310 lines
13 KiB
C#
310 lines
13 KiB
C#
using Barotrauma.Extensions;
|
|
using Barotrauma.Lights;
|
|
using Barotrauma.Networking;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using System;
|
|
|
|
namespace Barotrauma.Items.Components
|
|
{
|
|
partial class Door : Pickable, IDrawableComponent, IServerSerializable
|
|
{
|
|
private ConvexHull convexHull;
|
|
private ConvexHull convexHull2;
|
|
|
|
private float shake;
|
|
private float shakeTimer;
|
|
private Vector2 shakePos;
|
|
|
|
//openState when the vertices of the convex hull were last calculated
|
|
private float lastConvexHullState;
|
|
|
|
[Serialize("1,1", false, description: "The scale of the shadow-casting area of the door (relative to the actual size of the door).")]
|
|
public Vector2 ShadowScale
|
|
{
|
|
get;
|
|
set;
|
|
}
|
|
|
|
public Vector2 DrawSize
|
|
{
|
|
//use the extents of the item as the draw size
|
|
get { return Vector2.Zero; }
|
|
}
|
|
|
|
private Vector2[] GetConvexHullCorners(Rectangle rect)
|
|
{
|
|
Point shadowSize = rect.Size.Multiply(ShadowScale);
|
|
Vector2 center = new Vector2(rect.Center.X, rect.Y - rect.Height / 2);
|
|
|
|
Vector2[] corners = new Vector2[4];
|
|
corners[0] = center + new Vector2(-shadowSize.X, -shadowSize.Y) / 2;
|
|
corners[1] = center + new Vector2(-shadowSize.X, shadowSize.Y) / 2;
|
|
corners[2] = center + new Vector2(shadowSize.X, shadowSize.Y) / 2;
|
|
corners[3] = center + new Vector2(shadowSize.X, -shadowSize.Y) / 2;
|
|
|
|
return corners;
|
|
}
|
|
|
|
private void UpdateConvexHulls()
|
|
{
|
|
if (item.Removed) { return; }
|
|
|
|
doorRect = new Rectangle(
|
|
item.Rect.Center.X - (int)(doorSprite.size.X / 2 * item.Scale),
|
|
item.Rect.Y - item.Rect.Height / 2 + (int)(doorSprite.size.Y / 2.0f * item.Scale),
|
|
(int)(doorSprite.size.X * item.Scale),
|
|
(int)(doorSprite.size.Y * item.Scale));
|
|
|
|
Rectangle rect = doorRect;
|
|
if (IsHorizontal)
|
|
{
|
|
rect.Width = (int)(rect.Width * (1.0f - openState));
|
|
}
|
|
else
|
|
{
|
|
rect.Height = (int)(rect.Height * (1.0f - openState));
|
|
}
|
|
|
|
if (Window.Height > 0 && Window.Width > 0)
|
|
{
|
|
if (IsHorizontal)
|
|
{
|
|
rect.Width = (int)(Window.X * item.Scale);
|
|
rect.X -= (int)(doorRect.Width * openState);
|
|
rect.Width = Math.Max(rect.Width - (doorRect.X - rect.X), 0);
|
|
rect.X = Math.Max(doorRect.X, rect.X);
|
|
if (convexHull2 != null)
|
|
{
|
|
Rectangle rect2 = doorRect;
|
|
rect2.X += (int)(Window.Right * item.Scale);
|
|
rect2.X -= (int)(doorRect.Width * openState);
|
|
rect2.X = Math.Max(doorRect.X, rect2.X);
|
|
rect2.Width = doorRect.Right - (int)(doorRect.Width * openState) - rect2.X;
|
|
if (rect2.Width == 0)
|
|
{
|
|
convexHull2.Enabled = false;
|
|
}
|
|
else
|
|
{
|
|
convexHull2.Enabled = true;
|
|
convexHull2.SetVertices(GetConvexHullCorners(rect2));
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
rect.Height = -(int)(Window.Y * item.Scale);
|
|
rect.Y += (int)(doorRect.Height * openState);
|
|
rect.Height = Math.Max(rect.Height - (rect.Y - doorRect.Y), 0);
|
|
rect.Y = Math.Min(doorRect.Y, rect.Y);
|
|
if (convexHull2 != null)
|
|
{
|
|
Rectangle rect2 = doorRect;
|
|
rect2.Y += (int)(Window.Y * item.Scale - Window.Height * item.Scale);
|
|
rect2.Y += (int)(doorRect.Height * openState);
|
|
rect2.Y = Math.Min(doorRect.Y, rect2.Y);
|
|
rect2.Height = rect2.Y - (doorRect.Y - (int)(doorRect.Height * (1.0f - openState)));
|
|
if (rect2.Height == 0)
|
|
{
|
|
convexHull2.Enabled = false;
|
|
}
|
|
else
|
|
{
|
|
convexHull2.Enabled = true;
|
|
convexHull2.SetVertices(GetConvexHullCorners(rect2));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (convexHull == null) { return; }
|
|
|
|
if (rect.Height == 0 || rect.Width == 0)
|
|
{
|
|
convexHull.Enabled = false;
|
|
}
|
|
else
|
|
{
|
|
convexHull.Enabled = true;
|
|
convexHull.SetVertices(GetConvexHullCorners(rect));
|
|
}
|
|
}
|
|
|
|
|
|
partial void UpdateProjSpecific(float deltaTime)
|
|
{
|
|
if (shakeTimer > 0.0f)
|
|
{
|
|
shakeTimer -= deltaTime;
|
|
Vector2 noisePos = new Vector2((float)PerlinNoise.CalculatePerlin(shakeTimer * 10.0f, shakeTimer * 10.0f, 0) - 0.5f, (float)PerlinNoise.CalculatePerlin(shakeTimer * 10.0f, shakeTimer * 10.0f, 0.5f) - 0.5f);
|
|
shakePos = noisePos * shake * 2.0f;
|
|
shake = Math.Min(shake, shakeTimer * 10.0f);
|
|
}
|
|
else
|
|
{
|
|
shakePos = Vector2.Zero;
|
|
}
|
|
}
|
|
|
|
public void Draw(SpriteBatch spriteBatch, bool editing, float itemDepth = -1)
|
|
{
|
|
Color color = item.SpriteColor;
|
|
if (brokenSprite == null)
|
|
{
|
|
//broken doors turn black if no broken sprite has been configured
|
|
color *= (item.Condition / item.MaxCondition);
|
|
color.A = 255;
|
|
}
|
|
|
|
if (stuck > 0.0f && weldedSprite != null)
|
|
{
|
|
Vector2 weldSpritePos = new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height / 2.0f) + shakePos;
|
|
if (item.Submarine != null) weldSpritePos += item.Submarine.DrawPosition;
|
|
weldSpritePos.Y = -weldSpritePos.Y;
|
|
|
|
weldedSprite.Draw(spriteBatch,
|
|
weldSpritePos, item.SpriteColor * (stuck / 100.0f), scale: item.Scale);
|
|
}
|
|
|
|
if (openState >= 1.0f)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (IsHorizontal)
|
|
{
|
|
Vector2 pos = new Vector2(item.Rect.X, item.Rect.Y - item.Rect.Height / 2) + shakePos;
|
|
if (item.Submarine != null) pos += item.Submarine.DrawPosition;
|
|
pos.Y = -pos.Y;
|
|
|
|
if (brokenSprite == null || !IsBroken)
|
|
{
|
|
spriteBatch.Draw(doorSprite.Texture, pos,
|
|
new Rectangle((int) (doorSprite.SourceRect.X + doorSprite.size.X * openState),
|
|
(int) doorSprite.SourceRect.Y,
|
|
(int) (doorSprite.size.X * (1.0f - openState)), (int) doorSprite.size.Y),
|
|
color, 0.0f, doorSprite.Origin, item.Scale, SpriteEffects.None, doorSprite.Depth);
|
|
}
|
|
|
|
if (brokenSprite != null && item.Health < item.MaxCondition)
|
|
{
|
|
Vector2 scale = scaleBrokenSprite ? new Vector2(1.0f, 1.0f - item.Health / item.MaxCondition) : Vector2.One;
|
|
float alpha = fadeBrokenSprite ? 1.0f - item.Health / item.MaxCondition : 1.0f;
|
|
spriteBatch.Draw(brokenSprite.Texture, pos,
|
|
new Rectangle((int)(brokenSprite.SourceRect.X + brokenSprite.size.X * openState), brokenSprite.SourceRect.Y,
|
|
(int)(brokenSprite.size.X * (1.0f - openState)), (int)brokenSprite.size.Y),
|
|
color * alpha, 0.0f, brokenSprite.Origin, scale * item.Scale, SpriteEffects.None,
|
|
brokenSprite.Depth);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Vector2 pos = new Vector2(item.Rect.Center.X, item.Rect.Y) + shakePos;
|
|
if (item.Submarine != null) pos += item.Submarine.DrawPosition;
|
|
pos.Y = -pos.Y;
|
|
|
|
if (brokenSprite == null || !IsBroken)
|
|
{
|
|
spriteBatch.Draw(doorSprite.Texture, pos,
|
|
new Rectangle(doorSprite.SourceRect.X,
|
|
(int) (doorSprite.SourceRect.Y + doorSprite.size.Y * openState),
|
|
(int) doorSprite.size.X, (int) (doorSprite.size.Y * (1.0f - openState))),
|
|
color, 0.0f, doorSprite.Origin, item.Scale, SpriteEffects.None, doorSprite.Depth);
|
|
}
|
|
|
|
if (brokenSprite != null && item.Health < item.MaxCondition)
|
|
{
|
|
Vector2 scale = scaleBrokenSprite ? new Vector2(1.0f - item.Health / item.MaxCondition, 1.0f) : Vector2.One;
|
|
float alpha = fadeBrokenSprite ? 1.0f - item.Health / item.MaxCondition : 1.0f;
|
|
spriteBatch.Draw(brokenSprite.Texture, pos,
|
|
new Rectangle(brokenSprite.SourceRect.X, (int)(brokenSprite.SourceRect.Y + brokenSprite.size.Y * openState),
|
|
(int)brokenSprite.size.X, (int)(brokenSprite.size.Y * (1.0f - openState))),
|
|
color * alpha, 0.0f, brokenSprite.Origin, scale * item.Scale, SpriteEffects.None, brokenSprite.Depth);
|
|
}
|
|
}
|
|
}
|
|
|
|
partial void OnFailedToOpen()
|
|
{
|
|
if (shakeTimer <= 0.0f)
|
|
{
|
|
PlaySound(ActionType.OnFailure);
|
|
shake = 5.0f;
|
|
shakeTimer = 1.0f;
|
|
}
|
|
}
|
|
|
|
partial void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage, bool forcedOpen)
|
|
{
|
|
if ((IsStuck && !isNetworkMessage) ||
|
|
(PredictedState == null && isOpen == open) ||
|
|
(PredictedState != null && isOpen == PredictedState.Value && isOpen == open))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (GameMain.Client != null && !isNetworkMessage)
|
|
{
|
|
bool stateChanged = open != PredictedState;
|
|
|
|
//clients can "predict" that the door opens/closes when a signal is received
|
|
//the prediction will be reset after 1 second, setting the door to a state
|
|
//sent by the server, or reverting it back to its old state if no msg from server was received
|
|
PredictedState = open;
|
|
resetPredictionTimer = CorrectionDelay;
|
|
if (stateChanged) PlaySound(forcedOpen ? ActionType.OnPicked : ActionType.OnUse);
|
|
}
|
|
else
|
|
{
|
|
isOpen = open;
|
|
if (!isNetworkMessage || open != PredictedState)
|
|
{
|
|
StopPicking(null);
|
|
ActionType actionType = ActionType.OnUse;
|
|
if (forcedOpen)
|
|
{
|
|
actionType = ActionType.OnPicked;
|
|
}
|
|
else
|
|
{
|
|
if (open && HasSoundsOfType[(int)ActionType.OnOpen])
|
|
{
|
|
actionType = ActionType.OnOpen;
|
|
}
|
|
else if (!open && HasSoundsOfType[(int)ActionType.OnClose])
|
|
{
|
|
actionType = ActionType.OnClose;
|
|
}
|
|
}
|
|
PlaySound(actionType);
|
|
if (isOpen) { stuck = MathHelper.Clamp(stuck - StuckReductionOnOpen, 0.0f, 100.0f); }
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime)
|
|
{
|
|
base.ClientRead(type, msg, sendingTime);
|
|
|
|
bool open = msg.ReadBoolean();
|
|
bool broken = msg.ReadBoolean();
|
|
bool forcedOpen = msg.ReadBoolean();
|
|
bool isStuck = msg.ReadBoolean();
|
|
SetState(open, isNetworkMessage: true, sendNetworkMessage: false, forcedOpen: forcedOpen);
|
|
stuck = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
|
UInt16 lastUserID = msg.ReadUInt16();
|
|
Character user = lastUserID == 0 ? null : Entity.FindEntityByID(lastUserID) as Character;
|
|
if (user != lastUser)
|
|
{
|
|
lastUser = user;
|
|
toggleCooldownTimer = ToggleCoolDown;
|
|
}
|
|
this.isStuck = isStuck;
|
|
if (isStuck) { OpenState = 0.0f; }
|
|
IsBroken = broken;
|
|
PredictedState = null;
|
|
}
|
|
}
|
|
}
|