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