Barotrauma Server
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Barotrauma.Items.Components.RelayComponent Class Reference
Inheritance diagram for Barotrauma.Items.Components.RelayComponent:
Barotrauma.Items.Components.PowerTransfer Barotrauma.Networking.IServerSerializable Barotrauma.Items.Components.Powered Barotrauma.Networking.INetSerializable Barotrauma.Items.Components.ItemComponent Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity

Public Member Functions

 RelayComponent (Item item, ContentXElement element)
 
override void OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such.
 
override void Update (float deltaTime, Camera cam)
 
override float GetCurrentPowerConsumption (Connection connection=null)
 Relay power consumption. Load consumption is based on the internal buffer. This allows for the relay to react to demand and find equilibrium in loop configurations.
 
override PowerRange MinMaxPowerOut (Connection connection, float load=0)
 Minimum and maximum power out for the relay. Max out is adjusted to allow for other relays to compensate if this relay is undervolted.
 
override float GetConnectionPowerOut (Connection connection, float power, PowerRange minMaxPower, float load)
 Power out for the relay connection. Relay will output the necessary power to the grid based on maximum power output of other relays and will undervolt and overvolt the grid following its supply grid.
 
override void GridResolved (Connection conn)
 Connection's grid resolved, determine the difference to be added to the buffer. Ensure the prevVoltage voltage is updated once both grids are resolved.
 
override void ReceiveSignal (Signal signal, Connection connection)
 
void SetState (bool on, bool isNetworkMessage)
 
void ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null)
 
void ClientEventRead (IReadMessage msg, float sendingTime)
 
- Public Member Functions inherited from Barotrauma.Items.Components.PowerTransfer
 PowerTransfer (Item item, ContentXElement element)
 
override void UpdateBroken (float deltaTime, Camera cam)
 
override bool Pick (Character picker)
 a Character has picked the item
 
void SetAllConnectionsDirty ()
 
void SetConnectionDirty (Connection connection)
 
- Public Member Functions inherited from Barotrauma.Items.Components.Powered
 Powered (Item item, ContentXElement element)
 
- Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
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 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)
 
Returns
true if the operation was completed

 
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 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)
 
virtual IEventData ServerGetEventData ()
 

Properties

override PowerPriority Priority [get]
 
float DisplayLoad [get]
 
float MaxPower [get, set]
 
bool IsOn [get, set]
 
- Properties inherited from Barotrauma.Items.Components.PowerTransfer
List< ConnectionPowerConnections [get]
 
float PowerLoad [get, set]
 
bool CanBeOverloaded [get, set]
 
float OverloadVoltage [get, set]
 
float FireProbability [get, set]
 
bool Overload [get, set]
 
float ExtraLoad [get, set]
 Additional load coming from somewhere else than the devices connected to the junction box (e.g. ballast flora or piezo crystals). Goes back to zero automatically if you stop setting the value.
 
bool CanTransfer [get, set]
 
override bool IsActive [get, set]
 
- Properties inherited from Barotrauma.Items.Components.Powered
static IEnumerable< PoweredPoweredList [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]
 
- Properties inherited from Barotrauma.Items.Components.ItemComponent
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, SerializablePropertySerializableProperties [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]
 
- Properties inherited from Barotrauma.ISerializableEntity

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.Items.Components.Powered
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)
 
- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 
- Public Attributes inherited from Barotrauma.Items.Components.ItemComponent
bool WasUsed
 
bool WasSecondaryUsed
 
readonly Dictionary< ActionType, List< StatusEffect > > statusEffectLists
 
Dictionary< RelatedItem.RelationType, List< RelatedItem > > RequiredItems
 
readonly List< RelatedItemDisabledRequiredItems = new List<RelatedItem>()
 
readonly List< SkillRequiredSkills = new List<Skill>()
 
readonly ContentXElement originalElement
 
Action< bool > OnActiveStateChanged
 
List< PropertyConditionalIsActiveConditionals
 
readonly NamedEvent< ItemUseInfoOnUsed = new()
 
readonly bool InheritStatusEffects
 
- Static Public Attributes inherited from Barotrauma.Items.Components.Powered
static readonly HashSet< ConnectionChangedConnections = new HashSet<Connection>()
 
static readonly Dictionary< int, GridInfoGrids = new Dictionary<int, GridInfo>()
 
- Protected Member Functions inherited from Barotrauma.Items.Components.PowerTransfer
void RefreshConnections ()
 
override void RemoveComponentSpecific ()
 
- Protected Member Functions inherited from Barotrauma.Items.Components.Powered
void UpdateOnActiveEffects (float deltaTime)
 
float GetAvailableInstantaneousBatteryPower ()
 Returns the amount of power that can be supplied by batteries directly connected to the item.
 
IEnumerable< PowerContainerGetDirectlyConnectedBatteries ()
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
virtual void ShallowRemoveComponentSpecific ()
 
string GetTextureDirectory (ContentXElement subElement)
 
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 inherited from Barotrauma.Items.Components.PowerTransfer
float powerLoad
 
bool isBroken
 
- Protected Attributes inherited from Barotrauma.Items.Components.Powered
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
 
- Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
Item item
 
string name
 
bool characterUsable
 
bool canBePicked
 
bool canBeSelected
 
bool canBeCombined
 
bool removeOnCombined
 
CoroutineHandle delayedCorrectionCoroutine
 
float aiUpdateTimer
 
- Static Protected Attributes inherited from Barotrauma.Items.Components.Powered
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.
 
- Static Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
const float CorrectionDelay = 1.0f
 
const float AIUpdateInterval = 0.2f
 

Constructor & Destructor Documentation

◆ RelayComponent()

Barotrauma.Items.Components.RelayComponent.RelayComponent ( Item item,
ContentXElement element )

Member Function Documentation

◆ ClientEventRead()

void Barotrauma.Items.Components.RelayComponent.ClientEventRead ( IReadMessage msg,
float sendingTime )

◆ GetConnectionPowerOut()

override float Barotrauma.Items.Components.RelayComponent.GetConnectionPowerOut ( Connection connection,
float power,
PowerRange minMaxPower,
float load )
virtual

Power out for the relay connection. Relay will output the necessary power to the grid based on maximum power output of other relays and will undervolt and overvolt the grid following its supply grid.

Returns
Power outputted to the grid

Reimplemented from Barotrauma.Items.Components.PowerTransfer.

◆ GetCurrentPowerConsumption()

override float Barotrauma.Items.Components.RelayComponent.GetCurrentPowerConsumption ( Connection connection = null)
virtual

Relay power consumption. Load consumption is based on the internal buffer. This allows for the relay to react to demand and find equilibrium in loop configurations.

Reimplemented from Barotrauma.Items.Components.Powered.

◆ GridResolved()

override void Barotrauma.Items.Components.RelayComponent.GridResolved ( Connection conn)
virtual

Connection's grid resolved, determine the difference to be added to the buffer. Ensure the prevVoltage voltage is updated once both grids are resolved.

Reimplemented from Barotrauma.Items.Components.Powered.

◆ MinMaxPowerOut()

override PowerRange Barotrauma.Items.Components.RelayComponent.MinMaxPowerOut ( Connection connection,
float load = 0 )
virtual

Minimum and maximum power out for the relay. Max out is adjusted to allow for other relays to compensate if this relay is undervolted.

Reimplemented from Barotrauma.Items.Components.Powered.

◆ OnItemLoaded()

override void Barotrauma.Items.Components.RelayComponent.OnItemLoaded ( )
virtual

Called when all the components of the item have been loaded. Use to initialize connections between components and such.

Reimplemented from Barotrauma.Items.Components.PowerTransfer.

◆ ReceiveSignal()

override void Barotrauma.Items.Components.RelayComponent.ReceiveSignal ( Signal signal,
Connection connection )
virtual

◆ ServerEventWrite()

void Barotrauma.Items.Components.RelayComponent.ServerEventWrite ( IWriteMessage msg,
Client c,
NetEntityEvent.IData extraData = null )

◆ SetState()

void Barotrauma.Items.Components.RelayComponent.SetState ( bool on,
bool isNetworkMessage )

◆ Update()

override void Barotrauma.Items.Components.RelayComponent.Update ( float deltaTime,
Camera cam )
virtual

Property Documentation

◆ DisplayLoad

float Barotrauma.Items.Components.RelayComponent.DisplayLoad
get

◆ IsOn

bool Barotrauma.Items.Components.RelayComponent.IsOn
getset

◆ MaxPower

float Barotrauma.Items.Components.RelayComponent.MaxPower
getset

◆ Priority

override PowerPriority Barotrauma.Items.Components.RelayComponent.Priority
getprotected

The documentation for this class was generated from the following file: