Files
LuaCsForBarotraumaEP/Subsurface/Source/Events/ArtifactEvent.cs
Regalis 50d706c67b - changed how PowerContainers determine how much power to provide to the grid, batteries can now match the load of the grid
- light-emitting alien structures that hold the artifacts instead of just having the artifacts lay on the floor (can also be used for turning artifacts into power sources if installed in a sub)
2016-11-21 16:28:30 +02:00

84 lines
2.6 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Xml.Linq;
namespace Barotrauma
{
class ArtifactEvent : ScriptedEvent
{
private ItemPrefab itemPrefab;
private Item item;
private int state;
public override string ToString()
{
return "ScriptedEvent (" + (itemPrefab==null ? "null" : itemPrefab.Name) + ")";
}
public ArtifactEvent(XElement element)
: base(element)
{
string itemName = ToolBox.GetAttributeString(element, "itemname", "");
itemPrefab = ItemPrefab.list.Find(ip => ip.Name == itemName) as ItemPrefab;
if (itemPrefab == null)
{
DebugConsole.ThrowError("Error in SalvageMission: couldn't find an item prefab with the name "+itemName);
}
}
protected override void Start()
{
Vector2 position = Level.Loaded.GetRandomItemPos(
Level.PositionType.Cave | Level.PositionType.MainPath | Level.PositionType.Ruin, 500.0f, 30.0f);
item = new Item(itemPrefab, position, null);
item.MoveWithLevel = true;
item.body.FarseerBody.IsKinematic = true;
//try to find a nearby artifact holder (or any alien itemcontainer) and place the artifact inside it
foreach (Item it in Item.ItemList)
{
if (it.Submarine != null || !it.HasTag("alien")) continue;
if (Math.Abs(item.WorldPosition.X - it.WorldPosition.X) > 2000.0f) continue;
if (Math.Abs(item.WorldPosition.Y - it.WorldPosition.Y) > 2000.0f) continue;
var itemContainer = it.GetComponent<Items.Components.ItemContainer>();
if (itemContainer == null) continue;
itemContainer.Combine(item);
break;
}
}
public override void Update(float deltaTime)
{
switch (state)
{
case 0:
Start();
state = 1;
break;
case 1:
//item.body.LinearVelocity = Vector2.Zero;
if (item.ParentInventory!=null) item.body.FarseerBody.IsKinematic = false;
if (item.CurrentHull == null) return;
state = 2;
break;
case 2:
if (!Submarine.MainSub.AtEndPosition && !Submarine.MainSub.AtStartPosition) return;
Finished();
state = 3;
break;
}
}
}
}