mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
d flipflop wip
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@@ -43,6 +43,7 @@ id;classname;tags
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42;net.torvald.terrarum.modulebasegame.gameitems.ItemTableBirch;FIXTURE,SURFACE
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43;net.torvald.terrarum.modulebasegame.gameitems.ItemTableRosewood;FIXTURE,SURFACE
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44;net.torvald.terrarum.modulebasegame.gameitems.ItemSignalBlocker;FIXTURE,SIGNAL
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45;net.torvald.terrarum.modulebasegame.gameitems.ItemSignalLatch;FIXTURE,SIGNAL
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# ingots
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26;net.torvald.terrarum.modulebasegame.gameitems.IngotSteel;INGOT
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assets/mods/basegame/sprites/fixtures/signal_latch.tga
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assets/mods/basegame/sprites/fixtures/signal_latch.tga
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assets/mods/basegame/sprites/fixtures/signal_latch_emsv.tga
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assets/mods/basegame/sprites/fixtures/signal_latch_emsv.tga
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@@ -9,6 +9,8 @@ import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
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import org.dyn4j.geometry.Vector2
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/**
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* Implements a Nimply gate.
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*
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* Created by minjaesong on 2024-03-04.
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*/
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interface Reorientable {
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@@ -21,7 +23,7 @@ interface Reorientable {
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*/
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fun orientAnticlockwise()
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/**
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* strictly 0 1 2 3. If your fixture can only be oriented in two ways, use value 0 2.
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* strictly 0 1 2 3. If your fixture can only be oriented in two ways, use value 0 1(normal, 90 deg) or 0 2(normal, upside-down/flipped).
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*/
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var orientation: Int
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}
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@@ -39,7 +41,7 @@ class FixtureSignalBlocker : Electric, Reorientable {
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nameFun = { Lang["ITEM_LOGIC_SIGNAL_BLOCKER"] }
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)
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override var orientation = 0
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override var orientation = 0 // 0 1 2 3
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private fun setEmitterAndSink() {
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when (orientation) {
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@@ -0,0 +1,146 @@
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package net.torvald.terrarum.modulebasegame.gameactors
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import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
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import net.torvald.terrarum.langpack.Lang
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import net.torvald.terrarum.modulebasegame.gameitems.FixtureItemBase
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import net.torvald.terrarum.toInt
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import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
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import org.dyn4j.geometry.Vector2
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/**
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* Implements a D-Flip Flop with extra Set/Reset pins.
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*
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* Created by minjaesong on 2024-03-05.
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*/
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class FixtureSignalLatch : Electric, Reorientable {
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@Transient override val spawnNeedsWall = false
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@Transient override val spawnNeedsFloor = false
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constructor() : super(
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BlockBox(BlockBox.NO_COLLISION, 2, 3),
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nameFun = { Lang["ITEM_LOGIC_SIGNAL_LATCH"] }
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)
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override var orientation = 0 // 0 2, where 2 is a mirror-image rather than rotation
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private fun setEmitterAndSink() {
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when (orientation) {
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0 -> {
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setWireSinkAt(0, 0, "digital_bit") // D
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setWireEmitterAt(1, 0, "digital_bit") // Q
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setWireSinkAt(0, 1, "digital_bit") // CLK
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setWireSinkAt(0, 2, "digital_bit") // S
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setWireSinkAt(1, 2, "digital_bit") // R
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}
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2 -> {
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setWireSinkAt(1, 0, "digital_bit") // D
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setWireEmitterAt(0, 0, "digital_bit") // Q
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setWireSinkAt(1, 0, "digital_bit") // CLK
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setWireSinkAt(1, 2, "digital_bit") // S
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setWireSinkAt(0, 2, "digital_bit") // R
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}
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else -> throw IllegalStateException("Orientation not in range ($orientation)")
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}
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}
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override fun orientClockwise() {
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orientation = (orientation + 2) % 4
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setEmitterAndSink(); updateQ()
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}
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override fun orientAnticlockwise() {
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orientation = (orientation - 2) % 4
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setEmitterAndSink(); updateQ()
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}
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init {
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val itemImage = FixtureItemBase.getItemImageFromSingleImage("basegame", "sprites/fixtures/signal_latch.tga")
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val itemImage2 = FixtureItemBase.getItemImageFromSingleImage("basegame", "sprites/fixtures/signal_latch_emsv.tga")
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density = 1400.0
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setHitboxDimension(2*TILE_SIZE, 3*TILE_SIZE, 0, 1)
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makeNewSprite(TextureRegionPack(itemImage.texture, 2*TILE_SIZE, 3*TILE_SIZE)).let {
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it.setRowsAndFrames(16,4)
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it.delays = FloatArray(16) { Float.POSITIVE_INFINITY }
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}
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makeNewSpriteEmissive(TextureRegionPack(itemImage2.texture, 2*TILE_SIZE, 3*TILE_SIZE)).let {
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it.setRowsAndFrames(16,4)
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it.delays = FloatArray(16) { Float.POSITIVE_INFINITY }
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}
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setEmitterAndSink()
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}
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override fun reload() {
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super.reload()
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setEmitterAndSink()
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updateQ()
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}
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private var internalState = false
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private val D: Boolean
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get() = when (orientation) {
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0 -> getWireStateAt(0, 0, "digital_bit").x >= ELECTRIC_THRESHOLD_HIGH
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2 -> getWireStateAt(1, 0, "digital_bit").x >= ELECTRIC_THRESHOLD_HIGH
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else -> throw IllegalStateException("Orientation not in range ($orientation)")
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}
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private var CLK0old: Boolean = false
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private val CLK0: Boolean
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get() = when (orientation) {
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0 -> getWireStateAt(0, 1, "digital_bit").x >= ELECTRIC_THRESHOLD_HIGH
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2 -> getWireStateAt(1, 1, "digital_bit").x >= ELECTRIC_THRESHOLD_HIGH
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else -> throw IllegalStateException("Orientation not in range ($orientation)")
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}
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private val S: Boolean
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get() = when (orientation) {
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0 -> getWireStateAt(0, 2, "digital_bit").x >= ELECTRIC_THRESHOLD_HIGH
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2 -> getWireStateAt(1, 2, "digital_bit").x >= ELECTRIC_THRESHOLD_HIGH
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else -> throw IllegalStateException("Orientation not in range ($orientation)")
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}
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private val R: Boolean
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get() = when (orientation) {
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0 -> getWireStateAt(1, 2, "digital_bit").x >= ELECTRIC_THRESHOLD_HIGH
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2 -> getWireStateAt(0, 2, "digital_bit").x >= ELECTRIC_THRESHOLD_HIGH
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else -> throw IllegalStateException("Orientation not in range ($orientation)")
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}
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private fun updateQ() {
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val (x, y) = when (orientation) {
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0 -> 1 to 0
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2 -> 0 to 0
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else -> throw IllegalStateException("Orientation not in range ($orientation)")
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}
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// "capture" the input pin states
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val D = this.D
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val CLK0 = this.CLK0
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val CLK = (!CLK0old && CLK0) // only TRUE on rising edge
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val S = this.S
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val R = this.R
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// force set internal state
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if (S && !R) internalState = true // Set
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else if (!S && R) internalState = false // Reset
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else if (S && R) internalState = !internalState // Toggle
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else if (CLK) internalState = D
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// if force set pin is not high and clock is pulsed, make transition; stay otherwise
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val output = internalState
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setWireEmissionAt(x, y, Vector2(output.toInt().toDouble(), 0.0))
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CLK0old = CLK0
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// TODO update sprite
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}
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override fun updateSignal() {
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updateQ()
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}
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}
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@@ -33,4 +33,31 @@ class ItemSignalBlocker(originalID: ItemID) : FixtureItemBase(originalID, "net.t
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(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = ""
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}
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}
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/**
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* Created by minjaesong on 2024-03-05.
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*/
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class ItemSignalLatch(originalID: ItemID) : FixtureItemBase(originalID, "net.torvald.terrarum.modulebasegame.gameactors.FixtureSignalLatch") {
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override var dynamicID: ItemID = originalID
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override var baseMass = FixtureLogicSignalEmitter.MASS
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override val canBeDynamic = false
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override val materialId = ""
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override val itemImage: TextureRegion
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get() = CommonResourcePool.getAsItemSheet("basegame.items").get(11, 3)
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override var baseToolSize: Double? = baseMass
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override var originalName = "ITEM_LOGIC_SIGNAL_LATCH"
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override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
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super.effectWhileEquipped(actor, delta)
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(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = "signal"
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}
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override fun effectOnUnequip(actor: ActorWithBody) {
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super.effectOnUnequip(actor)
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(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = ""
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}
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}
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