- log can be viewed in the server lobby, not just in-game - logging pump, reactor & battery state usage - GUIListBox.MouseRect doesn't return an empty rect anymore -> listboxes without selectable content can be scrolled with the mouse wheel
288 lines
9.3 KiB
C#
288 lines
9.3 KiB
C#
using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Specialized;
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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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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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public Hull hull1;
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private GUITickBox isActiveTickBox;
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[HasDefaultValue(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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[HasDefaultValue(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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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 override bool IsActive
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{
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get
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{
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return base.IsActive;
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}
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set
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{
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base.IsActive = value;
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if (isActiveTickBox != null) isActiveTickBox.Selected = value;
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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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GetHull();
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isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Running", Alignment.TopLeft, GuiFrame);
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isActiveTickBox.OnSelected = (GUITickBox box) =>
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{
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targetLevel = null;
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IsActive = !IsActive;
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if (!IsActive) currPowerConsumption = 0.0f;
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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GameServer.Log(Character.Controlled + (IsActive ? " turned on " : " turned off ") + item.Name, Color.Orange);
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}
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else if (GameMain.Client != null)
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{
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correctionTimer = CorrectionDelay;
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item.CreateClientEvent(this);
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}
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return true;
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};
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var button = new GUIButton(new Rectangle(160, 40, 35, 30), "OUT", "", GuiFrame);
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button.OnClicked = (GUIButton btn, object obj) =>
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{
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FlowPercentage -= 10.0f;
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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GameServer.Log(Character.Controlled + " set the pumping speed of " + item.Name + " to " + (int)(flowPercentage) + " %", Color.Orange);
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}
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else if (GameMain.Client != null)
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{
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correctionTimer = CorrectionDelay;
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item.CreateClientEvent(this);
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}
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return true;
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};
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button = new GUIButton(new Rectangle(210, 40, 35, 30), "IN", "", GuiFrame);
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button.OnClicked = (GUIButton btn, object obj) =>
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{
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FlowPercentage += 10.0f;
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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GameServer.Log(Character.Controlled + " set the pumping speed of " + item.Name + " to " + (int)(flowPercentage) + " %", Color.Orange);
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}
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else if (GameMain.Client != null)
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{
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correctionTimer = CorrectionDelay;
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item.CreateClientEvent(this);
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}
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return true;
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};
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}
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public override void Move(Vector2 amount)
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{
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base.Move(amount);
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GetHull();
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}
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public override void OnMapLoaded()
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{
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GetHull();
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}
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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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if (targetLevel != null)
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{
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float hullPercentage = 0.0f;
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if (hull1 != null) hullPercentage = (hull1.Volume / hull1.FullVolume) * 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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if (voltage < minVoltage) return;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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if (hull1 == null) return;
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float powerFactor = (currPowerConsumption==0.0f) ? 1.0f : voltage;
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//flowPercentage = maxFlow * powerFactor;
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currFlow = (flowPercentage / 100.0f) * maxFlow * powerFactor;
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hull1.Volume += currFlow;
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if (hull1.Volume > hull1.FullVolume) hull1.Pressure += 0.5f;
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//if (hull2 != null)
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//{
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// hull2.Volume -= currFlow;
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// if (hull2.Volume > hull1.FullVolume) hull2.Pressure += 0.5f;
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//}
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voltage = 0.0f;
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}
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private void GetHull()
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{
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hull1 = Hull.FindHull(item.WorldPosition, item.CurrentHull);
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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int x = GuiFrame.Rect.X;
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int y = GuiFrame.Rect.Y;
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GuiFrame.Draw(spriteBatch);
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GUI.Font.DrawString(spriteBatch, "Pumping speed: " + (int)flowPercentage + " %", new Vector2(x + 40, y + 85), Color.White);
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}
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public override void AddToGUIUpdateList()
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{
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GuiFrame.AddToGUIUpdateList();
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}
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update(1.0f / 60.0f);
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
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{
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base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power);
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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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float tempSpeed;
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if (float.TryParse(signal, NumberStyles.Any, CultureInfo.InvariantCulture, out 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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float tempTarget;
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if (float.TryParse(signal, NumberStyles.Any, CultureInfo.InvariantCulture, out 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 void ClientWrite(Lidgren.Network.NetBuffer msg, object[] extraData = null)
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{
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//flowpercentage can only be adjusted at 10% intervals -> no need for more accuracy than this
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msg.WriteRangedInteger(-10, 10, (int)(flowPercentage / 10.0f));
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msg.Write(IsActive);
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}
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public void ServerRead(ClientNetObject type, Lidgren.Network.NetBuffer msg, Client c)
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{
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float newFlowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
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bool newIsActive = msg.ReadBoolean();
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if (item.CanClientAccess(c))
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{
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if (newFlowPercentage != FlowPercentage)
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{
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GameServer.Log(c.Character + " set the pumping speed of " + item.Name + " to " + (int)(newFlowPercentage) + " %", Color.Orange);
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}
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if (newIsActive != IsActive)
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{
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GameServer.Log(c.Character + (newIsActive ? " turned on " : " turned off ") + item.Name, Color.Orange);
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}
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FlowPercentage = newFlowPercentage;
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IsActive = newIsActive;
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}
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//notify all clients of the changed state
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item.CreateServerEvent(this);
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}
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public void ServerWrite(Lidgren.Network.NetBuffer msg, Client c, object[] extraData = null)
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{
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//flowpercentage can only be adjusted at 10% intervals -> no need for more accuracy than this
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msg.WriteRangedInteger(-10, 10, (int)(flowPercentage / 10.0f));
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msg.Write(IsActive);
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}
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public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
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{
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if (correctionTimer > 0.0f)
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{
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StartDelayedCorrection(type, msg.ExtractBits(5 + 1), sendingTime);
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return;
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}
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FlowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
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IsActive = msg.ReadBoolean();
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}
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}
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}
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