c2e39cc...409d4d9

commit 409d4d96ead69028a164274637d23e350acb73fb
Merge: 95169f539 26e89c63d
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:27 2019 +0200

    Merge branch 'dev' of github.com:Regalis11/Barotrauma into dev

commit 95169f53937f9a7e168a884171eaa21ae7f08023
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:11 2019 +0200

    Modified: ServerMessage structure to allow _ ; in player & submarine names

commit 26e89c63dc8da771aea9f09978a630a6cff60a6f
Merge: b7646d06d fb0b821bc
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:42:44 2019 +0200

    Merge branch 'kuraiookami-logicExpantion' into dev

    # Conflicts:
    #       Barotrauma/BarotraumaShared/SharedContent.projitems

commit fb0b821bc97891cdeec8f2c740a12119696393ea
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:41:21 2019 +0200

    Use invariant culture when parsing floats or converting them to strings in signal components

commit f0c8afba934b41358cf5d59a22b87caf33f98a61
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:00:44 2019 +0200

    Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats

commit 674d9ec804fc4770b602d4b09240b08cafc8ccec
Merge: 3ea33fb54 242e2429f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 12:01:27 2019 +0200

    Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion

    # Conflicts:
    #       Barotrauma/BarotraumaShared/BarotraumaShared.projitems
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs

commit b7646d06d53fb05227276e6286d0e15da5dc9080
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:37:33 2019 +0200

    Re-enabled multiplayer campaign

commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:28:48 2019 +0200

    Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes #1212

commit e8906239c779cf71de694bc65c81058e5cae16ef
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:12:05 2019 +0200

    Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes #1262

commit a30f47fbe47fde4fccb0453c1773a76d730d226b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 10 19:04:59 2019 +0200

    Disable audio instead of crashing if no audio device is found. Closes #1214

commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9
Author: Darkwolf <Darkwolf0101@gmail.com>
Date:   Mon Jan 21 21:26:57 2019 -0600

    Expansion of Barotrauma's logic system.

    Changed:
    - AdderComponent and children can clamp their output
    - Powercontainer signals for charge,charge% and charge rate

    Added:
    - ColorComponent: Dynamic signals for light set_color inputs
    - MemoryComponent: Stores and sends a signal that is edge latched
    - DivideComponent: Standard division
    - MultiplyComponent: Standard multiplication
    - SubtractComponent: Standard subtraction
    - XorComponent: Exclusive or
    - EqualsComponent: Equals comparison
    - GreaterComponent: Greater than comparison
This commit is contained in:
Joonas Rikkonen
2019-03-18 22:45:09 +02:00
parent 5dc31c213f
commit 80ab27df22
90 changed files with 4705 additions and 1944 deletions
@@ -3,6 +3,7 @@ using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
@@ -204,6 +205,15 @@ namespace Barotrauma.Items.Components
Charge -= CurrPowerOutput / 3600.0f;
}
item.SendSignal(0, Charge.ToString(), "charge", null);
item.SendSignal(0, ((Charge / capacity) * 100).ToString(), "charge_%", null);
item.SendSignal(0, ((RechargeSpeed / maxRechargeSpeed) * 100).ToString(), "charge_rate", null);
foreach (Pair<Powered, Connection> connected in directlyConnected)
{
connected.First.ReceiveSignal(0, "", connected.Second, source: item, sender: null,
power: gridLoad <= 0.0f ? 1.0f : CurrPowerOutput / gridLoad);
}
foreach (Pair<Powered, Connection> connected in directlyConnected)
{
@@ -259,6 +269,15 @@ namespace Barotrauma.Items.Components
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power, float signalStrength = 1.0f)
{
if (connection.Name == "set_rate")
{
float tempSpeed;
if (float.TryParse(signal, NumberStyles.Any, CultureInfo.InvariantCulture, out tempSpeed))
{
if (!MathUtils.IsValid(tempSpeed)) return;
RechargeSpeed = MathHelper.Clamp(tempSpeed / 100.0f, 0.0f, 1.0f) * MaxRechargeSpeed;
}
}
if (!connection.IsPower) return;
if (connection.Name == "power_in")
@@ -1,4 +1,5 @@
using System;
using Microsoft.Xna.Framework;
using System;
using System.Globalization;
using System.Xml.Linq;
@@ -10,11 +11,24 @@ namespace Barotrauma.Items.Components
protected float[] timeSinceReceived;
protected float[] receivedSignal;
//the output is sent if both inputs have received a signal within the timeframe
protected float timeFrame;
[InGameEditable(MinValueFloat = -999999.0f, MaxValueFloat = 999999.0f), Serialize(999999.0f, true)]
public float ClampMax
{
get;
set;
}
[InGameEditable(MinValueFloat = -999999.0f, MaxValueFloat = 999999.0f), Serialize(-999999.0f, true)]
public float ClampMin
{
get;
set;
}
[InGameEditable(DecimalCount = 2), Serialize(0.0f, true)]
public float TimeFrame
{
@@ -43,7 +57,8 @@ namespace Barotrauma.Items.Components
}
if (sendOutput)
{
item.SendSignal(0, (receivedSignal[0] + receivedSignal[1]).ToString(), "signal_out", null);
float output = receivedSignal[0] + receivedSignal[1];
item.SendSignal(0, MathHelper.Clamp(output, ClampMin, ClampMax).ToString("G", CultureInfo.InvariantCulture), "signal_out", null);
}
}
@@ -0,0 +1,56 @@
using System;
using System.Globalization;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class ColorComponent : ItemComponent
{
protected float[] receivedSignal;
private string output = "0,0,0,0";
public ColorComponent(Item item, XElement element)
: base(item, element)
{
receivedSignal = new float[4];
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
item.SendSignal(0, output, "signal_out", null);
}
private void UpdateOutput()
{
output = receivedSignal[0].ToString("G", CultureInfo.InvariantCulture);
output += "," + receivedSignal[1].ToString("G", CultureInfo.InvariantCulture);
output += "," + receivedSignal[2].ToString("G", CultureInfo.InvariantCulture);
output += "," + receivedSignal[3].ToString("G", CultureInfo.InvariantCulture);
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
{
switch (connection.Name)
{
case "signal_r":
float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[0]);
UpdateOutput();
break;
case "signal_g":
float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[1]);
UpdateOutput();
break;
case "signal_b":
float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[2]);
UpdateOutput();
break;
case "signal_a":
float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[3]);
UpdateOutput();
break;
}
}
}
}
@@ -0,0 +1,29 @@
using System;
using System.Globalization;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class DivideComponent : AdderComponent
{
public DivideComponent(Item item, XElement element)
: base(item, element)
{
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
bool sendOutput = true;
for (int i = 0; i < timeSinceReceived.Length; i++)
{
if (timeSinceReceived[i] > timeFrame) sendOutput = false;
timeSinceReceived[i] += deltaTime;
}
if (sendOutput)
{
item.SendSignal(0, (receivedSignal[0] / receivedSignal[1]).ToString("G", CultureInfo.InvariantCulture), "signal_out", null);
}
}
}
}
@@ -0,0 +1,83 @@
using System;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class EqualsComponent : ItemComponent
{
protected string output, falseOutput;
//an array to keep track of how long ago a signal was received on both inputs
protected float[] timeSinceReceived;
protected string[] receivedSignal;
//the output is sent if both inputs have received a signal within the timeframe
protected float timeFrame;
[InGameEditable, Serialize("1", true)]
public string Output
{
get { return output; }
set { output = value; }
}
[InGameEditable, Serialize("", true)]
public string FalseOutput
{
get { return falseOutput; }
set { falseOutput = value; }
}
[InGameEditable(DecimalCount = 2), Serialize(0.0f, true)]
public float TimeFrame
{
get { return timeFrame; }
set
{
timeFrame = Math.Max(0.0f, value);
}
}
public EqualsComponent(Item item, XElement element)
: base(item, element)
{
timeSinceReceived = new float[] { Math.Max(timeFrame * 2.0f, 0.1f), Math.Max(timeFrame * 2.0f, 0.1f) };
receivedSignal = new string[2];
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
bool sendOutput = false;
for (int i = 0; i < timeSinceReceived.Length; i++)
{
if (timeSinceReceived[i] <= timeFrame) sendOutput = true;
timeSinceReceived[i] += deltaTime;
}
if (sendOutput)
{
string signalOut = receivedSignal[0] == receivedSignal[1] ? output : falseOutput;
if (string.IsNullOrEmpty(signalOut)) return;
item.SendSignal(0, signalOut, "signal_out", null);
}
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
{
switch (connection.Name)
{
case "signal_in1":
receivedSignal[0] = signal;
timeSinceReceived[0] = 0.0f;
break;
case "signal_in2":
receivedSignal[1] = signal;
timeSinceReceived[1] = 0.0f;
break;
}
}
}
}
@@ -0,0 +1,41 @@
using System.Globalization;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class GreaterComponent : EqualsComponent
{
private float val1, val2;
public GreaterComponent(Item item, XElement element)
: base(item, element)
{
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
bool sendOutput = false;
for (int i = 0; i < timeSinceReceived.Length; i++)
{
if (timeSinceReceived[i] <= timeFrame) sendOutput = true;
timeSinceReceived[i] += deltaTime;
}
if (sendOutput)
{
string signalOut = val1 > val2 ? output : falseOutput;
if (string.IsNullOrEmpty(signalOut)) return;
item.SendSignal(0, signalOut, "signal_out", null);
}
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
{
base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power, signalStrength);
float.TryParse(receivedSignal[0], NumberStyles.Float, CultureInfo.InvariantCulture, out val1);
float.TryParse(receivedSignal[1], NumberStyles.Float, CultureInfo.InvariantCulture, out val2);
}
}
}
@@ -0,0 +1,40 @@
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class MemoryComponent : ItemComponent
{
[InGameEditable, Serialize("", true)]
public string Value
{
get;
set;
}
protected bool writeable = true;
public MemoryComponent(Item item, XElement element)
: base(item, element)
{
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
item.SendSignal(0, Value, "signal_out", null);
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
{
switch (connection.Name)
{
case "signal_in":
if (writeable) { Value = signal; }
break;
case "signal_store":
writeable = (signal == "1");
break;
}
}
}
}
@@ -0,0 +1,28 @@
using System.Globalization;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class MultiplyComponent : AdderComponent
{
public MultiplyComponent(Item item, XElement element)
: base(item, element)
{
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
bool sendOutput = true;
for (int i = 0; i < timeSinceReceived.Length; i++)
{
if (timeSinceReceived[i] > timeFrame) sendOutput = false;
timeSinceReceived[i] += deltaTime;
}
if (sendOutput)
{
item.SendSignal(0, (receivedSignal[0] * receivedSignal[1]).ToString("G", CultureInfo.InvariantCulture), "signal_out", null);
}
}
}
}
@@ -0,0 +1,28 @@
using System.Globalization;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class SubtractComponent : AdderComponent
{
public SubtractComponent(Item item, XElement element)
: base(item, element)
{
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
bool sendOutput = true;
for (int i = 0; i < timeSinceReceived.Length; i++)
{
if (timeSinceReceived[i] > timeFrame) sendOutput = false;
timeSinceReceived[i] += deltaTime;
}
if (sendOutput)
{
item.SendSignal(0, (receivedSignal[0] - receivedSignal[1]).ToString("G", CultureInfo.InvariantCulture), "signal_out", null);
}
}
}
}
@@ -0,0 +1,28 @@
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class XorComponent : AndComponent
{
public XorComponent(Item item, XElement element)
: base(item, element)
{
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
int sendOutput = 0;
for (int i = 0; i < timeSinceReceived.Length; i++)
{
if (timeSinceReceived[i] <= timeFrame) sendOutput += 1;
timeSinceReceived[i] += deltaTime;
}
string signalOut = sendOutput == 1 ? output : falseOutput;
if (string.IsNullOrEmpty(signalOut)) return;
item.SendSignal(0, signalOut, "signal_out", null);
}
}
}