Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/Power/PowerTransfer.cs

221 lines
7.6 KiB
C#

using System.Collections.Generic;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Globalization;
using System.Linq;
namespace Barotrauma.Items.Components
{
class PowerTransfer : Powered
{
static float fullPower;
static float fullLoad;
//private bool updated;
private int updateTimer;
const float FireProbability = 0.15f;
//affects how fast changes in power/load are carried over the grid
static float inertia = 5.0f;
static HashSet<Powered> connectedList = new HashSet<Powered>();
private List<Connection> powerConnections;
private float powerLoad;
public float PowerLoad
{
get { return powerLoad; }
}
public PowerTransfer(Item item, XElement element)
: base(item, element)
{
IsActive = true;
powerConnections = new List<Connection>();
}
public override void Update(float deltaTime, Camera cam)
{
if (updateTimer > 0)
{
//this junction box has already been updated this frame
updateTimer--;
return;
}
//reset and recalculate the power generated/consumed
//by the constructions connected to the grid
fullPower = 0.0f;
fullLoad = 0.0f;
connectedList.Clear();
CheckJunctions(deltaTime);
updateTimer = 0;
foreach (Powered p in connectedList)
{
PowerTransfer pt = p as PowerTransfer;
if (pt == null) continue;
pt.powerLoad += (fullLoad - pt.powerLoad) / inertia;
pt.currPowerConsumption += (-fullPower - pt.currPowerConsumption) / inertia;
pt.Item.SendSignal(0, "", "power", null, fullPower / Math.Max(fullLoad, 1.0f));
pt.Item.SendSignal(0, "", "power_out", null, fullPower / Math.Max(fullLoad, 1.0f));
//damage the item if voltage is too high
//(except if running as a client)
if (GameMain.Client != null) continue;
if (-pt.currPowerConsumption < Math.Max(pt.powerLoad * Rand.Range(1.9f,2.1f), 200.0f)) continue;
float prevCondition = pt.item.Condition;
pt.item.Condition -= deltaTime * 10.0f;
if (pt.item.Condition <= 0.0f && prevCondition > 0.0f)
{
sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 600.0f, pt.item.WorldPosition);
Vector2 baseVel = Rand.Vector(300.0f);
for (int i = 0; i < 10; i++)
{
var particle = GameMain.ParticleManager.CreateParticle("spark", pt.item.WorldPosition,
baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
}
if (FireProbability > 0.0f && Rand.Int((int)(1.0f / FireProbability)) == 1)
{
new FireSource(pt.item.WorldPosition);
}
}
}
}
public override bool Pick(Character picker)
{
return picker != null;
}
//a recursive function that goes through all the junctions and adds up
//all the generated/consumed power of the constructions connected to the grid
private void CheckJunctions(float deltaTime)
{
updateTimer = 1;
connectedList.Add(this);
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
foreach (Connection c in powerConnections)
{
var recipients = c.Recipients;
foreach (Connection recipient in recipients)
{
if (recipient == null) continue;
Item it = recipient.Item;
if (it == null) continue;
if (it.Condition <= 0.0f) continue;
Powered powered = it.GetComponent<Powered>();
if (powered == null || !powered.IsActive) continue;
if (connectedList.Contains(powered)) continue;
PowerTransfer powerTransfer = powered as PowerTransfer;
if (powerTransfer != null)
{
powerTransfer.CheckJunctions(deltaTime);
continue;
}
PowerContainer powerContainer = powered as PowerContainer;
if (powerContainer != null)
{
if (recipient.Name == "power_in")
{
fullLoad += powerContainer.CurrPowerConsumption;
}
else
{
fullPower += powerContainer.CurrPowerOutput;
}
}
else
{
connectedList.Add(powered);
//positive power consumption = the construction requires power -> increase load
if (powered.CurrPowerConsumption > 0.0f)
{
fullLoad += powered.CurrPowerConsumption;
}
else if (powered.CurrPowerConsumption < 0.0f)
//negative power consumption = the construction is a
//generator/battery or another junction box
{
fullPower -= powered.CurrPowerConsumption;
}
}
}
}
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
if (!canBeSelected) return;
int x = GuiFrame.Rect.X;
int y = GuiFrame.Rect.Y;
GuiFrame.Draw(spriteBatch);
GUI.Font.DrawString(spriteBatch, "Power: " + (int)(-currPowerConsumption) + " kW", new Vector2(x + 30, y + 30), Color.White);
GUI.Font.DrawString(spriteBatch, "Load: " + (int)powerLoad + " kW", new Vector2(x + 30, y + 100), Color.White);
}
public override void AddToGUIUpdateList()
{
GuiFrame.AddToGUIUpdateList();
}
public override void UpdateHUD(Character character)
{
GuiFrame.Update(1.0f / 60.0f);
}
public override void OnMapLoaded()
{
var connections = item.Connections;
if (connections == null)
{
IsActive = false;
return;
}
powerConnections = connections.FindAll(c => c.IsPower);
if (powerConnections.Count == 0) IsActive = false;
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
{
base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power);
if (connection.Name.Length > 5 && connection.Name.Substring(0, 6).ToLowerInvariant() == "signal")
{
connection.SendSignal(stepsTaken, signal, source, sender, 0.0f);
}
}
}
}