Renamed project folders from Subsurface to Barotrauma
This commit is contained in:
@@ -0,0 +1,666 @@
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using Lidgren.Network;
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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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namespace Barotrauma.Items.Components
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{
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class Reactor : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
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{
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const float NetworkUpdateInterval = 0.5f;
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//the rate at which the reactor is being run un
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//higher rates generate more power (and heat)
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private float fissionRate;
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//the rate at which the heat is being dissipated
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private float coolingRate;
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private float temperature;
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//is automatic temperature control on
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//(adjusts the cooling rate automatically to keep the
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//amount of power generated balanced with the load)
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private bool autoTemp;
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//the temperature after which fissionrate is automatically
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//turned down and cooling increased
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private float shutDownTemp;
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private float fireTemp, meltDownTemp;
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//how much power is provided to the grid per 1 temperature unit
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private float powerPerTemp;
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private int graphSize = 25;
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private float graphTimer;
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private int updateGraphInterval = 500;
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private float[] fissionRateGraph;
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private float[] coolingRateGraph;
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private float[] tempGraph;
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private float[] loadGraph;
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private float load;
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private PropertyTask powerUpTask;
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private GUITickBox autoTempTickBox;
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private bool unsentChanges;
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private float sendUpdateTimer;
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private Character lastUser;
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private float? nextServerLogWriteTime;
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private float lastServerLogWriteTime;
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[Editable, HasDefaultValue(9500.0f, true)]
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public float MeltDownTemp
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{
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get { return meltDownTemp; }
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set
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{
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meltDownTemp = Math.Max(0.0f, value);
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}
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}
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[Editable, HasDefaultValue(9000.0f, true)]
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public float FireTemp
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{
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get { return fireTemp; }
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set
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{
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fireTemp = Math.Max(0.0f, value);
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}
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}
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[Editable, HasDefaultValue(1.0f, true)]
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public float PowerPerTemp
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{
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get { return powerPerTemp; }
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set
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{
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powerPerTemp = Math.Max(0.0f, value);
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}
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}
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[HasDefaultValue(0.0f, true)]
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public float FissionRate
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{
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get { return fissionRate; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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fissionRate = MathHelper.Clamp(value, 0.0f, 100.0f);
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}
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}
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[HasDefaultValue(0.0f, true)]
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public float CoolingRate
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{
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get { return coolingRate; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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coolingRate = MathHelper.Clamp(value, 0.0f, 100.0f);
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}
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}
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[HasDefaultValue(0.0f, true)]
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public float Temperature
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{
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get { return temperature; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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temperature = MathHelper.Clamp(value, 0.0f, 10000.0f);
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}
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}
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public bool IsRunning()
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{
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return (temperature > 0.0f);
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}
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[HasDefaultValue(false, true)]
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public bool AutoTemp
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{
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get { return autoTemp; }
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set
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{
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autoTemp = value;
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if (autoTempTickBox!=null) autoTempTickBox.Selected = value;
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}
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}
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public float ExtraCooling { get; set; }
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public float AvailableFuel { get; set; }
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[HasDefaultValue(500.0f, true)]
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public float ShutDownTemp
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{
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get { return shutDownTemp; }
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set { shutDownTemp = MathHelper.Clamp(value, 0.0f, 10000.0f); }
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}
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public Reactor(Item item, XElement element)
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: base(item, element)
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{
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fissionRateGraph = new float[graphSize];
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coolingRateGraph = new float[graphSize];
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tempGraph = new float[graphSize];
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loadGraph = new float[graphSize];
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shutDownTemp = 500.0f;
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powerPerTemp = 1.0f;
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IsActive = true;
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var button = new GUIButton(new Rectangle(410, 70, 40, 40), "-", "", GuiFrame);
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button.OnPressed = () =>
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{
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lastUser = Character.Controlled;
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if (nextServerLogWriteTime == null)
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{
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nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
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}
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unsentChanges = true;
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ShutDownTemp -= 100.0f;
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return false;
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};
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button = new GUIButton(new Rectangle(460, 70, 40,40), "+", "", GuiFrame);
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button.OnPressed = () =>
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{
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lastUser = Character.Controlled;
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if (nextServerLogWriteTime == null)
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{
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nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
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}
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unsentChanges = true;
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ShutDownTemp += 100.0f;
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return false;
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};
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autoTempTickBox = new GUITickBox(new Rectangle(410, 170, 20, 20), "Automatic temperature control", Alignment.TopLeft, GuiFrame);
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autoTempTickBox.OnSelected = ToggleAutoTemp;
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button = new GUIButton(new Rectangle(210, 290, 40, 40), "+", "", GuiFrame);
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button.OnPressed = () =>
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{
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lastUser = Character.Controlled;
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if (nextServerLogWriteTime == null)
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{
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nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
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}
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unsentChanges = true;
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FissionRate += 1.0f;
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return false;
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};
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button = new GUIButton(new Rectangle(210, 340, 40, 40), "-", "", GuiFrame);
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button.OnPressed = () =>
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{
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lastUser = Character.Controlled;
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if (nextServerLogWriteTime == null)
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{
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nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
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}
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unsentChanges = true;
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FissionRate -= 1.0f;
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return false;
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};
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button = new GUIButton(new Rectangle(500, 290, 40, 40), "+", "", GuiFrame);
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button.OnPressed = () =>
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{
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lastUser = Character.Controlled;
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if (nextServerLogWriteTime == null)
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{
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nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
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}
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unsentChanges = true;
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CoolingRate += 1.0f;
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return false;
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};
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button = new GUIButton(new Rectangle(500, 340, 40, 40), "-", "", GuiFrame);
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button.OnPressed = () =>
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{
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lastUser = Character.Controlled;
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if (nextServerLogWriteTime == null)
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{
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nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
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}
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unsentChanges = true;
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CoolingRate -= 1.0f;
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return false;
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};
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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 (GameMain.Server != null && nextServerLogWriteTime != null)
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{
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if (Timing.TotalTime >= (float)nextServerLogWriteTime)
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{
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GameServer.Log(lastUser + " adjusted reactor settings: " +
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"Temperature: " + (int)temperature +
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", Fission rate: " + (int)fissionRate +
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", Cooling rate: " + (int)coolingRate +
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", Cooling rate: " + coolingRate +
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", Shutdown temp: " + shutDownTemp +
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(autoTemp ? ", Autotemp ON" : ", Autotemp OFF"),
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ServerLog.MessageType.ItemInteraction);
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nextServerLogWriteTime = null;
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lastServerLogWriteTime = (float)Timing.TotalTime;
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}
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}
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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fissionRate = Math.Min(fissionRate, AvailableFuel);
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float heat = 80 * fissionRate * (AvailableFuel/2000.0f);
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float heatDissipation = 50 * coolingRate + Math.Max(ExtraCooling, 5.0f);
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float deltaTemp = (((heat - heatDissipation) * 5) - temperature) / 10000.0f;
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Temperature = temperature + deltaTemp;
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if (temperature>fireTemp && temperature-deltaTemp<fireTemp)
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{
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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", 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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new FireSource(item.WorldPosition);
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}
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if (temperature > meltDownTemp)
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{
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MeltDown();
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return;
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}
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else if (temperature == 0.0f)
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{
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if (powerUpTask == null || powerUpTask.IsFinished)
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{
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powerUpTask = new PropertyTask(item, IsRunning, 50.0f, "Power up the reactor");
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}
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}
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load = 0.0f;
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List<Connection> connections = item.Connections;
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if (connections != null && connections.Count > 0)
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{
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foreach (Connection connection in connections)
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{
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if (!connection.IsPower) continue;
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foreach (Connection recipient in connection.Recipients)
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{
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Item it = recipient.Item as Item;
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if (it == null) continue;
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PowerTransfer pt = it.GetComponent<PowerTransfer>();
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if (pt == null) continue;
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load = Math.Max(load,pt.PowerLoad);
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}
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}
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}
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//item.Condition -= temperature * deltaTime * 0.00005f;
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if (temperature > shutDownTemp)
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{
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CoolingRate += 0.5f;
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FissionRate -= 0.5f;
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}
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else if (autoTemp)
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{
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//take deltaTemp into account to slow down the change in temperature when getting closer to the desired value
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float target = temperature + deltaTemp * 100.0f;
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//-1.0f in order to gradually turn down both rates when the target temperature is reached
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FissionRate += (MathHelper.Clamp(load - target, -10.0f, 10.0f) - 1.0f) * deltaTime;
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CoolingRate += (MathHelper.Clamp(target - load, -5.0f, 5.0f) - 1.0f) * deltaTime;
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}
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//the power generated by the reactor is equal to the temperature
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currPowerConsumption = -temperature*powerPerTemp;
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if (item.CurrentHull != null)
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{
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//the sound can be heard from 20 000 display units away when running at full power
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item.CurrentHull.SoundRange = Math.Max(temperature * 2, item.CurrentHull.AiTarget.SoundRange);
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}
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UpdateGraph(deltaTime);
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ExtraCooling = 0.0f;
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AvailableFuel = 0.0f;
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item.SendSignal(0, ((int)temperature).ToString(), "temperature_out", null);
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sendUpdateTimer = Math.Max(sendUpdateTimer - deltaTime, 0.0f);
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if (unsentChanges && sendUpdateTimer<= 0.0f)
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{
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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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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}
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sendUpdateTimer = NetworkUpdateInterval;
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unsentChanges = false;
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}
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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{
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base.UpdateBroken(deltaTime, cam);
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Temperature -= deltaTime * 1000.0f;
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FissionRate -= deltaTime * 10.0f;
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CoolingRate -= deltaTime * 10.0f;
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currPowerConsumption = -temperature;
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UpdateGraph(deltaTime);
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ExtraCooling = 0.0f;
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}
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private void UpdateGraph(float deltaTime)
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{
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graphTimer += deltaTime * 1000.0f;
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if (graphTimer > updateGraphInterval)
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{
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UpdateGraph(fissionRateGraph, fissionRate);
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UpdateGraph(coolingRateGraph, coolingRate);
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UpdateGraph(tempGraph, temperature);
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UpdateGraph(loadGraph, load);
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graphTimer = 0.0f;
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}
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}
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private void MeltDown()
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{
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if (item.Condition <= 0.0f) return;
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GameServer.Log("Reactor meltdown!", ServerLog.MessageType.ItemInteraction);
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new RepairTask(item, 60.0f, "Reactor meltdown!");
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item.Condition = 0.0f;
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var containedItems = item.ContainedItems;
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if (containedItems == null) return;
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foreach (Item containedItem in item.ContainedItems)
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{
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if (containedItem == null) continue;
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containedItem.Condition = 0.0f;
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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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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.Rect.X + item.Rect.Width / 2 - 6, -item.Rect.Y + 29),
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new Vector2(12, 42), Color.Black);
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if (temperature > 0)
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GUI.DrawRectangle(spriteBatch,
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new Vector2(item.Rect.X + item.Rect.Width / 2 - 5, -item.Rect.Y + 30 + (40.0f * (1.0f - temperature / 10000.0f))),
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new Vector2(10, 40 * (temperature / 10000.0f)), new Color(temperature / 10000.0f, 1.0f - (temperature / 10000.0f), 0.0f, 1.0f), true);
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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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switch (objective.Option.ToLowerInvariant())
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{
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case "power up":
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float tempDiff = load - temperature;
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|
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shutDownTemp = Math.Min(load + 1000.0f, 7500.0f);
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|
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//temperature too high/low
|
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if (Math.Abs(tempDiff)>500.0f)
|
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{
|
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AutoTemp = false;
|
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FissionRate += deltaTime * 100.0f * Math.Sign(tempDiff);
|
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CoolingRate -= deltaTime * 100.0f * Math.Sign(tempDiff);
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}
|
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//temperature OK
|
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else
|
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{
|
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AutoTemp = true;
|
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}
|
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|
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break;
|
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case "shutdown":
|
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|
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shutDownTemp = 0.0f;
|
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|
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break;
|
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}
|
||||
|
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return false;
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}
|
||||
|
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
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{
|
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IsActive = true;
|
||||
|
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int x = GuiFrame.Rect.X;
|
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int y = GuiFrame.Rect.Y;
|
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|
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GuiFrame.Draw(spriteBatch);
|
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|
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float xOffset = graphTimer / updateGraphInterval;
|
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|
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//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
|
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|
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GUI.Font.DrawString(spriteBatch, "Output: " + (int)temperature + " kW",
|
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new Vector2(x + 450, y + 30), Color.Red);
|
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GUI.Font.DrawString(spriteBatch, "Grid load: " + (int)load + " kW",
|
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new Vector2(x + 600, y + 30), Color.Yellow);
|
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|
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float maxLoad = 0.0f;
|
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foreach (float loadVal in loadGraph)
|
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{
|
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maxLoad = Math.Max(maxLoad, loadVal);
|
||||
}
|
||||
|
||||
DrawGraph(tempGraph, spriteBatch,
|
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new Rectangle(x + 30, y + 30, 400, 250), Math.Max(10000.0f, maxLoad), xOffset, Color.Red);
|
||||
|
||||
DrawGraph(loadGraph, spriteBatch,
|
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new Rectangle(x + 30, y + 30, 400, 250), Math.Max(10000.0f, maxLoad), xOffset, Color.Yellow);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Shutdown Temperature: " + (int)shutDownTemp, new Vector2(x + 450, y + 80), Color.White);
|
||||
|
||||
//GUI.Font.DrawString(spriteBatch, "Automatic Temperature Control: " + ((autoTemp) ? "ON" : "OFF"), new Vector2(x + 450, y + 180), Color.White);
|
||||
|
||||
y += 300;
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Fission rate: " + (int)fissionRate + " %", new Vector2(x + 30, y), Color.White);
|
||||
DrawGraph(fissionRateGraph, spriteBatch,
|
||||
new Rectangle(x + 30, y + 30, 200, 100), 100.0f, xOffset, Color.Orange);
|
||||
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Cooling rate: " + (int)coolingRate + " %", new Vector2(x + 320, y), Color.White);
|
||||
DrawGraph(coolingRateGraph, spriteBatch,
|
||||
new Rectangle(x + 320, y + 30, 200, 100), 100.0f, xOffset, Color.LightBlue);
|
||||
|
||||
|
||||
//y = y - 260;
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
private bool ToggleAutoTemp(GUITickBox tickBox)
|
||||
{
|
||||
unsentChanges = true;
|
||||
autoTemp = tickBox.Selected;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void UpdateGraph<T>(IList<T> graph, T newValue)
|
||||
{
|
||||
for (int i = graph.Count - 1; i > 0; i--)
|
||||
{
|
||||
graph[i] = graph[i - 1];
|
||||
}
|
||||
graph[0] = newValue;
|
||||
}
|
||||
|
||||
static void DrawGraph(IList<float> graph, SpriteBatch spriteBatch, Rectangle rect, float maxVal, float xOffset, Color color)
|
||||
{
|
||||
float lineWidth = (float)rect.Width / (float)(graph.Count - 2);
|
||||
float yScale = (float)rect.Height / maxVal;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, rect, Color.White);
|
||||
|
||||
Vector2 prevPoint = new Vector2(rect.Right, rect.Bottom - (graph[1] + (graph[0] - graph[1]) * xOffset) * yScale);
|
||||
|
||||
float currX = rect.Right - ((xOffset - 1.0f) * lineWidth);
|
||||
|
||||
for (int i = 1; i < graph.Count - 1; i++)
|
||||
{
|
||||
currX -= lineWidth;
|
||||
|
||||
Vector2 newPoint = new Vector2(currX, rect.Bottom - graph[i] * yScale);
|
||||
|
||||
GUI.DrawLine(spriteBatch, prevPoint, newPoint - new Vector2(1.0f, 0), color);
|
||||
|
||||
prevPoint = newPoint;
|
||||
}
|
||||
|
||||
Vector2 lastPoint = new Vector2(rect.X,
|
||||
rect.Bottom - (graph[graph.Count - 1] + (graph[graph.Count - 2] - graph[graph.Count - 1]) * xOffset) * yScale);
|
||||
|
||||
GUI.DrawLine(spriteBatch, prevPoint, lastPoint, color);
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "shutdown":
|
||||
if (shutDownTemp > 0.0f)
|
||||
{
|
||||
unsentChanges = true;
|
||||
shutDownTemp = 0.0f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
msg.Write(autoTemp);
|
||||
msg.WriteRangedSingle(shutDownTemp, 0.0f, 10000.0f, 15);
|
||||
|
||||
msg.WriteRangedSingle(coolingRate, 0.0f, 100.0f, 8);
|
||||
msg.WriteRangedSingle(fissionRate, 0.0f, 100.0f, 8);
|
||||
|
||||
correctionTimer = CorrectionDelay;
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
bool autoTemp = msg.ReadBoolean();
|
||||
float shutDownTemp = msg.ReadRangedSingle(0.0f, 10000.0f, 15);
|
||||
float coolingRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
float fissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
|
||||
if (!item.CanClientAccess(c)) return;
|
||||
|
||||
AutoTemp = autoTemp;
|
||||
ShutDownTemp = shutDownTemp;
|
||||
|
||||
CoolingRate = coolingRate;
|
||||
FissionRate = fissionRate;
|
||||
|
||||
lastUser = c.Character;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
|
||||
//need to create a server event to notify all clients of the changed state
|
||||
unsentChanges = true;
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.WriteRangedSingle(temperature, 0.0f, 10000.0f, 16);
|
||||
|
||||
msg.Write(autoTemp);
|
||||
msg.WriteRangedSingle(shutDownTemp, 0.0f, 10000.0f, 15);
|
||||
|
||||
msg.WriteRangedSingle(coolingRate, 0.0f, 100.0f, 8);
|
||||
msg.WriteRangedSingle(fissionRate, 0.0f, 100.0f, 8);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (correctionTimer > 0.0f)
|
||||
{
|
||||
StartDelayedCorrection(type, msg.ExtractBits(16 + 1 + 15 + 8 + 8), sendingTime);
|
||||
return;
|
||||
}
|
||||
|
||||
Temperature = msg.ReadRangedSingle(0.0f, 10000.0f, 16);
|
||||
|
||||
AutoTemp = msg.ReadBoolean();
|
||||
ShutDownTemp = msg.ReadRangedSingle(0.0f, 10000.0f, 15);
|
||||
|
||||
CoolingRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
FissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user