Files
Delta-v/Content.Server/Power/EntitySystems/ExtensionCableSystem.cs
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

365 lines
14 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Server.Power.Components;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
namespace Content.Server.Power.EntitySystems
{
public sealed class ExtensionCableSystem : EntitySystem
{
[Dependency] private readonly SharedMapSystem _map = default!;
public override void Initialize()
{
base.Initialize();
//Lifecycle events
SubscribeLocalEvent<ExtensionCableProviderComponent, ComponentStartup>(OnProviderStarted);
SubscribeLocalEvent<ExtensionCableProviderComponent, ComponentShutdown>(OnProviderShutdown);
SubscribeLocalEvent<ExtensionCableReceiverComponent, ComponentStartup>(OnReceiverStarted);
SubscribeLocalEvent<ExtensionCableReceiverComponent, ComponentShutdown>(OnReceiverShutdown);
//Anchoring
SubscribeLocalEvent<ExtensionCableReceiverComponent, AnchorStateChangedEvent>(OnReceiverAnchorStateChanged);
SubscribeLocalEvent<ExtensionCableReceiverComponent, ReAnchorEvent>(OnReceiverReAnchor);
SubscribeLocalEvent<ExtensionCableProviderComponent, AnchorStateChangedEvent>(OnProviderAnchorStateChanged);
SubscribeLocalEvent<ExtensionCableProviderComponent, ReAnchorEvent>(OnProviderReAnchor);
}
#region Provider
public void SetProviderTransferRange(EntityUid uid, int range, ExtensionCableProviderComponent? provider = null)
{
if (!Resolve(uid, ref provider))
return;
provider.TransferRange = range;
ResetReceivers((uid, provider));
}
private void OnProviderStarted(Entity<ExtensionCableProviderComponent> provider, ref ComponentStartup args)
{
Connect(provider);
}
private void OnProviderShutdown(Entity<ExtensionCableProviderComponent> provider, ref ComponentShutdown args)
{
var xform = Transform(provider);
// If grid deleting no need to update power.
if (HasComp<MapGridComponent>(xform.GridUid) &&
MetaData(xform.GridUid.Value).EntityLifeStage > EntityLifeStage.MapInitialized)
{
return;
}
Disconnect(provider);
}
private void OnProviderAnchorStateChanged(Entity<ExtensionCableProviderComponent> provider, ref AnchorStateChangedEvent args)
{
if (args.Anchored)
Connect(provider);
else
Disconnect(provider);
}
private void Connect(Entity<ExtensionCableProviderComponent> provider)
{
provider.Comp.Connectable = true;
foreach (var receiver in FindAvailableReceivers(provider.Owner, provider.Comp.TransferRange))
{
receiver.Comp.Provider?.Comp.LinkedReceivers.Remove(receiver);
receiver.Comp.Provider = provider;
provider.Comp.LinkedReceivers.Add(receiver);
RaiseLocalEvent(receiver, new ProviderConnectedEvent(provider), broadcast: false);
RaiseLocalEvent(provider, new ReceiverConnectedEvent(receiver), broadcast: false);
}
}
private void Disconnect(Entity<ExtensionCableProviderComponent> provider)
{
// same as OnProviderShutdown
provider.Comp.Connectable = false;
ResetReceivers(provider);
}
private void OnProviderReAnchor(Entity<ExtensionCableProviderComponent> provider, ref ReAnchorEvent args)
{
Disconnect(provider);
Connect(provider);
}
private void ResetReceivers(Entity<ExtensionCableProviderComponent> provider)
{
var providerId = provider.Owner;
var receivers = provider.Comp.LinkedReceivers.ToArray();
provider.Comp.LinkedReceivers.Clear();
foreach (var receiver in receivers)
{
var receiverId = receiver.Owner;
receiver.Comp.Provider = null;
RaiseLocalEvent(receiverId, new ProviderDisconnectedEvent(provider), broadcast: false);
RaiseLocalEvent(providerId, new ReceiverDisconnectedEvent((receiverId, receiver)), broadcast: false);
}
foreach (var receiver in receivers)
{
// No point resetting what the receiver is doing if it's deleting, plus significant perf savings
// in not doing needless lookups
var receiverId = receiver.Owner;
if (!EntityManager.IsQueuedForDeletion(receiverId)
&& MetaData(receiverId).EntityLifeStage <= EntityLifeStage.MapInitialized)
{
TryFindAndSetProvider(receiver);
}
}
}
private IEnumerable<Entity<ExtensionCableReceiverComponent>> FindAvailableReceivers(EntityUid owner, float range)
{
var xform = Transform(owner);
var coordinates = xform.Coordinates;
if (!TryComp(xform.GridUid, out MapGridComponent? grid))
yield break;
var nearbyEntities = _map.GetCellsInSquareArea(xform.GridUid.Value, grid, coordinates, (int)Math.Ceiling(range / grid.TileSize));
foreach (var entity in nearbyEntities)
{
if (entity == owner)
continue;
if (EntityManager.IsQueuedForDeletion(entity) || MetaData(entity).EntityLifeStage > EntityLifeStage.MapInitialized)
continue;
if (!TryComp(entity, out ExtensionCableReceiverComponent? receiver))
continue;
if (!receiver.Connectable || receiver.Provider != null)
continue;
if ((Transform(entity).LocalPosition - xform.LocalPosition).Length() <= Math.Min(range, receiver.ReceptionRange))
yield return (entity, receiver);
}
}
#endregion
#region Receiver
public void SetReceiverReceptionRange(EntityUid uid, int range, ExtensionCableReceiverComponent? receiver = null)
{
if (!Resolve(uid, ref receiver))
return;
var provider = receiver.Provider;
receiver.Provider = null;
RaiseLocalEvent(uid, new ProviderDisconnectedEvent(provider), broadcast: false);
if (provider != null)
{
RaiseLocalEvent(provider.Value, new ReceiverDisconnectedEvent((uid, receiver)), broadcast: false);
provider.Value.Comp.LinkedReceivers.Remove((uid, receiver));
}
receiver.ReceptionRange = range;
TryFindAndSetProvider((uid, receiver));
}
private void OnReceiverStarted(Entity<ExtensionCableReceiverComponent> receiver, ref ComponentStartup args)
{
if (TryComp(receiver.Owner, out PhysicsComponent? physicsComponent))
{
receiver.Comp.Connectable = physicsComponent.BodyType == BodyType.Static;
}
if (receiver.Comp.Provider == null)
{
TryFindAndSetProvider(receiver);
}
}
private void OnReceiverShutdown(Entity<ExtensionCableReceiverComponent> receiver, ref ComponentShutdown args)
{
Disconnect(receiver);
}
private void OnReceiverAnchorStateChanged(Entity<ExtensionCableReceiverComponent> receiver, ref AnchorStateChangedEvent args)
{
if (args.Anchored)
{
Connect(receiver);
}
else
{
Disconnect(receiver);
}
}
private void OnReceiverReAnchor(Entity<ExtensionCableReceiverComponent> receiver, ref ReAnchorEvent args)
{
Disconnect(receiver);
Connect(receiver);
}
private void Connect(Entity<ExtensionCableReceiverComponent> receiver)
{
receiver.Comp.Connectable = true;
if (receiver.Comp.Provider == null)
{
TryFindAndSetProvider(receiver);
}
}
private void Disconnect(Entity<ExtensionCableReceiverComponent> receiver)
{
receiver.Comp.Connectable = false;
RaiseLocalEvent(receiver, new ProviderDisconnectedEvent(receiver.Comp.Provider), broadcast: false);
if (receiver.Comp.Provider != null)
{
RaiseLocalEvent(receiver.Comp.Provider.Value, new ReceiverDisconnectedEvent(receiver), broadcast: false);
receiver.Comp.Provider.Value.Comp.LinkedReceivers.Remove(receiver);
}
receiver.Comp.Provider = null;
}
private void TryFindAndSetProvider(Entity<ExtensionCableReceiverComponent> receiver, TransformComponent? xform = null)
{
var uid = receiver.Owner;
if (!receiver.Comp.Connectable)
return;
if (!TryFindAvailableProvider(uid, receiver.Comp.ReceptionRange, out var provider, xform))
return;
receiver.Comp.Provider = provider;
provider.Value.Comp.LinkedReceivers.Add(receiver);
RaiseLocalEvent(uid, new ProviderConnectedEvent(provider), broadcast: false);
RaiseLocalEvent(provider.Value, new ReceiverConnectedEvent((uid, receiver)), broadcast: false);
}
private bool TryFindAvailableProvider(EntityUid owner, float range, [NotNullWhen(true)] out Entity<ExtensionCableProviderComponent>? foundProvider, TransformComponent? xform = null)
{
if (!Resolve(owner, ref xform) || !TryComp(xform.GridUid, out MapGridComponent? grid))
{
foundProvider = null;
return false;
}
var coordinates = xform.Coordinates;
var nearbyEntities = _map.GetCellsInSquareArea(xform.GridUid.Value, grid, coordinates, (int)Math.Ceiling(range / grid.TileSize));
var cableQuery = GetEntityQuery<ExtensionCableProviderComponent>();
var metaQuery = GetEntityQuery<MetaDataComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
Entity<ExtensionCableProviderComponent>? closestCandidate = null;
var closestDistanceFound = float.MaxValue;
foreach (var entity in nearbyEntities)
{
if (entity == owner || !cableQuery.TryGetComponent(entity, out var provider) || !provider.Connectable)
continue;
if (EntityManager.IsQueuedForDeletion(entity))
continue;
if (!metaQuery.TryGetComponent(entity, out var meta) || meta.EntityLifeStage > EntityLifeStage.MapInitialized)
continue;
// Find the closest provider
if (!xformQuery.TryGetComponent(entity, out var entityXform))
continue;
var distance = (entityXform.LocalPosition - xform.LocalPosition).Length();
if (distance >= closestDistanceFound)
continue;
closestCandidate = (entity, provider);
closestDistanceFound = distance;
}
// Make sure the provider is in range before claiming success
if (closestCandidate != null && closestDistanceFound <= Math.Min(range, closestCandidate.Value.Comp.TransferRange))
{
foundProvider = closestCandidate;
return true;
}
foundProvider = null;
return false;
}
#endregion
#region Events
/// <summary>
/// Sent when a <see cref="ExtensionCableProviderComponent"/> connects to a <see cref="ExtensionCableReceiverComponent"/>
/// </summary>
public sealed class ProviderConnectedEvent : EntityEventArgs
{
/// <summary>
/// The <see cref="ExtensionCableProviderComponent"/> that connected.
/// </summary>
public ExtensionCableProviderComponent Provider;
public ProviderConnectedEvent(ExtensionCableProviderComponent provider)
{
Provider = provider;
}
}
/// <summary>
/// Sent when a <see cref="ExtensionCableProviderComponent"/> disconnects from a <see cref="ExtensionCableReceiverComponent"/>
/// </summary>
public sealed class ProviderDisconnectedEvent : EntityEventArgs
{
/// <summary>
/// The <see cref="ExtensionCableProviderComponent"/> that disconnected.
/// </summary>
public ExtensionCableProviderComponent? Provider;
public ProviderDisconnectedEvent(ExtensionCableProviderComponent? provider)
{
Provider = provider;
}
}
/// <summary>
/// Sent when a <see cref="ExtensionCableReceiverComponent"/> connects to a <see cref="ExtensionCableProviderComponent"/>
/// </summary>
public sealed class ReceiverConnectedEvent : EntityEventArgs
{
/// <summary>
/// The <see cref="ExtensionCableReceiverComponent"/> that connected.
/// </summary>
public Entity<ExtensionCableReceiverComponent> Receiver;
public ReceiverConnectedEvent(Entity<ExtensionCableReceiverComponent> receiver)
{
Receiver = receiver;
}
}
/// <summary>
/// Sent when a <see cref="ExtensionCableReceiverComponent"/> disconnects from a <see cref="ExtensionCableProviderComponent"/>
/// </summary>
public sealed class ReceiverDisconnectedEvent : EntityEventArgs
{
/// <summary>
/// The <see cref="ExtensionCableReceiverComponent"/> that disconnected.
/// </summary>
public Entity<ExtensionCableReceiverComponent> Receiver;
public ReceiverDisconnectedEvent(Entity<ExtensionCableReceiverComponent> receiver)
{
Receiver = receiver;
}
}
#endregion
}
}