102 lines
4.1 KiB
C#
102 lines
4.1 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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using System.Globalization;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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abstract class ArithmeticComponent : ItemComponent
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{
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//an array to keep track of how long ago a signal was received on both inputs
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protected float[] timeSinceReceived;
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protected float[] receivedSignal;
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//the output is sent if both inputs have received a signal within the timeframe
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protected float timeFrame;
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protected readonly Character[] signalSender = new Character[2];
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[Serialize(999999.0f, IsPropertySaveable.Yes, description: "The output of the item is restricted below this value.", alwaysUseInstanceValues: true),
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InGameEditable(MinValueFloat = -999999.0f, MaxValueFloat = 999999.0f)]
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public float ClampMax
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{
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get;
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set;
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}
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[Serialize(-999999.0f, IsPropertySaveable.Yes, description: "The output of the item is restricted above this value.", alwaysUseInstanceValues: true),
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InGameEditable(MinValueFloat = -999999.0f, MaxValueFloat = 999999.0f)]
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public float ClampMin
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{
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get;
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set;
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}
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[InGameEditable(DecimalCount = 2),
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Serialize(0.0f, IsPropertySaveable.Yes, description: "The item must have received signals to both inputs within this timeframe to output the result." +
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" If set to 0, the inputs must be received at the same time.", alwaysUseInstanceValues: true, translationTextTag: "sp.")]
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public float TimeFrame
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{
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get { return timeFrame; }
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set
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{
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if (value > timeFrame)
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{
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timeSinceReceived[0] = timeSinceReceived[1] = Math.Max(value * 2.0f, 0.1f);
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}
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timeFrame = Math.Max(0.0f, value);
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}
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}
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public ArithmeticComponent(Item item, ContentXElement element)
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: base(item, element)
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{
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timeSinceReceived = new float[] { Math.Max(timeFrame * 2.0f, 0.1f), Math.Max(timeFrame * 2.0f, 0.1f) };
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receivedSignal = new float[2];
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}
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sealed public override void Update(float deltaTime, Camera cam)
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{
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bool deactivate = true;
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bool earlyReturn = false;
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for (int i = 0; i < timeSinceReceived.Length; i++)
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{
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deactivate &= timeSinceReceived[i] > timeFrame;
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earlyReturn |= timeSinceReceived[i] > timeFrame;
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timeSinceReceived[i] += deltaTime;
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}
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// only stop Update() if both signals timed-out. if IsActive == false, then the component stops updating.
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IsActive = !deactivate;
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// early return if either of the signal timed-out
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if (earlyReturn) { return; }
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float output = Calculate(receivedSignal[0], receivedSignal[1]);
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if (MathUtils.IsValid(output))
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{
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item.SendSignal(new Signal(MathHelper.Clamp(output, ClampMin, ClampMax).ToString("G", CultureInfo.InvariantCulture), sender: signalSender[0] ?? signalSender[1]), "signal_out");
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}
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}
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protected abstract float Calculate(float signal1, float signal2);
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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_in1":
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float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[0]);
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signalSender[0] = signal.sender;
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timeSinceReceived[0] = 0.0f;
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IsActive = true;
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break;
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case "signal_in2":
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float.TryParse(signal.value, NumberStyles.Float, CultureInfo.InvariantCulture, out receivedSignal[1]);
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signalSender[1] = signal.sender;
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timeSinceReceived[1] = 0.0f;
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IsActive = true;
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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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