Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
This commit is contained in:
@@ -0,0 +1,227 @@
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class PowerContainer : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
|
||||
{
|
||||
//[power/min]
|
||||
private float capacity;
|
||||
|
||||
private float charge;
|
||||
|
||||
private float rechargeVoltage, outputVoltage;
|
||||
|
||||
//how fast the battery can be recharged
|
||||
private float maxRechargeSpeed;
|
||||
|
||||
//how fast it's currently being recharged (can be changed, so that
|
||||
//charging can be slowed down or disabled if there's a shortage of power)
|
||||
private float rechargeSpeed;
|
||||
|
||||
private float maxOutput;
|
||||
|
||||
private float lastSentCharge;
|
||||
|
||||
public float CurrPowerOutput
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(10.0f, true)]
|
||||
public float MaxOutPut
|
||||
{
|
||||
set { maxOutput = value; }
|
||||
get { return maxOutput; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(10.0f, true), Editable]
|
||||
public float Capacity
|
||||
{
|
||||
get { return capacity; }
|
||||
set { capacity = Math.Max(value, 1.0f); }
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(0.0f, true)]
|
||||
public float Charge
|
||||
{
|
||||
get { return charge; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
charge = MathHelper.Clamp(value, 0.0f, capacity);
|
||||
|
||||
if (Math.Abs(charge - lastSentCharge) / capacity > 1.0f)
|
||||
{
|
||||
if (GameMain.Server != null) item.CreateServerEvent(this);
|
||||
lastSentCharge = charge;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(10.0f, true), Editable]
|
||||
public float RechargeSpeed
|
||||
{
|
||||
get { return rechargeSpeed; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
rechargeSpeed = MathHelper.Clamp(value, 0.0f, maxRechargeSpeed);
|
||||
rechargeSpeed = MathUtils.RoundTowardsClosest(rechargeSpeed, Math.Max(maxRechargeSpeed * 0.1f, 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(10.0f, false), Editable]
|
||||
public float MaxRechargeSpeed
|
||||
{
|
||||
get { return maxRechargeSpeed; }
|
||||
set { maxRechargeSpeed = Math.Max(value, 1.0f); }
|
||||
}
|
||||
|
||||
public PowerContainer(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
//capacity = ToolBox.GetAttributeFloat(element, "capacity", 10.0f);
|
||||
//maxRechargeSpeed = ToolBox.GetAttributeFloat(element, "maxinput", 10.0f);
|
||||
//maxOutput = ToolBox.GetAttributeFloat(element, "maxoutput", 10.0f);
|
||||
|
||||
IsActive = true;
|
||||
|
||||
InitProjSpecific();
|
||||
}
|
||||
|
||||
partial void InitProjSpecific();
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
if (picker == null) return false;
|
||||
|
||||
//picker.SelectedConstruction = (picker.SelectedConstruction == item) ? null : item;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
float chargeRatio = (float)(Math.Sqrt(charge / capacity));
|
||||
float gridPower = 0.0f;
|
||||
float gridLoad = 0.0f;
|
||||
|
||||
//if (item.linkedTo.Count == 0) return;
|
||||
|
||||
foreach (Connection c in item.Connections)
|
||||
{
|
||||
if (c.Name == "power_in") continue;
|
||||
foreach (Connection c2 in c.Recipients)
|
||||
{
|
||||
PowerTransfer pt = c2.Item.GetComponent<PowerTransfer>();
|
||||
if (pt == null || !pt.IsActive) continue;
|
||||
|
||||
gridLoad += pt.PowerLoad;
|
||||
gridPower -= pt.CurrPowerConsumption;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//float gridRate = voltage;
|
||||
|
||||
if (chargeRatio > 0.0f)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
}
|
||||
|
||||
//recharge
|
||||
//if (gridRate >= chargeRate)
|
||||
//{
|
||||
if (charge >= capacity)
|
||||
{
|
||||
rechargeVoltage = 0.0f;
|
||||
charge = capacity;
|
||||
|
||||
CurrPowerConsumption = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
currPowerConsumption = MathHelper.Lerp(currPowerConsumption, rechargeSpeed, 0.05f);
|
||||
Charge += currPowerConsumption * rechargeVoltage / 3600.0f;
|
||||
}
|
||||
|
||||
//}
|
||||
|
||||
//provide power to the grid
|
||||
if (gridLoad > 0.0f)
|
||||
{
|
||||
if (charge <= 0.0f)
|
||||
{
|
||||
CurrPowerOutput = 0.0f;
|
||||
charge = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
if (gridPower < gridLoad)
|
||||
{
|
||||
CurrPowerOutput = MathHelper.Lerp(
|
||||
CurrPowerOutput,
|
||||
Math.Min(maxOutput * chargeRatio, gridLoad),
|
||||
deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrPowerOutput = MathHelper.Lerp(CurrPowerOutput, 0.0f, deltaTime);
|
||||
}
|
||||
|
||||
Charge -= CurrPowerOutput / 3600.0f;
|
||||
}
|
||||
|
||||
rechargeVoltage = 0.0f;
|
||||
outputVoltage = 0.0f;
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
RechargeSpeed = maxRechargeSpeed * 0.5f;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
|
||||
{
|
||||
if (!connection.IsPower) return;
|
||||
|
||||
if (connection.Name == "power_in")
|
||||
{
|
||||
rechargeVoltage = power;
|
||||
}
|
||||
else
|
||||
{
|
||||
outputVoltage = power;
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
float newRechargeSpeed = msg.ReadRangedInteger(0,10) / 10.0f * maxRechargeSpeed;
|
||||
|
||||
if (item.CanClientAccess(c))
|
||||
{
|
||||
RechargeSpeed = newRechargeSpeed;
|
||||
GameServer.Log(c.Character + " set the recharge speed of "+item.Name+" to "+ (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.WriteRangedInteger(0, 10, (int)(rechargeSpeed / MaxRechargeSpeed * 10));
|
||||
|
||||
float chargeRatio = MathHelper.Clamp(charge / capacity, 0.0f, 1.0f);
|
||||
msg.WriteRangedSingle(chargeRatio, 0.0f, 1.0f, 8);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user