- parameter for changing the output value of And/Or components when the input conditions aren't met - or components work properly now - a limited number of signals (100) can be queued in a delay component
484 lines
18 KiB
C#
484 lines
18 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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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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class Connection
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{
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private static Texture2D panelTexture;
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private static Sprite connector;
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private static Sprite wireCorner, wireVertical, wireHorizontal;
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//how many wires can be linked to a single connector
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public const int MaxLinked = 5;
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public readonly string Name;
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public Wire[] Wires;
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private Item item;
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public readonly bool IsOutput;
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private static Item draggingConnected;
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private List<StatusEffect> effects;
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public readonly ushort[] wireId;
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public bool IsPower
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{
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get;
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private set;
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}
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public List<Connection> Recipients
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{
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get
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{
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List<Connection> recipients = new List<Connection>();
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for (int i = 0; i < MaxLinked; i++)
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{
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if (Wires[i] == null) continue;
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Connection recipient = Wires[i].OtherConnection(this);
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if (recipient != null) recipients.Add(recipient);
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}
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return recipients;
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}
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}
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public Item Item
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{
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get { return item; }
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}
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public Connection(XElement element, Item item)
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{
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if (connector == null)
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{
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panelTexture = Sprite.LoadTexture("Content/Items/connectionpanel.png");
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connector = new Sprite(panelTexture, new Rectangle(448, 80, 64, 64), Vector2.Zero, 0.0f);
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connector.Origin = new Vector2(32.0f, 32.0f);
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wireCorner = new Sprite(panelTexture, new Rectangle(448, 0, 64, 64), new Vector2(-32.0f, -32.0f), 0.0f);
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wireVertical = new Sprite(panelTexture, new Rectangle(480, 64, 16, 16), new Vector2(-8.0f, -8.0f), 0.0f);
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wireHorizontal = new Sprite(panelTexture, new Rectangle(496, 64, 16, 16), new Vector2(-8.0f, -8.0f), 0.0f);
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}
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this.item = item;
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//recipient = new Connection[MaxLinked];
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Wires = new Wire[MaxLinked];
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IsOutput = (element.Name.ToString() == "output");
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Name = ToolBox.GetAttributeString(element, "name", (IsOutput) ? "output" : "input");
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IsPower = Name == "power_in" || Name == "power" || Name == "power_out";
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effects = new List<StatusEffect>();
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wireId = new ushort[MaxLinked];
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLower())
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{
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case "link":
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int index = -1;
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for (int i = 0; i < MaxLinked; i++)
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{
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if (wireId[i]<1) index = i;
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}
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if (index == -1) break;
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int id = ToolBox.GetAttributeInt(subElement, "w", 0);
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if (id<0) id = 0;
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wireId[index] = (ushort)id;
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break;
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case "statuseffect":
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effects.Add(StatusEffect.Load(subElement));
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break;
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}
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}
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}
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public int FindEmptyIndex()
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{
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for (int i = 0; i < MaxLinked; i++)
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{
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if (Wires[i]==null) return i;
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}
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return -1;
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}
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//public int FindLinkIndex(Item item)
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//{
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// for (int i = 0; i < MaxLinked; i++)
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// {
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// if (item == null && recipient[i] == null) return i;
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// if (recipient[i]!=null && recipient[i].item == item) return i;
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// }
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// return -1;
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//}
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public int FindWireIndex(Item wireItem)
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{
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for (int i = 0; i < MaxLinked; i++)
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{
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if (Wires[i] == null && wireItem == null) return i;
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if (Wires[i] != null && Wires[i].Item == wireItem) return i;
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}
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return -1;
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}
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public void AddLink(int index, Wire wire)
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{
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//linked[index] = connectedItem;
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//recipient[index] = otherConnection;
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Wires[index] = wire;
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UpdateRecipients();
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}
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public void UpdateRecipients()
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{
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}
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public void SendSignal(int stepsTaken, string signal, Item sender, float power)
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{
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for (int i = 0; i<MaxLinked; i++)
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{
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if (Wires[i]==null) continue;
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Connection recipient = Wires[i].OtherConnection(this);
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if (recipient == null) continue;
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if (recipient.item == this.item || recipient.item == sender) continue;
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foreach (ItemComponent ic in recipient.item.components)
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{
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ic.ReceiveSignal(stepsTaken, signal, recipient, this.item, power);
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}
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foreach (StatusEffect effect in recipient.effects)
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{
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//effect.Apply(ActionType.OnUse, 1.0f, recipient.item, recipient.item);
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recipient.item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f);
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}
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}
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}
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public void ClearConnections()
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{
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for (int i = 0; i<MaxLinked; i++)
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{
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if (Wires[i] == null) continue;
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Wires[i].RemoveConnection(this);
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Wires[i] = null;
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}
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}
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public static void DrawConnections(SpriteBatch spriteBatch, ConnectionPanel panel, Character character)
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{
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int width = 400, height = 200;
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int x = GameMain.GraphicsWidth / 2 - width / 2, y = GameMain.GraphicsHeight - height;
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Rectangle panelRect = new Rectangle(x, y, width, height);
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spriteBatch.Draw(panelTexture, panelRect, new Rectangle(0, 512 - height, width, height), Color.White);
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//GUI.DrawRectangle(spriteBatch, panelRect, Color.Black, true);
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bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition);
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Wire equippedWire = null;
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//if the Character using the panel has a wire item equipped
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//and the wire hasn't been connected yet, draw it on the panel
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for (int i = 0; i < character.SelectedItems.Length; i++)
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{
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Item selectedItem = character.SelectedItems[i];
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if (selectedItem == null) continue;
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Wire wireComponent = selectedItem.GetComponent<Wire>();
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if (wireComponent != null) equippedWire = wireComponent;
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}
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Vector2 rightPos = new Vector2(x + width - 110, y + 50);
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Vector2 leftPos = new Vector2(x + 110, y + 50);
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float wireInterval = 10.0f;
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float rightWireX = x + width / 2 + wireInterval;
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float leftWireX = x + width / 2 - wireInterval;
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foreach (Connection c in panel.Connections)
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{
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//if dragging a wire, let the Inventory know so that the wire can be
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//dropped or dragged from the panel to the players inventory
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if (draggingConnected != null)
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{
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int linkIndex = c.FindWireIndex(draggingConnected);
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if (linkIndex>-1)
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{
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Inventory.draggingItem = c.Wires[linkIndex].Item;
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}
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}
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//outputs are drawn at the right side of the panel, inputs at the left
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if (c.IsOutput)
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{
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c.Draw(spriteBatch, panel.Item, rightPos,
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new Vector2(rightPos.X + 20, rightPos.Y),
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new Vector2(rightWireX, y + height),
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mouseInRect, equippedWire != null);
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rightPos.Y += 30;
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rightWireX += wireInterval;
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}
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else
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{
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c.Draw(spriteBatch, panel.Item, leftPos,
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new Vector2(leftPos.X - GUI.SmallFont.MeasureString(c.Name).X - 20, leftPos.Y),
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new Vector2(leftWireX, y + height),
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mouseInRect, equippedWire != null);
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leftPos.Y += 30;
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leftWireX -= wireInterval;
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}
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}
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//if the Character using the panel has a wire item equipped
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//and the wire hasn't been connected yet, draw it on the panel
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if (equippedWire!=null)
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{
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if (panel.Connections.Find(c => c.Wires.Contains(equippedWire)) == null)
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{
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DrawWire(spriteBatch, equippedWire.Item, equippedWire.Item,
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new Vector2(x + width / 2, y + height - 100),
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new Vector2(x + width / 2, y + height), mouseInRect, false);
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if (draggingConnected == equippedWire.Item) Inventory.draggingItem = equippedWire.Item;
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//break;
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}
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}
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//for (int i = 0; i < Character.SelectedItems.Length; i++ )
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//{
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// Item selectedItem = Character.SelectedItems[i];
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// if (selectedItem == null) continue;
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// Wire wireComponent = selectedItem.GetComponent<Wire>();
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//}
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//stop dragging a wire item if cursor is outside the panel
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if (mouseInRect) Inventory.draggingItem = null;
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if (draggingConnected != null)
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{
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DrawWire(spriteBatch, draggingConnected, draggingConnected, PlayerInput.MousePosition, new Vector2(x + width / 2, y + height), mouseInRect, false);
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if (!PlayerInput.LeftButtonHeld())
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{
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panel.Item.NewComponentEvent(panel, true, true);
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//draggingConnected.Drop(Character);
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draggingConnected = null;
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}
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}
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spriteBatch.Draw(panelTexture, panelRect, new Rectangle(0, 0, width, height), Color.White);
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}
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private void Draw(SpriteBatch spriteBatch, Item item, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, bool wireEquipped)
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{
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spriteBatch.DrawString(GUI.SmallFont, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)position.X-10, (int)position.Y-10, 20, 20), Color.White);
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spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(64, 256, 32, 32), Color.White);
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for (int i = 0; i<MaxLinked; i++)
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{
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if (Wires[i]==null || draggingConnected == Wires[i].Item) continue;
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Connection recipient = Wires[i].OtherConnection(this);
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DrawWire(spriteBatch, Wires[i].Item, (recipient == null) ? Wires[i].Item : recipient.item, position, wirePosition, mouseIn, wireEquipped);
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wirePosition.X += (IsOutput) ? -20 : 20;
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}
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//dragging a wire and released the mouse -> see if the wire can be connected to this connection
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if (draggingConnected != null
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&& !PlayerInput.LeftButtonHeld())
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{
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//close enough to the connector -> make a new connection
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if (Vector2.Distance(position, PlayerInput.MousePosition) < 10.0f)
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{
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//find an empty cell for the new connection
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int index = FindWireIndex(null);
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Wire wireComponent = draggingConnected.GetComponent<Wire>();
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if (index > -1 && wireComponent != null && !Wires.Contains(wireComponent))
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{
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bool alreadyConnected = wireComponent.IsConnectedTo(item);
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wireComponent.RemoveConnection(item);
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if (wireComponent.Connect(this, !alreadyConnected)) Wires[index] = wireComponent;
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}
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}
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}
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int screwIndex = (position.Y % 60 < 30) ? 0 : 1;
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if (Wires.Any(w => w != null && w.Item != draggingConnected))
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{
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spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(screwIndex*32, 256, 32, 32), Color.White);
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}
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}
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private static void DrawWire(SpriteBatch spriteBatch, Item wireItem, Item item, Vector2 end, Vector2 start, bool mouseIn, bool wireEquipped)
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{
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if (draggingConnected == wireItem)
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{
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if (!mouseIn) return;
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end = PlayerInput.MousePosition;
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}
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bool mouseOn = false;
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int textX = (int)start.X;
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float connLength = 10.0f;
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float alpha = wireEquipped ? 0.5f : 1.0f;
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//Color color = (wireEquipped) ? wireItem.Color * 0.5f : wireItem.Color;
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if (Math.Abs(end.X-start.X)<connLength*6.0f)
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{
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wireVertical.DrawTiled(spriteBatch,
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new Vector2(end.X - wireVertical.size.X / 2, end.Y + connLength),
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new Vector2(wireVertical.size.X, (float)Math.Abs(end.Y - start.Y)), wireItem.Color * alpha);
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textX = (int)end.X;
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connector.Draw(spriteBatch, end, Color.White*alpha);
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//spriteBatch.Draw(panelTexture, end, new Rectangle(32, 256, 32, 32), Color.White);
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}
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else
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{
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Vector2 pos = new Vector2(start.X, end.Y + wireCorner.size.Y+1) - wireVertical.size / 2;
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Vector2 size = new Vector2(wireVertical.size.X, (float)Math.Abs((end.Y + wireCorner.size.Y) - start.Y));
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wireVertical.DrawTiled(spriteBatch, pos, size, wireItem.Color * alpha);
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Rectangle rect = new Rectangle((int)pos.X, (int)pos.Y, (int)size.X, (int)size.Y);
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if (!wireEquipped && rect.Contains(PlayerInput.MousePosition)) mouseOn = true;
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float dir = (end.X > start.X) ? -1.0f : 1.0f;
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wireCorner.Draw(spriteBatch,
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new Vector2(start.X, end.Y+25), wireItem.Color * alpha, 0.0f, 1.0f,
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(end.X > start.X) ? SpriteEffects.None : SpriteEffects.FlipHorizontally);
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float wireStartX = start.X - wireCorner.size.X / 2 * dir;
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float wireEndX = end.X + connLength * dir;
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pos = new Vector2(Math.Min(wireStartX,wireEndX), end.Y - wireVertical.size.Y / 2);
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size = new Vector2(Math.Abs(wireStartX - wireEndX), wireHorizontal.size.Y);
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wireHorizontal.DrawTiled(spriteBatch, pos, size, wireItem.Color * alpha);
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rect = new Rectangle((int)pos.X, (int)pos.Y, (int)size.X, (int)size.Y);
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if (!wireEquipped && rect.Contains(PlayerInput.MousePosition)) mouseOn = true;
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connector.Draw(spriteBatch, end, Color.White*alpha, -MathHelper.PiOver2*dir);
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}
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if (draggingConnected == null && !wireEquipped)
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{
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if (mouseOn || Vector2.Distance(end, PlayerInput.MousePosition)<20.0f)
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{
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item.IsHighlighted = true;
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//start dragging the wire
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if (PlayerInput.LeftButtonHeld()) draggingConnected = wireItem;
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}
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}
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spriteBatch.DrawString(GUI.Font, item.Name,
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new Vector2(textX, start.Y-30),
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(mouseOn && !wireEquipped) ? Color.Gold : Color.White,
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MathHelper.PiOver2,
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GUI.Font.MeasureString(item.Name)*0.5f,
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1.0f, SpriteEffects.None, 0.0f);
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}
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public void Save(XElement parentElement)
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{
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XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name));
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Array.Sort(Wires, delegate(Wire wire1, Wire wire2)
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{
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if (wire1 == null) return 1;
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if (wire2 == null) return -1;
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return wire1.Item.ID.CompareTo(wire2.Item.ID);
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});
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for (int i = 0; i < MaxLinked; i++ )
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{
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if (Wires[i] == null) continue;
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//Connection recipient = wires[i].OtherConnection(this);
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//int connectionIndex = recipient.item.Connections.FindIndex(x => x == recipient);
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newElement.Add(new XElement("link",
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new XAttribute("w", Wires[i].Item.ID.ToString())));
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}
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parentElement.Add(newElement);
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}
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public void ConnectLinked()
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{
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if (wireId == null) return;
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for (int i = 0; i < MaxLinked; i++)
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{
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if (wireId[i] == 0) continue;
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Item wireItem = MapEntity.FindEntityByID(wireId[i]) as Item;
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if (wireItem == null) continue;
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Wires[i] = wireItem.GetComponent<Wire>();
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if (Wires[i]!=null)
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{
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Wires[i].Item.body.Enabled = false;
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Wires[i].Connect(this, false, true);
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}
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}
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UpdateRecipients();
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//wireId = null;
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}
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}
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}
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