示例#1
0
        public static void Update(float deltaTime, Character character, Camera cam)
        {
            if (GUI.DisableHUD)
            {
                return;
            }

            if (!character.IsIncapacitated && character.Stun <= 0.0f)
            {
                if (character.Info != null && !character.ShouldLockHud() && character.SelectedCharacter == null)
                {
                    bool mouseOnPortrait = HUDLayoutSettings.BottomRightInfoArea.Contains(PlayerInput.MousePosition) && GUI.MouseOn == null;
                    if (mouseOnPortrait && PlayerInput.PrimaryMouseButtonClicked())
                    {
                        CharacterHealth.OpenHealthWindow = character.CharacterHealth;
                    }
                }

                if (character.Inventory != null)
                {
                    if (!LockInventory(character))
                    {
                        character.Inventory.Update(deltaTime, cam);
                    }
                    for (int i = 0; i < character.Inventory.Items.Length - 1; i++)
                    {
                        var item = character.Inventory.Items[i];
                        if (item == null || character.Inventory.SlotTypes[i] == InvSlotType.Any)
                        {
                            continue;
                        }

                        foreach (ItemComponent ic in item.Components)
                        {
                            if (ic.DrawHudWhenEquipped)
                            {
                                ic.UpdateHUD(character, deltaTime, cam);
                            }
                        }
                    }
                }

                if (character.IsHumanoid && character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
                {
                    if (character.SelectedCharacter.CanInventoryBeAccessed)
                    {
                        character.SelectedCharacter.Inventory.Update(deltaTime, cam);
                    }
                    character.SelectedCharacter.CharacterHealth.UpdateHUD(deltaTime);
                }

                Inventory.UpdateDragging();
            }

            if (focusedItem != null)
            {
                if (character.FocusedItem != null)
                {
                    focusedItemOverlayTimer = Math.Min(focusedItemOverlayTimer + deltaTime, ItemOverlayDelay + 1.0f);
                }
                else
                {
                    focusedItemOverlayTimer = Math.Max(focusedItemOverlayTimer - deltaTime, 0.0f);
                    if (focusedItemOverlayTimer <= 0.0f)
                    {
                        focusedItem            = null;
                        shouldRecreateHudTexts = true;
                    }
                }
            }

            if (brokenItemsCheckTimer > 0.0f)
            {
                brokenItemsCheckTimer -= deltaTime;
            }
            else
            {
                brokenItems.Clear();
                brokenItemsCheckTimer = 1.0f;
                foreach (Item item in Item.ItemList)
                {
                    if (item.Submarine == null || item.Submarine.TeamID != character.TeamID || item.Submarine.Info.IsWreck)
                    {
                        continue;
                    }
                    if (!item.Repairables.Any(r => item.ConditionPercentage <= r.RepairThreshold))
                    {
                        continue;
                    }
                    if (Submarine.VisibleEntities != null && !Submarine.VisibleEntities.Contains(item))
                    {
                        continue;
                    }

                    Vector2 diff = item.WorldPosition - character.WorldPosition;
                    if (Submarine.CheckVisibility(character.SimPosition, character.SimPosition + ConvertUnits.ToSimUnits(diff)) == null)
                    {
                        brokenItems.Add(item);
                    }
                }
            }
        }
示例#2
0
        public static void UpdateDragging()
        {
            if (draggingItem != null && PlayerInput.LeftButtonReleased())
            {
                Character.Controlled.ClearInputs();

                if (CharacterHealth.OpenHealthWindow != null &&
                    CharacterHealth.OpenHealthWindow.OnItemDropped(draggingItem, false))
                {
                    draggingItem = null;
                    return;
                }

                if (selectedSlot == null)
                {
                    if (DraggingItemToWorld &&
                        Character.Controlled.FocusedItem?.OwnInventory != null &&
                        Character.Controlled.FocusedItem.OwnInventory.CanBePut(draggingItem) &&
                        Character.Controlled.FocusedItem.OwnInventory.TryPutItem(draggingItem, Character.Controlled))
                    {
                        GUI.PlayUISound(GUISoundType.PickItem);
                    }
                    else
                    {
                        GUI.PlayUISound(GUISoundType.DropItem);
                        draggingItem.Drop(Character.Controlled);
                    }
                }
                else if (selectedSlot.ParentInventory.Items[selectedSlot.SlotIndex] != draggingItem)
                {
                    Inventory selectedInventory = selectedSlot.ParentInventory;
                    int       slotIndex         = selectedSlot.SlotIndex;
                    if (selectedInventory.TryPutItem(draggingItem, slotIndex, true, true, Character.Controlled))
                    {
                        if (selectedInventory.slots != null)
                        {
                            selectedInventory.slots[slotIndex].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
                        }
                        GUI.PlayUISound(GUISoundType.PickItem);
                    }
                    else
                    {
                        if (selectedInventory.slots != null)
                        {
                            selectedInventory.slots[slotIndex].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
                        }
                        GUI.PlayUISound(GUISoundType.PickItemFail);
                    }
                    selectedInventory.HideTimer = 1.0f;
                    if (selectedSlot.ParentInventory?.Owner is Item parentItem && parentItem.ParentInventory != null)
                    {
                        for (int i = 0; i < parentItem.ParentInventory.capacity; i++)
                        {
                            if (parentItem.ParentInventory.HideSlot(i))
                            {
                                continue;
                            }
                            if (parentItem.ParentInventory.Items[i] != parentItem)
                            {
                                continue;
                            }

                            highlightedSubInventorySlots.Add(new SlotReference(
                                                                 parentItem.ParentInventory, parentItem.ParentInventory.slots[i],
                                                                 i, false, selectedSlot.ParentInventory));
                            break;
                        }
                    }
                    draggingItem = null;
                    draggingSlot = null;
                }

                draggingItem = null;
            }

            if (selectedSlot != null && !selectedSlot.Slot.MouseOn())
            {
                selectedSlot = null;
            }
        }
示例#3
0
        public static void DrawSlot(SpriteBatch spriteBatch, Inventory inventory, InventorySlot slot, Item item, bool drawItem = true)
        {
            Rectangle rect = slot.Rect;

            rect.Location += slot.DrawOffset.ToPoint();

            if (slot.HighlightColor.A > 0)
            {
                float inflateAmount = (slot.HighlightColor.A / 255.0f) * slot.HighlightScaleUpAmount * 0.5f;
                rect.Inflate(rect.Width * inflateAmount, rect.Height * inflateAmount);
            }

            var itemContainer = item?.GetComponent <ItemContainer>();

            if (itemContainer != null && (itemContainer.InventoryTopSprite != null || itemContainer.InventoryBottomSprite != null))
            {
                if (!highlightedSubInventorySlots.Any(s => s.Slot == slot))
                {
                    itemContainer.InventoryBottomSprite?.Draw(spriteBatch, new Vector2(rect.Center.X, rect.Y), 0, UIScale);
                    itemContainer.InventoryTopSprite?.Draw(spriteBatch, new Vector2(rect.Center.X, rect.Y), 0, UIScale);
                }

                drawItem = false;
            }
            else
            {
                Sprite slotSprite = slot.SlotSprite ?? slotSpriteSmall;
                Color  slotColor  = slot.IsHighlighted ? Color.White : Color.White * 0.8f;
                if (inventory != null && inventory.Locked)
                {
                    slotColor = Color.Gray * 0.5f;
                }
                spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slotColor);

                if (item != null && drawItem)
                {
                    if (!item.IsFullCondition && (itemContainer == null || !itemContainer.ShowConditionInContainedStateIndicator))
                    {
                        GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, rect.Bottom - 8, rect.Width, 8), Color.Black * 0.8f, true);
                        GUI.DrawRectangle(spriteBatch,
                                          new Rectangle(rect.X, rect.Bottom - 8, (int)(rect.Width * item.Condition / item.MaxCondition), 8),
                                          Color.Lerp(Color.Red, Color.Green, item.Condition / item.MaxCondition) * 0.8f, true);
                    }

                    if (itemContainer != null)
                    {
                        float containedState = 0.0f;
                        if (itemContainer.ShowConditionInContainedStateIndicator)
                        {
                            containedState = item.Condition / item.MaxCondition;
                        }
                        else
                        {
                            containedState = itemContainer.Inventory.Capacity == 1 ?
                                             (itemContainer.Inventory.Items[0] == null ? 0.0f : itemContainer.Inventory.Items[0].Condition / itemContainer.Inventory.Items[0].MaxCondition) :
                                             itemContainer.Inventory.Items.Count(i => i != null) / (float)itemContainer.Inventory.capacity;
                        }

                        int       dir = slot.SubInventoryDir;
                        Rectangle containedIndicatorArea = new Rectangle(rect.X,
                                                                         dir < 0 ? rect.Bottom + HUDLayoutSettings.Padding / 2 : rect.Y - HUDLayoutSettings.Padding / 2 - ContainedIndicatorHeight, rect.Width, ContainedIndicatorHeight);
                        containedIndicatorArea.Inflate(-4, 0);

                        if (itemContainer.ContainedStateIndicator?.Texture == null)
                        {
                            containedIndicatorArea.Inflate(0, -2);
                            GUI.DrawRectangle(spriteBatch, containedIndicatorArea, Color.DarkGray * 0.9f, true);
                            GUI.DrawRectangle(spriteBatch,
                                              new Rectangle(containedIndicatorArea.X, containedIndicatorArea.Y, (int)(containedIndicatorArea.Width * containedState), containedIndicatorArea.Height),
                                              Color.Lerp(Color.Red, Color.Green, containedState) * 0.8f, true);
                        }
                        else
                        {
                            Sprite indicatorSprite = itemContainer.ContainedStateIndicator;
                            float  indicatorScale  = Math.Min(
                                containedIndicatorArea.Width / (float)indicatorSprite.SourceRect.Width,
                                containedIndicatorArea.Height / (float)indicatorSprite.SourceRect.Height);

                            if (containedState >= 0.0f && containedState < 0.25f)
                            {
                                indicatorScale += ((float)Math.Sin(Timing.TotalTime * 5.0f) + 1.0f) * 0.25f;
                            }

                            indicatorSprite.Draw(spriteBatch, containedIndicatorArea.Center.ToVector2(),
                                                 (inventory != null && inventory.Locked) ? Color.DarkGray * 0.5f : Color.DarkGray * 0.9f,
                                                 origin: indicatorSprite.size / 2,
                                                 rotate: 0.0f,
                                                 scale: indicatorScale);

                            Color indicatorColor = ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green);
                            if (inventory != null && inventory.Locked)
                            {
                                indicatorColor *= 0.5f;
                            }

                            spriteBatch.Draw(indicatorSprite.Texture, containedIndicatorArea.Center.ToVector2(),
                                             sourceRectangle: new Rectangle(indicatorSprite.SourceRect.Location, new Point((int)(indicatorSprite.SourceRect.Width * containedState), indicatorSprite.SourceRect.Height)),
                                             color: indicatorColor,
                                             rotation: 0.0f,
                                             origin: indicatorSprite.size / 2,
                                             scale: indicatorScale,
                                             effects: SpriteEffects.None, layerDepth: 0.0f);
                        }
                    }
                }
            }

            if (GameMain.DebugDraw)
            {
                GUI.DrawRectangle(spriteBatch, rect, Color.White, false, 0, 1);
                GUI.DrawRectangle(spriteBatch, slot.EquipButtonRect, Color.White, false, 0, 1);
            }

            if (slot.HighlightColor != Color.Transparent)
            {
                GUI.UIGlow.Draw(spriteBatch, rect, slot.HighlightColor);
            }

            if (item != null && drawItem)
            {
                Sprite  sprite  = item.Prefab.InventoryIcon ?? item.Sprite;
                float   scale   = Math.Min(Math.Min((rect.Width - 10) / sprite.size.X, (rect.Height - 10) / sprite.size.Y), 3.0f);
                Vector2 itemPos = rect.Center.ToVector2();
                if (itemPos.Y > GameMain.GraphicsHeight)
                {
                    itemPos.Y -= Math.Min(
                        (itemPos.Y + sprite.size.Y / 2 * scale) - GameMain.GraphicsHeight,
                        (itemPos.Y - sprite.size.Y / 2 * scale) - rect.Y);
                }

                float rotation = 0.0f;
                if (slot.HighlightColor.A > 0)
                {
                    rotation = (float)Math.Sin(slot.HighlightTimer * MathHelper.TwoPi) * slot.HighlightTimer * 0.3f;
                }

                Color spriteColor = sprite == item.Sprite ? item.GetSpriteColor() : item.GetInventoryIconColor();
                if (inventory != null && inventory.Locked)
                {
                    spriteColor *= 0.5f;
                }
                if (CharacterHealth.OpenHealthWindow != null && !item.UseInHealthInterface)
                {
                    spriteColor = Color.Lerp(spriteColor, Color.TransparentBlack, 0.5f);
                }
                else
                {
                    sprite.Draw(spriteBatch, itemPos + Vector2.One * 2, Color.Black * 0.6f, rotate: rotation, scale: scale);
                }
                sprite.Draw(spriteBatch, itemPos, spriteColor, rotation, scale);
            }

            if (inventory != null &&
                !inventory.Locked &&
                Character.Controlled?.Inventory == inventory &&
                slot.QuickUseKey != Keys.None)
            {
                GUI.DrawString(spriteBatch, rect.Location.ToVector2(),
                               slot.QuickUseKey.ToString().Substring(1, 1),
                               item == null || !drawItem ? Color.Gray : Color.White,
                               Color.Black * 0.8f);
            }
        }
示例#4
0
        protected void Apply(float deltaTime, Entity entity, List <ISerializableEntity> targets, Vector2?worldPosition = null)
        {
            if (lifeTime > 0)
            {
                lifeTimer -= deltaTime;
                if (lifeTimer <= 0)
                {
                    return;
                }
            }

            Hull hull = null;

            if (entity is Character)
            {
                hull = ((Character)entity).AnimController.CurrentHull;
            }
            else if (entity is Item)
            {
                hull = ((Item)entity).CurrentHull;
            }

            Vector2 position = worldPosition ?? entity.WorldPosition;

            if (targetLimb != LimbType.None)
            {
                if (entity is Character c)
                {
                    Limb limb = c.AnimController.GetLimb(targetLimb);
                    if (limb != null)
                    {
                        position = limb.WorldPosition;
                    }
                }
            }

            foreach (ISerializableEntity serializableEntity in targets)
            {
                if (!(serializableEntity is Item item))
                {
                    continue;
                }

                Character targetCharacter = targets.FirstOrDefault(t => t is Character character && !character.Removed) as Character;
                if (targetCharacter == null)
                {
                    foreach (var target in targets)
                    {
                        if (target is Limb limb && limb.character != null && !limb.character.Removed)
                        {
                            targetCharacter = ((Limb)target).character;
                        }
                    }
                }
                for (int i = 0; i < useItemCount; i++)
                {
                    if (item.Removed)
                    {
                        continue;
                    }
                    item.Use(deltaTime, targetCharacter, targets.FirstOrDefault(t => t is Limb) as Limb);
                }
            }

            if (removeItem)
            {
                foreach (var target in targets)
                {
                    if (target is Item item)
                    {
                        Entity.Spawner?.AddToRemoveQueue(item);
                    }
                }
            }
            if (removeCharacter)
            {
                foreach (var target in targets)
                {
                    if (target is Character character)
                    {
                        Entity.Spawner?.AddToRemoveQueue(character);
                    }
                }
            }

            if (duration > 0.0f)
            {
                DurationListElement element = new DurationListElement
                {
                    Parent  = this,
                    Timer   = duration,
                    Entity  = entity,
                    Targets = targets,
                    User    = user
                };

                DurationList.Add(element);
            }
            else
            {
                foreach (ISerializableEntity target in targets)
                {
                    if (target is Entity targetEntity)
                    {
                        if (targetEntity.Removed)
                        {
                            continue;
                        }
                    }

                    for (int i = 0; i < propertyNames.Length; i++)
                    {
                        if (target == null || target.SerializableProperties == null ||
                            !target.SerializableProperties.TryGetValue(propertyNames[i], out SerializableProperty property))
                        {
                            continue;
                        }
                        ApplyToProperty(target, property, propertyEffects[i], deltaTime);
                    }
                }
            }

            if (explosion != null && entity != null)
            {
                explosion.Explode(position, damageSource: entity, attacker: user);
            }

            foreach (ISerializableEntity target in targets)
            {
                foreach (Affliction affliction in Afflictions)
                {
                    Affliction multipliedAffliction = affliction;
                    if (!disableDeltaTime)
                    {
                        multipliedAffliction = affliction.CreateMultiplied(deltaTime);
                    }

                    if (target is Character character)
                    {
                        if (character.Removed)
                        {
                            continue;
                        }
                        character.LastDamageSource = entity;
                        foreach (Limb limb in character.AnimController.Limbs)
                        {
                            limb.character.DamageLimb(position, limb, new List <Affliction>()
                            {
                                multipliedAffliction
                            }, stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source);
                            limb.character.TrySeverLimbJoints(limb, SeverLimbsProbability);
                            //only apply non-limb-specific afflictions to the first limb
                            if (!affliction.Prefab.LimbSpecific)
                            {
                                break;
                            }
                        }
                    }
                    else if (target is Limb limb)
                    {
                        if (limb.character.Removed)
                        {
                            continue;
                        }
                        limb.character.DamageLimb(position, limb, new List <Affliction>()
                        {
                            multipliedAffliction
                        }, stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source);
                        limb.character.TrySeverLimbJoints(limb, SeverLimbsProbability);
                    }
                }

                foreach (Pair <string, float> reduceAffliction in ReduceAffliction)
                {
                    float     reduceAmount    = disableDeltaTime ? reduceAffliction.Second : reduceAffliction.Second * deltaTime;
                    Limb      targetLimb      = null;
                    Character targetCharacter = null;
                    if (target is Character character)
                    {
                        targetCharacter = character;
                    }
                    else if (target is Limb limb)
                    {
                        targetLimb      = limb;
                        targetCharacter = limb.character;
                    }
                    if (targetCharacter != null && !targetCharacter.Removed)
                    {
                        float prevVitality = targetCharacter.Vitality;
                        targetCharacter.CharacterHealth.ReduceAffliction(targetLimb, reduceAffliction.First, reduceAmount);
#if SERVER
                        GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, user, prevVitality - targetCharacter.Vitality);
#endif
                    }
                }
            }

            if (FireSize > 0.0f && entity != null)
            {
                var fire = new FireSource(position, hull);
                fire.Size = new Vector2(FireSize, fire.Size.Y);
            }

            bool isNotClient = GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient;
            if (isNotClient && entity != null && Entity.Spawner != null) //clients are not allowed to spawn entities
            {
                foreach (CharacterSpawnInfo characterSpawnInfo in spawnCharacters)
                {
                    var characters = new List <Character>();
                    for (int i = 0; i < characterSpawnInfo.Count; i++)
                    {
                        Entity.Spawner.AddToSpawnQueue(characterSpawnInfo.SpeciesName, position + Rand.Vector(characterSpawnInfo.Spread, Rand.RandSync.Server),
                                                       onSpawn: newCharacter =>
                        {
                            characters.Add(newCharacter);
                            if (characters.Count == characterSpawnInfo.Count)
                            {
                                SwarmBehavior.CreateSwarm(characters.Cast <AICharacter>());
                            }
                        });
                    }
                }
                foreach (ItemSpawnInfo itemSpawnInfo in spawnItems)
                {
                    switch (itemSpawnInfo.SpawnPosition)
                    {
                    case ItemSpawnInfo.SpawnPositionType.This:
                        Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, position);
                        break;

                    case ItemSpawnInfo.SpawnPositionType.ThisInventory:
                    {
                        if (entity is Character character)
                        {
                            if (character.Inventory != null && character.Inventory.Items.Any(it => it == null))
                            {
                                Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, character.Inventory);
                            }
                        }
                        else if (entity is Item item)
                        {
                            var inventory = item?.GetComponent <ItemContainer>()?.Inventory;
                            if (inventory != null && inventory.Items.Any(it => it == null))
                            {
                                Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, inventory);
                            }
                        }
                    }
                    break;

                    case ItemSpawnInfo.SpawnPositionType.ContainedInventory:
                    {
                        Inventory thisInventory = null;
                        if (entity is Character character)
                        {
                            thisInventory = character.Inventory;
                        }
                        else if (entity is Item item)
                        {
                            thisInventory = item?.GetComponent <ItemContainer>()?.Inventory;
                        }
                        if (thisInventory != null)
                        {
                            foreach (Item item in thisInventory.Items)
                            {
                                if (item == null)
                                {
                                    continue;
                                }
                                Inventory containedInventory = item.GetComponent <ItemContainer>()?.Inventory;
                                if (containedInventory == null || !containedInventory.Items.Any(i => i == null))
                                {
                                    continue;
                                }
                                Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, containedInventory);
                                break;
                            }
                        }
                    }
                    break;
                    }
                }
            }

            ApplyProjSpecific(deltaTime, entity, targets, hull, position);
        }
示例#5
0
 public SlotReference(Inventory parentInventory, InventorySlot slot, int slotIndex, bool isSubSlot, Inventory subInventory = null)
 {
     ParentInventory = parentInventory;
     Slot            = slot;
     SlotIndex       = slotIndex;
     Inventory       = subInventory;
     IsSubSlot       = isSubSlot;
 }
        public virtual void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime)
        {
            switch (type)
            {
            case ServerNetObject.ENTITY_POSITION:
                bool facingRight = AnimController.Dir > 0.0f;

                lastRecvPositionUpdateTime = (float)Lidgren.Network.NetTime.Now;

                AnimController.Frozen = false;
                Enabled = true;

                UInt16 networkUpdateID = 0;
                if (msg.ReadBoolean())
                {
                    networkUpdateID = msg.ReadUInt16();
                }
                else
                {
                    bool aimInput = msg.ReadBoolean();
                    keys[(int)InputType.Aim].Held = aimInput;
                    keys[(int)InputType.Aim].SetState(false, aimInput);

                    bool shootInput = msg.ReadBoolean();
                    keys[(int)InputType.Shoot].Held = shootInput;
                    keys[(int)InputType.Shoot].SetState(false, shootInput);

                    bool useInput = msg.ReadBoolean();
                    keys[(int)InputType.Use].Held = useInput;
                    keys[(int)InputType.Use].SetState(false, useInput);

                    if (AnimController is HumanoidAnimController)
                    {
                        bool crouching = msg.ReadBoolean();
                        keys[(int)InputType.Crouch].Held = crouching;
                        keys[(int)InputType.Crouch].SetState(false, crouching);
                    }

                    bool attackInput = msg.ReadBoolean();
                    keys[(int)InputType.Attack].Held = attackInput;
                    keys[(int)InputType.Attack].SetState(false, attackInput);

                    double aimAngle = msg.ReadUInt16() / 65535.0 * 2.0 * Math.PI;
                    cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 500.0f;
                    TransformCursorPos();

                    bool ragdollInput = msg.ReadBoolean();
                    keys[(int)InputType.Ragdoll].Held = ragdollInput;
                    keys[(int)InputType.Ragdoll].SetState(false, ragdollInput);

                    facingRight = msg.ReadBoolean();
                }

                bool      entitySelected    = msg.ReadBoolean();
                Character selectedCharacter = null;
                Item      selectedItem      = null;

                AnimController.Animation animation = AnimController.Animation.None;
                if (entitySelected)
                {
                    ushort characterID = msg.ReadUInt16();
                    ushort itemID      = msg.ReadUInt16();
                    selectedCharacter = FindEntityByID(characterID) as Character;
                    selectedItem      = FindEntityByID(itemID) as Item;
                    if (characterID != NullEntityID)
                    {
                        bool doingCpr = msg.ReadBoolean();
                        if (doingCpr && SelectedCharacter != null)
                        {
                            animation = AnimController.Animation.CPR;
                        }
                    }
                }

                Vector2 pos = new Vector2(
                    msg.ReadSingle(),
                    msg.ReadSingle());
                float   MaxVel         = NetConfig.MaxPhysicsBodyVelocity;
                Vector2 linearVelocity = new Vector2(
                    msg.ReadRangedSingle(-MaxVel, MaxVel, 12),
                    msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
                linearVelocity = NetConfig.Quantize(linearVelocity, -MaxVel, MaxVel, 12);

                bool  fixedRotation   = msg.ReadBoolean();
                float?rotation        = null;
                float?angularVelocity = null;
                if (!fixedRotation)
                {
                    rotation = msg.ReadSingle();
                    float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
                    angularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8);
                    angularVelocity = NetConfig.Quantize(angularVelocity.Value, -MaxAngularVel, MaxAngularVel, 8);
                }

                bool readStatus = msg.ReadBoolean();
                if (readStatus)
                {
                    ReadStatus(msg);
                }

                msg.ReadPadBits();

                int index = 0;
                if (GameMain.Client.Character == this && CanMove)
                {
                    var posInfo = new CharacterStateInfo(
                        pos, rotation,
                        networkUpdateID,
                        facingRight ? Direction.Right : Direction.Left,
                        selectedCharacter, selectedItem, animation);

                    while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
                    {
                        index++;
                    }
                    memState.Insert(index, posInfo);
                }
                else
                {
                    var posInfo = new CharacterStateInfo(
                        pos, rotation,
                        linearVelocity, angularVelocity,
                        sendingTime, facingRight ? Direction.Right : Direction.Left,
                        selectedCharacter, selectedItem, animation);

                    while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
                    {
                        index++;
                    }
                    memState.Insert(index, posInfo);
                }

                break;

            case ServerNetObject.ENTITY_EVENT:

                int eventType = msg.ReadRangedInteger(0, 5);
                switch (eventType)
                {
                case 0:         //NetEntityEvent.Type.InventoryState
                    if (Inventory == null)
                    {
                        string errorMsg = "Received an inventory update message for an entity with no inventory (" + Name + ", removed: " + Removed + ")";
                        DebugConsole.ThrowError(errorMsg);
                        GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ClientRead:NoInventory" + ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);

                        //read anyway to prevent messing up reading the rest of the message
                        UInt16 lastEventID = msg.ReadUInt16();
                        byte   itemCount   = msg.ReadByte();
                        for (int i = 0; i < itemCount; i++)
                        {
                            msg.ReadUInt16();
                        }
                    }
                    else
                    {
                        Inventory.ClientRead(type, msg, sendingTime);
                    }
                    break;

                case 1:         //NetEntityEvent.Type.Control
                    byte ownerID = msg.ReadByte();
                    ResetNetState();
                    if (ownerID == GameMain.Client.ID)
                    {
                        if (controlled != null)
                        {
                            LastNetworkUpdateID = controlled.LastNetworkUpdateID;
                        }

                        if (!IsDead)
                        {
                            Controlled = this;
                        }
                        IsRemotePlayer                   = false;
                        GameMain.Client.HasSpawned       = true;
                        GameMain.Client.Character        = this;
                        GameMain.LightManager.LosEnabled = true;
                    }
                    else
                    {
                        if (controlled == this)
                        {
                            Controlled     = null;
                            IsRemotePlayer = ownerID > 0;
                        }
                    }
                    break;

                case 2:         //NetEntityEvent.Type.Status
                    ReadStatus(msg);
                    break;

                case 3:         //NetEntityEvent.Type.UpdateSkills
                    int skillCount = msg.ReadByte();
                    for (int i = 0; i < skillCount; i++)
                    {
                        string skillIdentifier = msg.ReadString();
                        float  skillLevel      = msg.ReadSingle();
                        info?.SetSkillLevel(skillIdentifier, skillLevel, WorldPosition + Vector2.UnitY * 150.0f);
                    }
                    break;

                case 4:         //NetEntityEvent.Type.ExecuteAttack
                    int    attackLimbIndex = msg.ReadByte();
                    UInt16 targetEntityID  = msg.ReadUInt16();
                    int    targetLimbIndex = msg.ReadByte();

                    //255 = entity already removed, no need to do anything
                    if (attackLimbIndex == 255 || Removed)
                    {
                        break;
                    }

                    if (attackLimbIndex >= AnimController.Limbs.Length)
                    {
                        DebugConsole.ThrowError($"Received invalid ExecuteAttack message. Limb index out of bounds (character: {Name}, limb index: {attackLimbIndex}, limb count: {AnimController.Limbs.Length})");
                        break;
                    }
                    Limb attackLimb = AnimController.Limbs[attackLimbIndex];
                    Limb targetLimb = null;
                    if (!(FindEntityByID(targetEntityID) is IDamageable targetEntity))
                    {
                        DebugConsole.ThrowError($"Received invalid ExecuteAttack message. Target entity not found (ID {targetEntityID})");
                        break;
                    }
                    if (targetEntity is Character targetCharacter)
                    {
                        if (targetLimbIndex >= targetCharacter.AnimController.Limbs.Length)
                        {
                            DebugConsole.ThrowError($"Received invalid ExecuteAttack message. Target limb index out of bounds (target character: {targetCharacter.Name}, limb index: {targetLimbIndex}, limb count: {targetCharacter.AnimController.Limbs.Length})");
                            break;
                        }
                        targetLimb = targetCharacter.AnimController.Limbs[targetLimbIndex];
                    }
                    if (attackLimb?.attack != null)
                    {
                        attackLimb.ExecuteAttack(targetEntity, targetLimb, out _);
                    }
                    break;

                case 5:         //NetEntityEvent.Type.AssignCampaignInteraction
                    byte campaignInteractionType = msg.ReadByte();
                    (GameMain.GameSession?.GameMode as CampaignMode)?.AssignNPCMenuInteraction(this, (CampaignMode.InteractionType)campaignInteractionType);
                    break;
                }
                msg.ReadPadBits();
                break;
            }
        }
示例#7
0
 public ItemSpawnInfo(ItemPrefab prefab, Inventory inventory, float?condition = null)
 {
     Prefab    = prefab ?? throw new ArgumentException("ItemSpawnInfo prefab cannot be null.");
     Inventory = inventory;
     Condition = condition ?? prefab.Health;
 }
        public virtual void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
        {
            if (GameMain.Server == null)
            {
                return;
            }

            if (extraData != null)
            {
                switch ((NetEntityEvent.Type)extraData[0])
                {
                case NetEntityEvent.Type.InventoryState:
                    msg.WriteRangedInteger(0, 0, 3);
                    Inventory.SharedWrite(msg, extraData);
                    break;

                case NetEntityEvent.Type.Control:
                    msg.WriteRangedInteger(1, 0, 3);
                    Client owner = ((Client)extraData[1]);
                    msg.Write(owner == null ? (byte)0 : owner.ID);
                    break;

                case NetEntityEvent.Type.Status:
                    msg.WriteRangedInteger(2, 0, 3);
                    WriteStatus(msg);
                    break;

                case NetEntityEvent.Type.UpdateSkills:
                    msg.WriteRangedInteger(3, 0, 3);
                    if (Info?.Job == null)
                    {
                        msg.Write((byte)0);
                    }
                    else
                    {
                        msg.Write((byte)Info.Job.Skills.Count);
                        foreach (Skill skill in Info.Job.Skills)
                        {
                            msg.Write(skill.Identifier);
                            msg.Write(skill.Level);
                        }
                    }
                    break;

                default:
                    DebugConsole.ThrowError("Invalid NetworkEvent type for entity " + ToString() + " (" + (NetEntityEvent.Type)extraData[0] + ")");
                    break;
                }
                msg.WritePadBits();
            }
            else
            {
                msg.Write(ID);

                IWriteMessage tempBuffer = new WriteOnlyMessage();

                if (this == c.Character)
                {
                    tempBuffer.Write(true);
                    if (LastNetworkUpdateID < memInput.Count + 1)
                    {
                        tempBuffer.Write((UInt16)0);
                    }
                    else
                    {
                        tempBuffer.Write((UInt16)(LastNetworkUpdateID - memInput.Count - 1));
                    }
                }
                else
                {
                    tempBuffer.Write(false);

                    bool aiming = false;
                    bool use    = false;
                    bool attack = false;
                    bool shoot  = false;

                    if (IsRemotePlayer)
                    {
                        aiming = dequeuedInput.HasFlag(InputNetFlags.Aim);
                        use    = dequeuedInput.HasFlag(InputNetFlags.Use);
                        attack = dequeuedInput.HasFlag(InputNetFlags.Attack);
                        shoot  = dequeuedInput.HasFlag(InputNetFlags.Shoot);
                    }
                    else if (keys != null)
                    {
                        aiming = keys[(int)InputType.Aim].GetHeldQueue;
                        use    = keys[(int)InputType.Use].GetHeldQueue;
                        attack = keys[(int)InputType.Attack].GetHeldQueue;
                        shoot  = keys[(int)InputType.Shoot].GetHeldQueue;

                        networkUpdateSent = true;
                    }

                    tempBuffer.Write(aiming);
                    tempBuffer.Write(shoot);
                    tempBuffer.Write(use);
                    if (AnimController is HumanoidAnimController)
                    {
                        tempBuffer.Write(((HumanoidAnimController)AnimController).Crouching);
                    }
                    tempBuffer.Write(attack);

                    Vector2 relativeCursorPos = cursorPosition - AimRefPosition;
                    tempBuffer.Write((UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)));

                    tempBuffer.Write(IsRagdolled || IsUnconscious || Stun > 0.0f || IsDead);

                    tempBuffer.Write(AnimController.Dir > 0.0f);
                }

                if (SelectedCharacter != null || SelectedConstruction != null)
                {
                    tempBuffer.Write(true);
                    tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : NullEntityID);
                    tempBuffer.Write(SelectedConstruction != null ? SelectedConstruction.ID : NullEntityID);
                    if (SelectedCharacter != null)
                    {
                        tempBuffer.Write(AnimController.Anim == AnimController.Animation.CPR);
                    }
                }
                else
                {
                    tempBuffer.Write(false);
                }

                tempBuffer.Write(SimPosition.X);
                tempBuffer.Write(SimPosition.Y);
                float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
                AnimController.Collider.LinearVelocity = new Vector2(
                    MathHelper.Clamp(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel),
                    MathHelper.Clamp(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel));
                tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel, 12);
                tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12);

                bool fixedRotation = AnimController.Collider.FarseerBody.FixedRotation || !AnimController.Collider.PhysEnabled;
                tempBuffer.Write(fixedRotation);
                if (!fixedRotation)
                {
                    tempBuffer.Write(AnimController.Collider.Rotation);
                    float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
                    AnimController.Collider.AngularVelocity = NetConfig.Quantize(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel, 8);
                    tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel), -MaxAngularVel, MaxAngularVel, 8);
                }

                bool writeStatus = healthUpdateTimer <= 0.0f;
                tempBuffer.Write(writeStatus);
                if (writeStatus)
                {
                    WriteStatus(tempBuffer);
                }

                tempBuffer.WritePadBits();

                msg.Write((byte)tempBuffer.LengthBytes);
                msg.Write(tempBuffer.Buffer, 0, tempBuffer.LengthBytes);
            }
        }
        public virtual void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
        {
            if (GameMain.Server == null)
            {
                return;
            }

            switch (type)
            {
            case ClientNetObject.CHARACTER_INPUT:

                if (c.Character != this)
                {
#if DEBUG
                    DebugConsole.Log("Received a character update message from a client who's not controlling the character");
#endif
                    return;
                }

                UInt16 networkUpdateID = msg.ReadUInt16();
                byte   inputCount      = msg.ReadByte();

                if (AllowInput)
                {
                    Enabled = true;
                }

                for (int i = 0; i < inputCount; i++)
                {
                    InputNetFlags newInput    = (InputNetFlags)msg.ReadRangedInteger(0, (int)InputNetFlags.MaxVal);
                    UInt16        newAim      = 0;
                    UInt16        newInteract = 0;

                    if (newInput != InputNetFlags.None && newInput != InputNetFlags.FacingLeft)
                    {
                        c.KickAFKTimer = 0.0f;
                    }
                    else if (AnimController.Dir < 0.0f != newInput.HasFlag(InputNetFlags.FacingLeft))
                    {
                        //character changed the direction they're facing
                        c.KickAFKTimer = 0.0f;
                    }

                    newAim = msg.ReadUInt16();
                    if (newInput.HasFlag(InputNetFlags.Select) ||
                        newInput.HasFlag(InputNetFlags.Deselect) ||
                        newInput.HasFlag(InputNetFlags.Use) ||
                        newInput.HasFlag(InputNetFlags.Health) ||
                        newInput.HasFlag(InputNetFlags.Grab))
                    {
                        newInteract = msg.ReadUInt16();
                    }

                    if (NetIdUtils.IdMoreRecent((ushort)(networkUpdateID - i), LastNetworkUpdateID) && (i < 60))
                    {
                        if ((i > 0 && memInput[i - 1].intAim != newAim))
                        {
                            c.KickAFKTimer = 0.0f;
                        }
                        NetInputMem newMem = new NetInputMem
                        {
                            states          = newInput,
                            intAim          = newAim,
                            interact        = newInteract,
                            networkUpdateID = (ushort)(networkUpdateID - i)
                        };
                        memInput.Insert(i, newMem);
                        LastInputTime = Timing.TotalTime;
                    }
                }

                if (NetIdUtils.IdMoreRecent(networkUpdateID, LastNetworkUpdateID))
                {
                    LastNetworkUpdateID = networkUpdateID;
                }
                if (memInput.Count > 60)
                {
                    //deleting inputs from the queue here means the server is way behind and data needs to be dropped
                    //we'll make the server drop down to 30 inputs for good measure
                    memInput.RemoveRange(30, memInput.Count - 30);
                }
                break;

            case ClientNetObject.ENTITY_STATE:
                int eventType = msg.ReadRangedInteger(0, 3);
                switch (eventType)
                {
                case 0:
                    Inventory.ServerRead(type, msg, c);
                    break;

                case 1:
                    bool doingCPR = msg.ReadBoolean();
                    if (c.Character != this)
                    {
#if DEBUG
                        DebugConsole.Log("Received a character update message from a client who's not controlling the character");
#endif
                        return;
                    }

                    AnimController.Anim = doingCPR ? AnimController.Animation.CPR : AnimController.Animation.None;
                    break;

                case 2:
                    if (c.Character != this)
                    {
#if DEBUG
                        DebugConsole.Log("Received a character update message from a client who's not controlling the character");
#endif
                        return;
                    }

                    if (IsUnconscious)
                    {
                        var causeOfDeath = CharacterHealth.GetCauseOfDeath();
                        Kill(causeOfDeath.First, causeOfDeath.Second);
                    }
                    break;
                }
                break;
            }
            msg.ReadPadBits();
        }
 public InventoryPlaceCommand(Inventory inventory, List <Item> items, bool dropped)
 {
     Inventory  = inventory;
     Receivers  = items.Select(item => new InventorySlotItem(inventory.FindIndex(item), item)).ToList();
     wasDropped = dropped;
 }