(d9829ac) v0.9.4.0

This commit is contained in:
Regalis
2019-10-24 18:05:42 +02:00
parent 9aa12bcac2
commit b39922a074
319 changed files with 12516 additions and 6815 deletions
@@ -9,9 +9,12 @@ namespace Barotrauma.Items.Components
{
public readonly string Signal;
public readonly float SignalStrength;
public float SendTimer;
//in number of frames
public int SendTimer;
//in number of frames
public int SendDuration;
public DelayedSignal(string signal, float signalStrength, float sendTimer)
public DelayedSignal(string signal, float signalStrength, int sendTimer)
{
Signal = signal;
SignalStrength = signalStrength;
@@ -19,25 +22,35 @@ namespace Barotrauma.Items.Components
}
}
const int SignalQueueSize = 500;
private int signalQueueSize;
private int delayTicks;
private Queue<DelayedSignal> signalQueue;
private DelayedSignal prevQueuedSignal;
[InGameEditable(MinValueFloat = 0.0f, MaxValueFloat = 60.0f, DecimalCount = 2), Serialize(1.0f, true)]
private float delay;
[InGameEditable(MinValueFloat = 0.0f, MaxValueFloat = 60.0f, DecimalCount = 2), Serialize(1.0f, true, description: "How long the item delays the signals (in seconds).")]
public float Delay
{
get;
set;
get { return delay; }
set
{
if (value == delay) { return; }
delay = value;
delayTicks = (int)(delay / Timing.Step);
signalQueueSize = delayTicks * 2;
}
}
[InGameEditable(ToolTip = "Should the component discard previously received signals when a new one is received."), Serialize(false, true)]
[InGameEditable, Serialize(false, true, description: "Should the component discard previously received signals when a new one is received.")]
public bool ResetWhenSignalReceived
{
get;
set;
}
[InGameEditable(ToolTip = "Should the component discard previously received signals when the incoming signal changes."), Serialize(false, true)]
[InGameEditable, Serialize(false, true, description: "Should the component discard previously received signals when the incoming signal changes.")]
public bool ResetWhenDifferentSignalReceived
{
get;
@@ -55,13 +68,15 @@ namespace Barotrauma.Items.Components
{
foreach (var val in signalQueue)
{
val.SendTimer -= deltaTime;
val.SendTimer -= 1;
}
while (signalQueue.Count > 0 && signalQueue.Peek().SendTimer <= 0.0f)
while (signalQueue.Count > 0 && signalQueue.Peek().SendTimer <= 0)
{
var signalOut = signalQueue.Dequeue();
var signalOut = signalQueue.Peek();
signalOut.SendDuration -= 1;
item.SendSignal(0, signalOut.Signal, "signal_out", null, signalStrength: signalOut.SignalStrength);
if (signalOut.SendDuration <= 0) { signalQueue.Dequeue(); } else { break; }
}
}
@@ -70,13 +85,28 @@ namespace Barotrauma.Items.Components
switch (connection.Name)
{
case "signal_in":
if (signalQueue.Count >= SignalQueueSize) return;
if (ResetWhenSignalReceived) signalQueue.Clear();
if (signalQueue.Count >= signalQueueSize) { return; }
if (ResetWhenSignalReceived) { prevQueuedSignal = null; signalQueue.Clear(); }
if (ResetWhenDifferentSignalReceived && signalQueue.Count > 0 && signalQueue.Peek().Signal != signal)
{
prevQueuedSignal = null;
signalQueue.Clear();
}
signalQueue.Enqueue(new DelayedSignal(signal, signalStrength, Delay));
if (prevQueuedSignal != null &&
prevQueuedSignal.Signal == signal &&
MathUtils.NearlyEqual(prevQueuedSignal.SignalStrength, signalStrength) &&
((prevQueuedSignal.SendTimer + prevQueuedSignal.SendDuration == delayTicks) || (prevQueuedSignal.SendTimer <= 0 && prevQueuedSignal.SendDuration > 0)))
{
prevQueuedSignal.SendDuration += 1;
return;
}
prevQueuedSignal = new DelayedSignal(signal, signalStrength, delayTicks)
{
SendDuration = 1
};
signalQueue.Enqueue(prevQueuedSignal);
break;
}
}