52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class SmokeDetector : ItemComponent
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{
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const float FireCheckInterval = 1.0f;
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private float fireCheckTimer;
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private bool fireInRange;
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[InGameEditable, Serialize("1", true, description: "The signal the item outputs when it has detected movement.", alwaysUseInstanceValues: true)]
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public string Output { get; set; }
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[InGameEditable, Serialize("0", true, description: "The signal the item outputs when it has not detected movement.", alwaysUseInstanceValues: true)]
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public string FalseOutput { get; set; }
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public SmokeDetector(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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private bool IsFireInRange()
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{
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if (item.CurrentHull == null || item.InWater) { return false; }
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var connectedHulls = item.CurrentHull.GetConnectedHulls(includingThis: true, searchDepth: 10, ignoreClosedGaps: true);
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foreach (Hull hull in connectedHulls)
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{
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foreach (FireSource fireSource in hull.FireSources)
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{
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if (fireSource.IsInDamageRange(item.WorldPosition, fireSource.DamageRange * 2.0f)) { return true; }
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}
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}
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return false;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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fireCheckTimer -= deltaTime;
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if (fireCheckTimer <= 0.0f)
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{
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fireInRange = IsFireInRange();
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fireCheckTimer = FireCheckInterval;
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}
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item.SendSignal(0, fireInRange ? "1" : "0", "signal_out", null);
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}
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}
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}
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