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 updateCount; const float FireProbability = 0.15f; //affects how fast changes in power/load are carried over the grid static float inertia = 5.0f; private static HashSet connectedList = new HashSet(); private List powerConnections; public List PowerConnections { get { return 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; powerLoad = 0.0f; currPowerConsumption = 0.0f; 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; } public override void UpdateBroken(float deltaTime, Camera cam) { base.UpdateBroken(deltaTime, cam); if (!isBroken) { powerLoad = 0.0f; currPowerConsumption = 0.0f; SetAllConnectionsDirty(); RefreshConnections(); isBroken = true; } } public override void Update(float deltaTime, Camera cam) { RefreshConnections(); if (!CanTransfer) return; if (isBroken) { SetAllConnectionsDirty(); isBroken = false; } if (updateCount > 0) { //this junction box has already been updated this frame updateCount--; return; } //reset and recalculate the power generated/consumed //by the constructions connected to the grid fullPower = 0.0f; fullLoad = 0.0f; connectedList.Clear(); updateCount = 0; CheckJunctions(deltaTime); foreach (Powered p in connectedList) { PowerTransfer pt = p as PowerTransfer; if (pt == null || pt.updateCount == 0) continue; if (pt is RelayComponent != this is RelayComponent) continue; pt.powerLoad += (fullLoad - pt.powerLoad) / inertia; pt.currPowerConsumption += (-fullPower - pt.currPowerConsumption) / inertia; float voltage = fullPower / Math.Max(fullLoad, 1.0f); if (this is RelayComponent) voltage = Math.Min(voltage, 1.0f); pt.Item.SendSignal(0, "", "power", null, voltage); pt.Item.SendSignal(0, "", "power_out", null, voltage); //damage the item if voltage is too high //(except if running as a client) if (GameMain.Client != null) continue; //relays don't blow up if the power is higher than load, only if the output is high enough //(i.e. enough power passing through the relay) if (this is RelayComponent) continue; if (-pt.currPowerConsumption < Math.Max(pt.powerLoad * Rand.Range(1.9f, 2.1f), 200.0f)) continue; float prevCondition = pt.item.Condition; pt.item.Condition -= deltaTime * 10.0f; 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); } } } updateCount = 0; } public override bool Pick(Character picker) { return picker != null; } private void RefreshConnections() { var connections = item.Connections; foreach (Connection c in connections) { if (!connectionDirty.ContainsKey(c)) { connectionDirty[c] = true; } else 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 CheckJunctions(float deltaTime, bool increaseUpdateCount = true, bool inputOnly = false) { if (increaseUpdateCount) { updateCount = 1; } connectedList.Add(this); ApplyStatusEffects(ActionType.OnActive, deltaTime, null); foreach (Connection c in PowerConnections) { var recipients = c.Recipients; foreach (Connection recipient in recipients) { if (recipient == null) continue; Item it = recipient.Item; if (it == null) continue; if (it.Condition <= 0.0f) continue; foreach (Powered powered in it.GetComponents()) { if (powered == null || !powered.IsActive) continue; if (connectedList.Contains(powered)) continue; PowerTransfer powerTransfer = powered as PowerTransfer; if (powerTransfer != null) { if (this is RelayComponent == powerTransfer is RelayComponent) { if (!powerTransfer.CanTransfer) continue; powerTransfer.CheckJunctions(deltaTime, increaseUpdateCount, inputOnly); } else { if (!powerTransfer.CanTransfer) continue; powerTransfer.CheckJunctions(deltaTime, false, !c.IsOutput || inputOnly); } continue; } PowerContainer powerContainer = powered as PowerContainer; if (powerContainer != null) { if (recipient.Name == "power_in") { if (!inputOnly) fullLoad += powerContainer.CurrPowerConsumption; } else { fullPower += powerContainer.CurrPowerOutput; } } else { connectedList.Add(powered); //positive power consumption = the construction requires power -> increase load if (powered.CurrPowerConsumption > 0.0f) { if (!inputOnly) fullLoad += powered.CurrPowerConsumption; } else if (powered.CurrPowerConsumption < 0.0f) //negative power consumption = the construction is a //generator/battery or another junction box { 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 OnItemLoaded() { var connections = Item.Connections; powerConnections = connections == null ? new List() : connections.FindAll(c => c.IsPower); if (connections == null) { IsActive = false; return; } SetAllConnectionsDirty(); } public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power) { if (connection.IsPower) return; 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 in the pass-through signal connections //because we relay it straight to the connected items without going through the whole chain of junction boxes if (ic is PowerTransfer && connection.Name.Contains("signal")) continue; ic.ReceiveSignal(stepsTaken, signal, recipient, source, sender, 0.0f); } foreach (StatusEffect effect in recipient.effects) { recipient.Item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f); } } } } } }