using System; using System.Xml.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Barotrauma.Networking; using Lidgren.Network; namespace Barotrauma.Items.Components { class PowerContainer : Powered, IDrawableComponent, IServerSerializable, IClientSerializable { //[power/min] private float capacity; private float charge; private float rechargeVoltage, outputVoltage; //how fast the battery can be recharged private float maxRechargeSpeed; //how fast it's currently being recharged (can be changed, so that //charging can be slowed down or disabled if there's a shortage of power) private float rechargeSpeed; private float maxOutput; private float lastSentCharge; public float CurrPowerOutput { get; private set; } [Editable, HasDefaultValue(10.0f, true)] public float MaxOutPut { set { maxOutput = value; } get { return maxOutput; } } [HasDefaultValue(10.0f, true), Editable] public float Capacity { get { return capacity; } set { capacity = Math.Max(value, 1.0f); } } [Editable, HasDefaultValue(0.0f, true)] public float Charge { get { return charge; } set { if (!MathUtils.IsValid(value)) return; charge = MathHelper.Clamp(value, 0.0f, capacity); if (Math.Abs(charge - lastSentCharge) / capacity > 1.0f) { if (GameMain.Server != null) item.CreateServerEvent(this); lastSentCharge = charge; } } } [HasDefaultValue(10.0f, true), Editable] public float RechargeSpeed { get { return rechargeSpeed; } set { if (!MathUtils.IsValid(value)) return; rechargeSpeed = MathHelper.Clamp(value, 0.0f, maxRechargeSpeed); rechargeSpeed = MathUtils.RoundTowardsClosest(rechargeSpeed, Math.Max(maxRechargeSpeed * 0.1f, 1.0f)); } } [HasDefaultValue(10.0f, false), Editable] public float MaxRechargeSpeed { get { return maxRechargeSpeed; } set { maxRechargeSpeed = Math.Max(value, 1.0f); } } public PowerContainer(Item item, XElement element) : base(item, element) { //capacity = ToolBox.GetAttributeFloat(element, "capacity", 10.0f); //maxRechargeSpeed = ToolBox.GetAttributeFloat(element, "maxinput", 10.0f); //maxOutput = ToolBox.GetAttributeFloat(element, "maxoutput", 10.0f); IsActive = true; if (canBeSelected) { var button = new GUIButton(new Rectangle(160, 50, 30,30), "-", "", GuiFrame); button.OnClicked = (GUIButton btn, object obj) => { RechargeSpeed = rechargeSpeed - maxRechargeSpeed * 0.1f; if (GameMain.Server != null) { item.CreateServerEvent(this); GameServer.Log(Character.Controlled + " set the recharge speed of " + item.Name + " to " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", Color.Orange); } else if (GameMain.Client != null) { item.CreateClientEvent(this); correctionTimer = CorrectionDelay; } return true; }; button = new GUIButton(new Rectangle(200, 50, 30, 30), "+", "", GuiFrame); button.OnClicked = (GUIButton btn, object obj) => { RechargeSpeed = rechargeSpeed + maxRechargeSpeed * 0.1f; if (GameMain.Server != null) { item.CreateServerEvent(this); GameServer.Log(Character.Controlled + " set the recharge speed of " + item.Name + " to " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", Color.Orange); } else if (GameMain.Client != null) { item.CreateClientEvent(this); correctionTimer = CorrectionDelay; } return true; }; } } public override bool Pick(Character picker) { if (picker == null) return false; //picker.SelectedConstruction = (picker.SelectedConstruction == item) ? null : item; return true; } public override void Update(float deltaTime, Camera cam) { float chargeRatio = (float)(Math.Sqrt(charge / capacity)); float gridPower = 0.0f; float gridLoad = 0.0f; //if (item.linkedTo.Count == 0) return; foreach (Connection c in item.Connections) { if (c.Name == "power_in") continue; foreach (Connection c2 in c.Recipients) { PowerTransfer pt = c2.Item.GetComponent(); if (pt == null || !pt.IsActive) continue; gridLoad += pt.PowerLoad; gridPower -= pt.CurrPowerConsumption; } } //float gridRate = voltage; if (chargeRatio > 0.0f) { ApplyStatusEffects(ActionType.OnActive, deltaTime, null); } //recharge //if (gridRate >= chargeRate) //{ if (charge >= capacity) { rechargeVoltage = 0.0f; charge = capacity; CurrPowerConsumption = 0.0f; } else { currPowerConsumption = MathHelper.Lerp(currPowerConsumption, rechargeSpeed, 0.05f); Charge += currPowerConsumption * rechargeVoltage / 3600.0f; } //} //provide power to the grid if (gridLoad > 0.0f) { if (charge <= 0.0f) { CurrPowerOutput = 0.0f; charge = 0.0f; return; } if (gridPower < gridLoad) { CurrPowerOutput = MathHelper.Lerp( CurrPowerOutput, Math.Min(maxOutput * chargeRatio, gridLoad), deltaTime); } else { CurrPowerOutput = MathHelper.Lerp(CurrPowerOutput, 0.0f, deltaTime); } Charge -= CurrPowerOutput / 3600.0f; } rechargeVoltage = 0.0f; outputVoltage = 0.0f; } public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective) { RechargeSpeed = maxRechargeSpeed * 0.5f; return true; } public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power) { if (!connection.IsPower) return; if (connection.Name == "power_in") { rechargeVoltage = power; } else { outputVoltage = power; } } public void Draw(SpriteBatch spriteBatch, bool editing = false) { GUI.DrawRectangle(spriteBatch, new Vector2(item.DrawPosition.X- 4, -item.DrawPosition.Y), new Vector2(8, 22), Color.Black); if (charge > 0) GUI.DrawRectangle(spriteBatch, new Vector2(item.DrawPosition.X - 3, -item.DrawPosition.Y + 1 + (20.0f * (1.0f - charge / capacity))), new Vector2(6, 20 * (charge / capacity)), Color.Green, true); } public override void DrawHUD(SpriteBatch spriteBatch, Character character) { GuiFrame.Draw(spriteBatch); int x = GuiFrame.Rect.X; int y = GuiFrame.Rect.Y; //GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true); GUI.Font.DrawString(spriteBatch, "Charge: " + (int)charge + "/" + (int)capacity + " kWm (" + (int)((charge / capacity) * 100.0f) + " %)", new Vector2(x + 30, y + 30), Color.White); GUI.Font.DrawString(spriteBatch, "Recharge rate: " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", new Vector2(x + 30, y + 95), Color.White); } public override void AddToGUIUpdateList() { GuiFrame.AddToGUIUpdateList(); } public override void UpdateHUD(Character character) { GuiFrame.Update(1.0f / 60.0f); } public void ClientWrite(NetBuffer msg, object[] extraData) { msg.WriteRangedInteger(0, 10, (int)(rechargeSpeed / MaxRechargeSpeed * 10)); } public void ServerRead(ClientNetObject type, NetBuffer msg, Client c) { float newRechargeSpeed = msg.ReadRangedInteger(0,10) / 10.0f * maxRechargeSpeed; if (item.CanClientAccess(c)) { RechargeSpeed = newRechargeSpeed; GameServer.Log(c.Character + " set the recharge speed of "+item.Name+" to "+ (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", Color.Orange); } item.CreateServerEvent(this); } public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null) { msg.WriteRangedInteger(0, 10, (int)(rechargeSpeed / MaxRechargeSpeed * 10)); float chargeRatio = MathHelper.Clamp(charge / capacity, 0.0f, 1.0f); msg.WriteRangedSingle(chargeRatio, 0.0f, 1.0f, 8); } public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime) { if (correctionTimer > 0.0f) { StartDelayedCorrection(type, msg.ExtractBits(4 + 8), sendingTime); return; } RechargeSpeed = msg.ReadRangedInteger(0, 10) / 10.0f * maxRechargeSpeed; Charge = msg.ReadRangedSingle(0.0f, 1.0f, 8) * capacity; } } }