Reorganized project to start work on dedicated server
This commit is contained in:
@@ -0,0 +1,318 @@
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using System;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Networking;
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using Lidgren.Network;
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namespace Barotrauma.Items.Components
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{
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class PowerContainer : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
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{
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//[power/min]
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private float capacity;
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private float charge;
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private float rechargeVoltage, outputVoltage;
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//how fast the battery can be recharged
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private float maxRechargeSpeed;
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//how fast it's currently being recharged (can be changed, so that
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//charging can be slowed down or disabled if there's a shortage of power)
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private float rechargeSpeed;
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private float maxOutput;
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private float lastSentCharge;
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public float CurrPowerOutput
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{
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get;
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private set;
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}
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[Editable, HasDefaultValue(10.0f, true)]
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public float MaxOutPut
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{
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set { maxOutput = value; }
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get { return maxOutput; }
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}
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[HasDefaultValue(10.0f, true), Editable]
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public float Capacity
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{
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get { return capacity; }
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set { capacity = Math.Max(value, 1.0f); }
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}
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[Editable, HasDefaultValue(0.0f, true)]
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public float Charge
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{
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get { return charge; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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charge = MathHelper.Clamp(value, 0.0f, capacity);
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if (Math.Abs(charge - lastSentCharge) / capacity > 1.0f)
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{
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if (GameMain.Server != null) item.CreateServerEvent(this);
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lastSentCharge = charge;
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}
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}
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}
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[HasDefaultValue(10.0f, true), Editable]
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public float RechargeSpeed
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{
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get { return rechargeSpeed; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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rechargeSpeed = MathHelper.Clamp(value, 0.0f, maxRechargeSpeed);
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rechargeSpeed = MathUtils.RoundTowardsClosest(rechargeSpeed, Math.Max(maxRechargeSpeed * 0.1f, 1.0f));
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}
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}
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[HasDefaultValue(10.0f, false), Editable]
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public float MaxRechargeSpeed
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{
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get { return maxRechargeSpeed; }
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set { maxRechargeSpeed = Math.Max(value, 1.0f); }
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}
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public PowerContainer(Item item, XElement element)
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: base(item, element)
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{
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//capacity = ToolBox.GetAttributeFloat(element, "capacity", 10.0f);
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//maxRechargeSpeed = ToolBox.GetAttributeFloat(element, "maxinput", 10.0f);
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//maxOutput = ToolBox.GetAttributeFloat(element, "maxoutput", 10.0f);
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IsActive = true;
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if (canBeSelected)
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{
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var button = new GUIButton(new Rectangle(160, 50, 30,30), "-", "", GuiFrame);
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button.OnClicked = (GUIButton btn, object obj) =>
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{
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RechargeSpeed = rechargeSpeed - maxRechargeSpeed * 0.1f;
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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GameServer.Log(Character.Controlled + " set the recharge speed of " + item.Name + " to " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
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}
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else if (GameMain.Client != null)
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{
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item.CreateClientEvent(this);
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correctionTimer = CorrectionDelay;
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}
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return true;
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};
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button = new GUIButton(new Rectangle(200, 50, 30, 30), "+", "", GuiFrame);
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button.OnClicked = (GUIButton btn, object obj) =>
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{
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RechargeSpeed = rechargeSpeed + maxRechargeSpeed * 0.1f;
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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GameServer.Log(Character.Controlled + " set the recharge speed of " + item.Name + " to " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
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}
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else if (GameMain.Client != null)
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{
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item.CreateClientEvent(this);
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correctionTimer = CorrectionDelay;
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}
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return true;
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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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}
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public override void Update(float deltaTime, Camera cam)
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{
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float chargeRatio = (float)(Math.Sqrt(charge / capacity));
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float gridPower = 0.0f;
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float gridLoad = 0.0f;
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//if (item.linkedTo.Count == 0) return;
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foreach (Connection c in item.Connections)
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{
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if (c.Name == "power_in") continue;
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foreach (Connection c2 in c.Recipients)
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{
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PowerTransfer pt = c2.Item.GetComponent<PowerTransfer>();
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if (pt == null || !pt.IsActive) continue;
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gridLoad += pt.PowerLoad;
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gridPower -= pt.CurrPowerConsumption;
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}
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}
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//float gridRate = voltage;
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if (chargeRatio > 0.0f)
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{
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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}
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//recharge
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//if (gridRate >= chargeRate)
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//{
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if (charge >= capacity)
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{
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rechargeVoltage = 0.0f;
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charge = capacity;
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CurrPowerConsumption = 0.0f;
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}
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else
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{
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currPowerConsumption = MathHelper.Lerp(currPowerConsumption, rechargeSpeed, 0.05f);
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Charge += currPowerConsumption * rechargeVoltage / 3600.0f;
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}
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//}
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//provide power to the grid
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if (gridLoad > 0.0f)
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{
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if (charge <= 0.0f)
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{
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CurrPowerOutput = 0.0f;
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charge = 0.0f;
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return;
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}
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if (gridPower < gridLoad)
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{
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CurrPowerOutput = MathHelper.Lerp(
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CurrPowerOutput,
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Math.Min(maxOutput * chargeRatio, gridLoad),
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deltaTime);
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}
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else
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{
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CurrPowerOutput = MathHelper.Lerp(CurrPowerOutput, 0.0f, deltaTime);
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}
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Charge -= CurrPowerOutput / 3600.0f;
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}
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rechargeVoltage = 0.0f;
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outputVoltage = 0.0f;
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}
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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RechargeSpeed = maxRechargeSpeed * 0.5f;
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return true;
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
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{
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if (!connection.IsPower) return;
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if (connection.Name == "power_in")
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{
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rechargeVoltage = power;
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}
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else
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{
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outputVoltage = power;
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}
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}
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public void Draw(SpriteBatch spriteBatch, bool editing = false)
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{
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GUI.DrawRectangle(spriteBatch,
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new Vector2(item.DrawPosition.X- 4, -item.DrawPosition.Y),
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new Vector2(8, 22), Color.Black);
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if (charge > 0)
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GUI.DrawRectangle(spriteBatch,
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new Vector2(item.DrawPosition.X - 3, -item.DrawPosition.Y + 1 + (20.0f * (1.0f - charge / capacity))),
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new Vector2(6, 20 * (charge / capacity)), Color.Green, true);
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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GuiFrame.Draw(spriteBatch);
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int x = GuiFrame.Rect.X;
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int y = GuiFrame.Rect.Y;
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//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
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GUI.Font.DrawString(spriteBatch,
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"Charge: " + (int)charge + "/" + (int)capacity + " kWm (" + (int)((charge / capacity) * 100.0f) + " %)",
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new Vector2(x + 30, y + 30), Color.White);
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GUI.Font.DrawString(spriteBatch, "Recharge rate: " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", new Vector2(x + 30, y + 95), Color.White);
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}
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public override void AddToGUIUpdateList()
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{
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GuiFrame.AddToGUIUpdateList();
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}
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update(1.0f / 60.0f);
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}
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public void ClientWrite(NetBuffer msg, object[] extraData)
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{
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msg.WriteRangedInteger(0, 10, (int)(rechargeSpeed / MaxRechargeSpeed * 10));
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}
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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float newRechargeSpeed = msg.ReadRangedInteger(0,10) / 10.0f * maxRechargeSpeed;
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if (item.CanClientAccess(c))
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{
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RechargeSpeed = newRechargeSpeed;
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GameServer.Log(c.Character + " set the recharge speed of "+item.Name+" to "+ (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
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}
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item.CreateServerEvent(this);
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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msg.WriteRangedInteger(0, 10, (int)(rechargeSpeed / MaxRechargeSpeed * 10));
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float chargeRatio = MathHelper.Clamp(charge / capacity, 0.0f, 1.0f);
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msg.WriteRangedSingle(chargeRatio, 0.0f, 1.0f, 8);
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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if (correctionTimer > 0.0f)
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{
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StartDelayedCorrection(type, msg.ExtractBits(4 + 8), sendingTime);
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return;
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}
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RechargeSpeed = msg.ReadRangedInteger(0, 10) / 10.0f * maxRechargeSpeed;
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Charge = msg.ReadRangedSingle(0.0f, 1.0f, 8) * capacity;
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}
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}
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}
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@@ -0,0 +1,223 @@
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using System.Collections.Generic;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Globalization;
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using System.Linq;
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namespace Barotrauma.Items.Components
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{
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class PowerTransfer : Powered
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{
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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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static float inertia = 5.0f;
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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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public float PowerLoad
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{
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get { return powerLoad; }
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}
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public PowerTransfer(Item item, XElement element)
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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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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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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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PowerTransfer pt = p as PowerTransfer;
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if (pt == null) continue;
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pt.powerLoad += (fullLoad - pt.powerLoad) / inertia;
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pt.currPowerConsumption += (-fullPower - pt.currPowerConsumption) / inertia;
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pt.Item.SendSignal(0, "", "power", null, fullPower / Math.Max(fullLoad, 1.0f));
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pt.Item.SendSignal(0, "", "power_out", null, fullPower / Math.Max(fullLoad, 1.0f));
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//damage the item if voltage is too high
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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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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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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 (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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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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updateTimer = 1;
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connectedList.Add(this);
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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foreach (Connection c in powerConnections)
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{
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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) continue;
|
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|
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Item it = recipient.Item;
|
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if (it == null) continue;
|
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|
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if (it.Condition <= 0.0f) continue;
|
||||
|
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foreach (Powered powered in it.GetComponents<Powered>())
|
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{
|
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if (powered == null || !powered.IsActive) continue;
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|
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if (connectedList.Contains(powered)) continue;
|
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|
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PowerTransfer powerTransfer = powered as PowerTransfer;
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if (powerTransfer != null)
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{
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powerTransfer.CheckJunctions(deltaTime);
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continue;
|
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}
|
||||
|
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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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fullLoad += powerContainer.CurrPowerConsumption;
|
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}
|
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else
|
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{
|
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fullPower += powerContainer.CurrPowerOutput;
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}
|
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}
|
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else
|
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{
|
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connectedList.Add(powered);
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//positive power consumption = the construction requires power -> increase load
|
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if (powered.CurrPowerConsumption > 0.0f)
|
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{
|
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fullLoad += powered.CurrPowerConsumption;
|
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}
|
||||
else if (powered.CurrPowerConsumption < 0.0f)
|
||||
//negative power consumption = the construction is a
|
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//generator/battery or another junction box
|
||||
{
|
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fullPower -= powered.CurrPowerConsumption;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
if (!canBeSelected) return;
|
||||
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
|
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GuiFrame.Draw(spriteBatch);
|
||||
|
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GUI.Font.DrawString(spriteBatch, "Power: " + (int)(-currPowerConsumption) + " kW", new Vector2(x + 30, y + 30), Color.White);
|
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GUI.Font.DrawString(spriteBatch, "Load: " + (int)powerLoad + " kW", new Vector2(x + 30, y + 100), Color.White);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
var connections = item.Connections;
|
||||
if (connections == null)
|
||||
{
|
||||
IsActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
powerConnections = connections.FindAll(c => c.IsPower);
|
||||
if (powerConnections.Count == 0) IsActive = false;
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
|
||||
{
|
||||
base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power);
|
||||
|
||||
if (connection.Name.Length > 5 && connection.Name.Substring(0, 6).ToLowerInvariant() == "signal")
|
||||
{
|
||||
connection.SendSignal(stepsTaken, signal, source, sender, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,111 @@
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Powered : ItemComponent
|
||||
{
|
||||
|
||||
protected static Sound[] sparkSounds;
|
||||
|
||||
//the amount of power CURRENTLY consumed by the item
|
||||
//negative values mean that the item is providing power to connected items
|
||||
protected float currPowerConsumption;
|
||||
|
||||
//current voltage of the item (load / power)
|
||||
protected float voltage;
|
||||
|
||||
//the minimum voltage required for the item to work
|
||||
protected float minVoltage;
|
||||
|
||||
//the maximum amount of power the item can draw from connected items
|
||||
protected float powerConsumption;
|
||||
|
||||
private bool powerOnSoundPlayed;
|
||||
|
||||
private static Sound powerOnSound;
|
||||
|
||||
[Editable, HasDefaultValue(0.5f, true)]
|
||||
public float MinVoltage
|
||||
{
|
||||
get { return minVoltage; }
|
||||
set { minVoltage = value; }
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(0.0f, true)]
|
||||
public float PowerConsumption
|
||||
{
|
||||
get { return powerConsumption; }
|
||||
set { powerConsumption = value; }
|
||||
}
|
||||
|
||||
|
||||
[HasDefaultValue(false,true)]
|
||||
public override bool IsActive
|
||||
{
|
||||
get { return base.IsActive; }
|
||||
set
|
||||
{
|
||||
base.IsActive = value;
|
||||
if (!value) currPowerConsumption = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, true)]
|
||||
public float CurrPowerConsumption
|
||||
{
|
||||
get {return currPowerConsumption; }
|
||||
set { currPowerConsumption = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, true)]
|
||||
public float Voltage
|
||||
{
|
||||
get { return voltage; }
|
||||
set { voltage = Math.Max(0.0f, value); }
|
||||
}
|
||||
|
||||
public Powered(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
if (powerOnSound == null)
|
||||
{
|
||||
powerOnSound = Sound.Load("Content/Items/Electricity/powerOn.ogg", false);
|
||||
}
|
||||
|
||||
if (sparkSounds == null)
|
||||
{
|
||||
sparkSounds = new Sound[4];
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
sparkSounds[i] = Sound.Load("Content/Items/Electricity/zap" + (i + 1) + ".ogg", false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0)
|
||||
{
|
||||
if (currPowerConsumption == 0.0f) voltage = 0.0f;
|
||||
if (connection.IsPower) voltage = power;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (currPowerConsumption == 0.0f) return;
|
||||
if (voltage > minVoltage)
|
||||
{
|
||||
if (!powerOnSoundPlayed)
|
||||
{
|
||||
powerOnSound.Play(1.0f, 600.0f, item.WorldPosition);
|
||||
powerOnSoundPlayed = true;
|
||||
}
|
||||
}
|
||||
else if (voltage < 0.1f)
|
||||
{
|
||||
powerOnSoundPlayed = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user