mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* 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...
594 lines
22 KiB
C#
594 lines
22 KiB
C#
using System.Linq;
|
|
using Content.Shared.Administration.Logs;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.DeviceLinking.Events;
|
|
using Content.Shared.DeviceNetwork;
|
|
using Content.Shared.Popups;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Shared.DeviceLinking;
|
|
|
|
public abstract class SharedDeviceLinkSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
|
|
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
|
|
public const string InvokedPort = "link_port";
|
|
|
|
/// <inheritdoc/>
|
|
public override void Initialize()
|
|
{
|
|
SubscribeLocalEvent<DeviceLinkSourceComponent, ComponentStartup>(OnSourceStartup);
|
|
SubscribeLocalEvent<DeviceLinkSourceComponent, ComponentRemove>(OnSourceRemoved);
|
|
SubscribeLocalEvent<DeviceLinkSinkComponent, ComponentRemove>(OnSinkRemoved);
|
|
}
|
|
|
|
#region Link Validation
|
|
|
|
/// <summary>
|
|
/// Removes invalid links where the saved sink doesn't exist/have a sink component for example
|
|
/// </summary>
|
|
private void OnSourceStartup(Entity<DeviceLinkSourceComponent> source, ref ComponentStartup args)
|
|
{
|
|
List<EntityUid> invalidSinks = new();
|
|
List<(string, string)> invalidLinks = new();
|
|
foreach (var (sink, links) in source.Comp.LinkedPorts)
|
|
{
|
|
if (!TryComp(sink, out DeviceLinkSinkComponent? sinkComponent))
|
|
{
|
|
invalidSinks.Add(sink);
|
|
continue;
|
|
}
|
|
|
|
foreach (var link in links)
|
|
{
|
|
if (sinkComponent.Ports.Contains(link.Sink) && source.Comp.Ports.Contains(link.Source))
|
|
source.Comp.Outputs.GetOrNew(link.Source).Add(sink);
|
|
else
|
|
invalidLinks.Add(link);
|
|
}
|
|
|
|
foreach (var link in invalidLinks)
|
|
{
|
|
Log.Warning($"Device source {ToPrettyString(source)} contains invalid links to entity {ToPrettyString(sink)}: {link.Item1}->{link.Item2}");
|
|
links.Remove(link);
|
|
}
|
|
|
|
if (links.Count == 0)
|
|
{
|
|
invalidSinks.Add(sink);
|
|
continue;
|
|
}
|
|
|
|
invalidLinks.Clear();
|
|
sinkComponent.LinkedSources.Add(source.Owner);
|
|
}
|
|
|
|
foreach (var sink in invalidSinks)
|
|
{
|
|
source.Comp.LinkedPorts.Remove(sink);
|
|
Log.Warning($"Device source {ToPrettyString(source)} contains invalid sink: {ToPrettyString(sink)}");
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Ensures that its links get deleted when a source gets removed
|
|
/// </summary>
|
|
private void OnSourceRemoved(Entity<DeviceLinkSourceComponent> source, ref ComponentRemove args)
|
|
{
|
|
var query = GetEntityQuery<DeviceLinkSinkComponent>();
|
|
foreach (var sinkUid in source.Comp.LinkedPorts.Keys)
|
|
{
|
|
if (query.TryGetComponent(sinkUid, out var sink))
|
|
RemoveSinkFromSourceInternal(source, sinkUid, source, sink);
|
|
else
|
|
Log.Error($"Device source {ToPrettyString(source)} links to invalid entity: {ToPrettyString(sinkUid)}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that its links get deleted when a sink gets removed
|
|
/// </summary>
|
|
private void OnSinkRemoved(Entity<DeviceLinkSinkComponent> sink, ref ComponentRemove args)
|
|
{
|
|
foreach (var sourceUid in sink.Comp.LinkedSources)
|
|
{
|
|
if (TryComp(sourceUid, out DeviceLinkSourceComponent? source))
|
|
RemoveSinkFromSourceInternal(sourceUid, sink, source, sink);
|
|
else
|
|
Log.Error($"Device sink {ToPrettyString(sink)} source list contains invalid entity: {ToPrettyString(sourceUid)}");
|
|
}
|
|
}
|
|
|
|
#region Ports
|
|
/// <summary>
|
|
/// Convenience function to add several ports to an entity
|
|
/// </summary>
|
|
public void EnsureSourcePorts(EntityUid uid, params ProtoId<SourcePortPrototype>[] ports)
|
|
{
|
|
if (ports.Length == 0)
|
|
return;
|
|
|
|
var comp = EnsureComp<DeviceLinkSourceComponent>(uid);
|
|
foreach (var port in ports)
|
|
{
|
|
if (!_prototypeManager.HasIndex(port))
|
|
Log.Error($"Attempted to add invalid port {port} to {ToPrettyString(uid)}");
|
|
else
|
|
comp.Ports.Add(port);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convenience function to add several ports to an entity.
|
|
/// </summary>
|
|
public void EnsureSinkPorts(EntityUid uid, params ProtoId<SinkPortPrototype>[] ports)
|
|
{
|
|
if (ports.Length == 0)
|
|
return;
|
|
|
|
var comp = EnsureComp<DeviceLinkSinkComponent>(uid);
|
|
foreach (var port in ports)
|
|
{
|
|
if (!_prototypeManager.HasIndex(port))
|
|
Log.Error($"Attempted to add invalid port {port} to {ToPrettyString(uid)}");
|
|
else
|
|
comp.Ports.Add(port);
|
|
}
|
|
}
|
|
|
|
public ProtoId<SourcePortPrototype>[] GetSourcePortIds(Entity<DeviceLinkSourceComponent> source)
|
|
{
|
|
return source.Comp.Ports.ToArray();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves the available ports from a source
|
|
/// </summary>
|
|
/// <returns>A list of source port prototypes</returns>
|
|
public List<SourcePortPrototype> GetSourcePorts(EntityUid sourceUid, DeviceLinkSourceComponent? sourceComponent = null)
|
|
{
|
|
if (!Resolve(sourceUid, ref sourceComponent))
|
|
return new List<SourcePortPrototype>();
|
|
|
|
var sourcePorts = new List<SourcePortPrototype>();
|
|
foreach (var port in sourceComponent.Ports)
|
|
{
|
|
sourcePorts.Add(_prototypeManager.Index(port));
|
|
}
|
|
|
|
return sourcePorts;
|
|
}
|
|
|
|
public ProtoId<SinkPortPrototype>[] GetSinkPortIds(Entity<DeviceLinkSinkComponent> source)
|
|
{
|
|
return source.Comp.Ports.ToArray();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves the available ports from a sink
|
|
/// </summary>
|
|
/// <returns>A list of sink port prototypes</returns>
|
|
public List<SinkPortPrototype> GetSinkPorts(EntityUid sinkUid, DeviceLinkSinkComponent? sinkComponent = null)
|
|
{
|
|
if (!Resolve(sinkUid, ref sinkComponent))
|
|
return new List<SinkPortPrototype>();
|
|
|
|
var sinkPorts = new List<SinkPortPrototype>();
|
|
foreach (var port in sinkComponent.Ports)
|
|
{
|
|
sinkPorts.Add(_prototypeManager.Index(port));
|
|
}
|
|
|
|
return sinkPorts;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convenience function to retrieve the name of a port prototype
|
|
/// </summary>
|
|
public string PortName<TPort>(string port) where TPort : DevicePortPrototype, IPrototype
|
|
{
|
|
if (!_prototypeManager.TryIndex<TPort>(port, out var proto))
|
|
return port;
|
|
|
|
return Loc.GetString(proto.Name);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Goobstation - Removes a port from a source.
|
|
/// </summary>
|
|
public void RemoveSourcePort(EntityUid uid, ProtoId<SourcePortPrototype> port)
|
|
{
|
|
if (!TryComp<DeviceLinkSourceComponent>(uid, out var comp))
|
|
return;
|
|
|
|
comp.Ports.Remove(port);
|
|
if (comp.Ports.Count == 0)
|
|
RemCompDeferred<DeviceLinkSourceComponent>(uid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Goobstation - Removes a port from a sink.
|
|
/// </summary>
|
|
public void RemoveSinkPort(EntityUid uid, ProtoId<SinkPortPrototype> port)
|
|
{
|
|
if (!TryComp<DeviceLinkSinkComponent>(uid, out var comp))
|
|
return;
|
|
|
|
comp.Ports.Remove(port);
|
|
if (comp.Ports.Count == 0)
|
|
RemCompDeferred<DeviceLinkSinkComponent>(uid);
|
|
}
|
|
#endregion
|
|
|
|
#region Links
|
|
/// <summary>
|
|
/// Returns the links of a source
|
|
/// </summary>
|
|
/// <returns>A list of sink and source port ids that are linked together</returns>
|
|
public HashSet<(ProtoId<SourcePortPrototype> source, ProtoId<SinkPortPrototype> sink)> GetLinks(EntityUid sourceUid, EntityUid sinkUid, DeviceLinkSourceComponent? sourceComponent = null)
|
|
{
|
|
if (!Resolve(sourceUid, ref sourceComponent) || !sourceComponent.LinkedPorts.TryGetValue(sinkUid, out var links))
|
|
return new HashSet<(ProtoId<SourcePortPrototype>, ProtoId<SinkPortPrototype>)>();
|
|
|
|
return links;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the default links for the given list of source port prototypes
|
|
/// </summary>
|
|
/// <param name="sources">The list of source port prototypes to get the default links for</param>
|
|
/// <returns>A list of sink and source port ids</returns>
|
|
public List<(string source, string sink)> GetDefaults(List<SourcePortPrototype> sources)
|
|
{
|
|
var defaults = new List<(string, string)>();
|
|
foreach (var source in sources)
|
|
{
|
|
if (source.DefaultLinks == null)
|
|
return new List<(string, string)>();
|
|
|
|
foreach (var defaultLink in source.DefaultLinks)
|
|
{
|
|
defaults.Add((source.ID, defaultLink));
|
|
}
|
|
}
|
|
|
|
return defaults;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Links the given source and sink by their default links
|
|
/// </summary>
|
|
/// <param name="userId">Optinal user uid for displaying popups</param>
|
|
/// <param name="sourceUid">The source uid</param>
|
|
/// <param name="sinkUid">The sink uid</param>
|
|
/// <param name="sourceComponent"></param>
|
|
/// <param name="sinkComponent"></param>
|
|
public void LinkDefaults(
|
|
EntityUid? userId,
|
|
EntityUid sourceUid,
|
|
EntityUid sinkUid,
|
|
DeviceLinkSourceComponent? sourceComponent = null,
|
|
DeviceLinkSinkComponent? sinkComponent = null)
|
|
{
|
|
if (!Resolve(sourceUid, ref sourceComponent) || !Resolve(sinkUid, ref sinkComponent))
|
|
return;
|
|
|
|
if (userId != null)
|
|
_adminLogger.Add(LogType.DeviceLinking, LogImpact.Low, $"{ToPrettyString(userId.Value):actor} is linking defaults between {ToPrettyString(sourceUid):source} and {ToPrettyString(sinkUid):sink}");
|
|
else
|
|
_adminLogger.Add(LogType.DeviceLinking, LogImpact.Low, $"linking defaults between {ToPrettyString(sourceUid):source} and {ToPrettyString(sinkUid):sink}");
|
|
|
|
var sourcePorts = GetSourcePorts(sourceUid, sourceComponent);
|
|
var defaults = GetDefaults(sourcePorts);
|
|
SaveLinks(userId, sourceUid, sinkUid, defaults, sourceComponent, sinkComponent);
|
|
|
|
if (userId != null)
|
|
_popupSystem.PopupCursor(Loc.GetString("signal-linking-verb-success", ("machine", sourceUid)), userId.Value);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Saves multiple links between a source and a sink device.
|
|
/// Ignores links where either the source or sink port aren't present
|
|
/// </summary>
|
|
/// <param name="userId">Optinal user uid for displaying popups</param>
|
|
/// <param name="sourceUid">The source uid</param>
|
|
/// <param name="sinkUid">The sink uid</param>
|
|
/// <param name="links">List of source and sink ids to link</param>
|
|
/// <param name="sourceComponent"></param>
|
|
/// <param name="sinkComponent"></param>
|
|
public void SaveLinks(
|
|
EntityUid? userId,
|
|
EntityUid sourceUid,
|
|
EntityUid sinkUid,
|
|
List<(string source, string sink)> links,
|
|
DeviceLinkSourceComponent? sourceComponent = null,
|
|
DeviceLinkSinkComponent? sinkComponent = null)
|
|
{
|
|
if (!Resolve(sourceUid, ref sourceComponent) || !Resolve(sinkUid, ref sinkComponent))
|
|
return;
|
|
|
|
if (!InRange(sourceUid, sinkUid, sourceComponent.Range))
|
|
{
|
|
if (userId != null)
|
|
_popupSystem.PopupCursor(Loc.GetString("signal-linker-component-out-of-range"), userId.Value);
|
|
|
|
return;
|
|
}
|
|
|
|
RemoveSinkFromSource(sourceUid, sinkUid, sourceComponent);
|
|
foreach (var (source, sink) in links)
|
|
{
|
|
DebugTools.Assert(_prototypeManager.HasIndex<SourcePortPrototype>(source));
|
|
DebugTools.Assert(_prototypeManager.HasIndex<SinkPortPrototype>(sink));
|
|
|
|
if (!sourceComponent.Ports.Contains(source) || !sinkComponent.Ports.Contains(sink))
|
|
continue;
|
|
|
|
if (!CanLink(userId, sourceUid, sinkUid, source, sink, false, sourceComponent))
|
|
continue;
|
|
|
|
sourceComponent.Outputs.GetOrNew(source).Add(sinkUid);
|
|
sourceComponent.LinkedPorts.GetOrNew(sinkUid).Add((source, sink));
|
|
|
|
SendNewLinkEvent(userId, sourceUid, source, sinkUid, sink);
|
|
}
|
|
|
|
if (links.Count > 0)
|
|
sinkComponent.LinkedSources.Add(sourceUid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes every link from the given sink
|
|
/// </summary>
|
|
public void RemoveAllFromSink(EntityUid sinkUid, DeviceLinkSinkComponent? sinkComponent = null)
|
|
{
|
|
if (!Resolve(sinkUid, ref sinkComponent))
|
|
return;
|
|
|
|
foreach (var sourceUid in sinkComponent.LinkedSources)
|
|
{
|
|
RemoveSinkFromSource(sourceUid, sinkUid, null, sinkComponent);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes all links between a source and a sink
|
|
/// </summary>
|
|
public void RemoveSinkFromSource(
|
|
EntityUid sourceUid,
|
|
EntityUid sinkUid,
|
|
DeviceLinkSourceComponent? sourceComponent = null,
|
|
DeviceLinkSinkComponent? sinkComponent = null)
|
|
{
|
|
if (Resolve(sourceUid, ref sourceComponent, false) && Resolve(sinkUid, ref sinkComponent, false))
|
|
{
|
|
RemoveSinkFromSourceInternal(sourceUid, sinkUid, sourceComponent, sinkComponent);
|
|
return;
|
|
}
|
|
|
|
if (sourceComponent == null && sinkComponent == null)
|
|
{
|
|
// Both were deleted?
|
|
return;
|
|
}
|
|
|
|
if (sourceComponent == null)
|
|
{
|
|
Log.Error($"Attempted to remove link between {ToPrettyString(sourceUid)} and {ToPrettyString(sinkUid)}, but the source component was missing.");
|
|
sinkComponent!.LinkedSources.Remove(sourceUid);
|
|
}
|
|
else
|
|
{
|
|
Log.Error($"Attempted to remove link between {ToPrettyString(sourceUid)} and {ToPrettyString(sinkUid)}, but the sink component was missing.");
|
|
sourceComponent.LinkedPorts.Remove(sinkUid);
|
|
}
|
|
}
|
|
|
|
private void RemoveSinkFromSourceInternal(
|
|
EntityUid sourceUid,
|
|
EntityUid sinkUid,
|
|
DeviceLinkSourceComponent sourceComponent,
|
|
DeviceLinkSinkComponent sinkComponent)
|
|
{
|
|
// This function gets called on component removal. Beware that TryComp & Resolve may return false.
|
|
|
|
if (sourceComponent.LinkedPorts.TryGetValue(sinkUid, out var ports))
|
|
{
|
|
foreach (var (sourcePort, sinkPort) in ports)
|
|
{
|
|
RaiseLocalEvent(sourceUid, new PortDisconnectedEvent(sourcePort));
|
|
RaiseLocalEvent(sinkUid, new PortDisconnectedEvent(sinkPort));
|
|
}
|
|
}
|
|
|
|
sinkComponent.LinkedSources.Remove(sourceUid);
|
|
sourceComponent.LinkedPorts.Remove(sinkUid);
|
|
foreach (var outputList in sourceComponent.Outputs.Values)
|
|
{
|
|
outputList.Remove(sinkUid);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds or removes a link depending on if it's already present
|
|
/// </summary>
|
|
/// <returns>True if the link was successfully added or removed</returns>
|
|
public bool ToggleLink(
|
|
EntityUid? userId,
|
|
EntityUid sourceUid,
|
|
EntityUid sinkUid,
|
|
string source,
|
|
string sink,
|
|
DeviceLinkSourceComponent? sourceComponent = null,
|
|
DeviceLinkSinkComponent? sinkComponent = null)
|
|
{
|
|
if (!Resolve(sourceUid, ref sourceComponent) || !Resolve(sinkUid, ref sinkComponent))
|
|
return false;
|
|
|
|
var outputs = sourceComponent.Outputs.GetOrNew(source);
|
|
var linkedPorts = sourceComponent.LinkedPorts.GetOrNew(sinkUid);
|
|
|
|
if (linkedPorts.Contains((source, sink)))
|
|
{
|
|
if (userId != null)
|
|
_adminLogger.Add(LogType.DeviceLinking, LogImpact.Low, $"{ToPrettyString(userId.Value):actor} unlinked {ToPrettyString(sourceUid):source} {source} and {ToPrettyString(sinkUid):sink} {sink}");
|
|
else
|
|
_adminLogger.Add(LogType.DeviceLinking, LogImpact.Low, $"unlinked {ToPrettyString(sourceUid):source} {source} and {ToPrettyString(sinkUid):sink} {sink}");
|
|
|
|
RaiseLocalEvent(sourceUid, new PortDisconnectedEvent(source));
|
|
RaiseLocalEvent(sinkUid, new PortDisconnectedEvent(sink));
|
|
|
|
outputs.Remove(sinkUid);
|
|
linkedPorts.Remove((source, sink));
|
|
|
|
if (linkedPorts.Count != 0)
|
|
return true;
|
|
|
|
sourceComponent.LinkedPorts.Remove(sinkUid);
|
|
sinkComponent.LinkedSources.Remove(sourceUid);
|
|
CreateLinkPopup(userId, sourceUid, source, sinkUid, sink, true);
|
|
}
|
|
else
|
|
{
|
|
if (!sourceComponent.Ports.Contains(source) || !sinkComponent.Ports.Contains(sink))
|
|
return false;
|
|
|
|
if (!CanLink(userId, sourceUid, sinkUid, source, sink, true, sourceComponent))
|
|
return false;
|
|
|
|
outputs.Add(sinkUid);
|
|
linkedPorts.Add((source, sink));
|
|
sinkComponent.LinkedSources.Add(sourceUid);
|
|
|
|
SendNewLinkEvent(userId, sourceUid, source, sinkUid, sink);
|
|
CreateLinkPopup(userId, sourceUid, source, sinkUid, sink, false);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if a source and a sink can be linked by allowing other systems to veto the link
|
|
/// and by optionally checking if they are in range of each other
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
private bool CanLink(
|
|
EntityUid? userId,
|
|
EntityUid sourceUid,
|
|
EntityUid sinkUid,
|
|
string source,
|
|
string sink,
|
|
bool checkRange = true,
|
|
DeviceLinkSourceComponent? sourceComponent = null)
|
|
{
|
|
if (!Resolve(sourceUid, ref sourceComponent))
|
|
return false;
|
|
|
|
if (checkRange && !InRange(sourceUid, sinkUid, sourceComponent.Range))
|
|
{
|
|
if (userId.HasValue)
|
|
_popupSystem.PopupCursor(Loc.GetString("signal-linker-component-out-of-range"), userId.Value);
|
|
|
|
return false;
|
|
}
|
|
|
|
var linkAttemptEvent = new LinkAttemptEvent(userId, sourceUid, source, sinkUid, sink);
|
|
|
|
RaiseLocalEvent(sourceUid, linkAttemptEvent, true);
|
|
if (linkAttemptEvent.Cancelled && userId.HasValue)
|
|
{
|
|
_popupSystem.PopupCursor(Loc.GetString("signal-linker-component-connection-refused", ("machine", source)), userId.Value);
|
|
return false;
|
|
}
|
|
|
|
RaiseLocalEvent(sinkUid, linkAttemptEvent, true);
|
|
if (linkAttemptEvent.Cancelled && userId.HasValue)
|
|
{
|
|
_popupSystem.PopupCursor(Loc.GetString("signal-linker-component-connection-refused", ("machine", source)), userId.Value);
|
|
return false;
|
|
}
|
|
|
|
return !linkAttemptEvent.Cancelled;
|
|
}
|
|
|
|
private bool InRange(EntityUid sourceUid, EntityUid sinkUid, float range)
|
|
{
|
|
// TODO: This should be using an existing method and also coordinates inrange instead.
|
|
return _transform.GetMapCoordinates(sourceUid).InRange(_transform.GetMapCoordinates(sinkUid), range);
|
|
}
|
|
|
|
private void SendNewLinkEvent(EntityUid? user, EntityUid sourceUid, string source, EntityUid sinkUid, string sink)
|
|
{
|
|
if (user != null)
|
|
_adminLogger.Add(LogType.DeviceLinking, LogImpact.Low, $"{ToPrettyString(user.Value):actor} linked {ToPrettyString(sourceUid):source} {source} and {ToPrettyString(sinkUid):sink} {sink}");
|
|
else
|
|
_adminLogger.Add(LogType.DeviceLinking, LogImpact.Low, $"linked {ToPrettyString(sourceUid):source} {source} and {ToPrettyString(sinkUid):sink} {sink}");
|
|
|
|
var newLinkEvent = new NewLinkEvent(user, sourceUid, source, sinkUid, sink);
|
|
RaiseLocalEvent(sourceUid, newLinkEvent);
|
|
RaiseLocalEvent(sinkUid, newLinkEvent);
|
|
}
|
|
|
|
private void CreateLinkPopup(EntityUid? userId, EntityUid sourceUid, string source, EntityUid sinkUid, string sink, bool removed)
|
|
{
|
|
if (!userId.HasValue)
|
|
return;
|
|
|
|
var locString = removed ? "signal-linker-component-unlinked-port" : "signal-linker-component-linked-port";
|
|
|
|
_popupSystem.PopupCursor(Loc.GetString(locString, ("machine1", sourceUid), ("port1", PortName<SourcePortPrototype>(source)),
|
|
("machine2", sinkUid), ("port2", PortName<SinkPortPrototype>(sink))), userId.Value, PopupType.Medium);
|
|
}
|
|
#endregion
|
|
|
|
#region Sending & Receiving
|
|
/// <summary>
|
|
/// Sends a network payload directed at the sink entity.
|
|
/// Just raises a <see cref="SignalReceivedEvent"/> without data if the source or the sink doesn't have a <see cref="DeviceNetworkComponent"/>
|
|
/// </summary>
|
|
/// <param name="uid">The source uid that invokes the port</param>
|
|
/// <param name="port">The port to invoke</param>
|
|
/// <param name="data">Optional data to send along</param>
|
|
/// <param name="sourceComponent"></param>
|
|
public virtual void InvokePort(EntityUid uid, string port, NetworkPayload? data = null,
|
|
DeviceLinkSourceComponent? sourceComponent = null)
|
|
{
|
|
// NOOP on client for the moment.
|
|
}
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Gets how many times a <see cref="DeviceLinkSinkComponent"/> has been invoked recently.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The return value of this function goes up by one every time a sink is invoked, and goes down by one every tick.
|
|
/// </remarks>
|
|
public int GetEffectiveInvokeCounter(DeviceLinkSinkComponent sink)
|
|
{
|
|
// Shouldn't be possible but just to be safe.
|
|
var curTick = _gameTiming.CurTick;
|
|
if (curTick < sink.InvokeCounterTick)
|
|
return 0;
|
|
|
|
var tickDelta = curTick.Value - sink.InvokeCounterTick.Value;
|
|
if (tickDelta >= sink.InvokeCounter)
|
|
return 0;
|
|
|
|
return Math.Max(0, sink.InvokeCounter - (int)tickDelta);
|
|
}
|
|
|
|
protected void SetInvokeCounter(DeviceLinkSinkComponent sink, int value)
|
|
{
|
|
sink.InvokeCounterTick = _gameTiming.CurTick;
|
|
sink.InvokeCounter = value;
|
|
}
|
|
}
|