Barotrauma Client
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Public Member Functions | |
Powered (Item item, ContentXElement element) | |
override void | Update (float deltaTime, Camera cam) |
override void | OnItemLoaded () |
Called when all the components of the item have been loaded. Use to initialize connections between components and such. | |
virtual float | GetCurrentPowerConsumption (Connection connection=null) |
Current power consumption of the device (or amount of generated power if negative) | |
virtual PowerRange | MinMaxPowerOut (Connection conn, float load=0) |
Minimum and maximum power the connection can provide. | |
virtual float | GetConnectionPowerOut (Connection conn, float power, PowerRange minMaxPower, float load) |
Finalize how much power the device will be outputting to the connection. | |
virtual void | GridResolved (Connection conn) |
Can be overridden to perform updates for the device after the connected grid has resolved its power calculations, i.e. storing voltage for later updates. | |
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readonly record struct | ItemUseInfo (Item Item, Character User) |
ItemComponent (Item item, ContentXElement element) | |
void | SetRequiredItems (ContentXElement element, bool allowEmpty=false) |
virtual void | Move (Vector2 amount, bool ignoreContacts=false) |
virtual bool | Pick (Character picker) |
a Character has picked the item | |
virtual bool | Select (Character character) |
virtual void | Drop (Character dropper, bool setTransform=true) |
a Character has dropped the item | |
virtual bool | CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective) |
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virtual void | UpdateBroken (float deltaTime, Camera cam) |
virtual bool | Use (float deltaTime, Character character=null) |
virtual bool | SecondaryUse (float deltaTime, Character character=null) |
virtual void | Equip (Character character) |
virtual void | Unequip (Character character) |
virtual void | ReceiveSignal (Signal signal, Connection connection) |
virtual bool | Combine (Item item, Character user) |
void | Remove () |
void | ShallowRemove () |
Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) but don't reset anything that's required for cloning the item. | |
bool | HasRequiredSkills (Character character) |
bool | HasRequiredSkills (Character character, out Skill insufficientSkill) |
virtual float | GetSkillMultiplier () |
float | DegreeOfSuccess (Character character) |
Returns 0.0f-1.0f based on how well the Character can use the itemcomponent. | |
float | DegreeOfSuccess (Character character, List< Skill > requiredSkills) |
Returns 0.0f-1.0f based on how well the Character can use the itemcomponent. | |
virtual void | FlipX (bool relativeToSub) |
virtual void | FlipY (bool relativeToSub) |
bool | IsEmpty (Character user) |
Returns true if the item is lacking required contained items, or if there's nothing with a non-zero condition inside. | |
bool | HasRequiredContainedItems (Character user, bool addMessage, LocalizedString msg=null) |
virtual bool | HasAccess (Character character) |
Only checks if any of the Picked requirements are matched (used for checking id card(s)). Much simpler and a bit different than HasRequiredItems. | |
virtual bool | HasRequiredItems (Character character, bool addMessage, LocalizedString msg=null) |
void | ApplyStatusEffects (ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f) |
virtual void | Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap) |
virtual void | OnMapLoaded () |
Called when all items have been loaded. Use to initialize connections between items. | |
virtual void | OnScaleChanged () |
virtual void | OnInventoryChanged () |
Called when the item has an ItemContainer and the contents inside of it changed. | |
virtual XElement | Save (XElement parentElement) |
virtual void | Reset () |
virtual void | ParseMsg () |
virtual bool | ValidateEventData (NetEntityEvent.IData data) |
Static Public Member Functions | |
static void | UpdateGrids (bool useCache=true) |
Allocate electrical devices into their grids based on connections. | |
static void | UpdatePower (float deltaTime) |
Update the power calculations of all devices and grids Updates grids in the order of ConnCurrConsumption - Get load of device/ flag it as an outputting connection – If outputting power – MinMaxPower - Minimum and Maximum power output of the connection for devices to coordinate ConnPowerOut - Final power output based on the sum of the MinMaxPower – Finally – GridResolved - Indicate that a connection's grid has been finished being calculated. | |
static bool | ValidPowerConnection (Connection conn1, Connection conn2) |
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static ItemComponent | Load (ContentXElement element, Item item, bool errorMessages=true) |
Static Public Attributes | |
static readonly HashSet< Connection > | ChangedConnections = new HashSet<Connection>() |
static readonly Dictionary< int, GridInfo > | Grids = new Dictionary<int, GridInfo>() |
Protected Member Functions | |
void | UpdateOnActiveEffects (float deltaTime) |
float | GetAvailableInstantaneousBatteryPower () |
Returns the amount of power that can be supplied by batteries directly connected to the item. | |
IEnumerable< PowerContainer > | GetDirectlyConnectedBatteries () |
override void | RemoveComponentSpecific () |
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virtual void | ShallowRemoveComponentSpecific () |
string | GetTextureDirectory (ContentXElement subElement) |
T | ExtractEventData< T > (NetEntityEvent.IData data) |
bool | TryExtractEventData< T > (NetEntityEvent.IData data, out T componentData) |
AIObjectiveContainItem | AIContainItems< T > (ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false) |
Protected Attributes | |
float | currPowerConsumption |
The amount of power currently consumed by the item. Negative values mean that the item is providing power to connected items. | |
float | powerConsumption |
The maximum amount of power the item can draw from connected items. | |
Connection | powerIn |
Connection | powerOut |
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Item | item |
string | name |
bool | characterUsable |
bool | canBePicked |
bool | canBeSelected |
bool | canBeCombined |
bool | removeOnCombined |
CoroutineHandle | delayedCorrectionCoroutine |
float | aiUpdateTimer |
Static Protected Attributes | |
const float | UpdateInterval = (float)Timing.Step |
const float | MaxOverVoltageFactor = 2.0f |
Maximum voltage factor when the device is being overvolted. I.e. how many times more effectively the device can function when it's being overvolted. | |
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const float | CorrectionDelay = 1.0f |
const float | AIUpdateInterval = 0.2f |
Properties | |
static IEnumerable< Powered > | PoweredList [get] |
virtual PowerPriority | Priority [get] |
float | MinVoltage [get, set] |
float | PowerConsumption [get, set] |
override bool | IsActive [get, set] |
float | CurrPowerConsumption [get, set] |
float | Voltage [get, set] |
float | RelativeVoltage [get] |
Essentially Voltage / MinVoltage (= how much of the minimum required voltage has been satisfied), clamped between 0 and 1. Can be used by status effects or sounds to check if the item has enough power to run. | |
bool | PoweredByTinkering [get, set] |
bool | VulnerableToEMP [get, set] |
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ItemComponent | Parent [get, set] |
bool | InheritParentIsActive [get, set] |
virtual bool | DontTransferInventoryBetweenSubs [get] |
If enabled, the contents of the item are not transferred when the player transfers items between subs. Use this if this component uses item containers in a way where removing the item from the container via external means would cause problems. | |
virtual bool | DisallowSellingItemsFromContainer [get] |
If enabled, the items inside any of the item containers on this item cannot be sold at an outpost. Use in similar cases as DontTransferInventoryBetweenSubs. | |
float | PickingTime [get, set] |
string | PickingMsg [get, set] |
Dictionary< Identifier, SerializableProperty > | SerializableProperties [get, protected set] |
virtual bool | IsActive [get, set] |
PropertyConditional.LogicalOperatorType | IsActiveConditionalComparison [get, set] |
bool | Drawable [get, set] |
bool | CanBePicked [get, set] |
bool | DrawHudWhenEquipped [get, protected set] |
bool | LockGuiFramePosition [get, set] |
Point | GuiFrameOffset [get, set] |
bool | CanBeSelected [get, set] |
bool | CanBeCombined [get, set] |
bool | RemoveOnCombined [get, set] |
bool | CharacterUsable [get, set] |
bool | AllowInGameEditing [get, set] |
InputType | PickKey [get, protected set] |
InputType | SelectKey [get, protected set] |
bool | DeleteOnUse [get, set] |
Item | Item [get] |
string | Name [get] |
string | Msg [get, set] |
LocalizedString | DisplayMsg [get, set] |
float | CombatPriority [get] |
int | ManuallySelectedSound [get] |
Which sound should be played when manual sound selection type is selected? Not [Editable] because we don't want this visible in the editor for every component. | |
float | Speed [get] |
Can be used by status effects or conditionals to the speed of the item. | |
virtual bool | UpdateWhenInactive [get] |
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Additional Inherited Members | |
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bool | WasUsed |
bool | WasSecondaryUsed |
readonly Dictionary< ActionType, List< StatusEffect > > | statusEffectLists |
Dictionary< RelatedItem.RelationType, List< RelatedItem > > | RequiredItems |
readonly List< RelatedItem > | DisabledRequiredItems = new List<RelatedItem>() |
readonly List< Skill > | RequiredSkills = new List<Skill>() |
readonly ContentXElement | originalElement |
Action< bool > | OnActiveStateChanged |
List< PropertyConditional > | IsActiveConditionals |
readonly NamedEvent< ItemUseInfo > | OnUsed = new() |
readonly bool | InheritStatusEffects |
Barotrauma.Items.Components.Powered.Powered | ( | Item | item, |
ContentXElement | element ) |
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Returns the amount of power that can be supplied by batteries directly connected to the item.
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Finalize how much power the device will be outputting to the connection.
conn | Connection being queried |
power | Current grid power |
load | Current load on the grid |
Reimplemented in Barotrauma.Items.Components.PowerContainer, Barotrauma.Items.Components.PowerTransfer, Barotrauma.Items.Components.Reactor, and Barotrauma.Items.Components.RelayComponent.
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Current power consumption of the device (or amount of generated power if negative)
connection | Connection to calculate power consumption for. |
Reimplemented in Barotrauma.Items.Components.ElectricalDischarger, Barotrauma.Items.Components.Engine, Barotrauma.Items.Components.Fabricator, Barotrauma.Items.Components.MiniMap, Barotrauma.Items.Components.OxygenGenerator, Barotrauma.Items.Components.PowerContainer, Barotrauma.Items.Components.Pump, Barotrauma.Items.Components.Reactor, Barotrauma.Items.Components.RelayComponent, Barotrauma.Items.Components.Sonar, Barotrauma.Items.Components.SonarTransducer, and Barotrauma.Items.Components.Turret.
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Can be overridden to perform updates for the device after the connected grid has resolved its power calculations, i.e. storing voltage for later updates.
Reimplemented in Barotrauma.Items.Components.Engine, Barotrauma.Items.Components.PowerContainer, and Barotrauma.Items.Components.RelayComponent.
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Minimum and maximum power the connection can provide.
conn | Connection being queried about its power capabilities |
load | Load of the connected grid |
Reimplemented in Barotrauma.Items.Components.PowerContainer, Barotrauma.Items.Components.Reactor, and Barotrauma.Items.Components.RelayComponent.
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Called when all the components of the item have been loaded. Use to initialize connections between components and such.
Reimplemented from Barotrauma.Items.Components.ItemComponent.
Reimplemented in Barotrauma.Items.Components.PowerTransfer, Barotrauma.Items.Components.RelayComponent, Barotrauma.Items.Components.Steering, and Barotrauma.Items.Components.Turret.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Reimplemented in Barotrauma.Items.Components.PowerTransfer, and Barotrauma.Items.Components.Turret.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Reimplemented in Barotrauma.Items.Components.PowerTransfer, Barotrauma.Items.Components.Pump, Barotrauma.Items.Components.Reactor, Barotrauma.Items.Components.RelayComponent, Barotrauma.Items.Components.Sonar, Barotrauma.Items.Components.SonarTransducer, Barotrauma.Items.Components.Steering, and Barotrauma.Items.Components.Turret.
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Allocate electrical devices into their grids based on connections.
useCache | Use previous grids and change in connections |
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Update the power calculations of all devices and grids Updates grids in the order of ConnCurrConsumption - Get load of device/ flag it as an outputting connection – If outputting power – MinMaxPower - Minimum and Maximum power output of the connection for devices to coordinate ConnPowerOut - Final power output based on the sum of the MinMaxPower – Finally – GridResolved - Indicate that a connection's grid has been finished being calculated.
Power outputting devices are calculated in stages based on their priority Reactors will output first, followed by relays then batteries.
deltaTime |
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The amount of power currently consumed by the item. Negative values mean that the item is providing power to connected items.
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Maximum voltage factor when the device is being overvolted. I.e. how many times more effectively the device can function when it's being overvolted.
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The maximum amount of power the item can draw from connected items.
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Essentially Voltage / MinVoltage (= how much of the minimum required voltage has been satisfied), clamped between 0 and 1. Can be used by status effects or sounds to check if the item has enough power to run.
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