Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/Signal/RelayComponent.cs

118 lines
3.2 KiB
C#

using System;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class RelayComponent : PowerTransfer
{
private float maxPower;
private float lastReceivedMessage;
[Editable, HasDefaultValue(1000.0f, true)]
public float MaxPower
{
get { return maxPower; }
set
{
maxPower = Math.Max(0.0f, value);
}
}
private bool isOn;
[Editable, HasDefaultValue(false, true)]
public bool IsOn
{
get
{
return IsActive;
}
set
{
isOn = value;
IsActive = value;
if (!IsActive)
{
currPowerConsumption = 0.0f;
}
}
}
public RelayComponent(Item item, XElement element)
: base (item, element)
{
IsActive = isOn;
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
item.SendSignal(0, IsOn ? "1" : "0", "state_out");
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
{
if (connection.IsPower && connection.Name.Contains("_out")) return;
if (item.Condition <= 0.0f) return;
if (power > maxPower) item.Condition = 0.0f;
if (connection.Name.Contains("_in"))
{
if (!IsOn) return;
string outConnection = connection.Name.Contains("power_in") ? "power_out" : "signal_out";
int connectionNumber = -1;
int.TryParse(connection.Name.Substring(connection.Name.Length - 1, 1), out connectionNumber);
if (connectionNumber > 0) outConnection += connectionNumber;
item.SendSignal(stepsTaken, signal, outConnection, power);
}
else if (connection.Name == "toggle")
{
SetState(!IsOn,false,true);
}
else if (connection.Name == "set_state")
{
SetState(signal != "0", false, true);
}
}
public void SetState(bool on, bool isNetworkMessage, bool sendNetworkMessage = false)
{
if (GameMain.Client != null && !isNetworkMessage) return;
IsOn = on;
if (sendNetworkMessage)
{
item.NewComponentEvent(this, false, true);
}
}
public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
{
message.Write(IsOn);
return true;
}
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message, float sendingTime)
{
if (sendingTime < lastReceivedMessage) return;
if (GameMain.Server != null)
{
return;
}
lastReceivedMessage = sendingTime;
SetState(message.ReadBoolean(), true);
}
}
}