Option to make delay component reset (discarding previously received signals) when a new signal is received, fixed delay countdown running even when the game is paused. Closes #435

This commit is contained in:
Joonas Rikkonen
2018-06-10 23:40:28 +03:00
parent 917b869b92
commit df149dd0fa

View File

@@ -10,49 +10,51 @@ namespace Barotrauma.Items.Components
{
const int SignalQueueSize = 500;
//the output is sent if both inputs have received a signal within the timeframe
private TimeSpan delay;
private Queue<Tuple<string, DateTime>> signalQueue;
private Queue<Pair<string, float>> signalQueue;
[InGameEditable, Serialize(1.0f, true)]
[InGameEditable(MinValueFloat = 0.0f, MaxValueFloat = 60.0f), Serialize(1.0f, true)]
public float Delay
{
get { return (float)delay.TotalSeconds; }
set
{
float seconds = MathHelper.Clamp(value, 0.0f, 60.0f);
delay = new TimeSpan(0,0,0,0, (int)(seconds*1000.0f));
}
get;
set;
}
[InGameEditable(ToolTip = "Should the component discard previously received signals when a new one is received."), Serialize(false, true)]
public bool ResetWhenSignalReceived
{
get;
set;
}
public DelayComponent(Item item, XElement element)
: base (item, element)
{
signalQueue = new Queue<Tuple<string, DateTime>>();
signalQueue = new Queue<Pair<string, float>>();
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
while (signalQueue.Any() && signalQueue.Peek().Item2 + delay <= DateTime.Now)
foreach (var val in signalQueue)
{
val.Second -= deltaTime;
}
while (signalQueue.Count > 0 && signalQueue.Peek().Second <= 0.0f)
{
var signalOut = signalQueue.Dequeue();
item.SendSignal(0, signalOut.Item1, "signal_out", null);
item.SendSignal(0, signalOut.First, "signal_out", null);
}
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f)
{
switch (connection.Name)
{
case "signal_in":
if (signalQueue.Count >= SignalQueueSize) return;
signalQueue.Enqueue(new Tuple<string, DateTime>(signal, DateTime.Now));
if (ResetWhenSignalReceived) signalQueue.Clear();
signalQueue.Enqueue(Pair<string, float>.Create(signal, Delay));
break;
}
}