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; //in number of frames public int SendTimer; //in number of frames public int SendDuration; public DelayedSignal(string signal, float signalStrength, int sendTimer) { Signal = signal; SignalStrength = signalStrength; SendTimer = sendTimer; } } private int signalQueueSize; private int delayTicks; private Queue signalQueue; private DelayedSignal prevQueuedSignal; 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).", alwaysUseInstanceValues: true)] public float Delay { get { return delay; } set { if (value == delay) { return; } delay = value; delayTicks = (int)(delay / Timing.Step); signalQueueSize = delayTicks * 2; } } [InGameEditable, Serialize(false, true, description: "Should the component discard previously received signals when a new one is received.", alwaysUseInstanceValues: true)] public bool ResetWhenSignalReceived { get; set; } [InGameEditable, Serialize(false, true, description: "Should the component discard previously received signals when the incoming signal changes.", alwaysUseInstanceValues: 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 -= 1; } while (signalQueue.Count > 0 && signalQueue.Peek().SendTimer <= 0) { 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; } } } 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) { prevQueuedSignal = null; signalQueue.Clear(); } if (ResetWhenDifferentSignalReceived && signalQueue.Count > 0 && signalQueue.Peek().Signal != signal) { prevQueuedSignal = null; signalQueue.Clear(); } 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; } } } }