472 lines
16 KiB
C#
472 lines
16 KiB
C#
using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Joints;
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using FarseerPhysics.Factories;
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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.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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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 DockingPort : ItemComponent, IDrawableComponent
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{
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public static List<DockingPort> list = new List<DockingPort>();
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private Sprite overlaySprite;
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private Vector2 distanceTolerance;
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private DockingPort dockingTarget;
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private float dockingState;
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private int dockingDir;
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private Joint joint;
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private Hull[] hulls;
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private Body[] bodies;
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private Gap gap;
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private bool docked;
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[HasDefaultValue("32.0,32.0", false)]
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public string DistanceTolerance
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{
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get { return ToolBox.Vector2ToString(distanceTolerance); }
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set { distanceTolerance = ToolBox.ParseToVector2(value); }
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}
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[HasDefaultValue(32.0f, false)]
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public float DockedDistance
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{
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get;
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set;
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}
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[HasDefaultValue(true, false)]
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public bool IsHorizontal
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{
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get;
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set;
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}
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public bool Docked
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{
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get
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{
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return docked;
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}
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set
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{
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if (!docked && value)
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{
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if (dockingTarget == null) AttemptDock();
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if (dockingTarget == null) return;
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docked = true;
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}
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else if (docked && !value)
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{
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Undock();
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}
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//base.IsActive = value;
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}
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}
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public DockingPort(Item item, XElement element)
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: base(item, element)
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{
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// isOpen = false;
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foreach (XElement subElement in element.Elements())
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{
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string texturePath = ToolBox.GetAttributeString(subElement, "texture", "");
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "sprite":
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overlaySprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
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break;
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}
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}
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IsActive = true;
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list.Add(this);
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}
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private DockingPort FindAdjacentPort()
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{
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foreach (DockingPort port in list)
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{
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if (port == this || port.item.Submarine == item.Submarine) continue;
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if (Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X) > distanceTolerance.X) continue;
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if (Math.Abs(port.item.WorldPosition.Y - item.WorldPosition.Y) > distanceTolerance.Y) continue;
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return port;
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}
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return null;
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}
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private void AttemptDock()
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{
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var adjacentPort = FindAdjacentPort();
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if (adjacentPort != null) Dock(adjacentPort);
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}
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public void Dock(DockingPort target)
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{
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if (dockingTarget != null)
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{
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Undock();
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}
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PlaySound(ActionType.OnUse, item.WorldPosition);
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item.linkedTo.Add(target.item);
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if (!target.item.Submarine.DockedTo.Contains(item.Submarine)) target.item.Submarine.DockedTo.Add(item.Submarine);
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if (!item.Submarine.DockedTo.Contains(target.item.Submarine)) item.Submarine.DockedTo.Add(target.item.Submarine);
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dockingTarget = target;
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dockingTarget.dockingTarget = this;
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docked = true;
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dockingTarget.Docked = true;
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if (Character.Controlled != null &&
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(Character.Controlled.Submarine == dockingTarget.item.Submarine || Character.Controlled.Submarine == item.Submarine))
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{
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GameMain.GameScreen.Cam.Shake = Vector2.Distance(dockingTarget.item.Submarine.Velocity, item.Submarine.Velocity);
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}
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dockingDir = IsHorizontal ?
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Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
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Math.Sign(item.WorldPosition.Y - dockingTarget.item.WorldPosition.Y);
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dockingTarget.dockingDir = -dockingDir;
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CreateJoint(false);
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}
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private void CreateJoint(bool useWeldJoint)
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{
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Vector2 offset = (IsHorizontal ?
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Vector2.UnitX * Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
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Vector2.UnitY * Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y));
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offset *= DockedDistance * 0.5f;
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Vector2 pos1 = item.WorldPosition + offset;
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Vector2 pos2 = dockingTarget.item.WorldPosition - offset;
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if (useWeldJoint)
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{
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joint = JointFactory.CreateWeldJoint(GameMain.World,
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item.Submarine.SubBody.Body, dockingTarget.item.Submarine.SubBody.Body,
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ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
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((WeldJoint)joint).FrequencyHz = 1.0f;
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}
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else
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{
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var distanceJoint = JointFactory.CreateDistanceJoint(GameMain.World,
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item.Submarine.SubBody.Body, dockingTarget.item.Submarine.SubBody.Body,
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ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
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distanceJoint.Length = 0.01f;
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distanceJoint.Frequency = 1.0f;
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distanceJoint.DampingRatio = 0.8f;
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joint = distanceJoint;
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}
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joint.CollideConnected = true;
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}
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private void CreateHull()
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{
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var hullRects = new Rectangle[] { item.WorldRect, dockingTarget.item.WorldRect };
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var subs = new Submarine[] { item.Submarine, dockingTarget.item.Submarine };
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hulls = new Hull[2];
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bodies = new Body[4];
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if (IsHorizontal)
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{
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if (hullRects[0].Center.X > hullRects[1].Center.X)
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{
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hullRects = new Rectangle[] { dockingTarget.item.WorldRect, item.WorldRect };
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subs = new Submarine[] { dockingTarget.item.Submarine,item.Submarine };
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}
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hullRects[0] = new Rectangle(hullRects[0].Center.X, hullRects[0].Y, ((int)DockedDistance / 2), hullRects[0].Height);
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hullRects[1] = new Rectangle(hullRects[1].Center.X - ((int)DockedDistance / 2), hullRects[1].Y, ((int)DockedDistance / 2), hullRects[1].Height);
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for (int i = 0; i < 2;i++ )
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{
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hullRects[i].Location -= (subs[i].WorldPosition - subs[i].HiddenSubPosition).ToPoint();
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hulls[i] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRects[i], subs[i]);
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hulls[i].AddToGrid(subs[i]);
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for (int j = 0; j < 2; j++)
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{
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bodies[i + j * 2] = BodyFactory.CreateEdge(GameMain.World,
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ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X, hullRects[i].Y - hullRects[i].Height * j)),
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ConvertUnits.ToSimUnits(new Vector2(hullRects[i].Right, hullRects[i].Y - hullRects[i].Height * j)));
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}
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}
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gap = new Gap(new Rectangle(hullRects[0].Right - 2, hullRects[0].Y, 4, hullRects[0].Height), true, subs[0]);
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gap.linkedTo.Clear();
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if (hulls[0].WorldRect.X < hulls[1].WorldRect.X)
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{
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gap.linkedTo.Add(hulls[0]);
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gap.linkedTo.Add(hulls[1]);
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}
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else
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{
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gap.linkedTo.Add(hulls[1]);
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gap.linkedTo.Add(hulls[0]);
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}
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}
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else
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{
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if (hullRects[0].Center.Y > hullRects[1].Center.Y)
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{
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hullRects = new Rectangle[] { dockingTarget.item.WorldRect, item.WorldRect };
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subs = new Submarine[] { dockingTarget.item.Submarine, item.Submarine };
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}
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hullRects[0] = new Rectangle(hullRects[0].X, hullRects[0].Y + (int)(-hullRects[0].Height+DockedDistance)/2, hullRects[0].Width, ((int)DockedDistance / 2));
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hullRects[1] = new Rectangle(hullRects[1].X, hullRects[1].Y - hullRects[1].Height/2, hullRects[1].Width, ((int)DockedDistance / 2));
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for (int i = 0; i < 2; i++)
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{
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hullRects[i].Location -= (subs[i].WorldPosition - subs[i].HiddenSubPosition).ToPoint();
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hulls[i] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRects[i], subs[i]);
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hulls[i].AddToGrid(subs[i]);
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//for (int j = 0; j < 2; j++)
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//{
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// bodies[i + j * 2] = BodyFactory.CreateEdge(GameMain.World,
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// ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X + hullRects[i].Width * j, hullRects[i].Y)),
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// ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X + hullRects[i].Width * j, hullRects[i].Y-hullRects[i].Height)));
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//}
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}
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gap = new Gap(new Rectangle(hullRects[0].X, hullRects[0].Y+2, hullRects[0].Width, 4), false, subs[0]);
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gap.linkedTo.Clear();
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if (hulls[0].WorldRect.Y > hulls[1].WorldRect.Y)
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{
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gap.linkedTo.Add(hulls[0]);
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gap.linkedTo.Add(hulls[1]);
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}
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else
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{
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gap.linkedTo.Add(hulls[1]);
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gap.linkedTo.Add(hulls[0]);
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}
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}
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foreach (Body body in bodies)
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{
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if (body == null) continue;
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body.BodyType = BodyType.Static;
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body.Friction = 0.5f;
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body.CollisionCategories = Physics.CollisionWall;
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}
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}
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private void Undock()
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{
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if (dockingTarget == null || !docked) return;
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PlaySound(ActionType.OnUse, item.WorldPosition);
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dockingTarget.item.Submarine.DockedTo.Remove(item.Submarine);
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item.Submarine.DockedTo.Remove(dockingTarget.item.Submarine);
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item.linkedTo.Clear();
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docked = false;
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dockingTarget.Undock();
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dockingTarget = null;
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if (joint != null)
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{
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GameMain.World.RemoveJoint(joint);
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joint = null;
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}
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if (hulls != null)
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{
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hulls[0].Remove();
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hulls[1].Remove();
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hulls = null;
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}
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if (gap != null)
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{
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gap.Remove();
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gap = null;
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}
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if (bodies!=null)
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{
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foreach (Body body in bodies)
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{
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if (body == null) continue;
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GameMain.World.RemoveBody(body);
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}
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bodies = null;
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}
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}
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public override void Update(float deltaTime, Camera cam)
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{
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if (dockingTarget == null)
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{
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dockingState = MathHelper.Lerp(dockingState, 0.0f, deltaTime * 10.0f);
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if (dockingState < 0.01f) docked = false;
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item.SendSignal(0, "0", "state_out");
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item.SendSignal(0, (FindAdjacentPort() != null) ? "1" : "0", "proximity_sensor");
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}
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else
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{
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if (joint is DistanceJoint)
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{
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item.SendSignal(0, "0", "state_out");
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if (Vector2.Distance(joint.WorldAnchorA, joint.WorldAnchorB) < 0.05f)
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{
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GameMain.World.RemoveJoint(joint);
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PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
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CreateJoint(true);
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CreateHull();
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}
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dockingState = MathHelper.Lerp(dockingState, 0.5f, deltaTime * 10.0f);
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}
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else
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{
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item.SendSignal(0, "1", "state_out");
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dockingState = MathHelper.Lerp(dockingState, 1.0f, deltaTime * 10.0f);
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}
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}
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}
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public void Draw(SpriteBatch spriteBatch, bool editing)
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{
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if (dockingState == 0.0f) return;
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Vector2 drawPos = item.DrawPosition;
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drawPos.Y = -drawPos.Y;
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var rect = overlaySprite.SourceRect;
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if (IsHorizontal)
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{
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drawPos.Y -= rect.Height / 2;
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if (dockingDir == 1)
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{
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spriteBatch.Draw(overlaySprite.Texture,
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drawPos,
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new Rectangle(
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rect.Center.X + (int)(rect.Width / 2 * (1.0f - dockingState)), rect.Y,
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(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
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}
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else
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{
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spriteBatch.Draw(overlaySprite.Texture,
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drawPos - Vector2.UnitX * (rect.Width / 2 * dockingState),
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new Rectangle(
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rect.X, rect.Y,
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(int)(rect.Width / 2 * dockingState), rect.Height), Color.Red);
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}
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}
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else
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{
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drawPos.X -= rect.Width / 2;
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if (dockingDir == 1)
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{
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spriteBatch.Draw(overlaySprite.Texture,
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drawPos,
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new Rectangle(
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rect.X, rect.Y + rect.Height/2 + (int)(rect.Height / 2 * (1.0f - dockingState)),
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rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
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}
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else
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{
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spriteBatch.Draw(overlaySprite.Texture,
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drawPos - Vector2.UnitY * (rect.Height / 2 * dockingState),
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new Rectangle(
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rect.X, rect.Y,
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rect.Width, (int)(rect.Height / 2 * dockingState)), Color.Red);
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}
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}
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}
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protected override void RemoveComponentSpecific()
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{
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list.Remove(this);
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}
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public override void OnMapLoaded()
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{
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if (!item.linkedTo.Any()) return;
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Item linkedItem = item.linkedTo.First() as Item;
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if (linkedItem == null) return;
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DockingPort port = linkedItem.GetComponent<DockingPort>();
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if (port != null) Dock(port);
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power = 0.0f)
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{
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switch (connection.Name)
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{
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case "toggle":
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Docked = !docked;
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break;
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case "set_active":
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case "set_state":
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Docked = signal != "0";
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break;
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}
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}
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}
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}
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