Added oscillators (a signal component that sends out a periodic pulse, sine wave or a square wave)
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@@ -449,6 +449,40 @@
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</ConnectionPanel>
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</Item>
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<Item
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name="Oscillator"
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category="Electrical"
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Tags="smallitem"
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linkable="true"
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price="10"
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description="Sends out a periodic, oscillating signal.">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="FPGA Circuit"/>
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</Deconstruct>
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<Sprite texture="signalcomp.png" depth="0.8" sourcerect="17,64,16,16"/>
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<OscillatorComponent canbeselected="true" outputtype="Pulse" frequency="1"/>
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<Body width="16" height="16" density="30"/>
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<Holdable selectkey="Action" slots="Any,RightHand,LeftHand" msg="Detach [Wrench]" PickingTime="5.0"
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aimpos="65,-10" handle1="0,0" attachable="true" aimable="true">
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<requireditem name="Wrench" type="Equipped"/>
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</Holdable>
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<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
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<requireditem name="Screwdriver,Wire" type="Equipped"/>
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<input name="set_frequency"/>
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<input name="set_outputtype"/>
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<output name="signal_out"/>
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</ConnectionPanel>
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</Item>
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<Item
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name="Wifi Component"
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category="Electrical"
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@@ -0,0 +1,93 @@
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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namespace Barotrauma.Items.Components
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{
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class OscillatorComponent : ItemComponent
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{
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public enum WaveType
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{
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Pulse,
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Sine,
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Square,
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}
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private float frequency;
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private float phase;
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[InGameEditable, HasDefaultValue(WaveType.Pulse, true)]
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public WaveType OutputType
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{
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get;
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set;
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}
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[InGameEditable, HasDefaultValue(1.0f, true)]
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public float Frequency
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{
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get { return frequency; }
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set { frequency = Math.Max(0.0f, value); }
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}
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public OscillatorComponent(Item item, XElement element) :
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base(item, element)
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{
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IsActive = true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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switch (OutputType)
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{
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case WaveType.Pulse:
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if (frequency <= 0.0f) return;
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phase += deltaTime;
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float pulseInterval = 1.0f / frequency;
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while (phase >= pulseInterval)
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{
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item.SendSignal(0, "1", "signal_out", null);
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phase -= pulseInterval;
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}
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break;
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case WaveType.Square:
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phase = (phase + deltaTime * frequency) % 1.0f;
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item.SendSignal(0, phase < 0.5f ? "0" : "1", "signal_out", null);
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break;
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case WaveType.Sine:
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phase = (phase + deltaTime * frequency) % 1.0f;
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item.SendSignal(0, Math.Sin(phase * MathHelper.TwoPi).ToString(CultureInfo.InvariantCulture), "signal_out", null);
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break;
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}
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f)
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{
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switch (connection.Name)
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{
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case "set_frequency":
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case "frequency_in":
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float newFrequency;
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if (float.TryParse(signal, out newFrequency))
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{
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Frequency = newFrequency;
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}
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IsActive = true;
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break;
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case "set_outputtype":
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case "set_wavetype":
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WaveType newOutputType;
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if (Enum.TryParse(signal, out newOutputType))
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{
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OutputType = newOutputType;
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}
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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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