85 lines
2.8 KiB
C#
85 lines
2.8 KiB
C#
using System.Collections.Generic;
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using System.Xml.Linq;
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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 string Signal;
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public readonly float SignalStrength;
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public float SendTimer;
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public DelayedSignal(string signal, float signalStrength, float sendTimer)
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{
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Signal = signal;
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SignalStrength = signalStrength;
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SendTimer = sendTimer;
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}
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}
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const int SignalQueueSize = 500;
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private Queue<DelayedSignal> signalQueue;
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[InGameEditable(MinValueFloat = 0.0f, MaxValueFloat = 60.0f, DecimalCount = 2), Serialize(1.0f, true)]
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public float Delay
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{
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get;
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set;
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}
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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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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(ToolTip = "Should the component discard previously received signals when the incoming signal changes."), Serialize(false, 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, XElement element)
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: base (item, element)
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{
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signalQueue = new Queue<DelayedSignal>();
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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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foreach (var val in signalQueue)
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{
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val.SendTimer -= deltaTime;
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}
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while (signalQueue.Count > 0 && signalQueue.Peek().SendTimer <= 0.0f)
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{
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var signalOut = signalQueue.Dequeue();
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item.SendSignal(0, signalOut.Signal, "signal_out", null, signalStrength: signalOut.SignalStrength);
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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, float signalStrength = 1.0f)
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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) signalQueue.Clear();
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if (ResetWhenDifferentSignalReceived && signalQueue.Count > 0 && signalQueue.Peek().Signal != signal)
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{
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signalQueue.Clear();
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}
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signalQueue.Enqueue(new DelayedSignal(signal, signalStrength, Delay));
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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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