(61d00a474) v0.9.7.1
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+87
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using Microsoft.Xna.Framework;
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using System;
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using System.Globalization;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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abstract class ArithmeticComponent : ItemComponent
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{
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//an array to keep track of how long ago a signal was received on both inputs
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protected float[] timeSinceReceived;
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protected float[] receivedSignal;
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//the output is sent if both inputs have received a signal within the timeframe
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protected float timeFrame;
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[Serialize(999999.0f, true, description: "The output of the item is restricted below this value."),
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InGameEditable(MinValueFloat = -999999.0f, MaxValueFloat = 999999.0f)]
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public float ClampMax
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{
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get;
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set;
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}
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[Serialize(-999999.0f, true, description: "The output of the item is restricted above this value."),
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InGameEditable(MinValueFloat = -999999.0f, MaxValueFloat = 999999.0f)]
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public float ClampMin
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{
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get;
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set;
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}
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[InGameEditable(DecimalCount = 2),
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Serialize(0.0f, true, description: "The item must have received signals to both inputs within this timeframe to output the sum of the signals." +
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" If set to 0, the inputs must be received at the same time.")]
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public float TimeFrame
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{
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get { return timeFrame; }
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set
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{
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timeFrame = Math.Max(0.0f, value);
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}
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}
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public ArithmeticComponent(Item item, XElement element)
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: base(item, element)
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{
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timeSinceReceived = new float[] { Math.Max(timeFrame * 2.0f, 0.1f), Math.Max(timeFrame * 2.0f, 0.1f) };
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receivedSignal = new float[2];
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}
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sealed public override void Update(float deltaTime, Camera cam)
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{
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for (int i = 0; i < timeSinceReceived.Length; i++)
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{
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if (timeSinceReceived[i] > timeFrame)
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{
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IsActive = false;
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return;
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}
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timeSinceReceived[i] += deltaTime;
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}
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float output = Calculate(receivedSignal[0], receivedSignal[1]);
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item.SendSignal(0, MathHelper.Clamp(output, ClampMin, ClampMax).ToString("G", CultureInfo.InvariantCulture), "signal_out", null);
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}
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protected abstract float Calculate(float signal1, float signal2);
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
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{
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switch (connection.Name)
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{
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case "signal_in1":
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float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[0]);
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timeSinceReceived[0] = 0.0f;
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IsActive = true;
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break;
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case "signal_in2":
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float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[1]);
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timeSinceReceived[1] = 0.0f;
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IsActive = true;
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break;
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}
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}
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}
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}
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