Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/Connection.cs

411 lines
15 KiB
C#

using System;
using System.Collections.Generic;
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 string Name;
public readonly LocalizedString DisplayName;
private readonly Wire[] wires;
public IEnumerable<Wire> Wires
{
get { return wires; }
}
private readonly Item item;
public readonly bool IsOutput;
public readonly List<StatusEffect> Effects;
public readonly ushort[] wireId;
//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 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, ConnectionPanel connectionPanel, IdRemap idRemap)
{
#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 Wire[MaxWires];
IsOutput = element.Name.ToString() == "output";
Name = element.GetAttributeString("name", IsOutput ? "output" : "input");
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; }
foreach (XElement connectionElement in subElement.Elements())
{
string prefabConnectionName = connectionElement.GetAttributeString("name", null);
string[] aliases = connectionElement.GetAttributeStringArray("aliases", Array.Empty<string>());
if (prefabConnectionName == Name || aliases.Contains(Name))
{
displayNameTag = connectionElement.GetAttributeString("displayname", "");
fallbackTag = connectionElement.GetAttributeString("fallbackdisplayname", "");
}
}
}
}
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("Missing display name in connection " + item.Name + ": " + Name);
#endif
DisplayName = Name;
}
IsPower = Name == "power_in" || Name == "power" || Name == "power_out";
wireId = new ushort[MaxWires];
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "link":
int index = -1;
for (int i = 0; i < MaxWires; i++)
{
if (wireId[i] < 1) { index = i; }
}
if (index == -1) { break; }
int id = subElement.GetAttributeInt("w", 0);
if (id < 0) { id = 0; }
wireId[index] = idRemap.GetOffsetId(id);
break;
case "statuseffect":
Effects ??= new List<StatusEffect>();
Effects.Add(StatusEffect.Load(subElement, item.Name + ", connection " + Name));
break;
}
}
}
public void SetRecipientsDirty()
{
recipientsDirty = true;
}
private void RefreshRecipients()
{
recipients.Clear();
for (int i = 0; i < MaxWires; i++)
{
if (wires[i] == null) continue;
Connection recipient = wires[i].OtherConnection(this);
if (recipient != null) recipients.Add(recipient);
}
recipientsDirty = false;
}
public int FindEmptyIndex()
{
for (int i = 0; i < MaxWires; i++)
{
if (wires[i] == null) return i;
}
return -1;
}
public int FindWireIndex(Wire wire)
{
for (int i = 0; i < MaxWires; i++)
{
if (wires[i] == wire) return i;
}
return -1;
}
public int FindWireIndex(Item wireItem)
{
for (int i = 0; i < MaxWires; i++)
{
if (wires[i] == null && wireItem == null) return i;
if (wires[i] != null && wires[i].Item == wireItem) return i;
}
return -1;
}
public bool TryAddLink(Wire wire)
{
for (int i = 0; i < MaxWires; i++)
{
if (wires[i] == null)
{
SetWire(i, wire);
return true;
}
}
return false;
}
public void SetWire(int index, Wire wire)
{
Wire previousWire = wires[index];
if (wire != previousWire && previousWire != null)
{
var otherConnection = previousWire.OtherConnection(this);
if (otherConnection != null)
{
//Change the connection grids or flag them for updating
if (IsPower && otherConnection.IsPower && Grid != null)
{
//Check if both connections belong to a larger grid
if (otherConnection.recipients.Count > 1 && recipients.Count > 1)
{
Powered.ChangedConnections.Add(otherConnection);
Powered.ChangedConnections.Add(this);
}
else if (recipients.Count > 1)
{
//This wire was the only one at the other grid
otherConnection.Grid?.RemoveConnection(otherConnection);
otherConnection.Grid = null;
}
else if (otherConnection.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.Remove(Grid.ID);
Grid = null;
otherConnection.Grid = null;
}
}
otherConnection.recipientsDirty = true;
}
}
wires[index] = wire;
recipientsDirty = true;
if (wire != null)
{
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.ChangedConnections.Add(this);
Powered.ChangedConnections.Add(otherConnection);
}
}
otherConnection.recipientsDirty = true;
}
}
}
public void SendSignal(Signal signal)
{
for (int i = 0; i < MaxWires; i++)
{
if (wires[i] == null) { continue; }
Connection recipient = wires[i].OtherConnection(this);
if (recipient == null) { continue; }
if (recipient.item == this.item || signal.source?.LastSentSignalRecipients.LastOrDefault() == recipient) { continue; }
signal.source?.LastSentSignalRecipients.Add(recipient);
Connection connection = recipient;
object[] obj = new object[] { signal, connection };
GameMain.LuaCs.Hook.Call("signalReceived", obj);
GameMain.LuaCs.Hook.Call("signalReceived." + recipient.item.Prefab.Identifier, obj);
foreach (ItemComponent ic in recipient.item.Components)
{
ic.ReceiveSignal(signal, connection);
}
if (recipient.Effects != null && signal.value != "0")
{
foreach (StatusEffect effect in recipient.Effects)
{
recipient.Item.ApplyStatusEffect(effect, ActionType.OnUse, (float)Timing.Step);
}
}
}
}
public void ClearConnections()
{
if (IsPower && Grid != null)
{
Powered.ChangedConnections.Add(this);
foreach (Connection c in recipients)
{
Powered.ChangedConnections.Add(c);
}
}
for (int i = 0; i < MaxWires; i++)
{
if (wires[i] == null) continue;
wires[i].RemoveConnection(this);
wires[i] = null;
recipientsDirty = true;
}
}
public void ConnectLinked()
{
if (wireId == null) return;
for (int i = 0; i < MaxWires; i++)
{
if (wireId[i] == 0) { continue; }
if (!(Entity.FindEntityByID(wireId[i]) is Item wireItem)) { continue; }
wires[i] = wireItem.GetComponent<Wire>();
recipientsDirty = true;
if (wires[i] != null)
{
if (wires[i].Item.body != null) wires[i].Item.body.Enabled = false;
wires[i].Connect(this, false, false);
wires[i].FixNodeEnds();
}
}
}
public void Save(XElement parentElement)
{
XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name));
Array.Sort(wires, delegate (Wire wire1, Wire wire2)
{
if (wire1 == null) return 1;
if (wire2 == null) return -1;
return wire1.Item.ID.CompareTo(wire2.Item.ID);
});
for (int i = 0; i < MaxWires; i++)
{
if (wires[i] == null) continue;
newElement.Add(new XElement("link",
new XAttribute("w", wires[i].Item.ID.ToString())));
}
parentElement.Add(newElement);
}
}
}