Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/DelayComponent.cs
2021-07-23 21:01:17 +03:00

121 lines
4.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Xml.Linq;
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<DelayedSignal> 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 = Math.Max(delayTicks, 1) * 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<DelayedSignal>();
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(new Signal(signalOut.Signal.value, strength: signalOut.Signal.strength), "signal_out");
if (signalOut.SendDuration <= 0)
{
signalQueue.Dequeue();
}
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);
break;
}
}
}
}