Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/SubmarineLink.cs

172 lines
5.5 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Linq;
namespace Barotrauma
{
class LinkedSubmarinePrefab : MapEntityPrefab
{
public readonly Submarine mainSub;
public LinkedSubmarinePrefab(Submarine submarine)
{
this.mainSub = submarine;
}
protected override void CreateInstance(Rectangle rect)
{
System.Diagnostics.Debug.Assert(Submarine.MainSub != null);
LinkedSubmarine.Create(Submarine.MainSub, mainSub.FilePath, rect.Location.ToVector2());
}
}
class LinkedSubmarine : MapEntity
{
private List<Vector2> wallVertices;
private string filePath;
private XElement saveElement;
public LinkedSubmarine(Submarine submarine)
: base(null, submarine)
{
InsertToList();
}
public static LinkedSubmarine Create(Submarine mainSub, string filePath, Vector2 position)
{
LinkedSubmarine sl = new LinkedSubmarine(mainSub);
sl.filePath = filePath;
XDocument doc = Submarine.OpenFile(filePath);
if (doc == null || doc.Root == null) return null;
sl.GenerateWallVertices(doc.Root);
//for (int i = 0; i < sl.wallVertices.Count; i++)
//{
// sl.wallVertices[i] = sl.wallVertices[i] += position;
//}
sl.Rect = new Rectangle(
(int)sl.wallVertices.Min(v => v.X + position.X),
(int)sl.wallVertices.Max(v => v.Y + position.Y),
(int)sl.wallVertices.Max(v => v.X + position.X),
(int)sl.wallVertices.Min(v => v.Y + position.Y));
sl.rect = new Rectangle(sl.rect.X, sl.rect.Y, sl.rect.Width - sl.rect.X, sl.rect.Y - sl.rect.Height);
return sl;
}
public override bool IsMouseOn(Vector2 position)
{
return Vector2.Distance(position, WorldPosition) < 50.0f;
}
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
{
if (!editing || wallVertices == null) return;
Color color = (isHighlighted) ? Color.Orange : Color.Green;
if (isSelected) color = Color.Red;
Vector2 pos = new Vector2(rect.X + rect.Width/2, rect.Y - rect.Height/2);
for (int i = 0; i < wallVertices.Count; i++)
{
Vector2 startPos = wallVertices[i] + pos;
startPos.Y = -startPos.Y;
Vector2 endPos = wallVertices[(i + 1) % wallVertices.Count] + pos;
endPos.Y = -endPos.Y;
GUI.DrawLine(spriteBatch,
startPos,
endPos,
color, 0.0f, 5);
}
pos.Y = -pos.Y;
GUI.DrawLine(spriteBatch, pos + Vector2.UnitY * 50.0f, pos - Vector2.UnitY * 50.0f, color, 0.0f, 5);
GUI.DrawLine(spriteBatch, pos + Vector2.UnitX * 50.0f, pos - Vector2.UnitX * 50.0f, color, 0.0f, 5);
}
private void GenerateWallVertices(XElement rootElement)
{
List<Vector2> points = new List<Vector2>();
var wallPrefabs =
MapEntityPrefab.list.FindAll(mp => (mp is StructurePrefab) && ((StructurePrefab)mp).HasBody);
foreach (XElement element in rootElement.Elements())
{
if (element.Name != "Structure") continue;
string name = ToolBox.GetAttributeString(element, "name", "");
if (!wallPrefabs.Any(wp => wp.Name == name)) continue;
var rect = ToolBox.GetAttributeVector4(element, "rect", Vector4.Zero);
points.Add(new Vector2(rect.X, rect.Y));
points.Add(new Vector2(rect.X + rect.Z, rect.Y));
points.Add(new Vector2(rect.X, rect.Y - rect.W));
points.Add(new Vector2(rect.X + rect.Z, rect.Y - rect.W));
}
wallVertices = MathUtils.GiftWrap(points);
}
public override XElement Save(XElement parentElement)
{
var doc = Submarine.OpenFile(filePath);
doc.Root.Name = "LinkedSubmarine";
doc.Root.Add(
new XAttribute("filepath", filePath),
new XAttribute("pos", ToolBox.Vector2ToString(Position - Submarine.HiddenSubPosition)));
parentElement.Add(doc.Root);
return doc.Root;
}
public static void Load(XElement element, Submarine submarine)
{
Vector2 pos = ToolBox.GetAttributeVector2(element, "pos", Vector2.Zero);
if (Screen.Selected == GameMain.EditMapScreen)
{
string filePath = ToolBox.GetAttributeString(element, "filepath", "");
Create(submarine, filePath, pos);
return;
}
var ls = new LinkedSubmarine(submarine);
ls.saveElement = element;
ls.rect.Location = pos.ToPoint();
}
public override void OnMapLoaded()
{
if (saveElement == null) return;
var sub = Submarine.Load(saveElement, false);
sub.SetPosition(WorldPosition - Submarine.WorldPosition);
sub.Submarine = Submarine;
}
}
}