Files
Delta-v/Content.Server/Power/EntitySystems/PowerChargeSystem.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

284 lines
10 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Audio;
using Content.Server.Power.Components;
using Content.Shared.Database;
using Content.Shared.Power;
using Content.Shared.UserInterface;
using Robust.Server.GameObjects;
using Robust.Shared.Player;
namespace Content.Server.Power.EntitySystems;
public sealed class PowerChargeSystem : EntitySystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly AmbientSoundSystem _ambientSoundSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PowerChargeComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<PowerChargeComponent, ComponentShutdown>(OnComponentShutdown);
SubscribeLocalEvent<PowerChargeComponent, ActivatableUIOpenAttemptEvent>(OnUIOpenAttempt);
SubscribeLocalEvent<PowerChargeComponent, AfterActivatableUIOpenEvent>(OnAfterUiOpened);
SubscribeLocalEvent<PowerChargeComponent, AnchorStateChangedEvent>(OnAnchorStateChange);
// This needs to be ui key agnostic
SubscribeLocalEvent<PowerChargeComponent, SwitchChargingMachineMessage>(OnSwitchGenerator);
}
private void OnAnchorStateChange(EntityUid uid, PowerChargeComponent component, AnchorStateChangedEvent args)
{
if (args.Anchored || !TryComp<ApcPowerReceiverComponent>(uid, out var powerReceiverComponent))
return;
component.Active = false;
component.Charge = 0;
UpdateState(new Entity<PowerChargeComponent, ApcPowerReceiverComponent>(uid, component, powerReceiverComponent));
}
private void OnAfterUiOpened(EntityUid uid, PowerChargeComponent component, AfterActivatableUIOpenEvent args)
{
if (!TryComp<ApcPowerReceiverComponent>(uid, out var apcPowerReceiver))
return;
UpdateUI((uid, component, apcPowerReceiver), component.ChargeRate);
}
private void OnSwitchGenerator(EntityUid uid, PowerChargeComponent component, SwitchChargingMachineMessage args)
{
SetSwitchedOn(uid, component, args.On, user: args.Actor);
}
private void OnUIOpenAttempt(EntityUid uid, PowerChargeComponent component, ActivatableUIOpenAttemptEvent args)
{
if (!component.Intact)
args.Cancel();
}
private void OnComponentShutdown(EntityUid uid, PowerChargeComponent component, ComponentShutdown args)
{
if (!component.Active)
return;
component.Active = false;
var eventArgs = new ChargedMachineDeactivatedEvent();
RaiseLocalEvent(uid, ref eventArgs);
}
private void OnMapInit(Entity<PowerChargeComponent> ent, ref MapInitEvent args)
{
ApcPowerReceiverComponent? powerReceiver = null;
if (!Resolve(ent, ref powerReceiver, false))
return;
UpdatePowerState(ent, powerReceiver);
UpdateState((ent, ent.Comp, powerReceiver));
}
private void SetSwitchedOn(EntityUid uid, PowerChargeComponent component, bool on,
ApcPowerReceiverComponent? powerReceiver = null, EntityUid? user = null)
{
if (!Resolve(uid, ref powerReceiver))
return;
if (user is { })
_adminLogger.Add(LogType.Action, on ? LogImpact.Medium : LogImpact.High, $"{ToPrettyString(user):player} set {ToPrettyString(uid):target} to {(on ? "on" : "off")}");
component.SwitchedOn = on;
UpdatePowerState(component, powerReceiver);
component.NeedUIUpdate = true;
}
private static void UpdatePowerState(PowerChargeComponent component, ApcPowerReceiverComponent powerReceiver)
{
powerReceiver.Load = component.SwitchedOn ? component.ActivePowerUse : component.IdlePowerUse;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<PowerChargeComponent, ApcPowerReceiverComponent>();
while (query.MoveNext(out var uid, out var chargingMachine, out var powerReceiver))
{
var ent = (uid, gravGen: chargingMachine, powerReceiver);
if (!chargingMachine.Intact)
continue;
// Calculate charge rate based on power state and such.
// Negative charge rate means discharging.
float chargeRate;
if (chargingMachine.SwitchedOn)
{
if (powerReceiver.Powered)
{
chargeRate = chargingMachine.ChargeRate;
}
else
{
// Scale discharge rate such that if we're at 25% active power we discharge at 75% rate.
var receiving = powerReceiver.PowerReceived;
var mainSystemPower = Math.Max(0, receiving - chargingMachine.IdlePowerUse);
var ratio = 1 - mainSystemPower / (chargingMachine.ActivePowerUse - chargingMachine.IdlePowerUse);
chargeRate = -(ratio * chargingMachine.ChargeRate);
}
}
else
{
chargeRate = -chargingMachine.ChargeRate;
}
var active = chargingMachine.Active;
var lastCharge = chargingMachine.Charge;
chargingMachine.Charge = Math.Clamp(chargingMachine.Charge + frameTime * chargeRate, 0, chargingMachine.MaxCharge);
if (chargeRate > 0)
{
// Charging.
if (MathHelper.CloseTo(chargingMachine.Charge, chargingMachine.MaxCharge) && !chargingMachine.Active)
{
chargingMachine.Active = true;
}
}
else
{
// Discharging
if (MathHelper.CloseTo(chargingMachine.Charge, 0) && chargingMachine.Active)
{
chargingMachine.Active = false;
}
}
var updateUI = chargingMachine.NeedUIUpdate;
if (!MathHelper.CloseTo(lastCharge, chargingMachine.Charge))
{
UpdateState(ent);
updateUI = true;
}
if (updateUI)
UpdateUI(ent, chargeRate);
if (active == chargingMachine.Active)
continue;
if (chargingMachine.Active)
{
var eventArgs = new ChargedMachineActivatedEvent();
RaiseLocalEvent(uid, ref eventArgs);
}
else
{
var eventArgs = new ChargedMachineDeactivatedEvent();
RaiseLocalEvent(uid, ref eventArgs);
}
}
}
private void UpdateUI(Entity<PowerChargeComponent, ApcPowerReceiverComponent> ent, float chargeRate)
{
var (_, component, powerReceiver) = ent;
if (!_uiSystem.IsUiOpen(ent.Owner, component.UiKey))
return;
var chargeTarget = chargeRate < 0 ? 0 : component.MaxCharge;
short chargeEta;
var atTarget = false;
if (MathHelper.CloseTo(component.Charge, chargeTarget))
{
chargeEta = short.MinValue; // N/A
atTarget = true;
}
else
{
var diff = chargeTarget - component.Charge;
chargeEta = (short) Math.Abs(diff / chargeRate);
}
var status = chargeRate switch
{
> 0 when atTarget => PowerChargePowerStatus.FullyCharged,
< 0 when atTarget => PowerChargePowerStatus.Off,
> 0 => PowerChargePowerStatus.Charging,
< 0 => PowerChargePowerStatus.Discharging,
_ => throw new ArgumentOutOfRangeException()
};
var state = new PowerChargeState(
component.SwitchedOn,
(byte) (component.Charge * 255),
status,
(short) Math.Round(powerReceiver.PowerReceived),
(short) Math.Round(powerReceiver.Load),
chargeEta
);
_uiSystem.SetUiState(
ent.Owner,
component.UiKey,
state);
component.NeedUIUpdate = false;
}
private void UpdateState(Entity<PowerChargeComponent, ApcPowerReceiverComponent> ent)
{
var (uid, machine, powerReceiver) = ent;
var appearance = EntityManager.GetComponentOrNull<AppearanceComponent>(uid);
_appearance.SetData(uid, PowerChargeVisuals.Charge, machine.Charge, appearance);
_appearance.SetData(uid, PowerChargeVisuals.Active, machine.Active);
if (!machine.Intact)
{
MakeBroken((uid, machine), appearance);
}
else if (powerReceiver.PowerReceived < machine.IdlePowerUse)
{
MakeUnpowered((uid, machine), appearance);
}
else if (!machine.SwitchedOn)
{
MakeOff((uid, machine), appearance);
}
else
{
MakeOn((uid, machine), appearance);
}
}
private void MakeBroken(Entity<PowerChargeComponent> ent, AppearanceComponent? appearance)
{
_ambientSoundSystem.SetAmbience(ent, false);
_appearance.SetData(ent, PowerChargeVisuals.State, PowerChargeStatus.Broken, appearance);
}
private void MakeUnpowered(Entity<PowerChargeComponent> ent, AppearanceComponent? appearance)
{
_ambientSoundSystem.SetAmbience(ent, false);
_appearance.SetData(ent, PowerChargeVisuals.State, PowerChargeStatus.Unpowered, appearance);
}
private void MakeOff(Entity<PowerChargeComponent> ent, AppearanceComponent? appearance)
{
_ambientSoundSystem.SetAmbience(ent, false);
_appearance.SetData(ent, PowerChargeVisuals.State, PowerChargeStatus.Off, appearance);
}
private void MakeOn(Entity<PowerChargeComponent> ent, AppearanceComponent? appearance)
{
_ambientSoundSystem.SetAmbience(ent, true);
_appearance.SetData(ent, PowerChargeVisuals.State, PowerChargeStatus.On, appearance);
}
}
[ByRefEvent] public record struct ChargedMachineActivatedEvent;
[ByRefEvent] public record struct ChargedMachineDeactivatedEvent;