using System.Collections.Generic; using System.Xml.Linq; namespace Barotrauma.Items.Components { class DelayComponent : ItemComponent { class DelayedSignal { public readonly string Signal; public readonly float SignalStrength; public float SendTimer; public DelayedSignal(string signal, float signalStrength, float sendTimer) { Signal = signal; SignalStrength = signalStrength; SendTimer = sendTimer; } } const int SignalQueueSize = 500; private Queue signalQueue; [InGameEditable(MinValueFloat = 0.0f, MaxValueFloat = 60.0f, DecimalCount = 2), Serialize(1.0f, true)] public float Delay { 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; } [InGameEditable(ToolTip = "Should the component discard previously received signals when the incoming signal changes."), Serialize(false, true)] public bool ResetWhenDifferentSignalReceived { get; set; } public DelayComponent(Item item, XElement element) : base (item, element) { signalQueue = new Queue(); IsActive = true; } public override void Update(float deltaTime, Camera cam) { foreach (var val in signalQueue) { val.SendTimer -= deltaTime; } while (signalQueue.Count > 0 && signalQueue.Peek().SendTimer <= 0.0f) { var signalOut = signalQueue.Dequeue(); item.SendSignal(0, signalOut.Signal, "signal_out", null, signalStrength: signalOut.SignalStrength); } } public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f) { switch (connection.Name) { case "signal_in": if (signalQueue.Count >= SignalQueueSize) return; if (ResetWhenSignalReceived) signalQueue.Clear(); if (ResetWhenDifferentSignalReceived && signalQueue.Count > 0 && signalQueue.Peek().Signal != signal) { signalQueue.Clear(); } signalQueue.Enqueue(new DelayedSignal(signal, signalStrength, Delay)); break; } } } }