Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/WaterDetector.cs
2023-10-02 16:43:54 +03:00

130 lines
4.6 KiB
C#

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