Unstable 0.14.5.0
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@@ -783,7 +783,7 @@ namespace Barotrauma.Items.Components
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case "set_fissionrate":
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if (PowerOn && float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out float newFissionRate))
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{
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targetFissionRate = newFissionRate;
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targetFissionRate = MathHelper.Clamp(newFissionRate, 0.0f, 100.0f);
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if (GameMain.NetworkMember?.IsServer ?? false) { unsentChanges = true; }
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#if CLIENT
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FissionRateScrollBar.BarScroll = targetFissionRate / 100.0f;
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@@ -793,7 +793,7 @@ namespace Barotrauma.Items.Components
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case "set_turbineoutput":
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if (PowerOn && float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out float newTurbineOutput))
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{
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targetTurbineOutput = newTurbineOutput;
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targetTurbineOutput = MathHelper.Clamp(newTurbineOutput, 0.0f, 100.0f);
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if (GameMain.NetworkMember?.IsServer ?? false) { unsentChanges = true; }
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#if CLIENT
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TurbineOutputScrollBar.BarScroll = targetTurbineOutput / 100.0f;
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@@ -359,7 +359,7 @@ namespace Barotrauma.Items.Components
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{
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//other junction boxes don't need to receive the signal in the pass-through signal connections
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//because we relay it straight to the connected items without going through the whole chain of junction boxes
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if (ic is PowerTransfer && !(ic is RelayComponent) && connection.Name.Contains("signal")) { continue; }
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if (ic is PowerTransfer && !(ic is RelayComponent)) { continue; }
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ic.ReceiveSignal(signal, recipient);
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}
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@@ -19,5 +19,22 @@ namespace Barotrauma.Items.Components
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this.power = power;
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this.strength = strength;
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}
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internal Signal WithStepsTaken(int stepsTaken)
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{
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Signal retVal = this;
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retVal.stepsTaken = stepsTaken;
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return retVal;
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}
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public static bool operator==(Signal a, Signal b) =>
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a.value == b.value &&
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a.stepsTaken == b.stepsTaken &&
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a.sender == b.sender &&
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a.source == b.source &&
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MathUtils.NearlyEqual(a.power, b.power) &&
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MathUtils.NearlyEqual(a.strength, b.strength);
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public static bool operator!=(Signal a, Signal b) => !(a == b);
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}
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}
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+8
-3
@@ -64,6 +64,7 @@ namespace Barotrauma.Items.Components
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public override void ReceiveSignal(Signal signal, Connection connection)
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{
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float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out float value);
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bool sendOutputImmediately = true;
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switch (Function)
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{
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case FunctionType.Sin:
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@@ -105,11 +106,13 @@ namespace Barotrauma.Items.Components
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{
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timeSinceReceived[0] = 0.0f;
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float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[0]);
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sendOutputImmediately = false;
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}
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else if (connection.Name == "signal_in_y")
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{
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timeSinceReceived[1] = 0.0f;
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float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[1]);
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sendOutputImmediately = false;
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}
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else
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{
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@@ -121,9 +124,11 @@ namespace Barotrauma.Items.Components
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default:
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throw new NotImplementedException($"Function {Function} has not been implemented.");
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}
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signal.value = value.ToString("G", CultureInfo.InvariantCulture);
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item.SendSignal(signal, "signal_out");
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if (sendOutputImmediately)
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{
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signal.value = value.ToString("G", CultureInfo.InvariantCulture);
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item.SendSignal(signal, "signal_out");
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}
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}
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}
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}
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@@ -2005,26 +2005,36 @@ namespace Barotrauma
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SendSignal(signal, connection);
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}
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private readonly HashSet<(Signal Signal, Connection Connection)> delayedSignals = new HashSet<(Signal Signal, Connection Connection)>();
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public void SendSignal(Signal signal, Connection connection)
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{
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LastSentSignalRecipients.Clear();
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if (connections == null || connection == null) { return; }
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signal.stepsTaken++;
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//if the signal has been passed through this item multiple times already, interrupt it to prevent infinite loops
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if (signal.stepsTaken > 5 && signal.source != null)
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{
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if (signal.source.LastSentSignalRecipients.AtLeast(3, recipient => recipient == connection))
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{
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return;
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}
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}
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//use a coroutine to prevent infinite loops by creating a one
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//frame delay if the "signal chain" gets too long
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if (signal.stepsTaken > 10)
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{
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//if the signal has been passed through this item multiple times already, interrupt it to prevent infinite loops
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if (signal.source != null)
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//if there's an equal signal waiting to be sent
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//to the same connection, don't add a new one
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signal.stepsTaken = 0;
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if (!delayedSignals.Contains((signal, connection)))
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{
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if (signal.source.LastSentSignalRecipients.Count(recipient => recipient == connection) > 2)
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{
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return;
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}
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delayedSignals.Add((signal, connection));
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CoroutineManager.StartCoroutine(DelaySignal(signal, connection));
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}
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//use a coroutine to prevent infinite loops by creating a one
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//frame delay if the "signal chain" gets too long
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CoroutineManager.StartCoroutine(DelaySignal(signal, connection));
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}
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else
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{
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@@ -2045,7 +2055,8 @@ namespace Barotrauma
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//wait one frame
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yield return CoroutineStatus.Running;
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signal.stepsTaken = 0;
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delayedSignals.Remove((signal, connection));
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signal.source = this;
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connection.SendSignal(signal);
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