Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/Signal/Wire.cs
Regalis c314b37029 Some classes for syncing entity state changes. Similar to the NetworkEvents in the old netcode, but the logic is split into separate classes which prevent the server from reading updates for entities that aren't IClientSerializable.
todo: add NetEntityEventManagers to server & client, some logic to prevent sending events that don't need to be sent (e.g. duplicate event state updates)
2016-11-12 20:56:06 +02:00

561 lines
18 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class Wire : ItemComponent, IDrawableComponent
{
class WireSection
{
private Vector2 start;
private float angle;
private float length;
public WireSection(Vector2 start, Vector2 end)
{
this.start = start;
angle = MathUtils.VectorToAngle(end - start);
length = Vector2.Distance(start, end);
}
public void Draw(SpriteBatch spriteBatch, Color color, Vector2 offset, float depth, float width = 0.3f)
{
spriteBatch.Draw(wireSprite.Texture,
new Vector2(start.X+offset.X, -(start.Y+offset.Y)), null, color,
-angle,
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
new Vector2(length / wireSprite.Texture.Width, width),
SpriteEffects.None,
depth);
}
public static void Draw(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float depth, float width = 0.3f)
{
start.Y = -start.Y;
end.Y = -end.Y;
spriteBatch.Draw(wireSprite.Texture,
start, null, color,
MathUtils.VectorToAngle(end - start),
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, width),
SpriteEffects.None,
depth);
}
}
const float nodeDistance = 32.0f;
const float heightFromFloor = 128.0f;
static Sprite wireSprite;
public List<Vector2> Nodes;
private List<WireSection> sections;
Connection[] connections;
private Vector2 newNodePos;
private static Wire draggingWire;
private static int? selectedNodeIndex;
public bool Hidden, Locked;
public Connection[] Connections
{
get { return connections; }
}
public Wire(Item item, XElement element)
: base(item, element)
{
if (wireSprite == null)
{
wireSprite = new Sprite("Content/Items/wireHorizontal.png", new Vector2(0.5f, 0.5f));
wireSprite.Depth = 0.85f;
}
Nodes = new List<Vector2>();
sections = new List<WireSection>();
connections = new Connection[2];
IsActive = false;
}
public Connection OtherConnection(Connection connection)
{
if (connection == null) return null;
if (connection == connections[0]) return connections[1];
if (connection == connections[1]) return connections[0];
return null;
}
public bool IsConnectedTo(Item item)
{
if (connections[0] != null && connections[0].Item == item) return true;
return (connections[1] != null && connections[1].Item == item);
}
public void RemoveConnection(Item item)
{
for (int i = 0; i<2; i++)
{
if (connections[i]==null || connections[i].Item!=item) continue;
for (int n = 0; n< connections[i].Wires.Length; n++)
{
if (connections[i].Wires[n] != this) continue;
connections[i].Wires[n] = null;
connections[i].UpdateRecipients();
}
connections[i] = null;
}
}
public void RemoveConnection(Connection connection)
{
if (connection == connections[0]) connections[0] = null;
if (connection == connections[1]) connections[1] = null;
}
public bool Connect(Connection newConnection, bool addNode = true, bool loading = false)
{
for (int i = 0; i < 2; i++)
{
if (connections[i] == newConnection) return false;
}
if (!connections.Any(c => c == null)) return false;
for (int i = 0; i < 2; i++)
{
if (connections[i] != null && connections[i].Item == newConnection.Item)
{
addNode = false;
break;
}
}
if (item.body != null) item.Submarine = newConnection.Item.Submarine;
for (int i = 0; i < 2; i++)
{
if (connections[i] != null) continue;
connections[i] = newConnection;
if (!addNode) break;
if (newConnection.Item.Submarine == null) continue;
if (Nodes.Count > 0 && Nodes[0] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
if (i == 0)
{
Nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
}
else
{
Nodes.Add(newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
}
break;
}
if (connections[0] != null && connections[1] != null)
{
foreach (ItemComponent ic in item.components)
{
if (ic == this) continue;
ic.Drop(null);
}
if (item.Container != null) item.Container.RemoveContained(this.item);
if (item.body != null) item.body.Enabled = false;
IsActive = false;
CleanNodes();
}
Drawable = Nodes.Any();
UpdateSections();
return true;
}
public override void Equip(Character character)
{
ClearConnections();
IsActive = true;
//Drawable = true;
}
public override void Unequip(Character character)
{
ClearConnections();
IsActive = false;
}
public override void Drop(Character dropper)
{
ClearConnections();
IsActive = false;
}
public override void Update(float deltaTime, Camera cam)
{
if (Nodes.Count == 0) return;
Submarine sub = null;
if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
if (item.Submarine != sub && Screen.Selected != GameMain.EditMapScreen)
{
ClearConnections();
Nodes.Clear();
return;
}
newNodePos = RoundNode(item.Position, item.CurrentHull) - sub.HiddenSubPosition;
}
public override bool Use(float deltaTime, Character character = null)
{
if (character == Character.Controlled && character.SelectedConstruction != null) return false;
if (newNodePos!= Vector2.Zero && Nodes.Count>0 && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
{
Nodes.Add(newNodePos);
UpdateSections();
Drawable = true;
newNodePos = Vector2.Zero;
}
return true;
}
public override void SecondaryUse(float deltaTime, Character character = null)
{
if (Nodes.Count > 1)
{
Nodes.RemoveAt(Nodes.Count - 1);
UpdateSections();
}
Drawable = Nodes.Any();
}
public override bool Pick(Character picker)
{
ClearConnections();
return true;
}
public void UpdateSections()
{
sections.Clear();
for (int i = 0; i < Nodes.Count-1; i++)
{
sections.Add(new WireSection(Nodes[i], Nodes[i + 1]));
}
}
private void ClearConnections()
{
Nodes.Clear();
sections.Clear();
for (int i = 0; i < 2; i++)
{
if (connections[i] == null) continue;
int wireIndex = connections[i].FindWireIndex(item);
if (wireIndex == -1) continue;
connections[i].AddLink(wireIndex, null);
connections[i] = null;
}
Drawable = false;
}
private Vector2 RoundNode(Vector2 position, Hull hull)
{
if (Screen.Selected == GameMain.EditMapScreen)
{
position.X = MathUtils.Round(position.X, Submarine.GridSize.X / 2.0f);
position.Y = MathUtils.Round(position.Y, Submarine.GridSize.Y / 2.0f);
}
else
{
position.X = MathUtils.Round(position.X, nodeDistance);
if (hull == null)
{
position.Y = MathUtils.Round(position.Y, nodeDistance);
}
else
{
position.Y -= hull.Rect.Y - hull.Rect.Height;
position.Y = Math.Max(MathUtils.Round(position.Y, nodeDistance), heightFromFloor);
position.Y += hull.Rect.Y -hull.Rect.Height;
}
}
return position;
}
private void CleanNodes()
{
for (int i = Nodes.Count - 2; i > 0; i--)
{
if ((Nodes[i - 1].X == Nodes[i].X || Nodes[i - 1].Y == Nodes[i].Y) &&
(Nodes[i + 1].X == Nodes[i].X || Nodes[i + 1].Y == Nodes[i].Y))
{
if (Vector2.Distance(Nodes[i - 1], Nodes[i]) == Vector2.Distance(Nodes[i + 1], Nodes[i]))
{
Nodes.RemoveAt(i);
}
}
}
bool removed;
do
{
removed = false;
for (int i = Nodes.Count - 2; i > 0; i--)
{
if ((Nodes[i - 1].X == Nodes[i].X && Nodes[i + 1].X == Nodes[i].X)
|| (Nodes[i - 1].Y == Nodes[i].Y && Nodes[i + 1].Y == Nodes[i].Y))
{
Nodes.RemoveAt(i);
removed = true;
}
}
} while (removed);
}
public void Draw(SpriteBatch spriteBatch, bool editing)
{
if (!Nodes.Any())
{
Drawable = false;
return;
}
Vector2 drawOffset = Vector2.Zero;
if (item.Submarine != null)
{
drawOffset = item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
}
float depth = wireSprite.Depth + ((item.ID % 100) * 0.00001f);
if (item.IsHighlighted)
{
foreach (WireSection section in sections)
{
section.Draw(spriteBatch, Color.Gold, drawOffset, depth, 0.5f);
}
}
foreach (WireSection section in sections)
{
section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f);
}
if (IsActive && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
{
WireSection.Draw(
spriteBatch,
new Vector2(Nodes[Nodes.Count - 1].X, Nodes[Nodes.Count - 1].Y) + drawOffset,
new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
item.Color * 0.5f,
depth,
0.3f);
}
if (!editing || !PlayerInput.MouseInsideWindow || !GameMain.EditMapScreen.WiringMode) return;
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null) return;
for (int i = 0; i < Nodes.Count; i++)
{
Vector2 worldPos = Nodes[i];
if (item.Submarine != null) worldPos += item.Submarine.Position + item.Submarine.HiddenSubPosition;
worldPos.Y = -worldPos.Y;
GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-3, -3), new Vector2(6, 6), item.Color, true, 0.0f);
if (IsActive) continue;
if (GUIComponent.MouseOn != null ||
Vector2.Distance(GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), new Vector2(worldPos.X, -worldPos.Y)) > 10.0f)
{
continue;
}
GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
if (selectedNodeIndex == null && draggingWire == null)// && !MapEntity.SelectedAny)
{
if (PlayerInput.LeftButtonDown())
{
MapEntity.DisableSelect = true;
MapEntity.SelectEntity(item);
draggingWire = this;
selectedNodeIndex = i;
break;
}
else if (PlayerInput.RightButtonClicked())
{
Nodes.RemoveAt(i);
break;
}
}
}
if (PlayerInput.LeftButtonHeld())
{
if (selectedNodeIndex != null && draggingWire == this)
{
MapEntity.DisableSelect = true;
//Nodes[(int)selectedNodeIndex] = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition)-Submarine.HiddenSubPosition+Submarine.Loaded.Position;
Submarine sub = null;
if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - sub.HiddenSubPosition - sub.Position;// Nodes[(int)selectedNodeIndex];
nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f);
nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f);
//if (item.Submarine != null) nodeWorldPos += item.Submarine.Position;
Nodes[(int)selectedNodeIndex] = nodeWorldPos;
MapEntity.SelectEntity(item);
}
}
else
{
selectedNodeIndex = null;
draggingWire = null;
}
}
public override void FlipX()
{
for (int i = 0; i < Nodes.Count; i++)
{
Nodes[i] = new Vector2(-Nodes[i].X, Nodes[i].Y);
}
}
public override XElement Save(XElement parentElement)
{
XElement componentElement = base.Save(parentElement);
if (Nodes == null || Nodes.Count == 0) return componentElement;
string[] nodeCoords = new string[Nodes.Count * 2];
for (int i = 0; i < Nodes.Count; i++)
{
nodeCoords[i * 2] = Nodes[i].X.ToString(CultureInfo.InvariantCulture);
nodeCoords[i * 2 + 1] = Nodes[i].Y.ToString(CultureInfo.InvariantCulture);
}
componentElement.Add(new XAttribute("nodes", string.Join(";", nodeCoords)));
return componentElement;
}
public override void Load(XElement componentElement)
{
base.Load(componentElement);
string nodeString = ToolBox.GetAttributeString(componentElement, "nodes", "");
if (nodeString == "") return;
string[] nodeCoords = nodeString.Split(';');
for (int i = 0; i < nodeCoords.Length / 2; i++)
{
float x = 0.0f, y = 0.0f;
try
{
x = float.Parse(nodeCoords[i * 2], CultureInfo.InvariantCulture);
}
catch { x = 0.0f; }
try
{
y = float.Parse(nodeCoords[i * 2 + 1], CultureInfo.InvariantCulture);
}
catch { y = 0.0f; }
Nodes.Add(new Vector2(x, y));
}
Drawable = Nodes.Any();
}
protected override void RemoveComponentSpecific()
{
ClearConnections();
base.RemoveComponentSpecific();
}
public override void ClientWrite(Lidgren.Network.NetBuffer msg)
{
msg.Write((byte)Math.Min(Nodes.Count, 255));
for (int i = 0; i < Math.Min(Nodes.Count, 255); i++)
{
msg.Write(Nodes[i].X);
msg.Write(Nodes[i].Y);
}
}
public override void ServerRead(Lidgren.Network.NetIncomingMessage msg, Barotrauma.Networking.Client c)
{
Nodes.Clear();
int nodeCount = msg.ReadByte();
for (int i = 0; i < nodeCount; i++)
{
Vector2 newNode = new Vector2(msg.ReadFloat(), msg.ReadFloat());
if (MathUtils.IsValid(newNode)) Nodes.Add(newNode);
}
Drawable = Nodes.Any();
}
}
}