Adder Signal Component
Added a Adder signal component, which adds values inputted together and outputs a sum.
This commit is contained in:
@@ -1475,6 +1475,7 @@
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\CharacterNetworking.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\DamageModifier.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Events\Missions\MissionPrefab.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Signal\AdderComponent.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\StatusEffects\DelayedEffect.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\HuskInfection.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Jobs\Job.cs" />
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@@ -146,6 +146,40 @@
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</ConnectionPanel>
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</Item>
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<Item
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name="Adder Component"
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category="Electrical"
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Tags="smallitem"
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linkable="false"
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cargocontainername="Metal Crate"
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price="10"
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description="Sends a signal when both inputs receive a signal within a set period of each other.">
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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="0,0,16,16"/>
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<AdderComponent canbeselected = "true"/>
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<Body width="16" height="16" density="30"/>
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<Holdable selectkey="Select" pickkey="Use" 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="signal_in1"/>
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<input name="signal_in2"/>
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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="Or Component"
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category="Electrical"
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@@ -0,0 +1,64 @@
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using System;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class AdderComponent : ItemComponent
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{
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//an array to keep track of how long ago a signal was received on both inputs
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protected float[] timeSinceReceived;
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protected float[] receivedSignal;
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//the output is sent if both inputs have received a signal within the timeframe
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protected float timeFrame;
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[InGameEditable, Serialize(0.0f, true)]
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public float TimeFrame
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{
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get { return timeFrame; }
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set
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{
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timeFrame = Math.Max(0.0f, value);
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}
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}
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public AdderComponent(Item item, XElement element)
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: base(item, element)
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{
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timeSinceReceived = new float[] { Math.Max(timeFrame * 2.0f, 0.1f), Math.Max(timeFrame * 2.0f, 0.1f) };
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receivedSignal = new float[2];
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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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bool sendOutput = true;
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for (int i = 0; i < timeSinceReceived.Length; i++)
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{
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if (timeSinceReceived[i] > timeFrame) sendOutput = false;
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timeSinceReceived[i] += deltaTime;
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}
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if (sendOutput)
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{
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item.SendSignal(0, (receivedSignal[0] + receivedSignal[1]).ToString(), "signal_out", null);
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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 "signal_in1":
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float.TryParse(signal, out receivedSignal[0]);
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timeSinceReceived[0] = 0.0f;
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break;
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case "signal_in2":
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float.TryParse(signal, out receivedSignal[1]);
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timeSinceReceived[1] = 0.0f;
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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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