mirror of
https://github.com/DeltaV-Station/Delta-v.git
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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* Updated outdated reference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)
97 lines
3.8 KiB
C#
97 lines
3.8 KiB
C#
using System.Threading;
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using Content.Server.GameTicking.Rules.Components;
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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.Station.Components;
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using Content.Server.StationEvents.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.StationEvents.Events
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{
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[UsedImplicitly]
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public sealed class PowerGridCheckRule : StationEventSystem<PowerGridCheckRuleComponent>
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{
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[Dependency] private readonly ApcSystem _apcSystem = default!;
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protected override void Started(EntityUid uid, PowerGridCheckRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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if (!TryGetRandomStation(out var chosenStation))
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return;
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component.AffectedStation = chosenStation.Value;
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var query = AllEntityQuery<ApcComponent, TransformComponent>();
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while (query.MoveNext(out var apcUid ,out var apc, out var transform))
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{
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if (apc.MainBreakerEnabled && CompOrNull<StationMemberComponent>(transform.GridUid)?.Station == chosenStation)
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component.Powered.Add(apcUid);
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}
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RobustRandom.Shuffle(component.Powered);
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component.NumberPerSecond = Math.Max(1, (int)(component.Powered.Count / component.SecondsUntilOff)); // Number of APCs to turn off every second. At least one.
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}
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protected override void Ended(EntityUid uid, PowerGridCheckRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
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{
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base.Ended(uid, component, gameRule, args);
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foreach (var entity in component.Unpowered)
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{
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if (Deleted(entity))
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continue;
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if (TryComp(entity, out ApcComponent? apcComponent))
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{
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if(!apcComponent.MainBreakerEnabled)
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_apcSystem.ApcToggleBreaker(entity, apcComponent);
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}
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}
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// Can't use the default EndAudio
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component.AnnounceCancelToken?.Cancel();
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component.AnnounceCancelToken = new CancellationTokenSource();
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Timer.Spawn(3000, () =>
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{
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Audio.PlayGlobal("/Audio/Announcements/power_on.ogg", Filter.Broadcast(), true, AudioParams.Default.WithVolume(-4f));
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}, component.AnnounceCancelToken.Token);
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component.Unpowered.Clear();
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}
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protected override void ActiveTick(EntityUid uid, PowerGridCheckRuleComponent component, GameRuleComponent gameRule, float frameTime)
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{
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base.ActiveTick(uid, component, gameRule, frameTime);
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var updates = 0;
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component.FrameTimeAccumulator += frameTime;
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if (component.FrameTimeAccumulator > component.UpdateRate)
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{
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updates = (int) (component.FrameTimeAccumulator / component.UpdateRate);
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component.FrameTimeAccumulator -= component.UpdateRate * updates;
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}
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for (var i = 0; i < updates; i++)
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{
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if (component.Powered.Count == 0)
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break;
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var selected = component.Powered.Pop();
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if (Deleted(selected))
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continue;
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if (TryComp<ApcComponent>(selected, out var apcComponent))
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{
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if (apcComponent.MainBreakerEnabled)
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_apcSystem.ApcToggleBreaker(selected, apcComponent);
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}
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component.Unpowered.Add(selected);
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}
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}
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}
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}
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