Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/RepairTool.cs
T
2020-05-13 12:55:42 -03:00

682 lines
32 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Extensions;
namespace Barotrauma.Items.Components
{
partial class RepairTool : ItemComponent
{
public enum UseEnvironment
{
Air, Water, Both, None
};
private readonly List<string> fixableEntities;
private Vector2 pickedPosition;
private float activeTimer;
private Vector2 debugRayStartPos, debugRayEndPos;
private readonly List<Body> ignoredBodies = new List<Body>();
[Serialize("Both", false, description: "Can the item be used in air, water or both.")]
public UseEnvironment UsableIn
{
get; set;
}
[Serialize(0.0f, false, description: "The distance at which the item can repair targets.")]
public float Range { get; set; }
[Serialize(0.0f, false, description: "Random spread applied to the firing angle when used by a character with sufficient skills to use the tool (in degrees).")]
public float Spread
{
get;
set;
}
[Serialize(0.0f, false, description: "Random spread applied to the firing angle when used by a character with insufficient skills to use the tool (in degrees).")]
public float UnskilledSpread
{
get;
set;
}
[Serialize(0.0f, false, description: "How many units of damage the item removes from structures per second.")]
public float StructureFixAmount
{
get; set;
}
[Serialize(0.0f, false, description: "How much the item decreases the size of fires per second.")]
public float ExtinguishAmount
{
get; set;
}
[Serialize("0.0,0.0", false, description: "The position of the barrel as an offset from the item's center (in pixels).")]
public Vector2 BarrelPos { get; set; }
[Serialize(false, false, description: "Can the item repair things through walls.")]
public bool RepairThroughWalls { get; set; }
[Serialize(false, false, description: "Can the item repair multiple things at once, or will it only affect the first thing the ray from the barrel hits.")]
public bool RepairMultiple { get; set; }
[Serialize(false, false, description: "Can the item repair things through holes in walls.")]
public bool RepairThroughHoles { get; set; }
[Serialize(0.0f, false, description: "The probability of starting a fire somewhere along the ray fired from the barrel (for example, 0.1 = 10% chance to start a fire during a second of use).")]
public float FireProbability { get; set; }
[Serialize(0.0f, false, description: "Force applied to the entity the ray hits.")]
public float TargetForce { get; set; }
public Vector2 TransformedBarrelPos
{
get
{
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
Vector2 flippedPos = BarrelPos;
if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
return (Vector2.Transform(flippedPos, bodyTransform));
}
}
public RepairTool(Item item, XElement element)
: base(item, element)
{
this.item = item;
if (element.Attribute("limbfixamount") != null)
{
DebugConsole.ThrowError("Error in item \"" + item.Name + "\" - RepairTool damage should be configured using a StatusEffect with Afflictions, not the limbfixamount attribute.");
}
fixableEntities = new List<string>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "fixable":
if (subElement.Attribute("name") != null)
{
DebugConsole.ThrowError("Error in RepairTool " + item.Name + " - use identifiers instead of names to configure fixable entities.");
fixableEntities.Add(subElement.Attribute("name").Value);
}
else
{
fixableEntities.Add(subElement.GetAttributeString("identifier", ""));
}
break;
}
}
item.IsShootable = true;
item.RequireAimToUse = element.Parent.GetAttributeBool("requireaimtouse", true);
InitProjSpecific(element);
}
partial void InitProjSpecific(XElement element);
public override void Update(float deltaTime, Camera cam)
{
activeTimer -= deltaTime;
if (activeTimer <= 0.0f) { IsActive = false; }
}
public override bool Use(float deltaTime, Character character = null)
{
if (character != null)
{
if (item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) { return false; }
}
float degreeOfSuccess = character == null ? 0.5f : DegreeOfSuccess(character);
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
{
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
return false;
}
if (UsableIn == UseEnvironment.None)
{
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
return false;
}
if (item.InWater)
{
if (UsableIn == UseEnvironment.Air)
{
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
return false;
}
}
else
{
if (UsableIn == UseEnvironment.Water)
{
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
return false;
}
}
Vector2 rayStart;
Vector2 sourcePos = character?.AnimController == null ? item.SimPosition : character.AnimController.AimSourceSimPos;
Vector2 barrelPos = item.SimPosition + ConvertUnits.ToSimUnits(TransformedBarrelPos);
//make sure there's no obstacles between the base of the item (or the shoulder of the character) and the end of the barrel
if (Submarine.PickBody(sourcePos, barrelPos, collisionCategory: Physics.CollisionWall | Physics.CollisionLevel | Physics.CollisionItemBlocking) == null)
{
//no obstacles -> we start the raycast at the end of the barrel
rayStart = ConvertUnits.ToSimUnits(item.WorldPosition + TransformedBarrelPos);
}
else
{
rayStart = Submarine.LastPickedPosition + Submarine.LastPickedNormal * 0.1f;
if (item.Submarine != null) { rayStart += item.Submarine.SimPosition; }
}
float spread = MathHelper.ToRadians(MathHelper.Lerp(UnskilledSpread, Spread, degreeOfSuccess));
float angle = item.body.Rotation + spread * Rand.Range(-0.5f, 0.5f);
Vector2 rayEnd = rayStart +
ConvertUnits.ToSimUnits(new Vector2(
(float)Math.Cos(angle),
(float)Math.Sin(angle)) * Range * item.body.Dir);
ignoredBodies.Clear();
if (character != null)
{
foreach (Limb limb in character.AnimController.Limbs)
{
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess) continue;
ignoredBodies.Add(limb.body.FarseerBody);
}
ignoredBodies.Add(character.AnimController.Collider.FarseerBody);
}
IsActive = true;
activeTimer = 0.1f;
debugRayStartPos = ConvertUnits.ToDisplayUnits(rayStart);
debugRayEndPos = ConvertUnits.ToDisplayUnits(rayEnd);
Submarine parentSub = character?.Submarine ?? item.Submarine;
if (parentSub == null)
{
foreach (Submarine sub in Submarine.Loaded)
{
Rectangle subBorders = sub.Borders;
subBorders.Location += new Point((int)sub.WorldPosition.X, (int)sub.WorldPosition.Y - sub.Borders.Height);
if (!MathUtils.CircleIntersectsRectangle(item.WorldPosition, Range * 5.0f, subBorders))
{
continue;
}
Repair(rayStart - sub.SimPosition, rayEnd - sub.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
}
Repair(rayStart, rayEnd, deltaTime, character, degreeOfSuccess, ignoredBodies);
}
else
{
Repair(rayStart - parentSub.SimPosition, rayEnd - parentSub.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
}
UseProjSpecific(deltaTime, rayStart);
return true;
}
partial void UseProjSpecific(float deltaTime, Vector2 raystart);
private readonly HashSet<Character> hitCharacters = new HashSet<Character>();
private readonly List<FireSource> fireSourcesInRange = new List<FireSource>();
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
{
var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
//if the item can cut off limbs, activate nearby bodies to allow the raycast to hit them
if (statusEffectLists != null && statusEffectLists.ContainsKey(ActionType.OnUse))
{
if (statusEffectLists[ActionType.OnUse].Any(s => s.SeverLimbsProbability > 0.0f))
{
float rangeSqr = ConvertUnits.ToSimUnits(Range);
rangeSqr *= rangeSqr;
foreach (Character c in Character.CharacterList)
{
if (!c.Enabled || !c.AnimController.BodyInRest) { continue; }
//do a broad check first
if (Math.Abs(c.WorldPosition.X - item.WorldPosition.X) > 1000.0f) { continue; }
if (Math.Abs(c.WorldPosition.Y - item.WorldPosition.Y) > 1000.0f) { continue; }
foreach (Limb limb in c.AnimController.Limbs)
{
if (Vector2.DistanceSquared(limb.SimPosition, item.SimPosition) < rangeSqr && Vector2.Dot(rayEnd - rayStart, limb.SimPosition - rayStart) > 0)
{
c.AnimController.BodyInRest = false;
break;
}
}
}
}
}
float lastPickedFraction = 0.0f;
if (RepairMultiple)
{
var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories,
ignoreSensors: false,
customPredicate: (Fixture f) =>
{
if (RepairThroughHoles && f.IsSensor && f.Body?.UserData is Structure) { return false; }
if (f.Body?.UserData as string == "ruinroom") { return false; }
return true;
},
allowInsideFixture: true);
lastPickedFraction = Submarine.LastPickedFraction;
Type lastHitType = null;
hitCharacters.Clear();
foreach (Body body in bodies)
{
Type bodyType = body.UserData?.GetType();
if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType)
{
//stop the ray if it already hit a door/wall and is now about to hit some other type of entity
if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; }
}
Character hitCharacter = null;
if (body.UserData is Limb limb)
{
hitCharacter = limb.character;
}
else if (body.UserData is Character character)
{
hitCharacter = character;
}
//only do damage once to each character even if they ray hit multiple limbs
if (hitCharacter != null)
{
if (hitCharacters.Contains(hitCharacter)) { continue; }
hitCharacters.Add(hitCharacter);
}
if (FixBody(user, deltaTime, degreeOfSuccess, body))
{
lastPickedFraction = Submarine.LastPickedBodyDist(body);
if (bodyType != null) { lastHitType = bodyType; }
}
}
}
else
{
FixBody(user, deltaTime, degreeOfSuccess,
Submarine.PickBody(rayStart, rayEnd,
ignoredBodies, collisionCategories,
ignoreSensors: false,
customPredicate: (Fixture f) =>
{
if (RepairThroughHoles && f.IsSensor && f.Body?.UserData is Structure) { return false; }
if (f.Body?.UserData as string == "ruinroom") { return false; }
return f.Body?.UserData != null;
},
allowInsideFixture: true));
lastPickedFraction = Submarine.LastPickedFraction;
}
if (ExtinguishAmount > 0.0f && item.CurrentHull != null)
{
fireSourcesInRange.Clear();
//step along the ray in 10% intervals, collecting all fire sources in the range
for (float x = 0.0f; x <= lastPickedFraction; x += 0.1f)
{
Vector2 displayPos = ConvertUnits.ToDisplayUnits(rayStart + (rayEnd - rayStart) * x);
if (item.CurrentHull.Submarine != null) { displayPos += item.CurrentHull.Submarine.Position; }
Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
if (hull == null) continue;
foreach (FireSource fs in hull.FireSources)
{
if (fs.IsInDamageRange(displayPos, 100.0f) && !fireSourcesInRange.Contains(fs))
{
fireSourcesInRange.Add(fs);
}
}
}
foreach (FireSource fs in fireSourcesInRange)
{
fs.Extinguish(deltaTime, ExtinguishAmount);
#if SERVER
GameMain.Server.KarmaManager.OnExtinguishingFire(user, deltaTime);
#endif
}
}
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
{
if (Rand.Range(0.0f, 1.0f) < FireProbability * deltaTime)
{
Vector2 displayPos = ConvertUnits.ToDisplayUnits(rayStart + (rayEnd - rayStart) * lastPickedFraction * 0.9f);
if (item.CurrentHull.Submarine != null) { displayPos += item.CurrentHull.Submarine.Position; }
new FireSource(displayPos);
}
}
}
private bool FixBody(Character user, float deltaTime, float degreeOfSuccess, Body targetBody)
{
if (targetBody?.UserData == null) { return false; }
pickedPosition = Submarine.LastPickedPosition;
if (targetBody.UserData is Structure targetStructure)
{
if (targetStructure.IsPlatform) { return false; }
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) { return false; }
if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Prefab.Identifier)) { return true; }
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new ISerializableEntity[] { targetStructure });
FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
//if the next section is small enough, apply the effect to it as well
//(to make it easier to fix a small "left-over" section)
for (int i = -1; i < 2; i += 2)
{
int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
if ((sectionIndex == 1 && i == -1) ||
(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
(nextSectionLength > 0 && nextSectionLength < Structure.WallSectionSize * 0.3f))
{
//targetStructure.HighLightSection(sectionIndex + i);
targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
}
}
return true;
}
else if (targetBody.UserData is Character targetCharacter)
{
if (targetCharacter.Removed) { return false; }
targetCharacter.LastDamageSource = item;
Limb closestLimb = null;
float closestDist = float.MaxValue;
foreach (Limb limb in targetCharacter.AnimController.Limbs)
{
float dist = Vector2.DistanceSquared(item.SimPosition, limb.SimPosition);
if (dist < closestDist)
{
closestLimb = limb;
closestDist = dist;
}
}
if (closestLimb != null && !MathUtils.NearlyEqual(TargetForce, 0.0f))
{
Vector2 dir = closestLimb.WorldPosition - item.WorldPosition;
dir = dir.LengthSquared() < 0.0001f ? Vector2.UnitY : Vector2.Normalize(dir);
closestLimb.body.ApplyForce(dir * TargetForce, maxVelocity: 10.0f);
}
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse,
closestLimb == null ? new ISerializableEntity[] { targetCharacter } : new ISerializableEntity[] { targetCharacter, closestLimb });
FixCharacterProjSpecific(user, deltaTime, targetCharacter);
return true;
}
else if (targetBody.UserData is Limb targetLimb)
{
if (targetLimb.character == null || targetLimb.character.Removed) { return false; }
if (!MathUtils.NearlyEqual(TargetForce, 0.0f))
{
Vector2 dir = targetLimb.WorldPosition - item.WorldPosition;
dir = dir.LengthSquared() < 0.0001f ? Vector2.UnitY : Vector2.Normalize(dir);
targetLimb.body.ApplyForce(dir * TargetForce, maxVelocity: 10.0f);
}
targetLimb.character.LastDamageSource = item;
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new ISerializableEntity[] { targetLimb.character, targetLimb });
FixCharacterProjSpecific(user, deltaTime, targetLimb.character);
return true;
}
else if (targetBody.UserData is Item targetItem)
{
var levelResource = targetItem.GetComponent<LevelResource>();
if (levelResource != null && levelResource.Attached &&
levelResource.requiredItems.Any() &&
levelResource.HasRequiredItems(user, addMessage: false))
{
levelResource.DeattachTimer += deltaTime;
#if CLIENT
Character.Controlled?.UpdateHUDProgressBar(
this,
targetItem.WorldPosition,
levelResource.DeattachTimer / levelResource.DeattachDuration,
GUI.Style.Red, GUI.Style.Green);
#endif
return true;
}
if (!targetItem.Prefab.DamagedByRepairTools) { return false; }
if (item.GetComponent<Door>() == null && item.Condition <= 0) { return false; }
targetItem.IsHighlighted = true;
ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, targetItem.AllPropertyObjects);
if (targetItem.body != null && !MathUtils.NearlyEqual(TargetForce, 0.0f))
{
Vector2 dir = targetItem.WorldPosition - item.WorldPosition;
dir = dir.LengthSquared() < 0.0001f ? Vector2.UnitY : Vector2.Normalize(dir);
targetItem.body.ApplyForce(dir * TargetForce, maxVelocity: 10.0f);
}
FixItemProjSpecific(user, deltaTime, targetItem);
return true;
}
return false;
}
partial void FixStructureProjSpecific(Character user, float deltaTime, Structure targetStructure, int sectionIndex);
partial void FixCharacterProjSpecific(Character user, float deltaTime, Character targetCharacter);
partial void FixItemProjSpecific(Character user, float deltaTime, Item targetItem);
private float sinTime;
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{
if (!(objective.OperateTarget is Gap leak)) { return true; }
if (leak.Submarine == null) { return true; }
Vector2 fromCharacterToLeak = leak.WorldPosition - character.WorldPosition;
float dist = fromCharacterToLeak.Length();
float reach = Range + ConvertUnits.ToDisplayUnits(((HumanoidAnimController)character.AnimController).ArmLength);
//too far away -> consider this done and hope the AI is smart enough to move closer
if (dist > reach * 2) { return true; }
character.AIController.SteeringManager.Reset();
//steer closer if almost in range
if (dist > reach)
{
if (character.AnimController.InWater)
{
if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
{
// Swimming inside the sub
if (indoorSteering.CurrentPath != null && !indoorSteering.IsPathDirty && indoorSteering.CurrentPath.Unreachable)
{
Vector2 dir = Vector2.Normalize(fromCharacterToLeak);
character.AIController.SteeringManager.SteeringManual(deltaTime, dir);
}
else
{
character.AIController.SteeringManager.SteeringSeek(character.GetRelativeSimPosition(leak));
}
}
else
{
// Swimming outside the sub
character.AIController.SteeringManager.SteeringSeek(character.GetRelativeSimPosition(leak));
}
}
else
{
// TODO: use the collider size?
if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController &&
Math.Abs(fromCharacterToLeak.X) < 100.0f && fromCharacterToLeak.Y < 0.0f && fromCharacterToLeak.Y > -150.0f)
{
((HumanoidAnimController)character.AnimController).Crouching = true;
}
Vector2 standPos = new Vector2(Math.Sign(-fromCharacterToLeak.X), Math.Sign(-fromCharacterToLeak.Y)) / 2;
if (leak.IsHorizontal)
{
standPos.X *= 2;
standPos.Y = 0;
}
else
{
standPos.X = 0;
}
character.AIController.SteeringManager.SteeringSeek(standPos);
}
}
else
{
if (dist < reach / 2)
{
// Too close -> steer away
character.AIController.SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(character.SimPosition - leak.SimPosition));
}
else if (dist <= reach)
{
// In range
character.CursorPosition = leak.Position;
character.CursorPosition += VectorExtensions.Forward(Item.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, dist / 2);
if (character.AnimController.InWater)
{
var torso = character.AnimController.GetLimb(LimbType.Torso);
// Turn facing the target when not moving (handled in the animcontroller if not moving)
Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
Vector2 diff = (mousePos - torso.SimPosition) * character.AnimController.Dir;
float newRotation = MathUtils.VectorToAngle(diff);
character.AnimController.Collider.SmoothRotate(newRotation, 5.0f);
if (VectorExtensions.Angle(VectorExtensions.Forward(torso.body.TransformedRotation), fromCharacterToLeak) < MathHelper.PiOver4)
{
// Swim past
Vector2 moveDir = leak.IsHorizontal ? Vector2.UnitY : Vector2.UnitX;
moveDir *= character.AnimController.Dir;
character.AIController.SteeringManager.SteeringManual(deltaTime, moveDir);
}
}
}
}
if (item.RequireAimToUse)
{
bool isOperatingButtons = false;
if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
{
var door = indoorSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
if (door != null && !door.IsOpen)
{
isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
}
}
if (!isOperatingButtons)
{
character.SetInput(InputType.Aim, false, true);
}
sinTime += deltaTime * 5;
}
// Press the trigger only when the tool is approximately facing the target.
Vector2 fromItemToLeak = leak.WorldPosition - item.WorldPosition;
var angle = VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak);
if (angle < MathHelper.PiOver4)
{
// Check that we don't hit any friendlies
if (Submarine.PickBodies(item.SimPosition, leak.SimPosition, collisionCategory: Physics.CollisionCharacter).None(hit =>
{
if (hit.UserData is Character c)
{
if (c == character) { return false; }
return HumanAIController.IsFriendly(character, c);
}
return false;
}))
{
character.SetInput(InputType.Shoot, false, true);
Use(deltaTime, character);
}
}
bool leakFixed = (leak.Open <= 0.0f || leak.Removed) &&
(leak.ConnectedWall == null || leak.ConnectedWall.Sections.Average(s => s.damage) < 1);
if (leakFixed && leak.FlowTargetHull != null)
{
if (!leak.FlowTargetHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.Open > 0.0f))
{
character.Speak(TextManager.GetWithVariable("DialogLeaksFixed", "[roomname]", leak.FlowTargetHull.DisplayName, true), null, 0.0f, "leaksfixed", 10.0f);
}
else
{
character.Speak(TextManager.GetWithVariable("DialogLeakFixed", "[roomname]", leak.FlowTargetHull.DisplayName, true), null, 0.0f, "leakfixed", 10.0f);
}
}
return leakFixed;
}
private void ApplyStatusEffectsOnTarget(Character user, float deltaTime, ActionType actionType, IEnumerable<ISerializableEntity> targets)
{
if (statusEffectLists == null) { return; }
if (!statusEffectLists.TryGetValue(actionType, out List<StatusEffect> statusEffects)) { return; }
foreach (StatusEffect effect in statusEffects)
{
effect.SetUser(user);
if (effect.HasTargetType(StatusEffect.TargetType.UseTarget))
{
effect.Apply(actionType, deltaTime, item, targets);
}
else if (effect.HasTargetType(StatusEffect.TargetType.Character))
{
effect.Apply(actionType, deltaTime, item, targets.Where(t => t is Character));
}
else if (effect.HasTargetType(StatusEffect.TargetType.Limb))
{
effect.Apply(actionType, deltaTime, item, targets.Where(t => t is Limb));
}
#if CLIENT
if (user == null) { return; }
// Hard-coded progress bars for welding doors stuck.
// A general purpose system could be better, but it would most likely require changes in the way we define the status effects in xml.
foreach (ISerializableEntity target in targets)
{
if (!(target is Door door)) { continue; }
if (!door.CanBeWelded) { continue; }
for (int i = 0; i < effect.propertyNames.Length; i++)
{
string propertyName = effect.propertyNames[i];
if (propertyName != "stuck") { continue; }
if (door.SerializableProperties == null || !door.SerializableProperties.TryGetValue(propertyName, out SerializableProperty property)) { continue; }
object value = property.GetValue(target);
if (door.Stuck > 0)
{
var progressBar = user.UpdateHUDProgressBar(door, door.Item.WorldPosition, door.Stuck / 100, Color.DarkGray * 0.5f, Color.White);
if (progressBar != null) { progressBar.Size = new Vector2(60.0f, 20.0f); }
}
}
}
#endif
}
}
}
}