(61d00a474) v0.9.7.1
This commit is contained in:
@@ -0,0 +1,335 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class PowerTransfer : Powered
|
||||
{
|
||||
public List<Connection> PowerConnections { get; private set; }
|
||||
|
||||
private readonly Dictionary<Connection, bool> connectionDirty = new Dictionary<Connection, bool>();
|
||||
|
||||
//a list of connections a given connection is connected to, either directly or via other power transfer components
|
||||
private readonly Dictionary<Connection, HashSet<Connection>> connectedRecipients = new Dictionary<Connection, HashSet<Connection>>();
|
||||
|
||||
protected float powerLoad;
|
||||
|
||||
protected bool isBroken;
|
||||
|
||||
public float PowerLoad
|
||||
{
|
||||
get { return powerLoad; }
|
||||
set { powerLoad = value; }
|
||||
}
|
||||
|
||||
[Editable, Serialize(true, true, description: "Can the item be damaged if too much power is supplied to the power grid.")]
|
||||
public bool CanBeOverloaded
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Editable(MinValueFloat = 1.0f), Serialize(2.0f, true, description:
|
||||
"How much power has to be supplied to the grid relative to the load before item starts taking damage. "
|
||||
+ "E.g. a value of 2 means that the grid has to be receiving twice as much power as the devices in the grid are consuming.")]
|
||||
public float OverloadVoltage
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(0.15f, true, description: "The probability for a fire to start when the item breaks."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f)]
|
||||
public float FireProbability
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(false, false, description: "Is the item currently overloaded. Intended to be used by StatusEffect conditionals (setting the value from XML is not recommended).")]
|
||||
public bool Overload
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
//can the component transfer power
|
||||
private bool canTransfer;
|
||||
public bool CanTransfer
|
||||
{
|
||||
get { return canTransfer; }
|
||||
set
|
||||
{
|
||||
if (canTransfer == value) return;
|
||||
canTransfer = value;
|
||||
SetAllConnectionsDirty();
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsActive
|
||||
{
|
||||
get
|
||||
{
|
||||
return base.IsActive;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
if (base.IsActive == value) return;
|
||||
base.IsActive = value;
|
||||
powerLoad = 0.0f;
|
||||
currPowerConsumption = 0.0f;
|
||||
|
||||
SetAllConnectionsDirty();
|
||||
if (!base.IsActive)
|
||||
{
|
||||
//we need to refresh the connections here because Update won't be called on inactive components
|
||||
RefreshConnections();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public PowerTransfer(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
canTransfer = true;
|
||||
|
||||
InitProjectSpecific(element);
|
||||
}
|
||||
|
||||
partial void InitProjectSpecific(XElement element);
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
base.UpdateBroken(deltaTime, cam);
|
||||
|
||||
Overload = false;
|
||||
|
||||
if (!isBroken)
|
||||
{
|
||||
powerLoad = 0.0f;
|
||||
currPowerConsumption = 0.0f;
|
||||
SetAllConnectionsDirty();
|
||||
RefreshConnections();
|
||||
isBroken = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
RefreshConnections();
|
||||
|
||||
if (!CanTransfer) { return; }
|
||||
|
||||
if (isBroken)
|
||||
{
|
||||
SetAllConnectionsDirty();
|
||||
isBroken = false;
|
||||
}
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
|
||||
//if the item can't be fixed, don't allow it to break
|
||||
if (!item.Repairables.Any() || !CanBeOverloaded) { return; }
|
||||
|
||||
float maxOverVoltage = Math.Max(OverloadVoltage, 1.0f);
|
||||
Overload = -currPowerConsumption > Math.Max(powerLoad, 200.0f) * maxOverVoltage;
|
||||
if (Overload && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
|
||||
{
|
||||
//damage the item if voltage is too high (except if running as a client)
|
||||
float prevCondition = item.Condition;
|
||||
item.Condition -= deltaTime * 10.0f;
|
||||
|
||||
if (item.Condition <= 0.0f && prevCondition > 0.0f)
|
||||
{
|
||||
#if CLIENT
|
||||
SoundPlayer.PlaySound("zap", item.WorldPosition, hullGuess: item.CurrentHull);
|
||||
Vector2 baseVel = Rand.Vector(300.0f);
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
var particle = GameMain.ParticleManager.CreateParticle("spark", item.WorldPosition,
|
||||
baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
|
||||
if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
|
||||
}
|
||||
#endif
|
||||
float currentIntensity = GameMain.GameSession?.EventManager != null ?
|
||||
GameMain.GameSession.EventManager.CurrentIntensity : 0.5f;
|
||||
|
||||
//higher probability for fires if the current intensity is low
|
||||
if (FireProbability > 0.0f &&
|
||||
Rand.Range(0.0f, 1.0f) < MathHelper.Lerp(FireProbability, FireProbability * 0.1f, currentIntensity))
|
||||
{
|
||||
new FireSource(item.WorldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
return picker != null;
|
||||
}
|
||||
|
||||
protected void RefreshConnections()
|
||||
{
|
||||
var connections = item.Connections;
|
||||
foreach (Connection c in connections)
|
||||
{
|
||||
if (!connectionDirty.ContainsKey(c))
|
||||
{
|
||||
connectionDirty[c] = true;
|
||||
}
|
||||
else if (!connectionDirty[c])
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
HashSet<Connection> connected = new HashSet<Connection>();
|
||||
if (!connectedRecipients.ContainsKey(c))
|
||||
{
|
||||
connectedRecipients.Add(c, connected);
|
||||
}
|
||||
else
|
||||
{
|
||||
//mark all previous recipients as dirty
|
||||
foreach (Connection recipient in connectedRecipients[c])
|
||||
{
|
||||
var pt = recipient.Item.GetComponent<PowerTransfer>();
|
||||
if (pt != null) pt.connectionDirty[recipient] = true;
|
||||
}
|
||||
}
|
||||
|
||||
//find all connections that are connected to this one (directly or via another PowerTransfer)
|
||||
connected.Add(c);
|
||||
GetConnected(c, connected);
|
||||
connectedRecipients[c] = connected;
|
||||
|
||||
//go through all the PowerTransfers and we're connected to and set their connections to match the ones we just calculated
|
||||
//(no need to go through the recursive GetConnected method again)
|
||||
foreach (Connection recipient in connected)
|
||||
{
|
||||
var recipientPowerTransfer = recipient.Item.GetComponent<PowerTransfer>();
|
||||
if (recipientPowerTransfer == null) continue;
|
||||
|
||||
if (!connectedRecipients.ContainsKey(recipient))
|
||||
{
|
||||
connectedRecipients.Add(recipient, connected);
|
||||
}
|
||||
|
||||
recipientPowerTransfer.connectedRecipients[recipient] = connected;
|
||||
recipientPowerTransfer.connectionDirty[recipient] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Finds all the connections that can receive a signal sent into the given connection and stores them in the hashset.
|
||||
private void GetConnected(Connection c, HashSet<Connection> connected)
|
||||
{
|
||||
var recipients = c.Recipients;
|
||||
|
||||
foreach (Connection recipient in recipients)
|
||||
{
|
||||
if (recipient == null || connected.Contains(recipient)) continue;
|
||||
|
||||
Item it = recipient.Item;
|
||||
if (it == null || it.Condition <= 0.0f) continue;
|
||||
|
||||
connected.Add(recipient);
|
||||
|
||||
var powerTransfer = it.GetComponent<PowerTransfer>();
|
||||
if (powerTransfer != null && powerTransfer.CanTransfer && powerTransfer.IsActive)
|
||||
{
|
||||
GetConnected(recipient, connected);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetAllConnectionsDirty()
|
||||
{
|
||||
if (item.Connections == null) return;
|
||||
foreach (Connection c in item.Connections)
|
||||
{
|
||||
connectionDirty[c] = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetConnectionDirty(Connection connection)
|
||||
{
|
||||
var connections = item.Connections;
|
||||
if (connections == null || !connections.Contains(connection)) return;
|
||||
connectionDirty[connection] = true;
|
||||
}
|
||||
|
||||
public override void OnItemLoaded()
|
||||
{
|
||||
base.OnItemLoaded();
|
||||
var connections = Item.Connections;
|
||||
PowerConnections = connections == null ? new List<Connection>() : connections.FindAll(c => c.IsPower);
|
||||
if (connections == null)
|
||||
{
|
||||
IsActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(this is RelayComponent))
|
||||
{
|
||||
if (PowerConnections.Any(p => !p.IsOutput) && PowerConnections.Any(p => p.IsOutput))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in item \"" + Name + "\" - PowerTransfer components should not have separate power inputs and outputs, but transfer power between wires connected to the same power connection. " +
|
||||
"If you want power to pass from input to output, change the component to a RelayComponent.");
|
||||
}
|
||||
}
|
||||
|
||||
SetAllConnectionsDirty();
|
||||
}
|
||||
|
||||
public override void ReceivePowerProbeSignal(Connection connection, Item source, float power)
|
||||
{
|
||||
//we've already received this signal
|
||||
if (lastPowerProbeRecipients.Contains(this)) { return; }
|
||||
if (item.Condition <= 0.0f) { return; }
|
||||
|
||||
lastPowerProbeRecipients.Add(this);
|
||||
|
||||
if (power < 0.0f)
|
||||
{
|
||||
powerLoad -= power;
|
||||
}
|
||||
else
|
||||
{
|
||||
currPowerConsumption -= power;
|
||||
}
|
||||
powerOut?.SendPowerProbeSignal(source, power);
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power, float signalStrength = 1.0f)
|
||||
{
|
||||
if (item.Condition <= 0.0f || connection.IsPower) { return; }
|
||||
if (!connectedRecipients.ContainsKey(connection)) { return; }
|
||||
|
||||
if (connection.Name.Length > 5 && connection.Name.Substring(0, 6) == "signal")
|
||||
{
|
||||
foreach (Connection recipient in connectedRecipients[connection])
|
||||
{
|
||||
if (recipient.Item == item || recipient.Item == source) { continue; }
|
||||
|
||||
foreach (ItemComponent ic in recipient.Item.Components)
|
||||
{
|
||||
//other junction boxes don't need to receive the signal in the pass-through signal connections
|
||||
//because we relay it straight to the connected items without going through the whole chain of junction boxes
|
||||
if (ic is PowerTransfer && !(ic is RelayComponent) && connection.Name.Contains("signal")) { continue; }
|
||||
ic.ReceiveSignal(stepsTaken, signal, recipient, source, sender, 0.0f, signalStrength);
|
||||
}
|
||||
|
||||
foreach (StatusEffect effect in recipient.Effects)
|
||||
{
|
||||
recipient.Item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user