Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/Components/Door.cs
T
Alex Noir e6b7a0d313 Adds ducts, switches and motion detectors, as well as door breaking sounds, all based on Barotrauma Extended mod.
Several sounds and sprites were altered to their mod counterpart.
Fixes doors being unfixable without having a crowbar.
Fixed case sensitivity mismatch for crowbar.ogg - this is a problem for linux builds.
2017-12-21 16:37:46 +03:00

493 lines
16 KiB
C#

using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml.Linq;
#if CLIENT
using Barotrauma.Lights;
#endif
namespace Barotrauma.Items.Components
{
partial class Door : Pickable, IDrawableComponent, IServerSerializable
{
private Gap linkedGap;
private Rectangle window;
private bool isOpen;
private float openState;
private PhysicsBody body;
private Sprite doorSprite, weldedSprite, brokenSprite;
private bool scaleBrokenSprite, fadeBrokenSprite;
private bool isHorizontal;
private bool isStuck;
private bool? predictedState;
private float resetPredictionTimer;
private Rectangle doorRect;
private bool isBroken;
public bool IsBroken
{
get { return isBroken; }
set
{
if (isBroken == value) return;
isBroken = value;
if (isBroken)
{
DisableBody();
}
else
{
EnableBody();
}
}
}
public PhysicsBody Body
{
get { return body; }
}
private float stuck;
public float Stuck
{
get { return stuck; }
set
{
if (isOpen || isBroken) return;
stuck = MathHelper.Clamp(value, 0.0f, 100.0f);
if (stuck == 0.0f) isStuck = false;
if (stuck == 100.0f) isStuck = true;
}
}
public Gap LinkedGap
{
get
{
if (linkedGap != null) return linkedGap;
foreach (MapEntity e in item.linkedTo)
{
linkedGap = e as Gap;
if (linkedGap != null)
{
linkedGap.PassAmbientLight = window != Rectangle.Empty;
return linkedGap;
}
}
Rectangle rect = item.Rect;
if (isHorizontal)
{
rect.Y += 5;
rect.Height += 10;
}
else
{
rect.X -= 5;
rect.Width += 10;
}
linkedGap = new Gap(rect, Item.Submarine);
linkedGap.Submarine = item.Submarine;
linkedGap.PassAmbientLight = window != Rectangle.Empty;
linkedGap.Open = openState;
item.linkedTo.Add(linkedGap);
return linkedGap;
}
}
[Serialize("0.0,0.0,0.0,0.0", false)]
public Rectangle Window
{
get { return window; }
set { window = value; }
}
[Editable, Serialize(false, true)]
public bool IsOpen
{
get { return isOpen; }
set
{
isOpen = value;
OpenState = (isOpen) ? 1.0f : 0.0f;
}
}
public float OpenState
{
get { return openState; }
set
{
float prevValue = openState;
openState = MathHelper.Clamp(value, 0.0f, 1.0f);
if (openState == prevValue) return;
#if CLIENT
UpdateConvexHulls();
#endif
}
}
public Door(Item item, XElement element)
: base(item, element)
{
isHorizontal = element.GetAttributeBool("horizontal", false);
foreach (XElement subElement in element.Elements())
{
string texturePath = subElement.GetAttributeString("texture", "");
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
doorSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
break;
case "weldedsprite":
weldedSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
break;
case "brokensprite":
brokenSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
scaleBrokenSprite = subElement.GetAttributeBool("scale", false);
fadeBrokenSprite = subElement.GetAttributeBool("fade", false);
break;
}
}
doorRect = new Rectangle(
item.Rect.Center.X - (int)(doorSprite.size.X / 2),
item.Rect.Y - item.Rect.Height/2 + (int)(doorSprite.size.Y / 2.0f),
(int)doorSprite.size.X,
(int)doorSprite.size.Y);
body = new PhysicsBody(
ConvertUnits.ToSimUnits(Math.Max(doorRect.Width, 1)),
ConvertUnits.ToSimUnits(Math.Max(doorRect.Height, 1)),
0.0f,
1.5f);
body.UserData = item;
body.CollisionCategories = Physics.CollisionWall;
body.BodyType = BodyType.Static;
body.SetTransform(
ConvertUnits.ToSimUnits(new Vector2(doorRect.Center.X, doorRect.Y - doorRect.Height / 2)),
0.0f);
body.Friction = 0.5f;
IsActive = true;
}
public override void Move(Vector2 amount)
{
base.Move(amount);
body.SetTransform(body.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f);
#if CLIENT
UpdateConvexHulls();
#endif
}
public override bool HasRequiredItems(Character character, bool addMessage)
{
if (item.Condition <= 0.0f) return true; //For repairing
return base.HasRequiredItems(character, addMessage);
}
public override bool Pick(Character picker)
{
return item.Condition <= 0.0f ? true : base.Pick(picker);
}
public override bool OnPicked(Character picker)
{
if (item.Condition <= 0.0f) return true; //repairs
SetState(predictedState == null ? !isOpen : !predictedState.Value, false, true); //crowbar function
#if CLIENT
PlaySound(ActionType.OnPicked, item.WorldPosition);
#endif
return false;
}
public override bool Select(Character character)
{
//can only be selected if the item is broken
return item.Condition <= 0.0f;
}
public override void Update(float deltaTime, Camera cam)
{
if (isBroken)
{
//the door has to be restored to 50% health before collision detection on the body is re-enabled
if (item.Condition > 50.0f)
{
IsBroken = false;
}
return;
}
bool isClosing = false;
if (!isStuck)
{
if (predictedState == null)
{
OpenState += deltaTime * (isOpen ? 2.0f : -2.0f);
isClosing = openState > 0.0f && openState < 1.0f && !isOpen;
}
else
{
OpenState += deltaTime * ((bool)predictedState ? 2.0f : -2.0f);
isClosing = openState > 0.0f && openState < 1.0f && !(bool)predictedState;
resetPredictionTimer -= deltaTime;
if (resetPredictionTimer <= 0.0f)
{
predictedState = null;
}
}
LinkedGap.Open = openState;
}
if (isClosing)
{
PushCharactersAway();
}
else
{
body.Enabled = openState < 1.0f;
}
//don't use the predicted state here, because it might set
//other items to an incorrect state if the prediction is wrong
item.SendSignal(0, (isOpen) ? "1" : "0", "state_out", null);
}
public override void UpdateBroken(float deltaTime, Camera cam)
{
IsBroken = true;
}
private void EnableBody()
{
body.FarseerBody.IsSensor = false;
#if CLIENT
UpdateConvexHulls();
#endif
isBroken = false;
}
private void DisableBody()
{
//change the body to a sensor instead of disabling it completely,
//because otherwise repairtool raycasts won't hit it
body.FarseerBody.IsSensor = true;
linkedGap.Open = 1.0f;
IsOpen = false;
#if CLIENT
if (convexHull != null) convexHull.Enabled = false;
if (convexHull2 != null) convexHull2.Enabled = false;
#endif
}
public override void OnMapLoaded()
{
LinkedGap.ConnectedDoor = this;
LinkedGap.Open = openState;
#if CLIENT
Vector2[] corners = GetConvexHullCorners(Rectangle.Empty);
convexHull = new ConvexHull(corners, Color.Black, item);
if (window != Rectangle.Empty) convexHull2 = new ConvexHull(corners, Color.Black, item);
UpdateConvexHulls();
#endif
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
if (body != null)
{
body.Remove();
body = null;
}
if (linkedGap != null) linkedGap.Remove();
doorSprite.Remove();
if (weldedSprite != null) weldedSprite.Remove();
#if CLIENT
if (convexHull != null) convexHull.Remove();
if (convexHull2 != null) convexHull2.Remove();
#endif
}
private void PushCharactersAway()
{
//push characters out of the doorway when the door is closing/opening
Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
Vector2 currSize = isHorizontal ?
new Vector2(item.Rect.Width * (1.0f - openState), doorSprite.size.Y) :
new Vector2(doorSprite.size.X, item.Rect.Height * (1.0f - openState));
Vector2 simSize = ConvertUnits.ToSimUnits(currSize);
foreach (Character c in Character.CharacterList)
{
int dir = isHorizontal ? Math.Sign(c.SimPosition.Y - item.SimPosition.Y) : Math.Sign(c.SimPosition.X - item.SimPosition.X);
List<PhysicsBody> bodies = c.AnimController.Limbs.Select(l => l.body).ToList();
bodies.Add(c.AnimController.Collider);
foreach (PhysicsBody body in bodies)
{
float diff = 0.0f;
if (isHorizontal)
{
if (body.SimPosition.X < simPos.X || body.SimPosition.X > simPos.X + simSize.X) continue;
diff = body.SimPosition.Y - item.SimPosition.Y;
}
else
{
if (body.SimPosition.Y > simPos.Y || body.SimPosition.Y < simPos.Y - simSize.Y) continue;
diff = body.SimPosition.X - item.SimPosition.X;
}
if (Math.Sign(diff) != dir)
{
#if CLIENT
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 1.0f, body);
#endif
if (isHorizontal)
{
body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * simSize.Y * 2.0f), body.Rotation);
body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f));
}
else
{
body.SetTransform(new Vector2(item.SimPosition.X + dir * simSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
}
}
if (isHorizontal)
{
if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > simSize.Y * 0.5f) continue;
body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 0.5f));
}
else
{
if (Math.Abs(body.SimPosition.X - item.SimPosition.X) > simSize.X * 0.5f) continue;
body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
}
c.SetStun(0.2f);
}
}
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f)
{
if (isStuck) return;
bool wasOpen = predictedState == null ? isOpen : predictedState.Value;
if (connection.Name == "toggle")
{
SetState(!wasOpen, false, true);
}
else if (connection.Name == "set_state")
{
SetState(signal != "0", false, true);
}
bool newState = predictedState == null ? isOpen : predictedState.Value;
if (sender != null && wasOpen != newState)
{
GameServer.Log(sender.LogName + (newState ? " opened " : " closed ") + item.Name, ServerLog.MessageType.ItemInteraction);
}
}
public void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage = false)
{
if (isStuck || (predictedState == null && isOpen == open) || (predictedState != null && isOpen == predictedState.Value)) return;
if (GameMain.Client != null && !isNetworkMessage)
{
//clients can "predict" that the door opens/closes when a signal is received
//the prediction will be reset after 1 second, setting the door to a state
//sent by the server, or reverting it back to its old state if no msg from server was received
#if CLIENT
if (open != predictedState) PlaySound(ActionType.OnUse, item.WorldPosition);
#endif
predictedState = open;
resetPredictionTimer = CorrectionDelay;
}
else
{
#if CLIENT
if (!isNetworkMessage || open != predictedState) PlaySound(ActionType.OnUse, item.WorldPosition);
#endif
isOpen = open;
}
//opening a partially stuck door makes it less stuck
if (isOpen) stuck = MathHelper.Clamp(stuck - 30.0f, 0.0f, 100.0f);
if (sendNetworkMessage)
{
item.CreateServerEvent(this);
}
}
public void ServerWrite(Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c, object[] extraData = null)
{
msg.Write(isOpen);
msg.WriteRangedSingle(stuck, 0.0f, 100.0f, 8);
}
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
{
SetState(msg.ReadBoolean(), true);
Stuck = msg.ReadRangedSingle(0.0f, 100.0f, 8);
predictedState = null;
}
}
}