147 lines
5.0 KiB
C#
147 lines
5.0 KiB
C#
using Content.Server.DeviceLinking.Components;
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using Content.Server.DeviceNetwork;
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using Content.Shared.DeviceLinking;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Tools;
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using Content.Shared.Popups;
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using SignalReceivedEvent = Content.Server.DeviceLinking.Events.SignalReceivedEvent;
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namespace Content.Server.DeviceLinking.Systems;
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public sealed class LogicGateSystem : EntitySystem
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{
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[Dependency] private readonly DeviceLinkSystem _deviceLink = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedToolSystem _tool = default!;
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private readonly int GateCount = Enum.GetValues(typeof(LogicGate)).Length;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LogicGateComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<LogicGateComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<LogicGateComponent, InteractUsingEvent>(OnInteractUsing);
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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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_deviceLink.EnsureSourcePorts(uid, comp.OutputPort);
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}
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private void OnExamined(EntityUid uid, LogicGateComponent comp, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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args.PushMarkup(Loc.GetString("logic-gate-examine", ("gate", comp.Gate.ToString().ToUpper())));
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}
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private void OnInteractUsing(EntityUid uid, LogicGateComponent comp, InteractUsingEvent args)
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{
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if (args.Handled || !_tool.HasQuality(args.Used, comp.CycleQuality))
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return;
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// cycle through possible gates
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var gate = (int) comp.Gate;
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gate = ++gate % GateCount;
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comp.Gate = (LogicGate) gate;
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// since gate changed the output probably has too, update it
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UpdateOutput(uid, comp);
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// notify the user
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_audio.PlayPvs(comp.CycleSound, uid);
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var msg = Loc.GetString("logic-gate-cycle", ("gate", comp.Gate.ToString().ToUpper()));
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_popup.PopupEntity(msg, uid, args.User);
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_appearance.SetData(uid, LogicGateVisuals.Gate, comp.Gate);
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}
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private void OnSignalReceived(EntityUid uid, LogicGateComponent comp, ref SignalReceivedEvent args)
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{
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// default to momentary for compatibility with non-logic signals.
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// currently only door status and logic gates have logic signal state.
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var state = SignalState.Momentary;
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args.Data?.TryGetValue(DeviceNetworkConstants.LogicState, out state);
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// update the state for the correct port
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if (args.Port == comp.InputPortA)
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{
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comp.StateA = state;
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}
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else if (args.Port == comp.InputPortB)
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{
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comp.StateB = state;
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}
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UpdateOutput(uid, comp);
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}
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/// <summary>
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/// Handle the logic for a logic gate, invoking the port if the output changed.
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/// </summary>
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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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// 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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case LogicGate.Or:
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output = a || b;
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break;
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case LogicGate.And:
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output = a && b;
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break;
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case LogicGate.Xor:
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output = a != b;
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break;
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case LogicGate.Nor:
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output = !(a || b);
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break;
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case LogicGate.Nand:
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output = !(a && b);
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break;
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case LogicGate.Xnor:
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output = a == b;
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break;
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}
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// only send a payload if it actually changed
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if (output != comp.LastOutput)
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{
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comp.LastOutput = output;
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_deviceLink.SendSignal(uid, comp.OutputPort, output);
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}
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}
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}
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