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* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
(cherry picked from commit 1de682e23f)
40 lines
1.2 KiB
C#
40 lines
1.2 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Power;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedPowerMonitoringConsoleSystem))]
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public sealed partial class PowerMonitoringCableNetworksComponent : Component
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{
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/// <summary>
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/// A dictionary of the all the nav map chunks that contain anchored power cables
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public Dictionary<Vector2i, PowerCableChunk> AllChunks = new();
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/// <summary>
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/// A dictionary of the all the nav map chunks that contain anchored power cables
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/// that are directly connected to the console's current focus
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public Dictionary<Vector2i, PowerCableChunk> FocusChunks = new();
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}
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[Serializable, NetSerializable]
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public struct PowerCableChunk
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{
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public readonly Vector2i Origin;
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/// <summary>
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/// Bitmask dictionary for power cables, 1 for occupied and 0 for empty.
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/// </summary>
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public int[] PowerCableData;
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public PowerCableChunk(Vector2i origin)
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{
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Origin = origin;
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PowerCableData = new int[3];
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}
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}
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