int i = item.linkedTo.Count - 1; i >= 0; i--)
{
item.linkedTo[i].RemoveLinked(item);
}
item.linkedTo.Clear();
DropConnectedWires(picker);
ApplyStatusEffects(ActionType.OnPicked, 1.0f, picker);
//foreach (StatusEffect effect in item.Prefab.statusEffects)
//{
// effect.OnPicked(picker, null);
//}
return true;
}
return false;
}
private IEnumerable<object> WaitForPick(Character picker, float requiredTime)
{
var leftHand = picker.AnimController.GetLimb(LimbType.LeftHand);
var rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
pickTimer = 0.0f;
while (pickTimer < requiredTime)
{
if (picker.IsKeyDown(InputType.Aim) ||
!item.IsInPickRange(picker.WorldPosition) ||
picker.Stun > 0.0f || picker.IsDead)
{
StopPicking(picker);
yield return CoroutineStatus.Success;
}
picker.AnimController.Anim = AnimController.Animation.UsingConstruction;
picker.AnimController.TargetMovement = Vector2.Zero;
leftHand.Disabled = true;
leftHand.pullJoint.Enabled = true;
leftHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * ((pickTimer / 10.0f) % 0.1f);
rightHand.Disabled = true;
rightHand.pullJoint.Enabled = true;
rightHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * ((pickTimer / 10.0f) % 0.1f);
pickTimer += CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
StopPicking(picker);
if (!picker.IsNetworkPlayer) OnPicked(picker);
yield return CoroutineStatus.Success;
}
private void StopPicking(Character picker)
{
picker.AnimController.Anim = AnimController.Animation.None;
pickTimer = 0.0f;
}
protected void DropConnectedWires(Character character)
{
Vector2 pos = character == null ? item.SimPosition : character.SimPosition;
var connectionPanel = item.GetComponent<ConnectionPanel>();
if (connectionPanel == null) return;
foreach (Connection c in connectionPanel.Connections)
{
foreach (Wire w in c.Wires)
{
if (w == null) continue;
w.Item.Drop(character);
w.Item.SetTransform(pos, 0.0f);
}
}
}
public override void Draw(SpriteBatch spriteBatch, bool editing = false)
{
if (pickTimer <= 0.0f) return;
float progressBarWidth = 100.0f;
GUI.DrawProgressBar(spriteBatch, item.DrawPosition + new Vector2(-progressBarWidth/2.0f, 50.0f), new Vector2(progressBarWidth, 15.0f),
pickTimer / PickingTime,
Color.Lerp(Color.Red, Color.Green, pickTimer / PickingTime));
}
public override void Drop(Character dropper)
{
if (picker == null)
{
picker = dropper;
}
Vector2 bodyDropPos = Vector2.Zero;
if (picker == null || picker.Inventory == null)
{
if (item.ParentInventory!=null && item.ParentInventory.Owner!=null)
{
bodyDropPos = item.ParentInventory.Owner.SimPosition;
}
}
else
{
DropConnectedWires(picker);
item.Submarine = picker.Submarine;
Limb rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
bodyDropPos = rightHand.SimPosition;
picker.Inventory.RemoveItem(item);
picker = null;
}
if (item.body != null && !item.body.Enabled)
{
item.SetTransform(bodyDropPos, 0.0f);
item.body.Enabled = true;
}
}
}
}