153 lines
4.8 KiB
C#
153 lines
4.8 KiB
C#
using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Globalization;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class Pump : Powered, IServerSerializable, IClientSerializable
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{
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private float flowPercentage;
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private float maxFlow;
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private float? targetLevel;
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private bool hasPower;
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[Serialize(0.0f, true)]
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public float FlowPercentage
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{
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get { return flowPercentage; }
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set
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{
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if (!MathUtils.IsValid(flowPercentage)) return;
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flowPercentage = MathHelper.Clamp(value,-100.0f,100.0f);
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flowPercentage = MathUtils.Round(flowPercentage, 1.0f);
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}
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}
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[Serialize(80.0f, false)]
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public float MaxFlow
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{
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get { return maxFlow; }
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set { maxFlow = value; }
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}
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private float currFlow;
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public float CurrFlow
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{
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get
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{
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if (!IsActive) return 0.0f;
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return Math.Abs(currFlow);
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}
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}
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public Pump(Item item, XElement element)
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: base(item, element)
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{
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InitProjSpecific(element);
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}
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partial void InitProjSpecific(XElement element);
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public override void Update(float deltaTime, Camera cam)
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{
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currFlow = 0.0f;
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hasPower = false;
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if (targetLevel != null)
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{
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float hullPercentage = 0.0f;
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if (item.CurrentHull != null) hullPercentage = (item.CurrentHull.WaterVolume / item.CurrentHull.Volume) * 100.0f;
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FlowPercentage = ((float)targetLevel - hullPercentage) * 10.0f;
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}
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currPowerConsumption = powerConsumption * Math.Abs(flowPercentage / 100.0f);
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//pumps consume more power when in a bad condition
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currPowerConsumption *= MathHelper.Lerp(2.0f, 1.0f, item.Condition / item.MaxCondition);
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if (voltage < minVoltage) return;
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UpdateProjSpecific(deltaTime);
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hasPower = true;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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if (item.CurrentHull == null) { return; }
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float powerFactor = currPowerConsumption <= 0.0f ? 1.0f : voltage;
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currFlow = flowPercentage / 100.0f * maxFlow * powerFactor;
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//less effective when in a bad condition
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currFlow *= MathHelper.Lerp(0.5f, 1.0f, item.Condition / item.MaxCondition);
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item.CurrentHull.WaterVolume += currFlow;
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if (item.CurrentHull.WaterVolume > item.CurrentHull.Volume) { item.CurrentHull.Pressure += 0.5f; }
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voltage = 0.0f;
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}
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partial void UpdateProjSpecific(float deltaTime);
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
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{
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base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power, signalStrength);
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if (connection.Name == "toggle")
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{
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IsActive = !IsActive;
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}
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else if (connection.Name == "set_active")
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{
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IsActive = (signal != "0");
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}
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else if (connection.Name == "set_speed")
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{
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if (float.TryParse(signal, NumberStyles.Any, CultureInfo.InvariantCulture, out float tempSpeed))
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{
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flowPercentage = MathHelper.Clamp(tempSpeed, -100.0f, 100.0f);
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}
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}
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else if (connection.Name == "set_targetlevel")
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{
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if (float.TryParse(signal, NumberStyles.Any, CultureInfo.InvariantCulture, out float tempTarget))
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{
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targetLevel = MathHelper.Clamp((tempTarget + 100.0f) / 2.0f, 0.0f, 100.0f);
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}
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}
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if (!IsActive) currPowerConsumption = 0.0f;
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}
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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#if CLIENT
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if (GameMain.Client != null) return false;
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#endif
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if (objective.Option.ToLowerInvariant() == "stoppumping")
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{
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#if SERVER
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if (FlowPercentage > 0.0f) item.CreateServerEvent(this);
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#endif
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FlowPercentage = 0.0f;
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}
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else
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{
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#if SERVER
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if (!IsActive || FlowPercentage > -100.0f)
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{
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item.CreateServerEvent(this);
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}
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#endif
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IsActive = true;
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FlowPercentage = -100.0f;
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}
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return true;
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}
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}
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}
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