Relay and delay components

This commit is contained in:
Regalis
2016-03-11 15:38:40 +02:00
parent 6deab579a1
commit 581c95b065
6 changed files with 172 additions and 0 deletions

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@@ -116,6 +116,8 @@
<Compile Include="Source\Items\Components\Holdable\MeleeWeapon.cs" />
<Compile Include="Source\Items\Components\Holdable\Propulsion.cs" />
<Compile Include="Source\Items\Components\Machines\Deconstructor.cs" />
<Compile Include="Source\Items\Components\Signal\DelayComponent.cs" />
<Compile Include="Source\Items\Components\Signal\RelayComponent.cs" />
<Compile Include="Source\Items\Components\Signal\WaterDetector.cs" />
<Compile Include="Source\Items\Components\Signal\WifiComponent.cs" />
<Compile Include="Source\Items\Components\Signal\SignalCheckComponent.cs" />

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@@ -202,7 +202,77 @@
<input name="signal_in"/>
<output name="signal_out"/>
</ConnectionPanel>
</Item>
<Item
name="Relay Component"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10"
description="When switched on, forwards all received signals from the input connections to the outputs.">
<Deconstruct time="10">
<Item name="Steel Bar"/>
<Item name="FPGA Circuit"/>
</Deconstruct>
<Sprite texture="signalcomp.png" depth="0.8" sourcerect="48,16,16,16"/>
<RelayComponent canbeselected = "true"/>
<Body width="16" height="16" density="30"/>
<Holdable selectkey="Action" slots="Any,RightHand,LeftHand" msg="Detach [Wrench]" PickingTime="5.0"
aimpos="35,-10" handle1="0,0" attachable="true" aimable="true">
<requireditem name="Wrench" type="Equipped"/>
</Holdable>
<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
<requireditem name="Screwdriver,Wire" type="Equipped"/>
<input name="power_in"/>
<input name="signal_in1"/>
<input name="signal_in2"/>
<input name="toggle"/>
<input name="set_state"/>
<output name="power_out"/>
<output name="signal_out1"/>
<output name="signal_out2"/>
</ConnectionPanel>
</Item>
<Item
name="Delay Component"
category="Electrical"
Tags="smallitem"
pickdistance="150"
linkable="true"
price="10"
description="Delays all received signals for a specific amount of time.">
<Deconstruct time="10">
<Item name="Steel Bar"/>
<Item name="FPGA Circuit"/>
</Deconstruct>
<Sprite texture="signalcomp.png" depth="0.8" sourcerect="16,32,16,8"/>
<DelayComponent canbeselected = "true"/>
<Body width="16" height="8" density="30"/>
<Holdable selectkey="Action" slots="Any,RightHand,LeftHand" msg="Detach [Wrench]" PickingTime="5.0"
aimpos="35,-10" handle1="0,0" attachable="true" aimable="true">
<requireditem name="Wrench" type="Equipped"/>
</Holdable>
<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
<requireditem name="Screwdriver,Wire" type="Equipped"/>
<input name="signal_in"/>
<output name="signal_out"/>
</ConnectionPanel>
</Item>
<Item

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@@ -0,0 +1,57 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class DelayComponent : ItemComponent
{
//the output is sent if both inputs have received a signal within the timeframe
protected TimeSpan delay;
private Queue<Tuple<string, DateTime>> signalQueue;
[InGameEditable, HasDefaultValue(1.0f, true)]
public float Delay
{
get { return (float)delay.TotalSeconds; }
set
{
float seconds = MathHelper.Clamp(value, 0.0f, 60.0f);
delay = new TimeSpan(0,0,0,0, (int)(seconds*1000.0f));
}
}
public DelayComponent(Item item, XElement element)
: base (item, element)
{
signalQueue = new Queue<Tuple<string, DateTime>>();
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
while (signalQueue.Any() && signalQueue.Peek().Item2 + delay <= DateTime.Now)
{
var signalOut = signalQueue.Dequeue();
item.SendSignal(signalOut.Item1, "signal_out");
}
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
{
switch (connection.Name)
{
case "signal_in":
signalQueue.Enqueue(new Tuple<string, DateTime>(signal, DateTime.Now));
break;
}
}
}
}

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@@ -0,0 +1,43 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class RelayComponent : ItemComponent
{
public RelayComponent(Item item, XElement element)
: base (item, element)
{
IsActive = true;
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
{
if (connection.Name.Contains("_in"))
{
if (!IsActive) return;
string outConnection = connection.Name.Contains("power_in") ? "power_out" : "signal_out";
int connectionNumber = -1;
int.TryParse(connection.Name.Substring(connection.Name.Length - 1, 1), out connectionNumber);
if (connectionNumber > 0) outConnection += connectionNumber;
item.SendSignal(signal, outConnection, power);
}
else if (connection.Name == "toggle")
{
IsActive = !IsActive;
}
else if (connection.Name == "set_state")
{
IsActive = signal == "1";
}
}
}
}