Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/StatusEffects/DelayedEffect.cs
2023-05-10 15:07:17 +03:00

167 lines
6.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
namespace Barotrauma
{
class DelayedListElement
{
public readonly DelayedEffect Parent;
public readonly Entity Entity;
public readonly Vector2? WorldPosition;
public readonly Vector2? StartPosition;
public readonly List<ISerializableEntity> Targets;
public float Delay;
public DelayedListElement(DelayedEffect parentEffect, Entity parentEntity, IEnumerable<ISerializableEntity> targets, float delay, Vector2? worldPosition, Vector2? startPosition)
{
Parent = parentEffect;
Entity = parentEntity;
Targets = new List<ISerializableEntity>(targets);
Delay = delay;
WorldPosition = worldPosition;
StartPosition = startPosition;
}
}
class DelayedEffect : StatusEffect
{
public static readonly List<DelayedListElement> DelayList = new List<DelayedListElement>();
private enum DelayTypes { Timer = 0, ReachCursor = 1 }
private readonly DelayTypes delayType;
private readonly float delay;
public DelayedEffect(ContentXElement element, string parentDebugName)
: base(element, parentDebugName)
{
DelayTypes delayTypeAttr = element.GetAttributeEnum("delaytype", DelayTypes.Timer);
if (delayTypeAttr is DelayTypes.Timer)
{
delay = element.GetAttributeFloat("delay", 1.0f);
}
}
public override void Apply(ActionType type, float deltaTime, Entity entity, ISerializableEntity target, Vector2? worldPosition = null)
{
if (this.type != type || !HasRequiredItems(entity)) { return; }
if (!Stackable)
{
foreach (var existingEffect in DelayList)
{
if (existingEffect.Parent == this && existingEffect.Targets.FirstOrDefault() == target) { return; }
}
}
if (!IsValidTarget(target)) { return; }
currentTargets.Clear();
currentTargets.Add(target);
if (!HasRequiredConditions(currentTargets)) { return; }
switch (delayType)
{
case DelayTypes.Timer:
DelayList.Add(new DelayedListElement(this, entity, currentTargets, delay, worldPosition, null));
break;
case DelayTypes.ReachCursor:
Projectile projectile = (entity as Item)?.GetComponent<Projectile>();
if (projectile == null)
{
DebugConsole.LogError("Non-projectile using a delaytype of reachcursor");
return;
}
if (projectile.User == null)
{
DebugConsole.LogError("Projectile: '" + projectile.Name + "' missing user to determine distance");
return;
}
DelayList.Add(new DelayedListElement(this, entity, currentTargets, Vector2.Distance(entity.WorldPosition, projectile.User.CursorWorldPosition), worldPosition, entity.WorldPosition));
break;
}
}
public override void Apply(ActionType type, float deltaTime, Entity entity, IReadOnlyList<ISerializableEntity> targets, Vector2? worldPosition = null)
{
if (this.type != type) { return; }
if (ShouldWaitForInterval(entity, deltaTime)) { return; }
if (!HasRequiredItems(entity)) { return; }
if (delayType == DelayTypes.ReachCursor && Character.Controlled == null) { return; }
if (!Stackable)
{
foreach (var existingEffect in DelayList)
{
if (existingEffect.Parent == this && existingEffect.Targets.SequenceEqual(targets)) { return; }
}
}
currentTargets.Clear();
foreach (ISerializableEntity target in targets)
{
if (!IsValidTarget(target)) { continue; }
currentTargets.Add(target);
}
if (!HasRequiredConditions(currentTargets)) { return; }
switch (delayType)
{
case DelayTypes.Timer:
DelayList.Add(new DelayedListElement(this, entity, targets, delay, worldPosition, null));
break;
case DelayTypes.ReachCursor:
Projectile projectile = (entity as Item)?.GetComponent<Projectile>();
if (projectile == null)
{
#if DEBUG
DebugConsole.LogError("Non-projectile using a delaytype of reachcursor");
#endif
return;
}
if (projectile.User == null)
{
#if DEBUG
DebugConsole.LogError("Projectile " + projectile.Name + "missing user");
#endif
return;
}
DelayList.Add(new DelayedListElement(this, entity, targets, Vector2.Distance(entity.WorldPosition, projectile.User.CursorWorldPosition), worldPosition, entity.WorldPosition));
break;
}
}
public static void Update(float deltaTime)
{
for (int i = DelayList.Count - 1; i >= 0; i--)
{
DelayedListElement element = DelayList[i];
if (element.Parent.CheckConditionalAlways && !element.Parent.HasRequiredConditions(element.Targets))
{
DelayList.Remove(element);
continue;
}
switch (element.Parent.delayType)
{
case DelayTypes.Timer:
element.Delay -= deltaTime;
if (element.Delay > 0.0f) { continue; }
break;
case DelayTypes.ReachCursor:
if (Vector2.Distance(element.Entity.WorldPosition, element.StartPosition.Value) < element.Delay) { continue; }
break;
}
element.Parent.Apply(deltaTime, element.Entity, element.Targets, element.WorldPosition);
DelayList.Remove(element);
}
}
}
}