Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/Connection.cs
2026-04-30 21:59:54 +08:00

468 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.Immutable;
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 int DisplayOrder;
public readonly string Name;
private readonly LocalizedString _displayName;
public LocalizedString DisplayName
{
get => DisplayNameOverride ?? _displayName;
private init => _displayName = value;
}
/// <summary>
/// Display name ignoring <see cref="DisplayNameOverride"/>
/// </summary>
public LocalizedString DefaultDisplayName => _displayName;
public LocalizedString DisplayNameOverride;
private readonly HashSet<Wire> wires;
public IReadOnlyCollection<Wire> Wires => wires;
/// <summary>
/// Circuit box input and output connections that are linked to this connection.
/// </summary>
/// <remarks>
/// We don't want to create a wire between the circuit boxes connection panel and the
/// connection panel of the item inside the circuit box so we use this to bridge the gap.
/// </remarks>
public List<CircuitBoxConnection> CircuitBoxConnections = new();
private bool enumeratingWires;
private readonly HashSet<Wire> removedWires = new HashSet<Wire>();
private readonly Item item;
public readonly bool IsOutput;
public readonly List<StatusEffect> Effects;
public readonly List<(ushort wireId, int? connectionIndex)> LoadedWires;
//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 Signal LastSentSignal { get; private set; }
public Signal LastReceivedSignal {get; private set;}
public bool IsPower
{
get;
private set;
}
private bool recipientsDirty = true;
private readonly List<Connection> recipients = new List<Connection>();
public List<Connection> 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, int connectionIndex, ConnectionPanel connectionPanel, IdRemap idRemap, bool isItemSwap)
{
#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 HashSet<Wire>();
IsOutput = element.Name.ToString() == "output";
Name = element.GetAttributeString("name", IsOutput ? "output" : "input");
int displayOrder;
if (element.GetAttribute("displayorderoverride") is not { } displayOrderAttr)
{
var sameElements = connectionPanel.Connections.Where(c => c.IsOutput == IsOutput);
displayOrder = !sameElements.Any() ? 0 : sameElements.Max(static c => c.DisplayOrder) + 1;
}
else
{
displayOrder = displayOrderAttr.GetAttributeInt(0);
}
DisplayOrder = displayOrder;
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; }
int prefabConnectionIndex = 0;
foreach (XElement connectionElement in subElement.Elements())
{
string prefabConnectionName = connectionElement.GetAttributeString("name", null);
if (prefabConnectionName.IsNullOrEmpty()) { continue; }
string[] aliases = connectionElement.GetAttributeStringArray("aliases", Array.Empty<string>());
if (prefabConnectionName == Name || aliases.Contains(Name) ||
//when swapping items, we move wires based on the order of the connections, not the names
//= we should find a connection based on the index if the name doesn't match
(isItemSwap && connectionIndex == prefabConnectionIndex))
{
displayNameTag = connectionElement.GetAttributeString("displayname", "");
fallbackTag = connectionElement.GetAttributeString("fallbackdisplayname", "");
}
prefabConnectionIndex++;
}
}
}
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($"Could not find a display name for the connection {Name} in the item {item.Name} (submarine: {item.Submarine?.Info?.Name ?? "none"})");
#endif
DisplayName = Name;
}
IsPower = element.GetAttributeBool("ispower", Name is "power_in" or "power" or "power_out");
LoadedWires = new List<(ushort wireId, int? connectionIndex)>();
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "link":
int id = subElement.GetAttributeInt("w", 0);
int? i = null;
if (subElement.GetAttribute("i") != null)
{
i = subElement.GetAttributeInt("i", 0);
}
if (id < 0) { id = 0; }
if (LoadedWires.Count < MaxWires) { LoadedWires.Add((idRemap.GetOffsetId(id), i)); }
break;
case "statuseffect":
Effects ??= new List<StatusEffect>();
Effects.Add(StatusEffect.Load(subElement, item.Name + ", connection " + Name));
break;
}
}
}
/// <summary>
/// Checks if the the connection is connected to a wire or a circuit box connection
/// </summary>
public bool IsConnectedToSomething()
=> wires.Count > 0 || CircuitBoxConnections.Count > 0;
public void SetRecipientsDirty()
{
recipientsDirty = true;
if (IsPower) { Powered.MarkConnectionChanged(this); }
}
private void RefreshRecipients()
{
recipients.Clear();
// Use ToArray() snapshot for thread-safe iteration
foreach (var wire in wires.ToArray())
{
Connection recipient = wire.OtherConnection(this);
if (recipient != null) { recipients.Add(recipient); }
}
recipientsDirty = false;
}
public Wire FindWireByItem(Item it)
=> Wires.FirstOrDefault(w => w.Item == it);
public bool WireSlotsAvailable()
=> wires.Count < MaxWires;
public bool TryAddLink(Wire wire)
{
if (wire is null
|| wires.Contains(wire)
|| !WireSlotsAvailable())
{
return false;
}
wires.Add(wire);
return true;
}
public void DisconnectWire(Wire wire)
{
if (wire == null || !wires.Contains(wire)) { return; }
var prevOtherConnection = wire.OtherConnection(this);
if (prevOtherConnection != null)
{
//Change the connection grids or flag them for updating
if (IsPower && prevOtherConnection.IsPower && Grid != null)
{
//Check if both connections belong to a larger grid
if (prevOtherConnection.recipients.Count > 1 && recipients.Count > 1)
{
Powered.MarkConnectionChanged(prevOtherConnection);
Powered.MarkConnectionChanged(this);
}
else if (recipients.Count > 1)
{
//This wire was the only one at the other grid
prevOtherConnection.Grid?.RemoveConnection(prevOtherConnection);
prevOtherConnection.Grid = null;
}
else if (prevOtherConnection.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.TryRemove(Grid.ID, out _);
Grid = null;
prevOtherConnection.Grid = null;
}
}
prevOtherConnection.recipientsDirty = true;
}
if (enumeratingWires)
{
removedWires.Add(wire);
}
else
{
wires.Remove(wire);
}
recipientsDirty = true;
}
public void ConnectWire(Wire wire)
{
if (wire == null || !TryAddLink(wire)) { return; }
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.MarkConnectionChanged(this);
Powered.MarkConnectionChanged(otherConnection);
}
}
otherConnection.recipientsDirty = true;
}
recipientsDirty = true;
}
public void SendSignal(Signal signal)
{
LastSentSignal = signal;
enumeratingWires = true;
// Use ToArray() snapshot for thread-safe iteration
foreach (var wire in wires.ToArray())
{
Connection recipient = wire.OtherConnection(this);
if (recipient == null) { continue; }
if (recipient.item == this.item || signal.source?.LastSentSignalRecipients.LastOrDefault() == recipient) { continue; }
signal.source?.LastSentSignalRecipients.Add(recipient);
#if CLIENT
wire.RegisterSignal(signal, source: this);
#endif
SendSignalIntoConnection(signal, recipient);
}
foreach (CircuitBoxConnection connection in CircuitBoxConnections.ToArray())
{
connection.ReceiveSignal(signal);
}
enumeratingWires = false;
foreach (var removedWire in removedWires.ToArray())
{
wires.Remove(removedWire);
}
removedWires.Clear();
}
public static void SendSignalIntoConnection(Signal signal, Connection conn)
{
conn.LastReceivedSignal = signal;
// Use ToArray() snapshot for thread-safe iteration
foreach (ItemComponent ic in conn.item.Components.ToArray())
{
ic.ReceiveSignal(signal, conn);
}
if (conn.Effects == null || signal.value == "0") { return; }
// Use ToArray() snapshot for thread-safe iteration
foreach (StatusEffect effect in conn.Effects.ToArray())
{
conn.Item.ApplyStatusEffect(effect, ActionType.OnUse, (float)Timing.Step);
}
}
public void ClearConnections()
{
if (IsPower && Grid != null)
{
Powered.MarkConnectionChanged(this);
// Use ToArray() snapshot for thread-safe iteration
foreach (Connection c in recipients.ToArray())
{
Powered.MarkConnectionChanged(c);
}
}
// Use ToArray() snapshot for thread-safe iteration
foreach (var wire in wires.ToArray())
{
wire.RemoveConnection(this);
recipientsDirty = true;
}
if (enumeratingWires)
{
foreach (var wire in wires.ToArray())
{
removedWires.Add(wire);
}
}
else
{
wires.Clear();
}
}
public void InitializeFromLoaded()
{
if (LoadedWires.Count == 0) { return; }
foreach ((ushort wireId, int? connectionIndex) in LoadedWires)
{
if (Entity.FindEntityByID(wireId) is not Item wireItem) { continue; }
var wire = wireItem.GetComponent<Wire>();
if (wire != null && TryAddLink(wire))
{
if (wire.Item.body != null) { wire.Item.body.Enabled = false; }
if (connectionIndex.HasValue)
{
wire.Connect(this, connectionIndex.Value, addNode: false, sendNetworkEvent: false);
}
else
{
wire.TryConnect(this, addNode: false, sendNetworkEvent: false);
}
wire.FixNodeEnds();
recipientsDirty = true;
}
}
LoadedWires.Clear();
}
public void Save(XElement parentElement)
{
XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name));
// Use ToArray() snapshot before OrderBy for thread-safe iteration
foreach (var wire in wires.ToArray().OrderBy(w => w.Item.ID))
{
newElement.Add(new XElement("link",
new XAttribute("w", wire.Item.ID.ToString()),
new XAttribute("i", wire.Connections[0] == this ? 0 : 1)));
}
parentElement.Add(newElement);
}
}
}