130 lines
4.6 KiB
C#
130 lines
4.6 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class WaterDetector : ItemComponent
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{
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//how often the detector can switch from state to another
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const float StateSwitchInterval = 1.0f;
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private int prevSentWaterPercentageValue;
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private string waterPercentageSignal;
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private bool isInWater;
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private float stateSwitchDelay;
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private int maxOutputLength;
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[Editable, Serialize(200, IsPropertySaveable.No, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
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public int MaxOutputLength
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{
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get { return maxOutputLength; }
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set
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{
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maxOutputLength = Math.Max(value, 0);
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}
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}
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private string output;
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[InGameEditable, Serialize("1", IsPropertySaveable.Yes, description: "The signal the item sends out when it's underwater.", alwaysUseInstanceValues: true)]
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public string Output
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{
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get { return output; }
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set
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{
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if (value == null) { return; }
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output = value;
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if (output.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
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{
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output = output.Substring(0, MaxOutputLength);
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}
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}
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}
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private string falseOutput;
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[InGameEditable, Serialize("0", IsPropertySaveable.Yes, description: "The signal the item sends out when it's not underwater.", alwaysUseInstanceValues: true)]
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public string FalseOutput
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{
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get { return falseOutput; }
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set
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{
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if (value == null) { return; }
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falseOutput = value;
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if (falseOutput.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
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{
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falseOutput = falseOutput.Substring(0, MaxOutputLength);
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}
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}
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}
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public bool WaterDetected => isInWater;
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public int WaterPercentage => GetWaterPercentage(item.CurrentHull);
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public WaterDetector(Item item, ContentXElement 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 static int GetWaterPercentage(Hull hull)
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{
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//treat less than one pixel of water as "no water"
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return hull.WaterVolume / hull.Rect.Width > 1.0f ?
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MathHelper.Clamp((int)Math.Ceiling(hull.WaterPercentage), 0, 100) :
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0;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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if (stateSwitchDelay > 0.0f)
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{
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stateSwitchDelay -= deltaTime;
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}
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else
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{
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bool prevState = isInWater;
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isInWater = false;
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if (item.InWater)
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{
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//item in water -> we definitely want to send the True output
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isInWater = true;
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}
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else if (item.CurrentHull != null && GetWaterPercentage(item.CurrentHull) > 0)
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{
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//(center of the) item in not water -> check if the water surface is below the bottom of the item's rect
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if (item.CurrentHull.Surface > item.Rect.Y - item.Rect.Height)
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{
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isInWater = true;
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}
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}
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if (prevState != isInWater)
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{
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stateSwitchDelay = StateSwitchInterval;
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}
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}
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string signalOut = isInWater ? Output : FalseOutput;
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if (!string.IsNullOrEmpty(signalOut))
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{
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item.SendSignal(signalOut, "signal_out");
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}
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if (item.CurrentHull != null)
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{
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int waterPercentage = GetWaterPercentage(item.CurrentHull);
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if (prevSentWaterPercentageValue != waterPercentage || waterPercentageSignal == null)
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{
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prevSentWaterPercentageValue = waterPercentage;
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waterPercentageSignal = prevSentWaterPercentageValue.ToString();
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}
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item.SendSignal(waterPercentageSignal, "water_%");
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}
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string highPressureOut = (item.CurrentHull == null || item.CurrentHull.LethalPressure > 5.0f) ? "1" : "0";
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item.SendSignal(highPressureOut, "high_pressure");
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}
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}
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}
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