Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/DockingPort.cs

368 lines
12 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using FarseerPhysics.Factories;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class DockingPort : ItemComponent, IDrawableComponent
{
private static List<DockingPort> list = new List<DockingPort>();
private Sprite overlaySprite;
private Vector2 distanceTolerance;
private DockingPort dockingTarget;
private float dockingState;
private Joint joint;
private int dockingDir;
private Hull[] hulls;
private Body[] bodies;
private Gap gap;
[HasDefaultValue("32.0,32.0", false)]
public string DistanceTolerance
{
get { return ToolBox.Vector2ToString(distanceTolerance); }
set { distanceTolerance = ToolBox.ParseToVector2(value); }
}
[HasDefaultValue(32.0f, false)]
public float DockedDistance
{
get;
set;
}
[HasDefaultValue(true, false)]
public bool IsHorizontal
{
get;
set;
}
public override bool IsActive
{
get
{
return base.IsActive;
}
set
{
if (!IsActive && value)
{
if (dockingTarget == null) AttemptDock();
if (dockingTarget == null) return;
base.IsActive = value;
}
else if (IsActive && !value)
{
Undock();
}
//base.IsActive = value;
}
}
public DockingPort(Item item, XElement element)
: base(item, element)
{
// isOpen = false;
foreach (XElement subElement in element.Elements())
{
string texturePath = ToolBox.GetAttributeString(subElement, "texture", "");
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
overlaySprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
break;
}
}
list.Add(this);
}
private void AttemptDock()
{
foreach (DockingPort port in list)
{
if (port == this || port.item.Submarine == item.Submarine) continue;
if (Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X) > distanceTolerance.X) continue;
if (Math.Abs(port.item.WorldPosition.Y - item.WorldPosition.Y) > distanceTolerance.Y) continue;
Dock(port);
return;
}
}
private void Dock(DockingPort target)
{
if (dockingTarget!=null)
{
Undock();
}
dockingTarget = target;
dockingTarget.dockingTarget = this;
dockingTarget.IsActive = true;
dockingDir = Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X);
dockingTarget.dockingDir = -dockingDir;
CreateJoint(false);
}
private void CreateJoint(bool useWeldJoint)
{
Vector2 offset = (IsHorizontal ?
Vector2.UnitX * Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
Vector2.UnitY * Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y));
offset *= DockedDistance * 0.5f;
Vector2 pos1 = item.WorldPosition + offset;
Vector2 pos2 = dockingTarget.item.WorldPosition - offset;
if (useWeldJoint)
{
joint = JointFactory.CreateWeldJoint(GameMain.World,
item.Submarine.SubBody.Body, dockingTarget.item.Submarine.SubBody.Body,
ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
((WeldJoint)joint).FrequencyHz = 1.0f;
}
else
{
var distanceJoint = JointFactory.CreateDistanceJoint(GameMain.World,
item.Submarine.SubBody.Body, dockingTarget.item.Submarine.SubBody.Body,
ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
distanceJoint.Length = 0.01f;
distanceJoint.Frequency = 1.0f;
distanceJoint.DampingRatio = 0.8f;
joint = distanceJoint;
}
joint.CollideConnected = true;
}
private void CreateHull()
{
var hullRects = new Rectangle[] { item.WorldRect, dockingTarget.item.WorldRect };
var subs = new Submarine[] { item.Submarine, dockingTarget.item.Submarine };
hulls = new Hull[2];
bodies = new Body[4];
if (IsHorizontal)
{
if (hullRects[0].Center.X > hullRects[1].Center.X)
{
hullRects = new Rectangle[] { dockingTarget.item.WorldRect, item.WorldRect };
subs = new Submarine[] { dockingTarget.item.Submarine,item.Submarine };
}
hullRects[0] = new Rectangle(hullRects[0].Center.X, hullRects[0].Y, ((int)DockedDistance / 2), hullRects[0].Height);
hullRects[1] = new Rectangle(hullRects[1].Center.X - ((int)DockedDistance / 2), hullRects[1].Y, ((int)DockedDistance / 2), hullRects[1].Height);
for (int i = 0; i < 2;i++ )
{
hullRects[i].Location -= (subs[i].WorldPosition - subs[i].HiddenSubPosition).ToPoint();
hulls[i] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRects[i], subs[i]);
hulls[i].AddToGrid(subs[i]);
for (int j = 0; j < 2; j++)
{
bodies[i + j * 2] = BodyFactory.CreateEdge(GameMain.World,
ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X, hullRects[i].Y - hullRects[i].Height * j)),
ConvertUnits.ToSimUnits(new Vector2(hullRects[i].Right, hullRects[i].Y - hullRects[i].Height * j)));
//bodies[i + j * 2] = BodyFactory.CreateRectangle(GameMain.World, ConvertUnits.ToSimUnits(hullRects[i].Width), 0.1f, 5.0f);
//bodies[i + j * 2].SetTransform(ConvertUnits.ToSimUnits(new Vector2(hullRects[i].Center.X, hullRects[i].Y - (hullRects[i].Height+5) * j)), 0.0f);
}
}
gap = new Gap(new Rectangle(hullRects[0].Right-2, hullRects[0].Y, 4, hullRects[0].Height), true, item.Submarine);
gap.linkedTo.Clear();
gap.linkedTo.Add(hulls[0]);
gap.linkedTo.Add(hulls[1]);
//var hullRect1 = new Rectangle(hullRects.Min(h => h.Center.X), hullRect.Y, ((int)DockedDistance / 2), hullRects[0].Height);
//var hullRect2 = new Rectangle(hullRects.Max(h => h.Center.X), hullRect.Y, ((int)DockedDistance / 2), hullRects[0].Height);
//var sub1 = hullRect.Center.X < targetRect.Center.X ? item.Submarine : dockingTarget.item.Submarine;
//var sub2 = hullRect.Center.X > targetRect.Center.X ? item.Submarine : dockingTarget.item.Submarine;
// hullRect1.Location -= (sub1.WorldPosition - sub1.HiddenSubPosition).ToPoint();
//hulls[0] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRect1, sub1);
//hulls[0].AddToGrid(sub1);
//hullRect2.Location -= (sub2.WorldPosition - sub2.HiddenSubPosition).ToPoint();
//hulls[1] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRect2, sub2);
//hulls[1].AddToGrid(sub2);
}
else
{
//hullRect = new Rectangle(hullRect.X,
// Math.Max(hullRect.Y - hullRect.Height / 2, targetRect.Y - targetRect.Height / 2), hullRect.Width, (int)DockedDistance);
}
foreach (Body body in bodies)
{
body.BodyType = BodyType.Static;
body.Friction = 0.5f;
body.CollisionCategories = Physics.CollisionWall;
}
}
private void Undock()
{
if (dockingTarget == null) return;
dockingTarget.dockingTarget = null;
dockingTarget.IsActive = false;
dockingTarget = null;
GameMain.World.RemoveJoint(joint);
joint = null;
hulls[0].Remove();
hulls[1].Remove();
gap.Remove();
gap = null;
foreach (Body body in bodies)
{
GameMain.World.RemoveBody(body);
}
bodies = null;
//foreach (Gap g in hulls[0].ConnectedGaps)
//{
// g.Remove();
//}
//foreach (Gap g in hulls[1].ConnectedGaps)
//{
// g.Remove();
//}
hulls = null;
}
public override void Update(float deltaTime, Camera cam)
{
if (dockingTarget==null)
{
dockingState = MathHelper.Lerp(dockingState, 0.0f, deltaTime * 10.0f);
if (dockingState < 0.01f) base.IsActive = false;
}
else
{
if (joint is DistanceJoint && Vector2.Distance(joint.WorldAnchorA, joint.WorldAnchorB) < 0.05f)
{
GameMain.World.RemoveJoint(joint);
CreateJoint(true);
CreateHull();
}
dockingState = MathHelper.Lerp(dockingState, 1.0f, deltaTime * 10.0f);
}
}
public void Draw(SpriteBatch spriteBatch, bool editing)
{
if (dockingState == 0.0f) return;
Vector2 drawPos = item.DrawPosition;
drawPos.Y = -drawPos.Y;
var rect = overlaySprite.SourceRect;
drawPos.Y -= rect.Height / 2;
if (IsHorizontal)
{
if (dockingDir == 1)
{
spriteBatch.Draw(overlaySprite.Texture,
drawPos,
new Rectangle(
rect.Center.X + (int)(rect.Width / 2 * (1.0f - dockingState)), rect.Y,
(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
}
else
{
spriteBatch.Draw(overlaySprite.Texture,
drawPos - Vector2.UnitX * (rect.Width / 2 * dockingState),
new Rectangle(
rect.X, rect.Y,
(int)(rect.Width / 2 * dockingState), rect.Height), Color.Red);
}
}
else
{
if (dockingDir == 1)
{
spriteBatch.Draw(overlaySprite.Texture,
drawPos,
new Rectangle(
rect.X, rect.Y + rect.Height/2 + (int)(rect.Height / 2 * (1.0f - dockingState)),
rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
}
else
{
spriteBatch.Draw(overlaySprite.Texture,
drawPos - Vector2.UnitY * (rect.Height / 2 * dockingState),
new Rectangle(
rect.X, rect.Y,
rect.Width, (int)(rect.Height / 2 * dockingState)), Color.Red);
}
}
}
protected override void RemoveComponentSpecific()
{
list.Remove(this);
}
}
}