fix wifi components not working correctly

This commit is contained in:
Evil Factory
2021-09-28 17:26:53 -03:00
parent fc2095e7fb
commit e4b3743bdb
@@ -5,7 +5,6 @@ using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
using MoonSharp.Interpreter;
namespace Barotrauma.Items.Components
{
@@ -23,7 +22,9 @@ namespace Barotrauma.Items.Components
private string prevSignal;
private int[] channelMemory = new int[ChannelMemorySize];
private readonly int[] channelMemory = new int[ChannelMemorySize];
private Connection signalOutConnection;
[Serialize(CharacterTeamType.None, true, description: "WiFi components can only communicate with components that have the same Team ID.", alwaysUseInstanceValues: true)]
public CharacterTeamType TeamID { get; set; }
@@ -64,37 +65,22 @@ namespace Barotrauma.Items.Components
"as chat messages in the chatbox of the player holding the item.", alwaysUseInstanceValues: true)]
public bool LinkToChat
{
get
{
#if SERVER
get
{
return GameMain.Lua.game.allowWifiChat;
#endif
#if CLIENT
return true;
#endif
}
set
{
}
}
set
{
}
#else
get;
set;
#endif
}
// [Editable, Serialize(false, false, description: "If enabled, any signals received from another chat-linked wifi component are displayed " +
// "as chat messages in the chatbox of the player holding the item.", alwaysUseInstanceValues: true)]
// public bool LinkToChat
// {
// get
// {
//#if SERVER
// return GameMain.Lua.game.allowWifiChat;
//#endif
//#if CLIENT
// return true;
//#endif
// }
// set { }
// }
[Editable, Serialize(1.0f, true, description: "How many seconds have to pass between signals for a message to be displayed in the chatbox. " +
"Setting this to a very low value is not recommended, because it may cause an excessive amount of chat messages to be created " +
"if there are chat-linked wifi components that transmit a continuous signal.")]
@@ -121,6 +107,10 @@ namespace Barotrauma.Items.Components
public override void OnItemLoaded()
{
if (item.Connections != null)
{
signalOutConnection = item.Connections.Find(c => c.Name == "signal_out");
}
if (channelMemory.All(m => m == 0))
{
for (int i = 0; i < channelMemory.Length; i++)
@@ -183,14 +173,18 @@ namespace Barotrauma.Items.Components
public void TransmitSignal(Signal signal, bool sentFromChat)
{
var senderComponent = signal.source?.GetComponent<WifiComponent>();
if (senderComponent != null && !CanReceive(senderComponent)) { return; }
var should = new LuaResult(GameMain.Lua.hook.Call("wifiSignalTransmitted", new object[] { this, signal, sentFromChat }));
if (should.Bool())
return;
if (sentFromChat)
{
item.LastSentSignalRecipients.Clear();
}
var senderComponent = signal.source?.GetComponent<WifiComponent>();
if (senderComponent != null && !CanReceive(senderComponent)) { return; }
bool chatMsgSent = false;
var receivers = GetReceiversInRange();
@@ -201,12 +195,13 @@ namespace Barotrauma.Items.Components
//signal strength diminishes by distance
float sentSignalStrength = signal.strength *
MathHelper.Clamp(1.0f - (Vector2.Distance(item.WorldPosition, wifiComp.item.WorldPosition) / wifiComp.range), 0.0f, 1.0f);
Signal s = new Signal(signal.value, ++signal.stepsTaken, sender: signal.sender, source: signal.source,
power: 0.0f, strength: sentSignalStrength);
//Signal s = new Signal(signal.value, signal.stepsTaken, sender: signal.sender, source: signal.source, power: 0.0f, strength: sentSignalStrength);
signal.source = null;
wifiComp.item.SendSignal(signal, "signal_out");
if (wifiComp.signalOutConnection != null)
{
wifiComp.item.SendSignal(s, wifiComp.signalOutConnection);
}
if (signal.source != null)
{
@@ -249,7 +244,6 @@ namespace Barotrauma.Items.Components
Client recipientClient = GameMain.Server.ConnectedClients.Find(c => c.Character == wifiComp.item.ParentInventory.Owner);
if (recipientClient != null)
{
GameMain.Server.SendDirectChatMessage(
ChatMessage.Create(signal.source?.Name ?? "", chatMsg, ChatMessageType.Radio, null), recipientClient);
}