Logic tool - State probe

    Tunk

    Who's idea was this?
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    • Legacy Citizen 4
    It would be useful to have a logic element that probes the state of another block.

    Rotatable like computers, it probes the state of the block in front of it when the probe receives a high signal.
    If the block in front of it is active it will emit a high signal.
    If the block in front of it is inactive it will emit a low signal.
    If activators are slaved it will emit a signal at the equivalent activator ratio (eg 2 activators, 1 active, 1 inactive = 50%) if pointing at certain blocks.

    Eg, For passive effects, if active high, if inactive low.
    A big one is for Inhibitors, if it is on it will emit a high, if not it emit a low.
    Of course pointing it at other logic elements allows probing, though debatable if this is useful (then again it does have slightly different behavior to a AND).

    A few special cases would be helpful as well,
    If aimed at a shield capacitor it will emit high if shields are above activator ratio, low if shields are below or depleted.
    If aimed at power storage it will emit low if power is below slaved activator ratio, high if above.
    If aimed at a armour block it will emit high if armour HP is above activator ratio, low if armour if below or depleted.
    For weapons it will emit high if firing, low if ready to fire, or if on a recharge cycle it will emit according to activator ratio.
    If aimed at a shield recharge it will emit high if under attack, low if not.
    If aimed at a jump drive, high if charged low if not (allowing on demand or more controlled logic jumping)
    If aimed at storage allows checking its fill state by activator ratio for more fine grained factory and storage management.

    Now for where this might be useful
    It will allow automatic detection of inhibitor states, and removes a pain in the bum when determining if it is active or not across sector reloads.
    When passive effect logic becomes a thing it will allow logic systems to automatically switch them according to the ships state (eg shield down -> ion off, pierce + punch on).
    This also allows for more complex behavior with logic weapons, if the weapon can detect the power state it can automatically turn itself off.
    Jump drives, allowing more complex behavior, or simple depending on how you do things.
    Weapons, detect if a previous weapon is firing/charging/ready to fire and activate another/other parts of a logic weapon as appropriate.

    I'm sure more creative folks could come up with a hell of a lot more uses, but basically it should be a nice way of probing the ships status in various ways.