- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)

- parameter for changing the output value of And/Or components when the input conditions aren't met
- or components work properly now
- a limited number of signals (100) can be queued in a delay component
This commit is contained in:
Regalis
2016-04-02 02:25:44 +03:00
parent 3ac8139fc7
commit 5f05db7ca4
24 changed files with 107 additions and 69 deletions
@@ -135,13 +135,13 @@ namespace Barotrauma.Items.Components
UpdateAutoPilot(deltaTime);
}
item.SendSignal(targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out");
item.SendSignal(0, targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out");
float targetLevel = -targetVelocity.Y;
targetLevel += (neutralBallastLevel - 0.5f) * 100.0f;
item.SendSignal(targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
item.SendSignal(0, targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
voltage -= deltaTime;
@@ -299,7 +299,7 @@ namespace Barotrauma.Items.Components
return true;
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
{
if (connection.Name == "velocity_in")
{
@@ -307,7 +307,7 @@ namespace Barotrauma.Items.Components
}
else
{
base.ReceiveSignal(signal, connection, sender, power);
base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
}
}