118 lines
3.2 KiB
C#
118 lines
3.2 KiB
C#
using System;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class RelayComponent : PowerTransfer
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{
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private float maxPower;
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private float lastReceivedMessage;
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[Editable, HasDefaultValue(1000.0f, true)]
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public float MaxPower
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{
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get { return maxPower; }
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set
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{
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maxPower = Math.Max(0.0f, value);
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}
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}
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private bool isOn;
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[Editable, HasDefaultValue(false, true)]
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public bool IsOn
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{
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get
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{
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return IsActive;
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}
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set
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{
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isOn = value;
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IsActive = value;
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if (!IsActive)
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{
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currPowerConsumption = 0.0f;
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}
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}
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}
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public RelayComponent(Item item, XElement element)
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: base (item, element)
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{
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IsActive = isOn;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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base.Update(deltaTime, cam);
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item.SendSignal(0, IsOn ? "1" : "0", "state_out");
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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if (connection.IsPower && connection.Name.Contains("_out")) return;
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if (item.Condition <= 0.0f) return;
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if (power > maxPower) item.Condition = 0.0f;
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if (connection.Name.Contains("_in"))
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{
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if (!IsOn) return;
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string outConnection = connection.Name.Contains("power_in") ? "power_out" : "signal_out";
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int connectionNumber = -1;
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int.TryParse(connection.Name.Substring(connection.Name.Length - 1, 1), out connectionNumber);
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if (connectionNumber > 0) outConnection += connectionNumber;
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item.SendSignal(stepsTaken, signal, outConnection, power);
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}
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else if (connection.Name == "toggle")
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{
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SetState(!IsOn,false,true);
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}
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else if (connection.Name == "set_state")
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{
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SetState(signal != "0", false, true);
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}
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}
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public void SetState(bool on, bool isNetworkMessage, bool sendNetworkMessage = false)
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{
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if (GameMain.Client != null && !isNetworkMessage) return;
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IsOn = on;
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if (sendNetworkMessage)
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{
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item.NewComponentEvent(this, false, true);
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}
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}
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public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
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{
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message.Write(IsOn);
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return true;
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}
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public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message, float sendingTime)
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{
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if (sendingTime < lastReceivedMessage) return;
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if (GameMain.Server != null)
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{
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return;
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}
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lastReceivedMessage = sendingTime;
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SetState(message.ReadBoolean(), true);
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}
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}
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}
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