6cf0f966aa
- Instead of configuring a commonness value and difficulty for an event and creating new random events until the maximum difficulty of the selected level is reached, the number of events per level can be configured directly (and overridden for specific level types). - Removed task logic. The initial idea was to display the unfinished tasks to the player somehow and to use them as objectives for the AI crew, but those were scrapped and the tasks only ended up controlling which type of music to play. TODO: implement some kind of logic to determine when to play repair/monster music clips.
420 lines
13 KiB
C#
420 lines
13 KiB
C#
using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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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 Reactor : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
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{
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const float NetworkUpdateInterval = 0.5f;
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//the rate at which the reactor is being run un
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//higher rates generate more power (and heat)
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private float fissionRate;
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//the rate at which the heat is being dissipated
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private float coolingRate;
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private float temperature;
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//is automatic temperature control on
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//(adjusts the cooling rate automatically to keep the
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//amount of power generated balanced with the load)
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private bool autoTemp;
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//the temperature after which fissionrate is automatically
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//turned down and cooling increased
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private float shutDownTemp;
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private float fireTemp, meltDownTemp;
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//how much power is provided to the grid per 1 temperature unit
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private float powerPerTemp;
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private int graphSize = 25;
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private float graphTimer;
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private int updateGraphInterval = 500;
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private float[] fissionRateGraph;
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private float[] coolingRateGraph;
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private float[] tempGraph;
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private float[] loadGraph;
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private float load;
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private bool unsentChanges;
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private float sendUpdateTimer;
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private Character lastUser;
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private float? nextServerLogWriteTime;
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private float lastServerLogWriteTime;
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[Editable, HasDefaultValue(9500.0f, true)]
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public float MeltDownTemp
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{
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get { return meltDownTemp; }
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set
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{
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meltDownTemp = Math.Max(0.0f, value);
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}
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}
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[Editable, HasDefaultValue(9000.0f, true)]
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public float FireTemp
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{
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get { return fireTemp; }
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set
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{
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fireTemp = Math.Max(0.0f, value);
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}
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}
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[Editable, HasDefaultValue(1.0f, true)]
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public float PowerPerTemp
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{
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get { return powerPerTemp; }
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set
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{
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powerPerTemp = Math.Max(0.0f, value);
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}
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}
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[HasDefaultValue(0.0f, true)]
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public float FissionRate
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{
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get { return fissionRate; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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fissionRate = MathHelper.Clamp(value, 0.0f, 100.0f);
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}
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}
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[HasDefaultValue(0.0f, true)]
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public float CoolingRate
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{
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get { return coolingRate; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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coolingRate = MathHelper.Clamp(value, 0.0f, 100.0f);
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}
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}
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[HasDefaultValue(0.0f, true)]
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public float Temperature
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{
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get { return temperature; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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temperature = MathHelper.Clamp(value, 0.0f, 10000.0f);
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}
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}
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public bool IsRunning()
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{
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return (temperature > 0.0f);
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}
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[HasDefaultValue(false, true)]
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public bool AutoTemp
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{
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get { return autoTemp; }
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set
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{
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autoTemp = value;
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#if CLIENT
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if (autoTempTickBox!=null) autoTempTickBox.Selected = value;
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#endif
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}
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}
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public float ExtraCooling { get; set; }
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public float AvailableFuel { get; set; }
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[HasDefaultValue(500.0f, true)]
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public float ShutDownTemp
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{
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get { return shutDownTemp; }
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set { shutDownTemp = MathHelper.Clamp(value, 0.0f, 10000.0f); }
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}
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public Reactor(Item item, XElement element)
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: base(item, element)
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{
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fissionRateGraph = new float[graphSize];
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coolingRateGraph = new float[graphSize];
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tempGraph = new float[graphSize];
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loadGraph = new float[graphSize];
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shutDownTemp = 500.0f;
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powerPerTemp = 1.0f;
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IsActive = true;
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InitProjSpecific();
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}
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partial void InitProjSpecific();
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public override void Update(float deltaTime, Camera cam)
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{
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if (GameMain.Server != null && nextServerLogWriteTime != null)
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{
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if (Timing.TotalTime >= (float)nextServerLogWriteTime)
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{
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GameServer.Log(lastUser + " adjusted reactor settings: " +
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"Temperature: " + (int)temperature +
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", Fission rate: " + (int)fissionRate +
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", Cooling rate: " + (int)coolingRate +
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", Cooling rate: " + coolingRate +
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", Shutdown temp: " + shutDownTemp +
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(autoTemp ? ", Autotemp ON" : ", Autotemp OFF"),
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ServerLog.MessageType.ItemInteraction);
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nextServerLogWriteTime = null;
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lastServerLogWriteTime = (float)Timing.TotalTime;
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}
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}
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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fissionRate = Math.Min(fissionRate, AvailableFuel);
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float heat = 80 * fissionRate * (AvailableFuel/2000.0f);
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float heatDissipation = 50 * coolingRate + Math.Max(ExtraCooling, 5.0f);
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float deltaTemp = (((heat - heatDissipation) * 5) - temperature) / 10000.0f;
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Temperature = temperature + deltaTemp;
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if (temperature>fireTemp && temperature-deltaTemp<fireTemp)
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{
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#if CLIENT
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Vector2 baseVel = Rand.Vector(300.0f);
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for (int i = 0; i < 10; i++)
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{
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var particle = GameMain.ParticleManager.CreateParticle("spark", item.WorldPosition,
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baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
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if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
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}
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#endif
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new FireSource(item.WorldPosition);
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}
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if (temperature > meltDownTemp)
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{
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MeltDown();
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return;
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}
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load = 0.0f;
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List<Connection> connections = item.Connections;
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if (connections != null && connections.Count > 0)
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{
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foreach (Connection connection in connections)
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{
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if (!connection.IsPower) continue;
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foreach (Connection recipient in connection.Recipients)
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{
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Item it = recipient.Item as Item;
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if (it == null) continue;
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PowerTransfer pt = it.GetComponent<PowerTransfer>();
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if (pt == null) continue;
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load = Math.Max(load,pt.PowerLoad);
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}
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}
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}
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//item.Condition -= temperature * deltaTime * 0.00005f;
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if (temperature > shutDownTemp)
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{
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CoolingRate += 0.5f;
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FissionRate -= 0.5f;
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}
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else if (autoTemp)
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{
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//take deltaTemp into account to slow down the change in temperature when getting closer to the desired value
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float target = temperature + deltaTemp * 100.0f;
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//-1.0f in order to gradually turn down both rates when the target temperature is reached
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FissionRate += (MathHelper.Clamp(load - target, -10.0f, 10.0f) - 1.0f) * deltaTime;
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CoolingRate += (MathHelper.Clamp(target - load, -5.0f, 5.0f) - 1.0f) * deltaTime;
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}
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//the power generated by the reactor is equal to the temperature
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currPowerConsumption = -temperature*powerPerTemp;
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if (item.CurrentHull != null)
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{
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//the sound can be heard from 20 000 display units away when running at full power
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item.CurrentHull.SoundRange = Math.Max(temperature * 2, item.CurrentHull.AiTarget.SoundRange);
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}
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#if CLIENT
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UpdateGraph(deltaTime);
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#endif
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ExtraCooling = 0.0f;
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AvailableFuel = 0.0f;
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item.SendSignal(0, ((int)temperature).ToString(), "temperature_out", null);
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sendUpdateTimer = Math.Max(sendUpdateTimer - deltaTime, 0.0f);
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if (unsentChanges && sendUpdateTimer<= 0.0f)
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{
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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}
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#if CLIENT
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else if (GameMain.Client != null)
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{
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item.CreateClientEvent(this);
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}
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#endif
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sendUpdateTimer = NetworkUpdateInterval;
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unsentChanges = false;
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}
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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{
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base.UpdateBroken(deltaTime, cam);
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Temperature -= deltaTime * 1000.0f;
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FissionRate -= deltaTime * 10.0f;
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CoolingRate -= deltaTime * 10.0f;
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currPowerConsumption = -temperature;
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#if CLIENT
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UpdateGraph(deltaTime);
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#endif
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ExtraCooling = 0.0f;
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}
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private void MeltDown()
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{
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if (item.Condition <= 0.0f) return;
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GameServer.Log("Reactor meltdown!", ServerLog.MessageType.ItemInteraction);
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item.Condition = 0.0f;
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var containedItems = item.ContainedItems;
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if (containedItems == null) return;
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foreach (Item containedItem in item.ContainedItems)
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{
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if (containedItem == null) continue;
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containedItem.Condition = 0.0f;
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}
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}
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public override bool Pick(Character picker)
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{
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return picker != null;
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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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switch (objective.Option.ToLowerInvariant())
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{
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case "power up":
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float tempDiff = load - temperature;
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shutDownTemp = Math.Min(load + 1000.0f, 7500.0f);
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//temperature too high/low
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if (Math.Abs(tempDiff)>500.0f)
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{
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AutoTemp = false;
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FissionRate += deltaTime * 100.0f * Math.Sign(tempDiff);
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CoolingRate -= deltaTime * 100.0f * Math.Sign(tempDiff);
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}
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//temperature OK
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else
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{
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AutoTemp = true;
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}
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break;
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case "shutdown":
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shutDownTemp = 0.0f;
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break;
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}
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return false;
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
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{
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switch (connection.Name)
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{
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case "shutdown":
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if (shutDownTemp > 0.0f)
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{
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unsentChanges = true;
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shutDownTemp = 0.0f;
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}
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break;
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}
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}
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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bool autoTemp = msg.ReadBoolean();
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float shutDownTemp = msg.ReadRangedSingle(0.0f, 10000.0f, 15);
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float coolingRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
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float fissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
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if (!item.CanClientAccess(c)) return;
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AutoTemp = autoTemp;
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ShutDownTemp = shutDownTemp;
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CoolingRate = coolingRate;
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FissionRate = fissionRate;
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lastUser = c.Character;
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if (nextServerLogWriteTime == null)
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{
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nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
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}
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//need to create a server event to notify all clients of the changed state
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unsentChanges = true;
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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msg.WriteRangedSingle(temperature, 0.0f, 10000.0f, 16);
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msg.Write(autoTemp);
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msg.WriteRangedSingle(shutDownTemp, 0.0f, 10000.0f, 15);
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msg.WriteRangedSingle(coolingRate, 0.0f, 100.0f, 8);
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msg.WriteRangedSingle(fissionRate, 0.0f, 100.0f, 8);
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}
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}
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}
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