Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Items/Components/Signal/Connection.cs
Joonas Rikkonen bb987676ca Improved PowerTransfer logic. The PowerTransfer components cache all the connections that are connected to the item (directly or via another item) and only recalculate them when changes are done to the wiring. Signals received by the PowerTransfer component are relayed directly to the recipients instead of stepping through all the wires and junction boxes in between.
Fixes stack overflow exceptions caused by signals looping between junction boxes and improves performance because the layout of the power grid doesn't have to be calculated every frame and the wire connections don't have to be rechecked when sending a signal. Closes #222
2018-01-01 14:59:40 +02:00

274 lines
11 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Linq;
namespace Barotrauma.Items.Components
{
partial class Connection
{
private static Texture2D panelTexture;
private static Sprite connector;
private static Sprite wireVertical;
public static void DrawConnections(SpriteBatch spriteBatch, ConnectionPanel panel, Character character)
{
int width = 400, height = 200;
int x = GameMain.GraphicsWidth / 2 - width / 2, y = GameMain.GraphicsHeight - height;
Rectangle panelRect = new Rectangle(x, y, width, height);
spriteBatch.Draw(panelTexture, panelRect, new Rectangle(0, 512 - height, width, height), Color.White);
//GUI.DrawRectangle(spriteBatch, panelRect, Color.Black, true);
bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition);
int totalWireCount = 0;
foreach (Connection c in panel.Connections)
{
totalWireCount += c.Wires.Count(w => w != null);
}
Wire equippedWire = null;
//if the Character using the panel has a wire item equipped
//and the wire hasn't been connected yet, draw it on the panel
for (int i = 0; i < character.SelectedItems.Length; i++)
{
Item selectedItem = character.SelectedItems[i];
if (selectedItem == null) continue;
Wire wireComponent = selectedItem.GetComponent<Wire>();
if (wireComponent != null) equippedWire = wireComponent;
}
Vector2 rightPos = new Vector2(x + width - 130, y + 50);
Vector2 leftPos = new Vector2(x + 130, y + 50);
Vector2 rightWirePos = new Vector2(x + width - 5, y + 30);
Vector2 leftWirePos = new Vector2(x + 5, y + 30);
int wireInterval = (height - 20) / Math.Max(totalWireCount, 1);
foreach (Connection c in panel.Connections)
{
//if dragging a wire, let the Inventory know so that the wire can be
//dropped or dragged from the panel to the players inventory
if (draggingConnected != null)
{
int linkIndex = c.FindWireIndex(draggingConnected.Item);
if (linkIndex > -1)
{
Inventory.draggingItem = c.Wires[linkIndex].Item;
}
}
//outputs are drawn at the right side of the panel, inputs at the left
if (c.IsOutput)
{
c.Draw(spriteBatch, panel.Item, rightPos,
new Vector2(rightPos.X - GUI.SmallFont.MeasureString(c.Name).X - 20, rightPos.Y + 3),
rightWirePos,
mouseInRect, equippedWire,
wireInterval);
rightPos.Y += 30;
rightWirePos.Y += c.Wires.Count(w => w != null) * wireInterval;
}
else
{
c.Draw(spriteBatch, panel.Item, leftPos,
new Vector2(leftPos.X + 20, leftPos.Y - 12),
leftWirePos,
mouseInRect, equippedWire,
wireInterval);
leftPos.Y += 30;
leftWirePos.Y += c.Wires.Count(w => w != null) * wireInterval;
//leftWireX -= wireInterval;
}
}
if (draggingConnected != null)
{
DrawWire(spriteBatch, draggingConnected, draggingConnected.Item, PlayerInput.MousePosition, new Vector2(x + width / 2, y + height), mouseInRect, null);
if (!PlayerInput.LeftButtonHeld())
{
if (GameMain.Client != null)
{
panel.Item.CreateClientEvent(panel);
}
else if (GameMain.Server != null)
{
panel.Item.CreateServerEvent(panel);
}
draggingConnected = null;
}
}
//if the Character using the panel has a wire item equipped
//and the wire hasn't been connected yet, draw it on the panel
if (equippedWire != null)
{
if (panel.Connections.Find(c => c.Wires.Contains(equippedWire)) == null)
{
DrawWire(spriteBatch, equippedWire, equippedWire.Item,
new Vector2(x + width / 2, y + height - 100),
new Vector2(x + width / 2, y + height), mouseInRect, null);
if (draggingConnected == equippedWire) Inventory.draggingItem = equippedWire.Item;
}
}
//stop dragging a wire item if cursor is outside the panel
if (mouseInRect) Inventory.draggingItem = null;
spriteBatch.Draw(panelTexture, panelRect, new Rectangle(0, 0, width, height), Color.White);
}
private void Draw(SpriteBatch spriteBatch, Item item, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval)
{
//spriteBatch.DrawString(GUI.SmallFont, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
GUI.DrawString(spriteBatch, labelPos, Name, IsPower ? Color.Red : Color.White, Color.Black, 0, GUI.SmallFont);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)position.X - 10, (int)position.Y - 10, 20, 20), Color.White);
spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(64, 256, 32, 32), Color.White);
for (int i = 0; i < MaxLinked; i++)
{
if (Wires[i] == null || Wires[i].Hidden || draggingConnected == Wires[i]) continue;
Connection recipient = Wires[i].OtherConnection(this);
DrawWire(spriteBatch, Wires[i], (recipient == null) ? Wires[i].Item : recipient.item, position, wirePosition, mouseIn, equippedWire);
wirePosition.Y += wireInterval;
}
if (draggingConnected != null && Vector2.Distance(position, PlayerInput.MousePosition) < 13.0f)
{
spriteBatch.Draw(panelTexture, position - new Vector2(21.5f, 21.5f), new Rectangle(106, 250, 43, 43), Color.White);
if (!PlayerInput.LeftButtonHeld())
{
//find an empty cell for the new connection
int index = FindWireIndex(null);
if (index > -1 && !Wires.Contains(draggingConnected))
{
bool alreadyConnected = draggingConnected.IsConnectedTo(item);
draggingConnected.RemoveConnection(item);
if (draggingConnected.Connect(this, !alreadyConnected, true))
{
var otherConnection = draggingConnected.OtherConnection(this);
if (otherConnection == null)
{
GameServer.Log(Character.Controlled.LogName + " connected a wire to " +
Item.Name + " (" + Name + ")", ServerLog.MessageType.ItemInteraction);
}
else
{
GameServer.Log(Character.Controlled.LogName + " connected a wire from " +
Item.Name + " (" + Name + ") to " + otherConnection.item.Name + " (" + otherConnection.Name + ")", ServerLog.MessageType.ItemInteraction);
}
AddLink(index, draggingConnected);
}
}
}
}
int screwIndex = (position.Y % 60 < 30) ? 0 : 1;
if (Wires.Any(w => w != null && w != draggingConnected))
{
spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(screwIndex * 32, 256, 32, 32), Color.White);
}
}
private static void DrawWire(SpriteBatch spriteBatch, Wire wire, Item item, Vector2 end, Vector2 start, bool mouseIn, Wire equippedWire)
{
if (draggingConnected == wire)
{
if (!mouseIn) return;
end = PlayerInput.MousePosition;
start.X = (start.X + end.X) / 2.0f;
}
int textX = (int)start.X;
if (start.X < end.X)
textX -= 10;
else
textX += 10;
bool canDrag = equippedWire == null || equippedWire == wire;
float alpha = canDrag ? 1.0f : 0.5f;
bool mouseOn =
canDrag &&
((PlayerInput.MousePosition.X > Math.Min(start.X, end.X) &&
PlayerInput.MousePosition.X < Math.Max(start.X, end.X) &&
MathUtils.LineToPointDistance(start, end, PlayerInput.MousePosition) < 6) ||
Vector2.Distance(end, PlayerInput.MousePosition) < 20.0f ||
new Rectangle((start.X < end.X) ? textX - 100 : textX, (int)start.Y - 5, 100, 14).Contains(PlayerInput.MousePosition));
string label = wire.Locked ? item.Name + "\n(Locked)" : item.Name;
GUI.DrawString(spriteBatch,
new Vector2(start.X < end.X ? textX - GUI.SmallFont.MeasureString(label).X : textX, start.Y - 5.0f),
label,
(mouseOn ? Color.Gold : Color.White) * (wire.Locked ? 0.6f : 1.0f), Color.Black * 0.8f,
3, GUI.SmallFont);
var wireEnd = end + Vector2.Normalize(start - end) * 30.0f;
float dist = Vector2.Distance(start, wireEnd);
if (mouseOn)
{
spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point(18, (int)dist)), wireVertical.SourceRect,
Color.Gold,
MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, //angle of line (calulated above)
new Vector2(6, 0), // point in line about which to rotate
SpriteEffects.None,
0.0f);
}
spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point(12, (int)dist)), wireVertical.SourceRect,
wire.Item.Color * alpha,
MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, //angle of line (calulated above)
new Vector2(6, 0), // point in line about which to rotate
SpriteEffects.None,
0.0f);
connector.Draw(spriteBatch, end, Color.White, new Vector2(10.0f, 10.0f), MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2);
if (draggingConnected == null && canDrag)
{
if (mouseOn)
{
ConnectionPanel.HighlightedWire = wire;
if (!wire.Locked)
{
//start dragging the wire
if (PlayerInput.LeftButtonHeld()) draggingConnected = wire;
}
}
}
}
}
}