clientist should also display stuff TODO: Log inventory interactions like putting item in slots (e.g. oxy mask equipped in Head slot or equipped in Any slot, etc.) so you can tell the exact moment someone decided to disguise themselves.
219 lines
7.1 KiB
C#
219 lines
7.1 KiB
C#
using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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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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partial class PowerContainer : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
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{
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//[power/min]
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private float capacity;
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private float charge;
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private float rechargeVoltage, outputVoltage;
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//how fast the battery can be recharged
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private float maxRechargeSpeed;
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//how fast it's currently being recharged (can be changed, so that
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//charging can be slowed down or disabled if there's a shortage of power)
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private float rechargeSpeed;
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private float maxOutput;
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private float lastSentCharge;
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public float CurrPowerOutput
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{
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get;
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private set;
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}
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[Editable(ToolTip = "Maximum output of the device when fully charged (kW)."), Serialize(10.0f, true)]
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public float MaxOutPut
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{
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set { maxOutput = value; }
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get { return maxOutput; }
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}
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[Serialize(10.0f, true), Editable(ToolTip = "The maximum capacity of the device (kW * min). "+
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"For example, a value of 1000 means the device can output 100 kilowatts of power for 10 minutes, or 1000 kilowatts for 1 minute.")]
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public float Capacity
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{
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get { return capacity; }
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set { capacity = Math.Max(value, 1.0f); }
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}
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[Editable, Serialize(0.0f, true)]
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public float Charge
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{
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get { return charge; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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charge = MathHelper.Clamp(value, 0.0f, capacity);
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if (Math.Abs(charge - lastSentCharge) / capacity > 1.0f)
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{
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if (GameMain.Server != null) item.CreateServerEvent(this);
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lastSentCharge = charge;
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}
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}
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}
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[Serialize(10.0f, true), Editable]
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public float RechargeSpeed
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{
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get { return rechargeSpeed; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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rechargeSpeed = MathHelper.Clamp(value, 0.0f, maxRechargeSpeed);
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rechargeSpeed = MathUtils.RoundTowardsClosest(rechargeSpeed, Math.Max(maxRechargeSpeed * 0.1f, 1.0f));
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}
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}
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[Serialize(10.0f, false), Editable(ToolTip = "How fast the device can be recharged. "+
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"For example, a recharge speed of 100 kW and a capacity of 1000 kW*min would mean it takes 10 minutes to fully charge the device.")]
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public float MaxRechargeSpeed
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{
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get { return maxRechargeSpeed; }
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set { maxRechargeSpeed = Math.Max(value, 1.0f); }
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}
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public PowerContainer(Item item, XElement element)
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: base(item, element)
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{
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//capacity = ToolBox.GetAttributeFloat(element, "capacity", 10.0f);
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//maxRechargeSpeed = ToolBox.GetAttributeFloat(element, "maxinput", 10.0f);
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//maxOutput = ToolBox.GetAttributeFloat(element, "maxoutput", 10.0f);
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IsActive = true;
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InitProjSpecific();
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}
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partial void InitProjSpecific();
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public override bool Pick(Character picker)
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{
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if (picker == null) return false;
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//picker.SelectedConstruction = (picker.SelectedConstruction == item) ? null : item;
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return true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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float chargeRatio = (float)(Math.Sqrt(charge / capacity));
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float gridPower = 0.0f;
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float gridLoad = 0.0f;
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foreach (Connection c in item.Connections)
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{
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if (c.Name == "power_in") continue;
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foreach (Connection c2 in c.Recipients)
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{
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PowerTransfer pt = c2.Item.GetComponent<PowerTransfer>();
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if (pt == null || !pt.IsActive) continue;
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gridLoad += pt.PowerLoad;
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gridPower -= pt.CurrPowerConsumption;
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}
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}
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if (chargeRatio > 0.0f)
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{
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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}
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if (charge >= capacity)
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{
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rechargeVoltage = 0.0f;
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charge = capacity;
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CurrPowerConsumption = 0.0f;
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}
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else
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{
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currPowerConsumption = MathHelper.Lerp(currPowerConsumption, rechargeSpeed, 0.05f);
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Charge += currPowerConsumption * rechargeVoltage / 3600.0f;
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}
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//provide power to the grid
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if (gridLoad > 0.0f)
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{
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if (charge <= 0.0f)
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{
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CurrPowerOutput = 0.0f;
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charge = 0.0f;
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return;
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}
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if (gridPower < gridLoad)
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{
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CurrPowerOutput = MathHelper.Lerp(
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CurrPowerOutput,
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Math.Min(maxOutput * chargeRatio, gridLoad),
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deltaTime);
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}
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else
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{
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CurrPowerOutput = MathHelper.Lerp(CurrPowerOutput, 0.0f, deltaTime);
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}
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Charge -= CurrPowerOutput / 3600.0f;
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}
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rechargeVoltage = 0.0f;
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outputVoltage = 0.0f;
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}
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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RechargeSpeed = maxRechargeSpeed * 0.5f;
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return true;
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
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{
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if (!connection.IsPower) return;
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if (connection.Name == "power_in")
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{
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rechargeVoltage = power;
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}
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else
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{
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outputVoltage = power;
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}
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}
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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float newRechargeSpeed = msg.ReadRangedInteger(0,10) / 10.0f * maxRechargeSpeed;
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if (item.CanClientAccess(c))
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{
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RechargeSpeed = newRechargeSpeed;
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GameServer.Log(c.Character.LogName + " set the recharge speed of "+item.Name+" to "+ (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
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}
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item.CreateServerEvent(this);
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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msg.WriteRangedInteger(0, 10, (int)(rechargeSpeed / MaxRechargeSpeed * 10));
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float chargeRatio = MathHelper.Clamp(charge / capacity, 0.0f, 1.0f);
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msg.WriteRangedSingle(chargeRatio, 0.0f, 1.0f, 8);
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}
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}
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}
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