165 lines
5.6 KiB
C#
165 lines
5.6 KiB
C#
using System.Collections.Generic;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Globalization;
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namespace Barotrauma.Items.Components
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{
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class PowerTransfer : Powered
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{
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static float fullPower;
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static float fullLoad;
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//affects how fast changes in power/load are carried over the grid
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static float inertia = 5.0f;
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static List<Powered> connectedList = new List<Powered>();
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private float powerLoad;
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public float PowerLoad
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{
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get { return powerLoad; }
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}
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public PowerTransfer(Item item, XElement element)
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: base(item, element)
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{
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IsActive = 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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//reset and recalculate the power generated/consumed
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//by the constructions connected to the grid
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fullPower = 0.0f;
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fullLoad = 0.0f;
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connectedList.Clear();
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if (updated) return;
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CheckJunctions(deltaTime);
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foreach (Powered p in connectedList)
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{
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PowerTransfer pt = p as PowerTransfer;
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if (pt == null) continue;
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pt.powerLoad += (fullLoad - pt.powerLoad) / inertia;
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pt.currPowerConsumption += (-fullPower - pt.currPowerConsumption) / inertia;
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pt.Item.SendSignal("", "power", fullPower / Math.Max(fullLoad, 1.0f));
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//damage the item if voltage is too high
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if (-pt.currPowerConsumption > Math.Max(pt.powerLoad * 2.0f, 200.0f))
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{
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float prevCondition = pt.item.Condition;
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pt.item.Condition -= deltaTime * 10.0f;
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if (pt.item.Condition<=0.0f && prevCondition > 0.0f)
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{
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sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 600.0f, item.Position);
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Vector2 baseVel = Rand.Vector(300.0f);
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for (int i = 0; i < 10; i++)
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{
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var particle = GameMain.ParticleManager.CreateParticle("spark", pt.item.Position,
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baseVel + Rand.Vector(100.0f), 0.0f);
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if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
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}
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}
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}
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}
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}
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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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//a recursive function that goes through all the junctions and adds up
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//all the generated/consumed power of the constructions connected to the grid
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private void CheckJunctions(float deltaTime)
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{
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updated = true;
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connectedList.Add(this);
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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List<Connection> connections = item.Connections;
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if (connections == null) return;
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foreach (Connection c in connections)
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{
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if (!c.IsPower) continue;
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foreach (Connection recipient in c.Recipients)
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{
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if (recipient == null || !recipient.IsPower) continue;
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Item it = recipient.Item;
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if (it == null) continue;
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//if (it.Updated) continue;
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Powered powered = it.GetComponent<Powered>();
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if (powered == null || powered.Updated) continue;
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PowerTransfer powerTransfer = powered as PowerTransfer;
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if (powerTransfer != null)
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{
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powerTransfer.CheckJunctions(deltaTime);
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}
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else
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{
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connectedList.Add(powered);
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//positive power consumption = the construction requires power -> increase load
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if (powered.CurrPowerConsumption > 0.0f)
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{
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fullLoad += powered.CurrPowerConsumption;
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}
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else if (powered.CurrPowerConsumption < 0.0f)
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//negative power consumption = the construction is a
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//generator/battery or another junction box
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{
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fullPower -= powered.CurrPowerConsumption;
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}
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}
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}
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}
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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int x = GuiFrame.Rect.X;
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int y = GuiFrame.Rect.Y;
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GuiFrame.Draw(spriteBatch);
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spriteBatch.DrawString(GUI.Font, "Power: " + (int)(-currPowerConsumption), new Vector2(x + 30, y + 30), Color.White);
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spriteBatch.DrawString(GUI.Font, "Load: " + (int)powerLoad, new Vector2(x + 30, y + 100), Color.White);
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
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{
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base.ReceiveSignal(signal, connection, sender, power);
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if (connection.Name.Length > 5 && connection.Name.Substring(0, 6).ToLower() == "signal")
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{
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connection.SendSignal(signal, sender, 0.0f);
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}
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}
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}
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}
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