CatStation/Content.Server/DeviceLinking/Systems/LogicGateSystem.cs
Dmitry 25c5e59248
Upstream (#3172)
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2025-05-24 11:00:17 +03:00

159 lines
5.6 KiB
C#

using Content.Server.DeviceLinking.Components;
using Content.Server.DeviceNetwork;
using Content.Shared.DeviceLinking;
using Content.Shared.DeviceLinking.Events;
using Content.Shared.DeviceNetwork;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Timing;
using Content.Shared.Tools.Systems;
using Robust.Shared.Audio.Systems;
namespace Content.Server.DeviceLinking.Systems;
public sealed class LogicGateSystem : EntitySystem
{
[Dependency] private readonly DeviceLinkSystem _deviceLink = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedToolSystem _tool = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
private readonly int GateCount = Enum.GetValues(typeof(LogicGate)).Length;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LogicGateComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<LogicGateComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<LogicGateComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<LogicGateComponent, SignalReceivedEvent>(OnSignalReceived);
}
public override void Update(float deltaTime)
{
var query = EntityQueryEnumerator<LogicGateComponent>();
while (query.MoveNext(out var uid, out var comp))
{
// handle momentary pulses - high when received then low the next tick
if (comp.StateA == SignalState.Momentary)
{
comp.StateA = SignalState.Low;
}
if (comp.StateB == SignalState.Momentary)
{
comp.StateB = SignalState.Low;
}
// output most likely changed so update it
UpdateOutput(uid, comp);
}
}
private void OnInit(EntityUid uid, LogicGateComponent comp, ComponentInit args)
{
_deviceLink.EnsureSinkPorts(uid, comp.InputPortA, comp.InputPortB);
_deviceLink.EnsureSourcePorts(uid, comp.OutputPort);
}
private void OnExamined(EntityUid uid, LogicGateComponent comp, ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
args.PushMarkup(Loc.GetString("logic-gate-examine", ("gate", comp.Gate.ToString().ToUpper())));
}
private void OnInteractUsing(EntityUid uid, LogicGateComponent comp, InteractUsingEvent args)
{
if (args.Handled || !_tool.HasQuality(args.Used, comp.CycleQuality))
return;
// no sound spamming
if (TryComp<UseDelayComponent>(uid, out var useDelay)
&& !_useDelay.TryResetDelay((uid, useDelay), true))
return;
// cycle through possible gates
var gate = (int) comp.Gate;
gate = ++gate % GateCount;
comp.Gate = (LogicGate) gate;
// since gate changed the output probably has too, update it
UpdateOutput(uid, comp);
// notify the user
_audio.PlayPvs(comp.CycleSound, uid);
var msg = Loc.GetString("logic-gate-cycle", ("gate", comp.Gate.ToString().ToUpper()));
_popup.PopupEntity(msg, uid, args.User);
_appearance.SetData(uid, LogicGateVisuals.Gate, comp.Gate);
}
private void OnSignalReceived(EntityUid uid, LogicGateComponent comp, ref SignalReceivedEvent args)
{
// default to momentary for compatibility with non-logic signals.
// currently only door status and logic gates have logic signal state.
var state = SignalState.Momentary;
args.Data?.TryGetValue(DeviceNetworkConstants.LogicState, out state);
// update the state for the correct port
if (args.Port == comp.InputPortA)
{
comp.StateA = state;
_appearance.SetData(uid, LogicGateVisuals.InputA, state == SignalState.High); //If A == High => Sets input A sprite to True
}
else if (args.Port == comp.InputPortB)
{
comp.StateB = state;
_appearance.SetData(uid, LogicGateVisuals.InputB, state == SignalState.High); //If B == High => Sets input B sprite to True
}
UpdateOutput(uid, comp);
}
/// <summary>
/// Handle the logic for a logic gate, invoking the port if the output changed.
/// </summary>
private void UpdateOutput(EntityUid uid, LogicGateComponent comp)
{
// get the new output value now that it's changed
// momentary is treated as high for the current tick, after updating it will be reset to low
var a = comp.StateA != SignalState.Low;
var b = comp.StateB != SignalState.Low;
var output = false;
switch (comp.Gate)
{
case LogicGate.Or:
output = a || b;
break;
case LogicGate.And:
output = a && b;
break;
case LogicGate.Xor:
output = a != b;
break;
case LogicGate.Nor:
output = !(a || b);
break;
case LogicGate.Nand:
output = !(a && b);
break;
case LogicGate.Xnor:
output = a == b;
break;
}
_appearance.SetData(uid, LogicGateVisuals.Output, output);
// only send a payload if it actually changed
if (output != comp.LastOutput)
{
comp.LastOutput = output;
_deviceLink.SendSignal(uid, comp.OutputPort, output);
}
}
}