Item/statuseffect optimization:
- PowerTransfer components cache power connections instead of rechecking them every frame - items store connections in a dictionary with the name of the connection as a key (-> finding the correct connection when sending a signal is more efficient) - storing item tags & StatusEffect targetNames in HashSets
This commit is contained in:
@@ -16,7 +16,7 @@ namespace Barotrauma
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}
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private TargetType targetTypes;
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private string[] targetNames;
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private HashSet<string> targetNames;
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private List<RelatedItem> requiredItems;
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@@ -26,8 +26,8 @@ namespace Barotrauma
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private bool setValue;
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private bool disableDeltaTime;
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private string[] onContainingNames;
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private HashSet<string> onContainingNames;
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private readonly float duration;
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@@ -48,12 +48,12 @@ namespace Barotrauma
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get { return targetTypes; }
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}
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public string[] TargetNames
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public HashSet<string> TargetNames
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{
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get { return targetNames; }
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}
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public string[] OnContainingNames
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public HashSet<string> OnContainingNames
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{
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get { return onContainingNames; }
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}
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@@ -92,10 +92,10 @@ namespace Barotrauma
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type = (ActionType)Enum.Parse(typeof(ActionType), split[0], true);
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string[] containingNames = split[1].Split(',');
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onContainingNames = new string[containingNames.Length];
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for (int i =0; i < containingNames.Length; i++)
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onContainingNames = new HashSet<string>();
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for (int i = 0; i < containingNames.Length; i++)
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{
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onContainingNames[i] = containingNames[i].Trim();
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onContainingNames.Add(containingNames[i].Trim());
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}
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}
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@@ -116,10 +116,10 @@ namespace Barotrauma
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break;
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case "targetnames":
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string[] names = attribute.Value.Split(',');
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targetNames = new string[names.Length];
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targetNames = new HashSet<string>();
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for (int i=0; i < names.Length; i++ )
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{
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targetNames[i] = names[i].Trim();
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targetNames.Add(names[i].Trim());
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}
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break;
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case "sound":
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@@ -374,7 +374,7 @@ namespace Barotrauma.Items.Components
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return;
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}
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List<ItemSound> matchingSounds = null;
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List<ItemSound> matchingSounds;
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if (!sounds.TryGetValue(type, out matchingSounds)) return;
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ItemSound itemSound = null;
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@@ -22,7 +22,9 @@ namespace Barotrauma.Items.Components
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//affects how fast changes in power/load are carried over the grid
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static float inertia = 5.0f;
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static List<Powered> connectedList = new List<Powered>();
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static HashSet<Powered> connectedList = new HashSet<Powered>();
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private List<Connection> powerConnections;
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private float powerLoad;
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@@ -35,24 +37,27 @@ namespace Barotrauma.Items.Components
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: base(item, element)
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{
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IsActive = true;
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powerConnections = new List<Connection>();
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}
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public override void Update(float deltaTime, Camera cam)
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{
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//reset and recalculate the power generated/consumed
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//by the constructions connected to the grid
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fullPower = 0.0f;
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fullLoad = 0.0f;
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connectedList.Clear();
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if (updateTimer > 0)
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{
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//this junction box has already been updated this frame
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updateTimer--;
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return;
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}
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//reset and recalculate the power generated/consumed
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//by the constructions connected to the grid
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fullPower = 0.0f;
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fullLoad = 0.0f;
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updateTimer = 0;
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connectedList.Clear();
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CheckJunctions(deltaTime);
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updateTimer = 0;
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foreach (Powered p in connectedList)
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{
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@@ -68,8 +73,7 @@ namespace Barotrauma.Items.Components
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//(except if running as a client)
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if (GameMain.Client != null) continue;
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if (-pt.currPowerConsumption < Math.Max(pt.powerLoad * Rand.Range(1.9f,2.1f), 200.0f)) continue;
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float prevCondition = pt.item.Condition;
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pt.item.Condition -= deltaTime * 10.0f;
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@@ -109,37 +113,31 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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List<Connection> connections = item.Connections;
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if (connections == null) return;
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foreach (Connection c in connections)
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foreach (Connection c in powerConnections)
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{
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if (!c.IsPower) continue;
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var recipients = c.Recipients;
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foreach (Connection recipient in recipients)
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{
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if (recipient == null || !c.IsPower) continue;
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if (recipient == null) continue;
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Item it = recipient.Item;
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if (it == null) continue;
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//if (it.Updated) continue;
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Powered powered = it.GetComponent<Powered>();
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if (powered == null || !powered.IsActive) continue;
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if (connectedList.Contains(powered)) continue;
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PowerTransfer powerTransfer = powered as PowerTransfer;
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PowerContainer powerContainer = powered as PowerContainer;
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if (powerTransfer != null)
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{
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//if (powerTransfer.updateTimer>0) continue;
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powerTransfer.CheckJunctions(deltaTime);
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continue;
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}
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else if (powerContainer != null)
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PowerContainer powerContainer = powered as PowerContainer;
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if (powerContainer != null)
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{
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if (recipient.Name == "power_in")
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{
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@@ -187,6 +185,19 @@ namespace Barotrauma.Items.Components
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GuiFrame.Update(1.0f / 60.0f);
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}
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public override void OnMapLoaded()
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{
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var connections = item.Connections;
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if (connections == null)
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{
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IsActive = false;
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return;
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}
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powerConnections = connections.FindAll(c => c.IsPower);
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if (powerConnections.Count == 0) IsActive = false;
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power)
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{
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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@@ -36,7 +36,7 @@ namespace Barotrauma
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public static bool ShowLinks = true;
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private List<string> tags;
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private HashSet<string> tags;
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public Hull CurrentHull;
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@@ -55,6 +55,9 @@ namespace Barotrauma
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private bool inWater;
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private Inventory parentInventory;
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private Inventory ownInventory;
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private Dictionary<string, Connection> connections;
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//a dictionary containing lists of the status effects in all the components of the item
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private Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
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@@ -275,8 +278,7 @@ namespace Barotrauma
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{
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get
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{
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ItemContainer c = GetComponent<ItemContainer>();
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return (c == null) ? null : Array.FindAll(c.Inventory.Items, i=>i!=null);
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return (ownInventory == null) ? null : Array.FindAll(ownInventory.Items, i => i != null);
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}
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}
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@@ -326,7 +328,7 @@ namespace Barotrauma
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components = new List<ItemComponent>();
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drawableComponents = new List<IDrawableComponent>();
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FixRequirements = new List<FixRequirement>();
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tags = new List<string>();
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tags = new HashSet<string>();
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rect = newRect;
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@@ -401,6 +403,12 @@ namespace Barotrauma
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if (body != null) body.FarseerBody.OnCollision += OnCollision;
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}
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var itemContainer = GetComponent<ItemContainer>();
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if (itemContainer!=null)
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{
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ownInventory = itemContainer.Inventory;
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}
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InsertToList();
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ItemList.Add(this);
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}
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@@ -428,15 +436,16 @@ namespace Barotrauma
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public void RemoveContained(Item contained)
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{
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ItemContainer c = GetComponent<ItemContainer>();
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if (c == null) return;
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c.RemoveContained(contained);
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if (ownInventory != null)
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{
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ownInventory.RemoveItem(contained);
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}
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contained.Container = null;
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}
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public void SetTransform(Vector2 simPosition, float rotation)
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public void SetTransform(Vector2 simPosition, float rotation, bool findNewHull = true)
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{
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if (body != null)
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{
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@@ -457,7 +466,7 @@ namespace Barotrauma
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
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FindHull();
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if (findNewHull) FindHull();
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}
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public override void Move(Vector2 amount)
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@@ -544,7 +553,34 @@ namespace Barotrauma
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return rootContainer;
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}
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public void SetContainedItemPositions()
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{
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if (ownInventory == null) return;
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Vector2 simPos = SimPosition;
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Vector2 displayPos = Position;
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foreach (Item contained in ownInventory.Items)
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{
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if (contained == null) continue;
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if (contained.body != null)
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{
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contained.body.FarseerBody.SetTransformIgnoreContacts(ref simPos, 0.0f);
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}
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contained.Rect =
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new Rectangle(
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(int)(displayPos.X - contained.Rect.Width / 2.0f),
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(int)(displayPos.Y + contained.Rect.Height / 2.0f),
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contained.Rect.Width, contained.Rect.Height);
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contained.Submarine = Submarine;
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contained.CurrentHull = CurrentHull;
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}
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}
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public void AddTag(string tag)
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{
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if (tags.Contains(tag)) return;
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@@ -580,16 +616,15 @@ namespace Barotrauma
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bool hasTargets = (effect.TargetNames == null);
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Item[] containedItems = ContainedItems;
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if (effect.OnContainingNames!=null)
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if (effect.OnContainingNames != null)
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{
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foreach (string s in effect.OnContainingNames)
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{
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if (containedItems.FirstOrDefault(x => x!=null && x.Name==s && x.Condition>0.0f) == null) return;
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if (!containedItems.Any(x => x!=null && x.Name==s && x.Condition > 0.0f)) return;
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}
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}
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List<IPropertyObject> targets = new List<IPropertyObject>();
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if (containedItems != null)
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{
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if (effect.Targets.HasFlag(StatusEffect.TargetType.Contained))
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@@ -691,8 +726,7 @@ namespace Barotrauma
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{
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ic.Update(deltaTime, cam);
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if (ic.IsActive) ic.PlaySound(ActionType.OnActive, WorldPosition);
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//ic.ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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if (ic.IsActive) ic.PlaySound(ActionType.OnActive, WorldPosition);
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}
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else
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{
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@@ -1154,25 +1188,23 @@ namespace Barotrauma
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public void SendSignal(int stepsTaken, string signal, string connectionName, float power = 0.0f)
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{
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if (connections == null) return;
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stepsTaken++;
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ConnectionPanel panel = GetComponent<ConnectionPanel>();
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if (panel == null) return;
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foreach (Connection c in panel.Connections)
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Connection c = null;
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if (!connections.TryGetValue(connectionName, out c)) return;
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if (stepsTaken > 10)
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{
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if (c.Name != connectionName) continue;
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if (stepsTaken > 10)
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{
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//use a coroutine to prevent infinite loops by creating a one
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//frame delay if the "signal chain" gets too long
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CoroutineManager.StartCoroutine(SendSignal(signal, c, power));
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}
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else
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{
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c.SendSignal(stepsTaken, signal, this, power);
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}
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//use a coroutine to prevent infinite loops by creating a one
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//frame delay if the "signal chain" gets too long
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CoroutineManager.StartCoroutine(SendSignal(signal, c, power));
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}
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else
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{
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c.SendSignal(stepsTaken, signal, this, power);
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}
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}
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private IEnumerable<object> SendSignal(string signal, Connection connection, float power = 0.0f)
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@@ -1180,9 +1212,6 @@ namespace Barotrauma
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//wait one frame
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yield return CoroutineStatus.Running;
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ConnectionPanel panel = GetComponent<ConnectionPanel>();
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if (panel == null) yield return CoroutineStatus.Success;
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connection.SendSignal(0, signal, this, power);
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yield return CoroutineStatus.Success;
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@@ -1654,7 +1683,18 @@ namespace Barotrauma
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foreach (ItemComponent ic in components)
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{
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ic.OnMapLoaded();
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}
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}
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//cache connections into a dictionary for faster lookups
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var connectionPanel = GetComponent<ConnectionPanel>();
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connections = new Dictionary<string, Connection>();
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if (connectionPanel == null) return;
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foreach (Connection c in connectionPanel.Connections)
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{
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if (!connections.ContainsKey(c.Name))
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connections.Add(c.Name, c);
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}
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}
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Block a user