- 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
@@ -5,7 +5,7 @@ namespace Barotrauma.Items.Components
{
class AndComponent : ItemComponent
{
protected string output;
protected string output, falseOutput;
//an array to keep track of how long ago a non-zero signal was received on both inputs
protected float[] timeSinceReceived;
@@ -30,6 +30,13 @@ namespace Barotrauma.Items.Components
set { output = value; }
}
[InGameEditable, HasDefaultValue("", true)]
public string FalseOutput
{
get { return falseOutput; }
set { falseOutput = value; }
}
public AndComponent(Item item, XElement element)
: base (item, element)
{
@@ -47,13 +54,13 @@ namespace Barotrauma.Items.Components
timeSinceReceived[i] += deltaTime;
}
if (sendOutput)
{
item.SendSignal(output, "signal_out");
}
string signalOut = sendOutput ? output : falseOutput;
if (string.IsNullOrEmpty(signalOut)) return;
item.SendSignal(0, signalOut, "signal_out");
}
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)
{
switch (connection.Name)
{