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