* rework construction to be deconstructable, add memory cell * update textures * add code * add memory cell and ports, empty circuit * d --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
75 lines
2.4 KiB
C#
75 lines
2.4 KiB
C#
using Content.Server.DeviceLinking.Components;
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using Content.Server.DeviceLinking.Events;
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using Content.Server.DeviceNetwork;
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using Content.Shared.DeviceLinking;
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namespace Content.Server.DeviceLinking.Systems;
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/// <summary>
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/// Handles the control of output based on the input and enable ports.
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/// </summary>
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public sealed class MemoryCellSystem : EntitySystem
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{
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[Dependency] private readonly DeviceLinkSystem _deviceLink = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MemoryCellComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<MemoryCellComponent, SignalReceivedEvent>(OnSignalReceived);
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}
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public override void Update(float deltaTime)
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{
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base.Update(deltaTime);
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var query = EntityQueryEnumerator<MemoryCellComponent, DeviceLinkSourceComponent>();
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while (query.MoveNext(out var uid, out var comp, out var source))
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{
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if (comp.InputState == SignalState.Momentary)
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comp.InputState = SignalState.Low;
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if (comp.EnableState == SignalState.Momentary)
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comp.EnableState = SignalState.Low;
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UpdateOutput((uid, comp, source));
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}
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}
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private void OnInit(Entity<MemoryCellComponent> ent, ref ComponentInit args)
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{
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var (uid, comp) = ent;
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_deviceLink.EnsureSinkPorts(uid, comp.InputPort, comp.EnablePort);
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_deviceLink.EnsureSourcePorts(uid, comp.OutputPort);
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}
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private void OnSignalReceived(Entity<MemoryCellComponent> ent, ref SignalReceivedEvent args)
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{
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var state = SignalState.Momentary;
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args.Data?.TryGetValue(DeviceNetworkConstants.LogicState, out state);
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if (args.Port == ent.Comp.InputPort)
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ent.Comp.InputState = state;
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else if (args.Port == ent.Comp.EnablePort)
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ent.Comp.EnableState = state;
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UpdateOutput(ent);
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}
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private void UpdateOutput(Entity<MemoryCellComponent, DeviceLinkSourceComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp2))
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return;
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if (ent.Comp1.EnableState == SignalState.Low)
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return;
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var value = ent.Comp1.InputState != SignalState.Low;
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if (value == ent.Comp1.LastOutput)
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return;
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ent.Comp1.LastOutput = value;
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_deviceLink.SendSignal(ent, ent.Comp1.OutputPort, value, ent.Comp2);
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}
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}
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