Optimization: FindHull spatial hashing, itemcomponent sounds in a dictionary, got rid of Item.Updated, rendering fixes, disposing shadow vertex buffers
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@@ -12,6 +12,10 @@ namespace Barotrauma.Items.Components
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static float fullPower;
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static float fullLoad;
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//private bool updated;
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private int updateTimer;
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const float FireProbability = 0.15f;
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//affects how fast changes in power/load are carried over the grid
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@@ -40,9 +44,14 @@ namespace Barotrauma.Items.Components
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fullLoad = 0.0f;
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connectedList.Clear();
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if (updated) return;
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if (updateTimer > 0)
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{
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updateTimer--;
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return;
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}
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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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@@ -54,51 +63,43 @@ namespace Barotrauma.Items.Components
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pt.Item.SendSignal("", "power", fullPower / Math.Max(fullLoad, 1.0f));
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//damage the item if voltage is too high
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if (-pt.currPowerConsumption > Math.Max(pt.powerLoad * 2.0f, 200.0f))
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if (-pt.currPowerConsumption < Math.Max(pt.powerLoad * 2.0f, 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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if (pt.item.Condition <= 0.0f && prevCondition > 0.0f)
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{
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sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 600.0f, pt.item.WorldPosition);
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float prevCondition = pt.item.Condition;
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pt.item.Condition -= deltaTime * 10.0f;
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if (pt.item.Condition<=0.0f && prevCondition > 0.0f)
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Vector2 baseVel = Rand.Vector(300.0f);
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for (int i = 0; i < 10; i++)
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{
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sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 600.0f, pt.item.WorldPosition);
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var particle = GameMain.ParticleManager.CreateParticle("spark", pt.item.WorldPosition,
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baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
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Vector2 baseVel = Rand.Vector(300.0f);
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for (int i = 0; i < 10; i++)
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{
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var particle = GameMain.ParticleManager.CreateParticle("spark", pt.item.WorldPosition,
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baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
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if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
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}
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if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
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}
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if (FireProbability > 0.0f && Rand.Int((int)(1.0f / FireProbability)) == 1)
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{
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new FireSource(pt.item.WorldPosition);
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}
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if (FireProbability > 0.0f && Rand.Int((int)(1.0f / FireProbability)) == 1)
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{
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new FireSource(pt.item.WorldPosition);
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}
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}
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}
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}
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public override bool Pick(Character picker)
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{
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if (picker == null) return false;
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//picker.SelectedConstruction = (picker.SelectedConstruction == item) ? null : item;
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return true;
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return picker != null;
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}
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//a recursive function that goes through all the junctions and adds up
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//all the generated/consumed power of the constructions connected to the grid
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private void CheckJunctions(float deltaTime)
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{
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updated = true;
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updateTimer = 1;
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connectedList.Add(this);
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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@@ -119,11 +120,12 @@ namespace Barotrauma.Items.Components
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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.Updated) continue;
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if (powered == null) continue;
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PowerTransfer powerTransfer = powered as PowerTransfer;
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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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}
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else
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@@ -143,9 +145,8 @@ namespace Barotrauma.Items.Components
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}
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}
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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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int x = GuiFrame.Rect.X;
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