using System; using System.Collections.Generic; using System.Globalization; using System.Xml.Linq; using Microsoft.Xna.Framework; namespace Barotrauma.Items.Components { class DelayComponent : ItemComponent { class DelayedSignal { public readonly Signal Signal; //in number of frames public int SendTimer; //in number of frames public int SendDuration; public DelayedSignal(Signal signal, int sendTimer) { Signal = signal; SendTimer = sendTimer; } } private int signalQueueSize; private int delayTicks; private readonly Queue signalQueue = new Queue(); private DelayedSignal prevQueuedSignal; private float delay; [InGameEditable(MinValueFloat = 0.0f, MaxValueFloat = 60.0f, DecimalCount = 2), Serialize(1.0f, IsPropertySaveable.Yes, 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 = Math.Max(delayTicks, 1) * 2; signalQueue.Clear(); } } [InGameEditable, Serialize(false, IsPropertySaveable.Yes, description: "Should the component discard previously received signals when a new one is received.", alwaysUseInstanceValues: true)] public bool ResetWhenSignalReceived { get; set; } [InGameEditable, Serialize(false, IsPropertySaveable.Yes, description: "Should the component discard previously received signals when the incoming signal changes.", alwaysUseInstanceValues: true)] public bool ResetWhenDifferentSignalReceived { get; set; } public DelayComponent(Item item, ContentXElement element) : base (item, element) { IsActive = true; } public override void Update(float deltaTime, Camera cam) { if (signalQueue.Count == 0) { IsActive = false; return; } 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(new Signal(signalOut.Signal.value, sender: signalOut.Signal.sender, strength: signalOut.Signal.strength), "signal_out"); if (signalOut.SendDuration <= 0) { //check the queue isn't empty again, because sending the signal may empty it //if this component is set to reset when it receives a signal and the signal is routed back to this component signalQueue.TryDequeue(out _); } else { break; } } } public override void ReceiveSignal(Signal signal, Connection connection) { 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.value != signal.value) { prevQueuedSignal = null; signalQueue.Clear(); } if (prevQueuedSignal != null && prevQueuedSignal.Signal.value == signal.value && MathUtils.NearlyEqual(prevQueuedSignal.Signal.strength, signal.strength) && ((prevQueuedSignal.SendTimer + prevQueuedSignal.SendDuration == delayTicks) || (prevQueuedSignal.SendTimer <= 0 && prevQueuedSignal.SendDuration > 0))) { prevQueuedSignal.SendDuration += 1; return; } prevQueuedSignal = new DelayedSignal(signal, delayTicks) { SendDuration = 1 }; signalQueue.Enqueue(prevQueuedSignal); IsActive = true; break; case "set_delay": if (float.TryParse(signal.value, NumberStyles.Any, CultureInfo.InvariantCulture, out float newDelay)) { newDelay = MathHelper.Clamp(newDelay, 0, 60); if (signalQueue.Count > 0 && newDelay != Delay) { prevQueuedSignal = null; signalQueue.Clear(); } Delay = newDelay; } break; } } } }