* clean up logic gate / edge detector components * logic gate usedelay support * new codersprite * PowerSensor component and system * add power sensor * port locale * fix * minecraft * fixy --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
72 lines
2.0 KiB
C#
72 lines
2.0 KiB
C#
using Content.Server.DeviceLinking.Systems;
|
|
using Content.Shared.DeviceLinking;
|
|
using Content.Shared.Tools;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Server.DeviceLinking.Components;
|
|
|
|
/// <summary>
|
|
/// A logic gate that sets its output port by doing an operation on its 2 input ports, A and B.
|
|
/// </summary>
|
|
[RegisterComponent, Access(typeof(LogicGateSystem))]
|
|
public sealed partial class LogicGateComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// The logic gate operation to use.
|
|
/// </summary>
|
|
[DataField]
|
|
public LogicGate Gate = LogicGate.Or;
|
|
|
|
/// <summary>
|
|
/// Tool quality to use for cycling logic gate operations.
|
|
/// Cannot be pulsing since linking uses that.
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public ProtoId<ToolQualityPrototype> CycleQuality = "Screwing";
|
|
|
|
/// <summary>
|
|
/// Sound played when cycling logic gate operations.
|
|
/// </summary>
|
|
[DataField]
|
|
public SoundSpecifier CycleSound = new SoundPathSpecifier("/Audio/Machines/lightswitch.ogg");
|
|
|
|
/// <summary>
|
|
/// Name of the first input port.
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public ProtoId<SinkPortPrototype> InputPortA = "InputA";
|
|
|
|
/// <summary>
|
|
/// Name of the second input port.
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public ProtoId<SinkPortPrototype> InputPortB = "InputB";
|
|
|
|
/// <summary>
|
|
/// Name of the output port.
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public ProtoId<SourcePortPrototype> OutputPort = "Output";
|
|
|
|
// Initial state
|
|
[DataField]
|
|
public SignalState StateA = SignalState.Low;
|
|
|
|
[DataField]
|
|
public SignalState StateB = SignalState.Low;
|
|
|
|
[DataField]
|
|
public bool LastOutput;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Last state of a signal port, used to not spam invoking ports.
|
|
/// </summary>
|
|
public enum SignalState : byte
|
|
{
|
|
Momentary, // Instantaneous pulse high, compatibility behavior
|
|
Low,
|
|
High
|
|
}
|