Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs
2021-02-25 13:44:23 +02:00

326 lines
12 KiB
C#

using System;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
#if CLIENT
using Barotrauma.Sounds;
#endif
namespace Barotrauma.Items.Components
{
partial class Powered : ItemComponent
{
private static float updateTimer;
protected static float UpdateInterval = 0.2f;
/// <summary>
/// List of all powered ItemComponents
/// </summary>
private static readonly List<Powered> poweredList = new List<Powered>();
public static IEnumerable<Powered> PoweredList
{
get { return poweredList; }
}
/// <summary>
/// Items that have already received the "probe signal" that's used to distribute power and load across the grid
/// </summary>
protected static HashSet<PowerTransfer> lastPowerProbeRecipients = new HashSet<PowerTransfer>();
/// <summary>
/// The amount of power currently consumed by the item. Negative values mean that the item is providing power to connected items
/// </summary>
protected float currPowerConsumption;
/// <summary>
/// Current voltage of the item (load / power)
/// </summary>
private float voltage;
/// <summary>
/// The minimum voltage required for the item to work
/// </summary>
private float minVoltage;
/// <summary>
/// The maximum amount of power the item can draw from connected items
/// </summary>
protected float powerConsumption;
protected Connection powerIn, powerOut;
[Editable, Serialize(0.5f, true, description: "The minimum voltage required for the device to function. " +
"The voltage is calculated as power / powerconsumption, meaning that a device " +
"with a power consumption of 1000 kW would need at least 500 kW of power to work if the minimum voltage is set to 0.5.")]
public float MinVoltage
{
get { return powerConsumption <= 0.0f ? 0.0f : minVoltage; }
set { minVoltage = value; }
}
[Editable, Serialize(0.0f, true, description: "How much power the device draws (or attempts to draw) from the electrical grid when active.")]
public float PowerConsumption
{
get { return powerConsumption; }
set { powerConsumption = value; }
}
[Serialize(false, true, description: "Is the device currently active. Inactive devices don't consume power.")]
public override bool IsActive
{
get { return base.IsActive; }
set
{
base.IsActive = value;
if (!value)
{
currPowerConsumption = 0.0f;
}
}
}
[Serialize(0.0f, true, description: "The current power consumption of the device. Intended to be used by StatusEffect conditionals (setting the value from XML is not recommended).")]
public float CurrPowerConsumption
{
get {return currPowerConsumption; }
set { currPowerConsumption = value; }
}
[Serialize(0.0f, true, description: "The current voltage of the item (calculated as power consumption / available power). Intended to be used by StatusEffect conditionals (setting the value from XML is not recommended).")]
public float Voltage
{
get { return voltage; }
set { voltage = Math.Max(0.0f, value); }
}
[Editable, Serialize(true, true, description: "Can the item be damaged by electomagnetic pulses.")]
public bool VulnerableToEMP
{
get;
set;
}
public Powered(Item item, XElement element)
: base(item, element)
{
poweredList.Add(this);
InitProjectSpecific(element);
}
partial void InitProjectSpecific(XElement element);
protected void UpdateOnActiveEffects(float deltaTime)
{
if (currPowerConsumption <= 0.0f)
{
//if the item consumes no power, ignore the voltage requirement and
//apply OnActive statuseffects as long as this component is active
if (powerConsumption <= 0.0f)
{
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
}
return;
}
if (voltage > minVoltage)
{
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
}
#if CLIENT
if (voltage > minVoltage)
{
if (!powerOnSoundPlayed && powerOnSound != null)
{
SoundPlayer.PlaySound(powerOnSound.Sound, item.WorldPosition, powerOnSound.Volume, powerOnSound.Range, hullGuess: item.CurrentHull, ignoreMuffling: powerOnSound.IgnoreMuffling);
powerOnSoundPlayed = true;
}
}
else if (voltage < 0.1f)
{
powerOnSoundPlayed = false;
}
#endif
}
public override void Update(float deltaTime, Camera cam)
{
currPowerConsumption = powerConsumption;
UpdateOnActiveEffects(deltaTime);
}
public override void OnItemLoaded()
{
if (item.Connections == null) { return; }
foreach (Connection c in item.Connections)
{
if (!c.IsPower) { continue; }
if (this is PowerTransfer pt)
{
if (c.Name == "power_in")
{
powerIn = c;
}
else if (c.Name == "power_out")
{
powerOut = c;
}
else if (c.Name == "power")
{
powerIn = powerOut = c;
}
}
else
{
if (c.IsOutput)
{
if (c.Name == "power_in")
{
#if DEBUG
DebugConsole.ThrowError($"Item \"{item.Name}\" has a power output connection called power_in. If the item is supposed to receive power through the connection, change it to an input connection.");
#else
DebugConsole.NewMessage($"Item \"{item.Name}\" has a power output connection called power_in. If the item is supposed to receive power through the connection, change it to an input connection.", Color.Orange);
#endif
}
powerOut = c;
}
else
{
if (c.Name == "power_out")
{
#if DEBUG
DebugConsole.ThrowError($"Item \"{item.Name}\" has a power input connection called power_out. If the item is supposed to output power through the connection, change it to an output connection.");
#else
DebugConsole.NewMessage($"Item \"{item.Name}\" has a power input connection called power_out. If the item is supposed to output power through the connection, change it to an output connection.", Color.Orange);
#endif
}
powerIn = c;
}
}
}
}
public virtual void ReceivePowerProbeSignal(Connection connection, Item source, float power) { }
public static void UpdatePower(float deltaTime)
{
if (updateTimer > 0.0f)
{
updateTimer -= deltaTime;
return;
}
updateTimer = UpdateInterval;
//reset power first
foreach (Powered powered in poweredList)
{
if (powered is PowerTransfer pt)
{
powered.CurrPowerConsumption = 0.0f;
pt.PowerLoad = 0.0f;
if (pt is RelayComponent relay)
{
relay.DisplayLoad = 0.0f;
}
}
//only reset voltage if the item has a power connector
//(other items, such as handheld devices, get power through other means and shouldn't be updated here)
if (powered.powerIn != null || powered.powerOut != null) { powered.voltage = 0.0f; }
}
//go through all the devices that are consuming/providing power
//and send out a "probe signal" which the PowerTransfer components use to add up the grid power/load
foreach (Powered powered in poweredList)
{
if (powered is PowerTransfer pt)
{
if (pt.ExtraLoad > 0.0f)
{
lastPowerProbeRecipients.Clear();
powered.powerIn?.SendPowerProbeSignal(powered.item, -pt.ExtraLoad);
}
continue;
}
else if (powered.currPowerConsumption > 0.0f)
{
//consuming power
lastPowerProbeRecipients.Clear();
powered.powerIn?.SendPowerProbeSignal(powered.item, -powered.currPowerConsumption);
}
}
foreach (Powered powered in poweredList)
{
if (powered is PowerTransfer) { continue; }
else if (powered.currPowerConsumption < 0.0f)
{
//providing power
lastPowerProbeRecipients.Clear();
powered.powerOut?.SendPowerProbeSignal(powered.item, -powered.currPowerConsumption);
}
if (powered is PowerContainer pc)
{
if (pc.CurrPowerOutput <= 0.0f || pc.item.Condition <= 0.0f) { continue; }
//providing power
lastPowerProbeRecipients.Clear();
powered.powerOut?.SendPowerProbeSignal(powered.item, pc.CurrPowerOutput);
}
}
//go through powered items and calculate their current voltage
foreach (Powered powered in poweredList)
{
if (powered is PowerTransfer pt1 || (pt1 = powered.Item.GetComponent<PowerTransfer>()) != null)
{
powered.voltage = -pt1.CurrPowerConsumption / Math.Max(pt1.PowerLoad, 1.0f);
continue;
}
if (powered.powerConsumption <= 0.0f && !(powered is PowerContainer))
{
powered.voltage = 1.0f;
continue;
}
if (powered.powerIn == null) { continue; }
foreach (Connection powerSource in powered.powerIn.Recipients)
{
if (!powerSource.IsPower || !powerSource.IsOutput) { continue; }
var pt = powerSource.Item.GetComponent<PowerTransfer>();
if (pt != null)
{
float voltage = -pt.CurrPowerConsumption / Math.Max(pt.PowerLoad, 1.0f);
powered.voltage = Math.Max(powered.voltage, voltage);
continue;
}
var pc = powerSource.Item.GetComponent<PowerContainer>();
if (pc != null && pc.item.Condition > 0.0f)
{
float voltage = pc.CurrPowerOutput / Math.Max(powered.CurrPowerConsumption, 1.0f);
powered.voltage += voltage;
}
}
}
}
/// <summary>
/// Returns the amount of power that can be supplied by batteries directly connected to the item
/// </summary>
protected float GetAvailableBatteryPower()
{
var batteries = item.GetConnectedComponents<PowerContainer>();
float availablePower = 0.0f;
foreach (PowerContainer battery in batteries)
{
float batteryPower = Math.Min(battery.Charge * 3600.0f, battery.MaxOutPut);
availablePower += batteryPower;
}
return availablePower;
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
poweredList.Remove(this);
}
}
}