Files
Delta-v/Content.Server/Atmos/Consoles/AtmosMonitoringConsoleSystem.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>

---------

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

572 lines
20 KiB
C#

using Content.Server.Atmos.Components;
using Content.Server.Atmos.Piping.Components;
using Content.Server.DeviceNetwork.Components;
using Content.Server.NodeContainer;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NodeContainer.NodeGroups;
using Content.Server.NodeContainer.Nodes;
using Content.Server.Power.Components;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.Consoles;
using Content.Shared.Labels.Components;
using Content.Shared.Pinpointer;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Timing;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Atmos.EntitySystems;
using Content.Shared.DeviceNetwork.Components;
using Content.Shared.NodeContainer;
namespace Content.Server.Atmos.Consoles;
public sealed class AtmosMonitoringConsoleSystem : SharedAtmosMonitoringConsoleSystem
{
[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
[Dependency] private readonly SharedMapSystem _sharedMapSystem = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
// Private variables
// Note: this data does not need to be saved
private Dictionary<EntityUid, Dictionary<Vector2i, AtmosPipeChunk>> _gridAtmosPipeChunks = new();
private float _updateTimer = 1.0f;
// Constants
private const float UpdateTime = 1.0f;
private const int ChunkSize = 4;
public override void Initialize()
{
base.Initialize();
// Console events
SubscribeLocalEvent<AtmosMonitoringConsoleComponent, ComponentInit>(OnConsoleInit);
SubscribeLocalEvent<AtmosMonitoringConsoleComponent, AnchorStateChangedEvent>(OnConsoleAnchorChanged);
SubscribeLocalEvent<AtmosMonitoringConsoleComponent, EntParentChangedMessage>(OnConsoleParentChanged);
// Tracked device events
SubscribeLocalEvent<AtmosMonitoringConsoleDeviceComponent, NodeGroupsRebuilt>(OnEntityNodeGroupsRebuilt);
SubscribeLocalEvent<AtmosMonitoringConsoleDeviceComponent, AtmosPipeColorChangedEvent>(OnEntityPipeColorChanged);
SubscribeLocalEvent<AtmosMonitoringConsoleDeviceComponent, EntityTerminatingEvent>(OnEntityShutdown);
// Grid events
SubscribeLocalEvent<GridSplitEvent>(OnGridSplit);
SubscribeLocalEvent<PipeNodeGroupRemovedEvent>(OnPipeNodeGroupRemoved);
}
#region Event handling
private void OnConsoleInit(EntityUid uid, AtmosMonitoringConsoleComponent component, ComponentInit args)
{
InitializeAtmosMonitoringConsole(uid, component);
}
private void OnConsoleAnchorChanged(EntityUid uid, AtmosMonitoringConsoleComponent component, AnchorStateChangedEvent args)
{
InitializeAtmosMonitoringConsole(uid, component);
}
private void OnConsoleParentChanged(EntityUid uid, AtmosMonitoringConsoleComponent component, EntParentChangedMessage args)
{
component.ForceFullUpdate = true;
InitializeAtmosMonitoringConsole(uid, component);
}
private void OnEntityNodeGroupsRebuilt(EntityUid uid, AtmosMonitoringConsoleDeviceComponent component, NodeGroupsRebuilt args)
{
InitializeAtmosMonitoringDevice(uid, component);
}
private void OnEntityPipeColorChanged(EntityUid uid, AtmosMonitoringConsoleDeviceComponent component, AtmosPipeColorChangedEvent args)
{
InitializeAtmosMonitoringDevice(uid, component);
}
private void OnEntityShutdown(EntityUid uid, AtmosMonitoringConsoleDeviceComponent component, EntityTerminatingEvent args)
{
ShutDownAtmosMonitoringEntity(uid, component);
}
private void OnGridSplit(ref GridSplitEvent args)
{
// Collect grids
var allGrids = args.NewGrids.ToList();
if (!allGrids.Contains(args.Grid))
allGrids.Add(args.Grid);
// Rebuild the pipe networks on the affected grids
foreach (var ent in allGrids)
{
if (!TryComp<MapGridComponent>(ent, out var grid))
continue;
RebuildAtmosPipeGrid(ent, grid);
}
// Update atmos monitoring consoles that stand upon an updated grid
var query = AllEntityQuery<AtmosMonitoringConsoleComponent, TransformComponent>();
while (query.MoveNext(out var ent, out var entConsole, out var entXform))
{
if (entXform.GridUid == null)
continue;
if (!allGrids.Contains(entXform.GridUid.Value))
continue;
InitializeAtmosMonitoringConsole(ent, entConsole);
}
}
#endregion
#region UI updates
public override void Update(float frameTime)
{
base.Update(frameTime);
_updateTimer += frameTime;
if (_updateTimer >= UpdateTime)
{
_updateTimer -= UpdateTime;
var query = AllEntityQuery<AtmosMonitoringConsoleComponent, TransformComponent>();
while (query.MoveNext(out var ent, out var entConsole, out var entXform))
{
if (entXform?.GridUid == null)
continue;
UpdateUIState(ent, entConsole, entXform);
}
}
}
public void UpdateUIState
(EntityUid uid,
AtmosMonitoringConsoleComponent component,
TransformComponent xform)
{
if (!_userInterfaceSystem.IsUiOpen(uid, AtmosMonitoringConsoleUiKey.Key))
return;
var gridUid = xform.GridUid!.Value;
if (!TryComp<MapGridComponent>(gridUid, out var mapGrid))
return;
if (!TryComp<GridAtmosphereComponent>(gridUid, out var atmosphere))
return;
// The grid must have a NavMapComponent to visualize the map in the UI
EnsureComp<NavMapComponent>(gridUid);
// Gathering data to be send to the client
var atmosNetworks = new List<AtmosMonitoringConsoleEntry>();
var query = AllEntityQuery<GasPipeSensorComponent, TransformComponent>();
while (query.MoveNext(out var ent, out var entSensor, out var entXform))
{
if (entXform?.GridUid != xform.GridUid)
continue;
if (!entXform.Anchored)
continue;
var entry = CreateAtmosMonitoringConsoleEntry(ent, entXform);
if (entry != null)
atmosNetworks.Add(entry.Value);
}
// Set the UI state
_userInterfaceSystem.SetUiState(uid, AtmosMonitoringConsoleUiKey.Key,
new AtmosMonitoringConsoleBoundInterfaceState(atmosNetworks.ToArray()));
}
private AtmosMonitoringConsoleEntry? CreateAtmosMonitoringConsoleEntry(EntityUid uid, TransformComponent xform)
{
AtmosMonitoringConsoleEntry? entry = null;
var netEnt = GetNetEntity(uid);
var name = MetaData(uid).EntityName;
var address = string.Empty;
if (xform.GridUid == null)
return null;
if (!TryGettingFirstPipeNode(uid, out var pipeNode, out var netId) ||
pipeNode == null ||
netId == null)
return null;
var pipeColor = TryComp<AtmosPipeColorComponent>(uid, out var colorComponent) ? colorComponent.Color : Color.White;
// Name the entity based on its label, if available
if (TryComp<LabelComponent>(uid, out var label) && label.CurrentLabel != null)
name = label.CurrentLabel;
// Otherwise use its base name and network address
else if (TryComp<DeviceNetworkComponent>(uid, out var deviceNet))
address = deviceNet.Address;
// Entry for unpowered devices
if (TryComp<ApcPowerReceiverComponent>(uid, out var apcPowerReceiver) && !apcPowerReceiver.Powered)
{
entry = new AtmosMonitoringConsoleEntry(netEnt, GetNetCoordinates(xform.Coordinates), netId.Value, name, address)
{
IsPowered = false,
Color = pipeColor
};
return entry;
}
// Entry for powered devices
var gasData = new Dictionary<Gas, float>();
var isAirPresent = pipeNode.Air.TotalMoles > 0;
if (isAirPresent)
{
foreach (var gas in Enum.GetValues<Gas>())
{
if (pipeNode.Air[(int)gas] > 0)
gasData.Add(gas, pipeNode.Air[(int)gas] / pipeNode.Air.TotalMoles);
}
}
entry = new AtmosMonitoringConsoleEntry(netEnt, GetNetCoordinates(xform.Coordinates), netId.Value, name, address)
{
TemperatureData = isAirPresent ? pipeNode.Air.Temperature : 0f,
PressureData = pipeNode.Air.Pressure,
TotalMolData = pipeNode.Air.TotalMoles,
GasData = gasData,
Color = pipeColor
};
return entry;
}
private Dictionary<NetEntity, AtmosDeviceNavMapData> GetAllAtmosDeviceNavMapData(EntityUid gridUid)
{
var atmosDeviceNavMapData = new Dictionary<NetEntity, AtmosDeviceNavMapData>();
var query = AllEntityQuery<AtmosMonitoringConsoleDeviceComponent, TransformComponent>();
while (query.MoveNext(out var ent, out var entComponent, out var entXform))
{
if (TryGetAtmosDeviceNavMapData(ent, entComponent, entXform, gridUid, out var data))
atmosDeviceNavMapData.Add(data.Value.NetEntity, data.Value);
}
return atmosDeviceNavMapData;
}
private bool TryGetAtmosDeviceNavMapData
(EntityUid uid,
AtmosMonitoringConsoleDeviceComponent component,
TransformComponent xform,
EntityUid gridUid,
[NotNullWhen(true)] out AtmosDeviceNavMapData? device)
{
device = null;
if (component.NavMapBlip == null)
return false;
if (xform.GridUid != gridUid)
return false;
if (!xform.Anchored)
return false;
var direction = xform.LocalRotation.GetCardinalDir();
var netId = TryGettingFirstPipeNode(uid, out var _, out var firstNetId) ? firstNetId : -1;
var color = TryComp<AtmosPipeColorComponent>(uid, out var atmosPipeColor) ? atmosPipeColor.Color : Color.White;
var layer = TryComp<AtmosPipeLayersComponent>(uid, out var atmosPipeLayers) ? atmosPipeLayers.CurrentPipeLayer : AtmosPipeLayer.Primary;
device = new AtmosDeviceNavMapData(GetNetEntity(uid), GetNetCoordinates(xform.Coordinates), netId.Value, component.NavMapBlip.Value, direction, color, layer);
return true;
}
#endregion
#region Pipe net functions
private void OnPipeNodeGroupRemoved(ref PipeNodeGroupRemovedEvent args)
{
// When a pipe node group is removed, we need to iterate over all of
// our pipe chunks and remove any entries with a matching net id.
// (We only need to check the chunks for the affected grid, though.)
if (!_gridAtmosPipeChunks.TryGetValue(args.Grid, out var chunkData))
return;
foreach (var chunk in chunkData.Values)
{
foreach (var key in chunk.AtmosPipeData.Keys)
{
if (key.NetId == args.NetId)
chunk.AtmosPipeData.Remove(key);
}
}
}
private void RebuildAtmosPipeGrid(EntityUid gridUid, MapGridComponent grid)
{
var allChunks = new Dictionary<Vector2i, AtmosPipeChunk>();
// Adds all atmos pipes to the nav map via bit mask chunks
var queryPipes = AllEntityQuery<AtmosPipeColorComponent, NodeContainerComponent, TransformComponent>();
while (queryPipes.MoveNext(out var ent, out var entAtmosPipeColor, out var entNodeContainer, out var entXform))
{
if (entXform.GridUid != gridUid)
continue;
if (!entXform.Anchored)
continue;
var tile = _sharedMapSystem.GetTileRef(gridUid, grid, entXform.Coordinates);
var chunkOrigin = SharedMapSystem.GetChunkIndices(tile.GridIndices, ChunkSize);
var relative = SharedMapSystem.GetChunkRelative(tile.GridIndices, ChunkSize);
if (!allChunks.TryGetValue(chunkOrigin, out var chunk))
{
chunk = new AtmosPipeChunk(chunkOrigin);
allChunks[chunkOrigin] = chunk;
}
UpdateAtmosPipeChunk(ent, entNodeContainer, entAtmosPipeColor, GetTileIndex(relative), ref chunk);
}
// Add or update the chunks on the associated grid
_gridAtmosPipeChunks[gridUid] = allChunks;
// Update the consoles that are on the same grid
var queryConsoles = AllEntityQuery<AtmosMonitoringConsoleComponent, TransformComponent>();
while (queryConsoles.MoveNext(out var ent, out var entConsole, out var entXform))
{
if (gridUid != entXform.GridUid)
continue;
entConsole.AtmosPipeChunks = allChunks;
Dirty(ent, entConsole);
}
}
private void RebuildSingleTileOfPipeNetwork(EntityUid gridUid, MapGridComponent grid, EntityCoordinates coords)
{
if (!_gridAtmosPipeChunks.TryGetValue(gridUid, out var allChunks))
allChunks = new Dictionary<Vector2i, AtmosPipeChunk>();
var tile = _sharedMapSystem.GetTileRef(gridUid, grid, coords);
var chunkOrigin = SharedMapSystem.GetChunkIndices(tile.GridIndices, ChunkSize);
var relative = SharedMapSystem.GetChunkRelative(tile.GridIndices, ChunkSize);
var tileIdx = GetTileIndex(relative);
if (!allChunks.TryGetValue(chunkOrigin, out var chunk))
chunk = new AtmosPipeChunk(chunkOrigin);
// Remove all stale values for the tile
foreach (var (index, atmosPipeData) in chunk.AtmosPipeData)
{
var mask = (ulong)SharedNavMapSystem.AllDirMask << tileIdx * SharedNavMapSystem.Directions;
chunk.AtmosPipeData[index] = atmosPipeData & ~mask;
}
// Rebuild the tile's pipe data
foreach (var ent in _sharedMapSystem.GetAnchoredEntities(gridUid, grid, coords))
{
if (!TryComp<AtmosPipeColorComponent>(ent, out var entAtmosPipeColor))
continue;
if (!TryComp<NodeContainerComponent>(ent, out var entNodeContainer))
continue;
var showAbsentConnections = TryComp<AtmosMonitoringConsoleDeviceComponent>(ent, out var device) ? device.ShowAbsentConnections : true;
UpdateAtmosPipeChunk(ent, entNodeContainer, entAtmosPipeColor, tileIdx, ref chunk, showAbsentConnections);
}
// Add or update the chunk on the associated grid
// Only the modified chunk will be sent to the client
chunk.LastUpdate = _gameTiming.CurTick;
allChunks[chunkOrigin] = chunk;
_gridAtmosPipeChunks[gridUid] = allChunks;
// Update the components of the monitoring consoles that are attached to the same grid
var query = AllEntityQuery<AtmosMonitoringConsoleComponent, TransformComponent>();
while (query.MoveNext(out var ent, out var entConsole, out var entXform))
{
if (gridUid != entXform.GridUid)
continue;
entConsole.AtmosPipeChunks = allChunks;
Dirty(ent, entConsole);
}
}
private void UpdateAtmosPipeChunk
(EntityUid uid,
NodeContainerComponent nodeContainer,
AtmosPipeColorComponent pipeColor,
int tileIdx,
ref AtmosPipeChunk chunk,
bool showAbsentConnections = true)
{
// Entities that are actively being deleted are not to be drawn
if (MetaData(uid).EntityLifeStage >= EntityLifeStage.Terminating)
return;
foreach ((var id, var node) in nodeContainer.Nodes)
{
if (node is not PipeNode { } pipeNode)
continue;
if (!showAbsentConnections && !pipeNode.ReachableNodes.Any(x => x.Owner != uid))
continue;
var netId = GetPipeNodeNetId(pipeNode);
var subnet = new AtmosMonitoringConsoleSubnet(netId, pipeNode.CurrentPipeLayer, pipeColor.Color);
var pipeDirection = pipeNode.CurrentPipeDirection;
chunk.AtmosPipeData.TryGetValue(subnet, out var atmosPipeData);
atmosPipeData |= (ulong)pipeDirection << tileIdx * SharedNavMapSystem.Directions;
chunk.AtmosPipeData[subnet] = atmosPipeData;
}
}
private bool TryGettingFirstPipeNode(EntityUid uid, [NotNullWhen(true)] out PipeNode? pipeNode, [NotNullWhen(true)] out int? netId)
{
pipeNode = null;
netId = null;
if (!TryComp<NodeContainerComponent>(uid, out var nodeContainer))
return false;
foreach (var node in nodeContainer.Nodes.Values)
{
if (node is PipeNode)
{
pipeNode = (PipeNode)node;
netId = GetPipeNodeNetId(pipeNode);
return true;
}
}
return false;
}
private int GetPipeNodeNetId(PipeNode pipeNode)
{
if (pipeNode.NodeGroup is BaseNodeGroup)
{
var nodeGroup = (BaseNodeGroup)pipeNode.NodeGroup;
return nodeGroup.NetId;
}
return -1;
}
#endregion
#region Initialization functions
private void InitializeAtmosMonitoringConsole(EntityUid uid, AtmosMonitoringConsoleComponent component)
{
var xform = Transform(uid);
if (xform.GridUid == null)
return;
var grid = xform.GridUid.Value;
if (!TryComp<MapGridComponent>(grid, out var map))
return;
component.AtmosDevices = GetAllAtmosDeviceNavMapData(grid);
if (!_gridAtmosPipeChunks.TryGetValue(grid, out var chunks))
{
RebuildAtmosPipeGrid(grid, map);
}
else
{
component.AtmosPipeChunks = chunks;
Dirty(uid, component);
}
}
private void InitializeAtmosMonitoringDevice(EntityUid uid, AtmosMonitoringConsoleDeviceComponent component)
{
// Rebuild tile
var xform = Transform(uid);
var gridUid = xform.GridUid;
if (gridUid != null && TryComp<MapGridComponent>(gridUid, out var grid))
RebuildSingleTileOfPipeNetwork(gridUid.Value, grid, xform.Coordinates);
// Update blips on affected consoles
if (component.NavMapBlip == null)
return;
var netEntity = GetNetEntity(uid);
var query = AllEntityQuery<AtmosMonitoringConsoleComponent, TransformComponent>();
while (query.MoveNext(out var ent, out var entConsole, out var entXform))
{
var isDirty = entConsole.AtmosDevices.Remove(netEntity);
if (gridUid != null &&
gridUid == entXform.GridUid &&
xform.Anchored &&
TryGetAtmosDeviceNavMapData(uid, component, xform, gridUid.Value, out var data))
{
entConsole.AtmosDevices.Add(netEntity, data.Value);
isDirty = true;
}
if (isDirty)
Dirty(ent, entConsole);
}
}
private void ShutDownAtmosMonitoringEntity(EntityUid uid, AtmosMonitoringConsoleDeviceComponent component)
{
// Rebuild tile
var xform = Transform(uid);
var gridUid = xform.GridUid;
if (gridUid != null && TryComp<MapGridComponent>(gridUid, out var grid))
RebuildSingleTileOfPipeNetwork(gridUid.Value, grid, xform.Coordinates);
// Update blips on affected consoles
if (component.NavMapBlip == null)
return;
var netEntity = GetNetEntity(uid);
var query = AllEntityQuery<AtmosMonitoringConsoleComponent>();
while (query.MoveNext(out var ent, out var entConsole))
{
if (entConsole.AtmosDevices.Remove(netEntity))
Dirty(ent, entConsole);
}
}
#endregion
private int GetTileIndex(Vector2i relativeTile)
{
return relativeTile.X * ChunkSize + relativeTile.Y;
}
}