logic gate momentary pulse, switch status port (#17198)
* logic gate momentary is now pulse * switch status, minor refactor * filescope namespace * switch * fix ci probably * add auto linking for edge detector and logic gate --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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@@ -32,6 +32,26 @@ public sealed class LogicGateSystem : EntitySystem
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SubscribeLocalEvent<LogicGateComponent, SignalReceivedEvent>(OnSignalReceived);
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}
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public override void Update(float deltaTime)
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{
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var query = EntityQueryEnumerator<LogicGateComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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// handle momentary pulses - high when received then low the next tick
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if (comp.StateA == SignalState.Momentary)
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{
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comp.StateA = SignalState.Low;
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}
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if (comp.StateB == SignalState.Momentary)
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{
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comp.StateB = SignalState.High;
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}
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// output most likely changed so update it
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UpdateOutput(uid, comp);
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}
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}
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private void OnInit(EntityUid uid, LogicGateComponent comp, ComponentInit args)
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{
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_deviceLink.EnsureSinkPorts(uid, comp.InputPortA, comp.InputPortB);
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@@ -92,8 +112,9 @@ public sealed class LogicGateSystem : EntitySystem
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private void UpdateOutput(EntityUid uid, LogicGateComponent comp)
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{
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// get the new output value now that it's changed
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var a = comp.StateA == SignalState.High;
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var b = comp.StateB == SignalState.High;
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// momentary is treated as high for the current tick, after updating it will be reset to low
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var a = comp.StateA != SignalState.Low;
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var b = comp.StateB != SignalState.Low;
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var output = false;
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switch (comp.Gate)
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{
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@@ -1,40 +1,51 @@
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using Content.Server.DeviceLinking.Components;
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using Content.Server.DeviceNetwork;
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using Content.Server.MachineLinking.System;
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using Content.Shared.Audio;
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using Content.Shared.Interaction;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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namespace Content.Server.DeviceLinking.Systems
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namespace Content.Server.DeviceLinking.Systems;
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public sealed class SignalSwitchSystem : EntitySystem
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{
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public sealed class SignalSwitchSystem : EntitySystem
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[Dependency] private readonly DeviceLinkSystem _deviceLink = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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public override void Initialize()
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{
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[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
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base.Initialize();
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public override void Initialize()
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SubscribeLocalEvent<SignalSwitchComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<SignalSwitchComponent, ActivateInWorldEvent>(OnActivated);
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}
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private void OnInit(EntityUid uid, SignalSwitchComponent comp, ComponentInit args)
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{
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_deviceLink.EnsureSourcePorts(uid, comp.OnPort, comp.OffPort, comp.StatusPort);
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}
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private void OnActivated(EntityUid uid, SignalSwitchComponent comp, ActivateInWorldEvent args)
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{
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if (args.Handled)
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return;
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comp.State = !comp.State;
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_deviceLink.InvokePort(uid, comp.State ? comp.OnPort : comp.OffPort);
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var data = new NetworkPayload
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{
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base.Initialize();
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[DeviceNetworkConstants.LogicState] = comp.State ? SignalState.High : SignalState.Low
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};
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SubscribeLocalEvent<SignalSwitchComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<SignalSwitchComponent, ActivateInWorldEvent>(OnActivated);
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// only send status if it's a toggle switch and not a button
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if (comp.OnPort != comp.OffPort)
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{
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_deviceLink.InvokePort(uid, comp.StatusPort, data);
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}
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private void OnInit(EntityUid uid, SignalSwitchComponent component, ComponentInit args)
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{
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_signalSystem.EnsureSourcePorts(uid, component.OnPort, component.OffPort);
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}
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_audio.PlayPvs(comp.ClickSound, uid, AudioParams.Default.WithVariation(0.125f).WithVolume(8f));
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private void OnActivated(EntityUid uid, SignalSwitchComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled)
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return;
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component.State = !component.State;
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_signalSystem.InvokePort(uid, component.State ? component.OnPort : component.OffPort);
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SoundSystem.Play(component.ClickSound.GetSound(), Filter.Pvs(component.Owner), component.Owner,
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AudioHelpers.WithVariation(0.125f).WithVolume(8f));
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args.Handled = true;
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}
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args.Handled = true;
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}
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}
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