270 lines
9.1 KiB
C#
270 lines
9.1 KiB
C#
using Barotrauma.Networking;
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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.Linq;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using Lidgren.Network;
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namespace Barotrauma.Items.Components
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{
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class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable
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{
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public static Wire HighlightedWire;
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public List<Connection> Connections;
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Character user;
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public ConnectionPanel(Item item, XElement element)
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: base(item, element)
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{
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Connections = new List<Connection>();
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString())
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{
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case "input":
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Connections.Add(new Connection(subElement, item));
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break;
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case "output":
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Connections.Add(new Connection(subElement, item));
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break;
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}
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}
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IsActive = true;
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}
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public override void UpdateHUD(Character character)
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{
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if (character != Character.Controlled || character != user) return;
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if (Screen.Selected != GameMain.EditMapScreen &&
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character.IsKeyHit(InputType.Select) &&
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character.SelectedConstruction == this.item) character.SelectedConstruction = null;
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if (HighlightedWire != null)
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{
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HighlightedWire.Item.IsHighlighted = true;
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if (HighlightedWire.Connections[0] != null && HighlightedWire.Connections[0].Item != null) HighlightedWire.Connections[0].Item.IsHighlighted = true;
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if (HighlightedWire.Connections[1] != null && HighlightedWire.Connections[1].Item != null) HighlightedWire.Connections[1].Item.IsHighlighted = true;
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}
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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if (character != Character.Controlled || character != user) return;
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HighlightedWire = null;
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Connection.DrawConnections(spriteBatch, this, character);
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}
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public override XElement Save(XElement parentElement)
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{
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XElement componentElement = base.Save(parentElement);
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foreach (Connection c in Connections)
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{
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c.Save(componentElement);
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}
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return componentElement;
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}
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public override void OnMapLoaded()
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{
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foreach (Connection c in Connections)
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{
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c.ConnectLinked();
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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 (user != null && user.SelectedConstruction != item) user = null;
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}
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public override bool Select(Character picker)
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{
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user = picker;
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IsActive = true;
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return true;
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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 || character!=user) return false;
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var powered = item.GetComponent<Powered>();
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if (powered != null)
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{
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if (powered.Voltage < 0.1f) return false;
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}
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float degreeOfSuccess = DegreeOfSuccess(character);
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if (Rand.Range(0.0f, 50.0f) < degreeOfSuccess) return false;
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character.SetStun(5.0f);
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item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
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return true;
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}
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public override void Load(XElement element)
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{
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base.Load(element);
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List<Connection> loadedConnections = new List<Connection>();
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString())
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{
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case "input":
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loadedConnections.Add(new Connection(subElement, item));
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break;
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case "output":
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loadedConnections.Add(new Connection(subElement, item));
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break;
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}
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}
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for (int i = 0; i<loadedConnections.Count && i<Connections.Count; i++)
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{
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loadedConnections[i].wireId.CopyTo(Connections[i].wireId, 0);
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}
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}
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protected override void RemoveComponentSpecific()
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{
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foreach (Connection c in Connections)
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{
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foreach (Wire wire in c.Wires)
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{
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if (wire == null) continue;
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if (wire.OtherConnection(c) == null) //wire not connected to anything else
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{
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wire.Item.Drop(null);
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}
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else
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{
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wire.RemoveConnection(item);
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}
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}
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}
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}
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public void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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foreach (Connection connection in Connections)
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{
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Wire[] wires = Array.FindAll(connection.Wires, w => w != null);
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msg.WriteRangedInteger(0, Connection.MaxLinked, wires.Length);
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for (int i = 0; i < wires.Length; i++)
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{
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msg.Write(wires[i].Item.ID);
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}
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}
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}
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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int[] wireCounts = new int[Connections.Count];
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Wire[,] wires = new Wire[Connections.Count, Connection.MaxLinked];
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//read wire IDs for each connection
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for (int i = 0; i < Connections.Count; i++)
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{
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wireCounts[i] = msg.ReadRangedInteger(0, Connection.MaxLinked);
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for (int j = 0; j < wireCounts[i]; j++)
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{
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ushort wireId = msg.ReadUInt16();
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Item wireItem = MapEntity.FindEntityByID(wireId) as Item;
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if (wireItem == null) continue;
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Wire wireComponent = wireItem.GetComponent<Wire>();
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if (wireComponent != null)
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{
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wires[i, j] = wireComponent;
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}
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}
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}
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item.CreateServerEvent<ConnectionPanel>(this);
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//check if the character can access this connectionpanel
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//and all the wires they're trying to connect
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if (!item.CanClientAccess(c)) return;
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foreach (Wire wire in wires)
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{
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if (wire != null)
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{
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//wire not found in any of the connections yet (client is trying to connect a new wire)
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// -> we need to check if the client has access to it
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if (!Connections.Any(connection => connection.Wires.Contains(wire)))
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{
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if (!wire.Item.CanClientAccess(c)) return;
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}
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}
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}
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Networking.GameServer.Log(item.Name + " rewired by " + c.Character.Name, Color.Orange);
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//update the connections
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for (int i = 0; i < Connections.Count; i++)
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{
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Connections[i].ClearConnections();
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for (int j = 0; j < wireCounts[i]; j++)
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{
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if (wires[i, j] == null) continue;
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Connections[i].Wires[j] = wires[i,j];
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wires[i, j].Connect(Connections[i], false);
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var otherConnection = Connections[i].Wires[j].OtherConnection(Connections[i]);
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Networking.GameServer.Log(
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item.Name + " (" + Connections[i].Name + ") -> " +
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(otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"), Color.Orange);
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}
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}
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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ClientWrite(msg, extraData);
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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foreach (Connection connection in Connections)
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{
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connection.ClearConnections();
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int wireCount = msg.ReadRangedInteger(0, Connection.MaxLinked);
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for (int i = 0; i < wireCount; i++)
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{
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ushort wireId = msg.ReadUInt16();
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Item wireItem = MapEntity.FindEntityByID(wireId) as Item;
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if (wireItem == null) continue;
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Wire wireComponent = wireItem.GetComponent<Wire>();
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if (wireComponent == null) continue;
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connection.Wires[i] = wireComponent;
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wireComponent.Connect(connection, false);
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}
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}
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}
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}
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}
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