mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* 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...
235 lines
9.4 KiB
C#
235 lines
9.4 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Atmos.Components;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Singularity.Components;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Radiation.Events;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Timing;
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using Robust.Shared.Containers;
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using Robust.Shared.Timing;
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namespace Content.Server.Singularity.EntitySystems;
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public sealed class RadiationCollectorSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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private const string GasTankContainer = "gas_tank";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RadiationCollectorComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<RadiationCollectorComponent, OnIrradiatedEvent>(OnRadiation);
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SubscribeLocalEvent<RadiationCollectorComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<RadiationCollectorComponent, GasAnalyzerScanEvent>(OnAnalyzed);
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SubscribeLocalEvent<RadiationCollectorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RadiationCollectorComponent, EntInsertedIntoContainerMessage>(OnTankChanged);
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SubscribeLocalEvent<RadiationCollectorComponent, EntRemovedFromContainerMessage>(OnTankChanged);
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SubscribeLocalEvent<NetworkBatteryPostSync>(PostSync);
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}
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private bool TryGetLoadedGasTank(EntityUid uid, [NotNullWhen(true)] out GasTankComponent? gasTankComponent)
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{
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gasTankComponent = null;
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if (!_containerSystem.TryGetContainer(uid, GasTankContainer, out var container) || container.ContainedEntities.Count == 0)
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return false;
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if (!TryComp(container.ContainedEntities.First(), out gasTankComponent))
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return false;
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return true;
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}
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private void OnMapInit(EntityUid uid, RadiationCollectorComponent component, MapInitEvent args)
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{
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TryGetLoadedGasTank(uid, out var gasTank);
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UpdateTankAppearance(uid, component, gasTank);
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}
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private void OnTankChanged(EntityUid uid, RadiationCollectorComponent component, ContainerModifiedMessage args)
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{
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TryGetLoadedGasTank(uid, out var gasTank);
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UpdateTankAppearance(uid, component, gasTank);
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}
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private void OnActivate(EntityUid uid, RadiationCollectorComponent component, ActivateInWorldEvent args)
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{
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if (!args.Complex)
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return;
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if (TryComp(uid, out UseDelayComponent? useDelay) && !_useDelay.TryResetDelay((uid, useDelay), true))
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return;
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ToggleCollector(uid, args.User, component);
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}
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private void OnRadiation(EntityUid uid, RadiationCollectorComponent component, OnIrradiatedEvent args)
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{
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if (!component.Enabled || component.RadiationReactiveGases == null)
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return;
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if (!TryGetLoadedGasTank(uid, out var gasTankComponent))
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return;
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var charge = 0f;
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foreach (var gas in component.RadiationReactiveGases)
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{
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float reactantMol = gasTankComponent.Air.GetMoles(gas.ReactantPrototype);
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float delta = args.TotalRads * reactantMol * gas.ReactantBreakdownRate;
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// We need to offset the huge power gains possible when using very cold gases
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// (they allow you to have a much higher molar concentrations of gas in the tank).
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// Hence power output is modified using the Michaelis-Menten equation,
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// it will heavily penalise the power output of low temperature reactions:
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// 300K = 100% power output, 73K = 49% power output, 1K = 1% power output
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float temperatureMod = 1.5f * gasTankComponent.Air.Temperature / (150f + gasTankComponent.Air.Temperature);
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charge += args.TotalRads * reactantMol * component.ChargeModifier * gas.PowerGenerationEfficiency * temperatureMod;
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if (delta > 0)
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{
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gasTankComponent.Air.AdjustMoles(gas.ReactantPrototype, -Math.Min(delta, reactantMol));
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}
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if (gas.Byproduct != null)
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{
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gasTankComponent.Air.AdjustMoles((int)gas.Byproduct, delta * gas.MolarRatio);
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}
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}
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if (TryComp<PowerSupplierComponent>(uid, out var comp))
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{
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int powerHoldoverTicks = _gameTiming.TickRate * 2; // number of ticks to hold radiation
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component.PowerTicksLeft = powerHoldoverTicks;
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comp.MaxSupply = component.Enabled ? charge : 0;
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}
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// Update appearance
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UpdatePressureIndicatorAppearance(uid, component, gasTankComponent);
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}
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private void PostSync(NetworkBatteryPostSync ev)
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{
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// This is run every power tick. Used to decrement the PowerTicksLeft counter.
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var query = EntityQueryEnumerator<RadiationCollectorComponent>();
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while (query.MoveNext(out var uid, out var component))
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{
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if (component.PowerTicksLeft > 0)
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{
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component.PowerTicksLeft -= 1;
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}
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else if (TryComp<PowerSupplierComponent>(uid, out var comp))
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{
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comp.MaxSupply = 0;
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}
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}
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}
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private void OnExamined(EntityUid uid, RadiationCollectorComponent component, ExaminedEvent args)
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{
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using (args.PushGroup(nameof(RadiationCollectorComponent)))
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{
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args.PushMarkup(Loc.GetString("power-radiation-collector-enabled", ("state", component.Enabled)));
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if (!TryGetLoadedGasTank(uid, out var gasTank))
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{
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args.PushMarkup(Loc.GetString("power-radiation-collector-gas-tank-missing"));
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}
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else
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{
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_appearance.TryGetData<int>(uid, RadiationCollectorVisuals.PressureState, out var state);
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args.PushMarkup(Loc.GetString("power-radiation-collector-gas-tank-present",
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("fullness", state)));
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}
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}
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}
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private void OnAnalyzed(EntityUid uid, RadiationCollectorComponent component, GasAnalyzerScanEvent args)
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{
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if (!TryGetLoadedGasTank(uid, out var gasTankComponent))
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return;
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args.GasMixtures ??= new List<(string, GasMixture?)>();
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args.GasMixtures.Add((Name(uid), gasTankComponent.Air));
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}
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public void ToggleCollector(EntityUid uid, EntityUid? user = null, RadiationCollectorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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SetCollectorEnabled(uid, !component.Enabled, user, component);
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}
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public void SetCollectorEnabled(EntityUid uid, bool enabled, EntityUid? user = null, RadiationCollectorComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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component.Enabled = enabled;
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// Show message to the player
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if (user != null)
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{
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var msg = component.Enabled ? "radiation-collector-component-use-on" : "radiation-collector-component-use-off";
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_popupSystem.PopupEntity(Loc.GetString(msg), uid);
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}
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// Update appearance
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UpdateMachineAppearance(uid, component);
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}
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private void UpdateMachineAppearance(EntityUid uid, RadiationCollectorComponent component, AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref appearance))
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return;
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var state = component.Enabled ? RadiationCollectorVisualState.Active : RadiationCollectorVisualState.Deactive;
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_appearance.SetData(uid, RadiationCollectorVisuals.VisualState, state, appearance);
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}
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private void UpdatePressureIndicatorAppearance(EntityUid uid, RadiationCollectorComponent component, GasTankComponent? gasTank = null, AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref appearance, false))
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return;
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// gas canisters can fill tanks up to 10 atm, so we set the warning level thresholds 1/3 and 2/3 of that
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if (gasTank == null || gasTank.Air.Pressure < 10)
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_appearance.SetData(uid, RadiationCollectorVisuals.PressureState, 0, appearance);
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else if (gasTank.Air.Pressure < 3.33f * Atmospherics.OneAtmosphere)
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_appearance.SetData(uid, RadiationCollectorVisuals.PressureState, 1, appearance);
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else if (gasTank.Air.Pressure < 6.66f * Atmospherics.OneAtmosphere)
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_appearance.SetData(uid, RadiationCollectorVisuals.PressureState, 2, appearance);
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else
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_appearance.SetData(uid, RadiationCollectorVisuals.PressureState, 3, appearance);
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}
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private void UpdateTankAppearance(EntityUid uid, RadiationCollectorComponent component, GasTankComponent? gasTank = null, AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref appearance, false))
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return;
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_appearance.SetData(uid, RadiationCollectorVisuals.TankInserted, gasTank != null, appearance);
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UpdatePressureIndicatorAppearance(uid, component, gasTank, appearance);
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}
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}
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