- deth charge rotation fix - sonar tweaking (ruin walls look slightly different from cave walls) - connector sprite positioning fix - repairtool is active when in use
255 lines
8.7 KiB
C#
255 lines
8.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma.Items.Components
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{
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class RepairTool : ItemComponent
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{
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private readonly List<string> fixableEntities;
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private float range;
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private Vector2 pickedPosition;
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private Vector2 barrelPos;
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private string particles;
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private float activeTimer;
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[HasDefaultValue(0.0f, false)]
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public float Range
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{
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get { return range; }
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set { range = value; }
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}
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[HasDefaultValue(0.0f, false)]
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public float StructureFixAmount
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{
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get; set;
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}
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[HasDefaultValue(0.0f, false)]
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public float LimbFixAmount
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{
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get; set;
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}
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[HasDefaultValue(0.0f, false)]
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public float ExtinquishAmount
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{
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get; set;
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}
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[HasDefaultValue("", false)]
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public string Particles
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{
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get { return particles; }
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set { particles = value; }
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}
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[HasDefaultValue(0.0f, false)]
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public float ParticleSpeed
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{
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get; set;
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}
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[HasDefaultValue("0.0,0.0", false)]
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public string BarrelPos
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{
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get { return ToolBox.Vector2ToString(barrelPos); }
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set { barrelPos = ToolBox.ParseToVector2(value); }
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}
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public Vector2 TransformedBarrelPos
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{
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get
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{
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Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
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Vector2 flippedPos = barrelPos;
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if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
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return (Vector2.Transform(flippedPos, bodyTransform));
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}
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}
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public RepairTool(Item item, XElement element)
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: base(item, element)
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{
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this.item = item;
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fixableEntities = new List<string>();
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "fixable":
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fixableEntities.Add(subElement.Attribute("name").Value);
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break;
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}
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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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activeTimer -= deltaTime;
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if (activeTimer <= 0.0f) IsActive = false;
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null) return false;
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if (!character.IsKeyDown(InputType.Aim)) return false;
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//if (DoesUseFail(Character)) return false;
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//targetPosition = targetPosition.X, -targetPosition.Y);
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float degreeOfSuccess = DegreeOfSuccess(character)/100.0f;
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if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
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{
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ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
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return false;
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}
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Vector2 targetPosition = item.WorldPosition;
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targetPosition += new Vector2(
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(float)Math.Cos(item.body.Rotation),
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(float)Math.Sin(item.body.Rotation)) * range * item.body.Dir;
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List<Body> ignoredBodies = new List<Body>();
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foreach (Limb limb in character.AnimController.Limbs)
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{
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if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess) continue;
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ignoredBodies.Add(limb.body.FarseerBody);
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}
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IsActive = true;
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activeTimer = 0.1f;
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for (int n = 0; n < 2; n++)
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{
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Vector2 rayStart = ConvertUnits.ToSimUnits(item.WorldPosition);
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Vector2 rayEnd = ConvertUnits.ToSimUnits(targetPosition);
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if (n == 0)
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{
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//do a raycast in "submarine coordinates"
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rayStart -= Submarine.Loaded.SimPosition;
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rayEnd -= Submarine.Loaded.SimPosition;
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}
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else
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{
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//do a raycast outside the sub if the character is outside
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if (character.AnimController.CurrentHull != null) continue;
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}
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Body targetBody = Submarine.PickBody(rayStart, rayEnd, ignoredBodies);
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pickedPosition = Submarine.LastPickedPosition;
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if (ExtinquishAmount > 0.0f)
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{
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Vector2 displayPos = rayStart + (rayEnd - rayStart) * Submarine.LastPickedFraction * 0.9f;
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Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
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if (hull != null) hull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
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}
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if (targetBody == null || targetBody.UserData == null) continue;
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Structure targetStructure;
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Limb targetLimb;
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Item targetItem;
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if ((targetStructure = (targetBody.UserData as Structure)) != null)
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{
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if (!fixableEntities.Contains(targetStructure.Name)) continue;
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int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
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if (sectionIndex < 0) continue;
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targetStructure.HighLightSection(sectionIndex);
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targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess);
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//if the next section is small enough, apply the effect to it as well
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//(to make it easier to fix a small "left-over" section)
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for (int i = -1; i < 2; i += 2)
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{
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int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
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if ((sectionIndex == 1 && i == -1) ||
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(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
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(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
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{
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targetStructure.HighLightSection(sectionIndex + i);
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targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
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}
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}
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}
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else if ((targetLimb = (targetBody.UserData as Limb)) != null)
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{
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if (character.IsKeyDown(InputType.Aim))
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{
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targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, character);
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}
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}
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else if ((targetItem = (targetBody.UserData as Item)) != null)
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{
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targetItem.IsHighlighted = true;
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ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
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}
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}
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GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition + TransformedBarrelPos,
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-item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), ParticleSpeed);
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return true;
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}
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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Gap leak = objective.OperateTarget as Gap;
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if (leak == null) return true;
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float dist = Vector2.Distance(leak.WorldPosition, item.WorldPosition);
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//too far away -> consider this done and hope the AI is smart enough to move closer
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if (dist > range*5.0f) return true;
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//steer closer if almost in range
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if (dist > range)
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{
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Vector2 standPos = leak.isHorizontal ?
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new Vector2(Math.Sign(item.WorldPosition.X - leak.WorldPosition.X), 0.0f)
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: new Vector2(0.0f, Math.Sign(item.WorldPosition.Y - leak.WorldPosition.Y));
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standPos = leak.WorldPosition + standPos * range;
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character.AIController.SteeringManager.SteeringManual(deltaTime, (standPos - character.WorldPosition) / 1000.0f);
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}
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else
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{
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//close enough -> stop moving
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character.AIController.SteeringManager.Reset();
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}
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character.CursorPosition = leak.Position;
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character.SetInput(InputType.Aim, false, true);
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Use(deltaTime, character);
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return leak.Open <= 0.0f;
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}
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}
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}
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