Files
Delta-v/Content.Shared/Atmos/EntitySystems/SharedGasTankSystem.cs
T
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>

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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

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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

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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

231 lines
8.7 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Atmos.Components;
using Content.Shared.Body.Systems;
using Content.Shared.Examine;
using Content.Shared.Timing;
using Content.Shared.Toggleable;
using Content.Shared.UserInterface;
using Content.Shared.Verbs;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using InternalsComponent = Content.Shared.Body.Components.InternalsComponent;
namespace Content.Shared.Atmos.EntitySystems;
public abstract class SharedGasTankSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedContainerSystem _containers = default!;
[Dependency] private readonly SharedInternalsSystem _internals = default!;
[Dependency] protected readonly SharedUserInterfaceSystem UI = default!;
[Dependency] private readonly UseDelaySystem _delay = default!;
public const string GasTankDelay = "gasTank";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GasTankComponent, ComponentShutdown>(OnGasShutdown);
SubscribeLocalEvent<GasTankComponent, BeforeActivatableUIOpenEvent>(BeforeUiOpen);
SubscribeLocalEvent<GasTankComponent, GetItemActionsEvent>(OnGetActions);
SubscribeLocalEvent<GasTankComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<GasTankComponent, ToggleActionEvent>(OnActionToggle);
SubscribeLocalEvent<GasTankComponent, GasTankSetPressureMessage>(OnGasTankSetPressure);
SubscribeLocalEvent<GasTankComponent, GasTankToggleInternalsMessage>(OnGasTankToggleInternals);
SubscribeLocalEvent<GasTankComponent, GetVerbsEvent<AlternativeVerb>>(OnGetAlternativeVerb);
}
private void OnGasShutdown(Entity<GasTankComponent> gasTank, ref ComponentShutdown args)
{
DisconnectFromInternals(gasTank);
}
private void OnGasTankToggleInternals(Entity<GasTankComponent> ent, ref GasTankToggleInternalsMessage args)
{
ToggleInternals(ent, args.Actor);
}
private void OnGasTankSetPressure(Entity<GasTankComponent> ent, ref GasTankSetPressureMessage args)
{
var pressure = Math.Clamp(args.Pressure, 0f, ent.Comp.MaxOutputPressure);
ent.Comp.OutputPressure = pressure;
Dirty(ent);
UpdateUserInterface(ent);
}
public virtual void UpdateUserInterface(Entity<GasTankComponent> ent)
{
}
private void BeforeUiOpen(Entity<GasTankComponent> ent, ref BeforeActivatableUIOpenEvent args)
{
UpdateUserInterface(ent);
}
private void OnGetActions(EntityUid uid, GasTankComponent component, GetItemActionsEvent args)
{
args.AddAction(ref component.ToggleActionEntity, component.ToggleAction);
Dirty(uid, component);
}
private void OnExamined(EntityUid uid, GasTankComponent component, ExaminedEvent args)
{
using var _ = args.PushGroup(nameof(GasTankComponent));
if (args.IsInDetailsRange)
args.PushMarkup(Loc.GetString("comp-gas-tank-examine", ("pressure", Math.Round(component.Air?.Pressure ?? 0))));
if (component.IsConnected)
args.PushMarkup(Loc.GetString("comp-gas-tank-connected"));
args.PushMarkup(Loc.GetString(component.IsValveOpen ? "comp-gas-tank-examine-open-valve" : "comp-gas-tank-examine-closed-valve"));
}
private void OnActionToggle(Entity<GasTankComponent> gasTank, ref ToggleActionEvent args)
{
if (args.Handled)
return;
ToggleInternals(gasTank, user: args.Performer);
args.Handled = true;
}
private void OnGetAlternativeVerb(EntityUid uid, GasTankComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
return;
args.Verbs.Add(new AlternativeVerb()
{
Text = component.IsValveOpen ? Loc.GetString("comp-gas-tank-close-valve") : Loc.GetString("comp-gas-tank-open-valve"),
Act = () =>
{
component.IsValveOpen = !component.IsValveOpen;
_audio.PlayPredicted(component.ValveSound, uid, args.User);
Dirty(uid, component);
},
Disabled = component.IsConnected,
});
}
public bool CanConnectToInternals(Entity<GasTankComponent> ent)
{
TryGetInternalsComp(ent, out _, out var internalsComp, ent.Comp.User);
return internalsComp != null && internalsComp.BreathTools.Count != 0 && !ent.Comp.IsValveOpen;
}
public bool ConnectToInternals(Entity<GasTankComponent> ent, EntityUid? user = null)
{
var (owner, component) = ent;
if (component.IsConnected || !CanConnectToInternals(ent))
return false;
TryGetInternalsComp(ent, out var internalsUid, out var internalsComp, ent.Comp.User);
if (internalsUid == null || internalsComp == null)
return false;
if (!_delay.TryResetDelay(ent.Owner, checkDelayed: true, id: GasTankDelay))
return false;
if (_internals.TryConnectTank((internalsUid.Value, internalsComp), owner))
component.User = internalsUid.Value;
Dirty(ent);
_actions.SetToggled(component.ToggleActionEntity, component.IsConnected);
_actions.SetCooldown(component.ToggleActionEntity, TimeSpan.FromSeconds(1));
// Couldn't toggle!
if (!component.IsConnected)
return false;
component.ConnectStream = _audio.Stop(component.ConnectStream);
component.ConnectStream = _audio.PlayPredicted(component.ConnectSound, owner, user)?.Entity;
UpdateUserInterface(ent);
return true;
}
/// <summary>
/// Tries to retrieve the internals component of either the gas tank's user,
/// or the gas tank's... containing container
/// </summary>
/// <param name="user">The user of the gas tank</param>
/// <returns>True if internals comp isn't null, false if it is null</returns>
private bool TryGetInternalsComp(Entity<GasTankComponent> ent, out EntityUid? internalsUid, out InternalsComponent? internalsComp, EntityUid? user = null)
{
internalsUid = default;
internalsComp = default;
// If the gas tank doesn't exist for whatever reason, don't even bother
if (TerminatingOrDeleted(ent.Owner))
return false;
user ??= ent.Comp.User;
// Check if the gas tank's user actually has the component that allows them to use a gas tank and mask
if (TryComp<InternalsComponent>(user, out var userInternalsComp))
{
internalsUid = user;
internalsComp = userInternalsComp;
return true;
}
// Yeah I have no clue what this actually does, I appreciate the lack of comments on the original function
if (_containers.TryGetContainingContainer((ent.Owner, Transform(ent.Owner)), out var container))
{
if (TryComp<InternalsComponent>(container.Owner, out var containerInternalsComp))
{
internalsUid = container.Owner;
internalsComp = containerInternalsComp;
return true;
}
}
return false;
}
public bool DisconnectFromInternals(Entity<GasTankComponent> ent, EntityUid? user = null, bool forced = false)
{
var (owner, component) = ent;
if (component.User == null)
return false;
if (!forced && !_delay.TryResetDelay(ent.Owner, checkDelayed: true, id: GasTankDelay))
return false;
TryGetInternalsComp(ent, out var internalsUid, out var internalsComp, component.User);
component.User = null;
Dirty(ent);
_actions.SetToggled(component.ToggleActionEntity, false);
// I hate this but actions have no easy way to unify this with usedelay.
if (!forced && _delay.TryGetDelayInfo(ent.Owner, out var delayInfo, id: GasTankDelay))
{
_actions.SetCooldown(component.ToggleActionEntity, delayInfo.Length);
}
if (internalsUid != null && internalsComp != null)
_internals.DisconnectTank((internalsUid.Value, internalsComp), forced: forced);
component.DisconnectStream = _audio.Stop(component.DisconnectStream);
component.DisconnectStream = _audio.PlayPredicted(component.DisconnectSound, owner, user)?.Entity;
UpdateUserInterface(ent);
return true;
}
private bool ToggleInternals(Entity<GasTankComponent> ent, EntityUid? user = null)
{
if (ent.Comp.IsConnected)
{
return DisconnectFromInternals(ent, user);
}
else
{
return ConnectToInternals(ent, user);
}
}
}