mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 16:47:26 +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...
572 lines
20 KiB
C#
572 lines
20 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Atmos.Piping.Components;
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using Content.Server.DeviceNetwork.Components;
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using Content.Server.NodeContainer;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NodeContainer.NodeGroups;
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using Content.Server.NodeContainer.Nodes;
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using Content.Server.Power.Components;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Atmos.Consoles;
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using Content.Shared.Labels.Components;
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using Content.Shared.Pinpointer;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Timing;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Atmos.EntitySystems;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.NodeContainer;
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namespace Content.Server.Atmos.Consoles;
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public sealed class AtmosMonitoringConsoleSystem : SharedAtmosMonitoringConsoleSystem
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{
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[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
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[Dependency] private readonly SharedMapSystem _sharedMapSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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// Private variables
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// Note: this data does not need to be saved
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private Dictionary<EntityUid, Dictionary<Vector2i, AtmosPipeChunk>> _gridAtmosPipeChunks = new();
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private float _updateTimer = 1.0f;
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// Constants
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private const float UpdateTime = 1.0f;
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private const int ChunkSize = 4;
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public override void Initialize()
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{
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base.Initialize();
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// Console events
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SubscribeLocalEvent<AtmosMonitoringConsoleComponent, ComponentInit>(OnConsoleInit);
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SubscribeLocalEvent<AtmosMonitoringConsoleComponent, AnchorStateChangedEvent>(OnConsoleAnchorChanged);
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SubscribeLocalEvent<AtmosMonitoringConsoleComponent, EntParentChangedMessage>(OnConsoleParentChanged);
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// Tracked device events
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SubscribeLocalEvent<AtmosMonitoringConsoleDeviceComponent, NodeGroupsRebuilt>(OnEntityNodeGroupsRebuilt);
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SubscribeLocalEvent<AtmosMonitoringConsoleDeviceComponent, AtmosPipeColorChangedEvent>(OnEntityPipeColorChanged);
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SubscribeLocalEvent<AtmosMonitoringConsoleDeviceComponent, EntityTerminatingEvent>(OnEntityShutdown);
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// Grid events
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SubscribeLocalEvent<GridSplitEvent>(OnGridSplit);
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SubscribeLocalEvent<PipeNodeGroupRemovedEvent>(OnPipeNodeGroupRemoved);
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}
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#region Event handling
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private void OnConsoleInit(EntityUid uid, AtmosMonitoringConsoleComponent component, ComponentInit args)
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{
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InitializeAtmosMonitoringConsole(uid, component);
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}
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private void OnConsoleAnchorChanged(EntityUid uid, AtmosMonitoringConsoleComponent component, AnchorStateChangedEvent args)
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{
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InitializeAtmosMonitoringConsole(uid, component);
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}
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private void OnConsoleParentChanged(EntityUid uid, AtmosMonitoringConsoleComponent component, EntParentChangedMessage args)
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{
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component.ForceFullUpdate = true;
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InitializeAtmosMonitoringConsole(uid, component);
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}
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private void OnEntityNodeGroupsRebuilt(EntityUid uid, AtmosMonitoringConsoleDeviceComponent component, NodeGroupsRebuilt args)
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{
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InitializeAtmosMonitoringDevice(uid, component);
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}
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private void OnEntityPipeColorChanged(EntityUid uid, AtmosMonitoringConsoleDeviceComponent component, AtmosPipeColorChangedEvent args)
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{
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InitializeAtmosMonitoringDevice(uid, component);
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}
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private void OnEntityShutdown(EntityUid uid, AtmosMonitoringConsoleDeviceComponent component, EntityTerminatingEvent args)
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{
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ShutDownAtmosMonitoringEntity(uid, component);
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}
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private void OnGridSplit(ref GridSplitEvent args)
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{
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// Collect grids
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var allGrids = args.NewGrids.ToList();
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if (!allGrids.Contains(args.Grid))
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allGrids.Add(args.Grid);
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// Rebuild the pipe networks on the affected grids
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foreach (var ent in allGrids)
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{
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if (!TryComp<MapGridComponent>(ent, out var grid))
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continue;
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RebuildAtmosPipeGrid(ent, grid);
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}
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// Update atmos monitoring consoles that stand upon an updated grid
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var query = AllEntityQuery<AtmosMonitoringConsoleComponent, TransformComponent>();
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while (query.MoveNext(out var ent, out var entConsole, out var entXform))
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{
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if (entXform.GridUid == null)
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continue;
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if (!allGrids.Contains(entXform.GridUid.Value))
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continue;
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InitializeAtmosMonitoringConsole(ent, entConsole);
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}
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}
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#endregion
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#region UI updates
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_updateTimer += frameTime;
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if (_updateTimer >= UpdateTime)
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{
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_updateTimer -= UpdateTime;
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var query = AllEntityQuery<AtmosMonitoringConsoleComponent, TransformComponent>();
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while (query.MoveNext(out var ent, out var entConsole, out var entXform))
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{
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if (entXform?.GridUid == null)
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continue;
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UpdateUIState(ent, entConsole, entXform);
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}
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}
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}
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public void UpdateUIState
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(EntityUid uid,
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AtmosMonitoringConsoleComponent component,
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TransformComponent xform)
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{
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if (!_userInterfaceSystem.IsUiOpen(uid, AtmosMonitoringConsoleUiKey.Key))
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return;
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var gridUid = xform.GridUid!.Value;
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if (!TryComp<MapGridComponent>(gridUid, out var mapGrid))
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return;
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if (!TryComp<GridAtmosphereComponent>(gridUid, out var atmosphere))
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return;
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// The grid must have a NavMapComponent to visualize the map in the UI
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EnsureComp<NavMapComponent>(gridUid);
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// Gathering data to be send to the client
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var atmosNetworks = new List<AtmosMonitoringConsoleEntry>();
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var query = AllEntityQuery<GasPipeSensorComponent, TransformComponent>();
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while (query.MoveNext(out var ent, out var entSensor, out var entXform))
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{
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if (entXform?.GridUid != xform.GridUid)
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continue;
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if (!entXform.Anchored)
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continue;
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var entry = CreateAtmosMonitoringConsoleEntry(ent, entXform);
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if (entry != null)
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atmosNetworks.Add(entry.Value);
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}
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// Set the UI state
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_userInterfaceSystem.SetUiState(uid, AtmosMonitoringConsoleUiKey.Key,
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new AtmosMonitoringConsoleBoundInterfaceState(atmosNetworks.ToArray()));
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}
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private AtmosMonitoringConsoleEntry? CreateAtmosMonitoringConsoleEntry(EntityUid uid, TransformComponent xform)
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{
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AtmosMonitoringConsoleEntry? entry = null;
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var netEnt = GetNetEntity(uid);
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var name = MetaData(uid).EntityName;
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var address = string.Empty;
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if (xform.GridUid == null)
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return null;
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if (!TryGettingFirstPipeNode(uid, out var pipeNode, out var netId) ||
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pipeNode == null ||
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netId == null)
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return null;
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var pipeColor = TryComp<AtmosPipeColorComponent>(uid, out var colorComponent) ? colorComponent.Color : Color.White;
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// Name the entity based on its label, if available
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if (TryComp<LabelComponent>(uid, out var label) && label.CurrentLabel != null)
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name = label.CurrentLabel;
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// Otherwise use its base name and network address
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else if (TryComp<DeviceNetworkComponent>(uid, out var deviceNet))
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address = deviceNet.Address;
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// Entry for unpowered devices
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if (TryComp<ApcPowerReceiverComponent>(uid, out var apcPowerReceiver) && !apcPowerReceiver.Powered)
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{
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entry = new AtmosMonitoringConsoleEntry(netEnt, GetNetCoordinates(xform.Coordinates), netId.Value, name, address)
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{
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IsPowered = false,
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Color = pipeColor
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};
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return entry;
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}
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// Entry for powered devices
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var gasData = new Dictionary<Gas, float>();
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var isAirPresent = pipeNode.Air.TotalMoles > 0;
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if (isAirPresent)
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{
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foreach (var gas in Enum.GetValues<Gas>())
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{
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if (pipeNode.Air[(int)gas] > 0)
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gasData.Add(gas, pipeNode.Air[(int)gas] / pipeNode.Air.TotalMoles);
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}
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}
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entry = new AtmosMonitoringConsoleEntry(netEnt, GetNetCoordinates(xform.Coordinates), netId.Value, name, address)
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{
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TemperatureData = isAirPresent ? pipeNode.Air.Temperature : 0f,
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PressureData = pipeNode.Air.Pressure,
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TotalMolData = pipeNode.Air.TotalMoles,
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GasData = gasData,
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Color = pipeColor
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};
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return entry;
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}
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private Dictionary<NetEntity, AtmosDeviceNavMapData> GetAllAtmosDeviceNavMapData(EntityUid gridUid)
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{
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var atmosDeviceNavMapData = new Dictionary<NetEntity, AtmosDeviceNavMapData>();
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var query = AllEntityQuery<AtmosMonitoringConsoleDeviceComponent, TransformComponent>();
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while (query.MoveNext(out var ent, out var entComponent, out var entXform))
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{
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if (TryGetAtmosDeviceNavMapData(ent, entComponent, entXform, gridUid, out var data))
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atmosDeviceNavMapData.Add(data.Value.NetEntity, data.Value);
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}
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return atmosDeviceNavMapData;
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}
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private bool TryGetAtmosDeviceNavMapData
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(EntityUid uid,
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AtmosMonitoringConsoleDeviceComponent component,
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TransformComponent xform,
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EntityUid gridUid,
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[NotNullWhen(true)] out AtmosDeviceNavMapData? device)
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{
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device = null;
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if (component.NavMapBlip == null)
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return false;
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if (xform.GridUid != gridUid)
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return false;
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if (!xform.Anchored)
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return false;
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var direction = xform.LocalRotation.GetCardinalDir();
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var netId = TryGettingFirstPipeNode(uid, out var _, out var firstNetId) ? firstNetId : -1;
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var color = TryComp<AtmosPipeColorComponent>(uid, out var atmosPipeColor) ? atmosPipeColor.Color : Color.White;
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var layer = TryComp<AtmosPipeLayersComponent>(uid, out var atmosPipeLayers) ? atmosPipeLayers.CurrentPipeLayer : AtmosPipeLayer.Primary;
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device = new AtmosDeviceNavMapData(GetNetEntity(uid), GetNetCoordinates(xform.Coordinates), netId.Value, component.NavMapBlip.Value, direction, color, layer);
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return true;
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}
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#endregion
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#region Pipe net functions
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private void OnPipeNodeGroupRemoved(ref PipeNodeGroupRemovedEvent args)
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{
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// When a pipe node group is removed, we need to iterate over all of
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// our pipe chunks and remove any entries with a matching net id.
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// (We only need to check the chunks for the affected grid, though.)
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if (!_gridAtmosPipeChunks.TryGetValue(args.Grid, out var chunkData))
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return;
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foreach (var chunk in chunkData.Values)
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{
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foreach (var key in chunk.AtmosPipeData.Keys)
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{
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if (key.NetId == args.NetId)
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chunk.AtmosPipeData.Remove(key);
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}
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}
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}
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private void RebuildAtmosPipeGrid(EntityUid gridUid, MapGridComponent grid)
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{
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var allChunks = new Dictionary<Vector2i, AtmosPipeChunk>();
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// Adds all atmos pipes to the nav map via bit mask chunks
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var queryPipes = AllEntityQuery<AtmosPipeColorComponent, NodeContainerComponent, TransformComponent>();
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while (queryPipes.MoveNext(out var ent, out var entAtmosPipeColor, out var entNodeContainer, out var entXform))
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{
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if (entXform.GridUid != gridUid)
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continue;
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if (!entXform.Anchored)
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continue;
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var tile = _sharedMapSystem.GetTileRef(gridUid, grid, entXform.Coordinates);
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|
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;
|
|
}
|
|
}
|