using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Xml.Linq; namespace Barotrauma.Items.Components { partial class PowerTransfer : Powered { static float fullPower; static float fullLoad; private int updateTimer; const float FireProbability = 0.15f; //affects how fast changes in power/load are carried over the grid static float inertia = 5.0f; private HashSet connectedPoweredList = new HashSet(); private List powerConnections; private Dictionary connectionDirty = new Dictionary(); //a list of connections a given connection is connected to, either directly or via other power transfer components private Dictionary> connectedRecipients = new Dictionary>(); private float powerLoad; private bool isBroken; public float PowerLoad { get { return powerLoad; } } //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; 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; powerConnections = new List(); } public override void UpdateBroken(float deltaTime, Camera cam) { base.UpdateBroken(deltaTime, cam); if (!isBroken) { SetAllConnectionsDirty(); RefreshConnections(); isBroken = true; } } public override void Update(float deltaTime, Camera cam) { RefreshConnections(); if (!CanTransfer) return; if (isBroken) { SetAllConnectionsDirty(); isBroken = false; } if (updateTimer > 0) { //this junction box has already been updated this frame updateTimer--; return; } //reset and recalculate the power generated/consumed //by the constructions connected to the grid fullPower = 0.0f; fullLoad = 0.0f; connectedPoweredList.Clear(); CheckPower(deltaTime); updateTimer = 0; int n = 0; foreach (PowerTransfer pt in connectedPoweredList) { pt.powerLoad += (fullLoad - pt.powerLoad) / inertia; pt.currPowerConsumption += (-fullPower - pt.currPowerConsumption) / inertia; pt.Item.SendSignal(0, "", "power", null, fullPower / Math.Max(fullLoad, 1.0f)); pt.Item.SendSignal(0, "", "power_out", null, fullPower / Math.Max(fullLoad, 1.0f)); //damage the item if voltage is too high //(except if running as a client) if (GameMain.Client != null) continue; if (-pt.currPowerConsumption < Math.Max(pt.powerLoad * Rand.Range(1.9f, 2.1f), 200.0f)) continue; float prevCondition = pt.item.Condition; //deterioration rate is directly proportional to the ratio between the available power and the load (up to a max of 10x) float conditionDeteriorationSpeed = MathHelper.Clamp(-pt.currPowerConsumption / Math.Max(pt.powerLoad, 1.0f), 0.0f, 10.0f); //make the deterioration speed vary between items to prevent every junction box breaking at the same time conditionDeteriorationSpeed += ((n + (float)Timing.TotalTime / 60.0f) % 10) * 0.5f; pt.item.Condition -= deltaTime * conditionDeteriorationSpeed; if (pt.item.Condition <= 0.0f && prevCondition > 0.0f) { #if CLIENT sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 600.0f, pt.item.WorldPosition); Vector2 baseVel = Rand.Vector(300.0f); for (int i = 0; i < 10; i++) { var particle = GameMain.ParticleManager.CreateParticle("spark", pt.item.WorldPosition, baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull); if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f); } #endif if (FireProbability > 0.0f && Rand.Int((int)(1.0f / FireProbability)) == 1) { new FireSource(pt.item.WorldPosition); } } n++; } } public override bool Pick(Character picker) { return picker != null; } private void RefreshConnections() { var connections = item.Connections; foreach (Connection c in connections) { if (!connectionDirty[c]) continue; HashSet connected = new HashSet(); 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(); 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(); 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 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(); if (powerTransfer != null && powerTransfer.CanTransfer && powerTransfer.IsActive) { GetConnected(recipient, connected); } } } //a recursive function that goes through all the junctions and adds up //all the generated/consumed power of the constructions connected to the grid private void CheckPower(float deltaTime) { updateTimer = 1; connectedPoweredList.Clear(); foreach (Connection c in powerConnections) { HashSet recipients = connectedRecipients[c]; foreach (Connection recipient in recipients) { if (recipient == null) continue; Item it = recipient.Item; if (it == null || it.Condition <= 0.0f) continue; foreach (Powered powered in it.GetComponents()) { if (powered == null || !powered.IsActive) continue; PowerTransfer powerTransfer = powered as PowerTransfer; if (powerTransfer != null) { connectedPoweredList.Add(powerTransfer); powerTransfer.updateTimer = 1; continue; } PowerContainer powerContainer = powered as PowerContainer; if (powerContainer != null) { if (recipient.Name == "power_in") { fullLoad += powerContainer.CurrPowerConsumption; } else { fullPower += powerContainer.CurrPowerOutput; } } else { //positive power consumption = the construction requires power -> increase load if (powered.CurrPowerConsumption > 0.0f) { fullLoad += powered.CurrPowerConsumption; } else if (powered.CurrPowerConsumption < 0.0f) //negative power consumption = the construction is a /generator/battery { fullPower -= powered.CurrPowerConsumption; } } } } } } 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 OnMapLoaded() { var connections = item.Connections; if (connections == null) { IsActive = false; return; } powerConnections = connections.FindAll(c => c.IsPower); if (powerConnections.Count == 0) IsActive = false; SetAllConnectionsDirty(); } 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 (!connectedRecipients.ContainsKey(connection)) return; if (connection.Name.Length > 5 && connection.Name.Substring(0, 6).ToLowerInvariant() == "signal") { foreach (Connection recipient in connectedRecipients[connection]) { if (recipient.Item == item || recipient.Item == source) continue; foreach (ItemComponent ic in recipient.Item.components) { //powertransfer components don't need to receive the signal because we relay it straight //to the connected items without going through the whole chain of junction boxes if (ic is PowerTransfer) continue; ic.ReceiveSignal(stepsTaken, signal, recipient, source, sender, 0.0f); } foreach (StatusEffect effect in recipient.effects) { recipient.Item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f); } } } } } }