using System; using System.Collections.Generic; using System.Linq; using System.Xml.Linq; namespace Barotrauma.Items.Components { partial class Connection { //how many wires can be linked to connectors by default private const int DefaultMaxWires = 5; //how many wires a player can link to this connection public readonly int MaxPlayerConnectableWires = 5; //how many wires can be linked to this connection in total public readonly int MaxWires = 5; public readonly string Name; public readonly LocalizedString DisplayName; private readonly Wire[] wires; public IEnumerable Wires { get { return wires; } } private readonly Item item; public readonly bool IsOutput; public readonly List Effects; public readonly ushort[] wireId; //The grid the connection is a part of public GridInfo Grid; //Priority in which power output will be handled - load is unaffected public PowerPriority Priority = PowerPriority.Default; public bool IsPower { get; private set; } private bool recipientsDirty = true; private readonly List recipients = new List(); public List Recipients { get { if (recipientsDirty) { RefreshRecipients(); } return recipients; } } public Item Item { get { return item; } } public ConnectionPanel ConnectionPanel { get; private set; } public override string ToString() { return "Connection (" + item.Name + ", " + Name + ")"; } public Connection(ContentXElement element, ConnectionPanel connectionPanel, IdRemap idRemap) { #if CLIENT if (connector == null) { connector = GUIStyle.GetComponentStyle("ConnectionPanelConnector").GetDefaultSprite(); wireVertical = GUIStyle.GetComponentStyle("ConnectionPanelWire").GetDefaultSprite(); connectionSprite = GUIStyle.GetComponentStyle("ConnectionPanelConnection").GetDefaultSprite(); connectionSpriteHighlight = GUIStyle.GetComponentStyle("ConnectionPanelConnection").GetSprite(GUIComponent.ComponentState.Hover); screwSprites = GUIStyle.GetComponentStyle("ConnectionPanelScrew").Sprites[GUIComponent.ComponentState.None].Select(s => s.Sprite).ToList(); } #endif ConnectionPanel = connectionPanel; item = connectionPanel.Item; MaxWires = element.GetAttributeInt("maxwires", DefaultMaxWires); MaxWires = Math.Max(element.Elements().Count(e => e.Name.ToString().Equals("link", StringComparison.OrdinalIgnoreCase)), MaxWires); MaxPlayerConnectableWires = element.GetAttributeInt("maxplayerconnectablewires", MaxWires); wires = new Wire[MaxWires]; IsOutput = element.Name.ToString() == "output"; Name = element.GetAttributeString("name", IsOutput ? "output" : "input"); string displayNameTag = "", fallbackTag = ""; //if displayname is not present, attempt to find it from the prefab if (element.GetAttribute("displayname") == null) { foreach (var subElement in item.Prefab.ConfigElement.Elements()) { if (!subElement.Name.ToString().Equals("connectionpanel", StringComparison.OrdinalIgnoreCase)) { continue; } foreach (XElement connectionElement in subElement.Elements()) { string prefabConnectionName = connectionElement.GetAttributeString("name", null); string[] aliases = connectionElement.GetAttributeStringArray("aliases", Array.Empty()); if (prefabConnectionName == Name || aliases.Contains(Name)) { displayNameTag = connectionElement.GetAttributeString("displayname", ""); fallbackTag = connectionElement.GetAttributeString("fallbackdisplayname", ""); } } } } else { displayNameTag = element.GetAttributeString("displayname", ""); fallbackTag = element.GetAttributeString("fallbackdisplayname", null); } if (!string.IsNullOrEmpty(displayNameTag)) { //extract the tag parts in case the tags contains variables string tagWithoutVariables = displayNameTag?.Split('~')?.FirstOrDefault(); string fallbackTagWithoutVariables = fallbackTag?.Split('~')?.FirstOrDefault(); //use displayNameTag if found, otherwise fallBack if (TextManager.ContainsTag(tagWithoutVariables)) { DisplayName = TextManager.GetServerMessage(displayNameTag); } else if (TextManager.ContainsTag(fallbackTagWithoutVariables)) { DisplayName = TextManager.GetServerMessage(fallbackTag); } } if (DisplayName.IsNullOrEmpty()) { #if DEBUG DebugConsole.ThrowError("Missing display name in connection " + item.Name + ": " + Name); #endif DisplayName = Name; } IsPower = Name == "power_in" || Name == "power" || Name == "power_out"; wireId = new ushort[MaxWires]; foreach (var subElement in element.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "link": int index = -1; for (int i = 0; i < MaxWires; i++) { if (wireId[i] < 1) { index = i; } } if (index == -1) { break; } int id = subElement.GetAttributeInt("w", 0); if (id < 0) { id = 0; } wireId[index] = idRemap.GetOffsetId(id); break; case "statuseffect": Effects ??= new List(); Effects.Add(StatusEffect.Load(subElement, item.Name + ", connection " + Name)); break; } } } public void SetRecipientsDirty() { recipientsDirty = true; } private void RefreshRecipients() { recipients.Clear(); for (int i = 0; i < MaxWires; i++) { if (wires[i] == null) continue; Connection recipient = wires[i].OtherConnection(this); if (recipient != null) recipients.Add(recipient); } recipientsDirty = false; } public int FindEmptyIndex() { for (int i = 0; i < MaxWires; i++) { if (wires[i] == null) return i; } return -1; } public int FindWireIndex(Wire wire) { for (int i = 0; i < MaxWires; i++) { if (wires[i] == wire) return i; } return -1; } public int FindWireIndex(Item wireItem) { for (int i = 0; i < MaxWires; i++) { if (wires[i] == null && wireItem == null) return i; if (wires[i] != null && wires[i].Item == wireItem) return i; } return -1; } public bool TryAddLink(Wire wire) { for (int i = 0; i < MaxWires; i++) { if (wires[i] == null) { SetWire(i, wire); return true; } } return false; } public void SetWire(int index, Wire wire) { Wire previousWire = wires[index]; if (wire != previousWire && previousWire != null) { var otherConnection = previousWire.OtherConnection(this); if (otherConnection != null) { //Change the connection grids or flag them for updating if (IsPower && otherConnection.IsPower && Grid != null) { //Check if both connections belong to a larger grid if (otherConnection.recipients.Count > 1 && recipients.Count > 1) { Powered.ChangedConnections.Add(otherConnection); Powered.ChangedConnections.Add(this); } else if (recipients.Count > 1) { //This wire was the only one at the other grid otherConnection.Grid?.RemoveConnection(otherConnection); otherConnection.Grid = null; } else if (otherConnection.recipients.Count > 1) { Grid?.RemoveConnection(this); Grid = null; } else if (Grid.Connections.Count == 2) { //Delete the grid as these were the only 2 devices Powered.Grids.Remove(Grid.ID); Grid = null; otherConnection.Grid = null; } } otherConnection.recipientsDirty = true; } } wires[index] = wire; recipientsDirty = true; if (wire != null) { ConnectionPanel.DisconnectedWires.Remove(wire); var otherConnection = wire.OtherConnection(this); if (otherConnection != null) { //Set the other connection grid if a grid exists already if (Powered.ValidPowerConnection(this, otherConnection)) { if (Grid == null && otherConnection.Grid != null) { otherConnection.Grid.AddConnection(this); Grid = otherConnection.Grid; } else if (Grid != null && otherConnection.Grid == null) { Grid.AddConnection(otherConnection); otherConnection.Grid = Grid; } else { //Flag change so that proper grids can be formed Powered.ChangedConnections.Add(this); Powered.ChangedConnections.Add(otherConnection); } } otherConnection.recipientsDirty = true; } } } public void SendSignal(Signal signal) { for (int i = 0; i < MaxWires; i++) { if (wires[i] == null) { continue; } Connection recipient = wires[i].OtherConnection(this); if (recipient == null) { continue; } if (recipient.item == this.item || signal.source?.LastSentSignalRecipients.LastOrDefault() == recipient) { continue; } signal.source?.LastSentSignalRecipients.Add(recipient); Connection connection = recipient; object[] obj = new object[] { signal, connection }; GameMain.LuaCs.Hook.Call("signalReceived", obj); GameMain.LuaCs.Hook.Call("signalReceived." + recipient.item.Prefab.Identifier, obj); foreach (ItemComponent ic in recipient.item.Components) { ic.ReceiveSignal(signal, connection); } if (recipient.Effects != null && signal.value != "0") { foreach (StatusEffect effect in recipient.Effects) { recipient.Item.ApplyStatusEffect(effect, ActionType.OnUse, (float)Timing.Step); } } } } public void ClearConnections() { if (IsPower && Grid != null) { Powered.ChangedConnections.Add(this); foreach (Connection c in recipients) { Powered.ChangedConnections.Add(c); } } for (int i = 0; i < MaxWires; i++) { if (wires[i] == null) continue; wires[i].RemoveConnection(this); wires[i] = null; recipientsDirty = true; } } public void ConnectLinked() { if (wireId == null) return; for (int i = 0; i < MaxWires; i++) { if (wireId[i] == 0) { continue; } if (!(Entity.FindEntityByID(wireId[i]) is Item wireItem)) { continue; } wires[i] = wireItem.GetComponent(); recipientsDirty = true; if (wires[i] != null) { if (wires[i].Item.body != null) wires[i].Item.body.Enabled = false; wires[i].Connect(this, false, false); wires[i].FixNodeEnds(); } } } public void Save(XElement parentElement) { XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name)); Array.Sort(wires, delegate (Wire wire1, Wire wire2) { if (wire1 == null) return 1; if (wire2 == null) return -1; return wire1.Item.ID.CompareTo(wire2.Item.ID); }); for (int i = 0; i < MaxWires; i++) { if (wires[i] == null) continue; newElement.Add(new XElement("link", new XAttribute("w", wires[i].Item.ID.ToString()))); } parentElement.Add(newElement); } } }