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