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...
258 lines
6.8 KiB
C#
258 lines
6.8 KiB
C#
using Content.Shared.Atmos.Consoles;
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using Content.Shared.Pinpointer;
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using Content.Shared.Prototypes;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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namespace Content.Shared.Atmos.Components;
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/// <summary>
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/// Entities capable of opening the atmos monitoring console UI
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/// require this component to function correctly
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedAtmosMonitoringConsoleSystem))]
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public sealed partial class AtmosMonitoringConsoleComponent : Component
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{
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/*
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* Don't need DataFields as this can be reconstructed
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*/
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/// <summary>
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/// A dictionary of the all the nav map chunks that contain anchored atmos pipes
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/// </summary>
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[ViewVariables]
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public Dictionary<Vector2i, AtmosPipeChunk> AtmosPipeChunks = new();
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/// <summary>
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/// A list of all the atmos devices that will be used to populate the nav map
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/// </summary>
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[ViewVariables]
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public Dictionary<NetEntity, AtmosDeviceNavMapData> AtmosDevices = new();
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/// <summary>
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/// Color of the floor tiles on the nav map screen
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/// </summary>
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[DataField, ViewVariables]
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public Color NavMapTileColor;
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/// <summary>
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/// Color of the wall lines on the nav map screen
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/// </summary>
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[DataField, ViewVariables]
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public Color NavMapWallColor;
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/// <summary>
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/// The next time this component is dirtied, it will force the full state
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/// to be sent to the client, instead of just the delta state
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/// </summary>
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[ViewVariables]
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public bool ForceFullUpdate = false;
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}
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[Serializable, NetSerializable]
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public struct AtmosPipeChunk(Vector2i origin)
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{
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/// <summary>
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/// Chunk position
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/// </summary>
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[ViewVariables]
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public readonly Vector2i Origin = origin;
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/// <summary>
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/// Bitmask look up for atmos pipes, 1 for occupied and 0 for empty.
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/// Indexed by the net ID, layer and color hexcode of the pipe
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/// </summary>
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[ViewVariables]
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public Dictionary<AtmosMonitoringConsoleSubnet, ulong> AtmosPipeData = new();
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/// <summary>
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/// The last game tick that the chunk was updated
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/// </summary>
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[NonSerialized]
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public GameTick LastUpdate;
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}
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[Serializable, NetSerializable]
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public struct AtmosDeviceNavMapData
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{
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/// <summary>
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/// The entity in question
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/// </summary>
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public NetEntity NetEntity;
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/// <summary>
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/// Location of the entity
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/// </summary>
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public NetCoordinates NetCoordinates;
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/// <summary>
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/// The associated pipe network ID
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/// </summary>
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public int NetId = -1;
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/// <summary>
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/// Prototype ID for the nav map blip
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/// </summary>
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public ProtoId<NavMapBlipPrototype> NavMapBlip;
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/// <summary>
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/// Direction of the entity
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/// </summary>
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public Direction Direction;
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/// <summary>
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/// Color of the attached pipe
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/// </summary>
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public Color PipeColor;
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/// <summary>
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/// The pipe layer the entity is on
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/// </summary>
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public AtmosPipeLayer PipeLayer;
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/// <summary>
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/// Populate the atmos monitoring console nav map with a single entity
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/// </summary>
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public AtmosDeviceNavMapData(NetEntity netEntity,
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NetCoordinates netCoordinates,
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int netId,
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ProtoId<NavMapBlipPrototype> navMapBlip,
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Direction direction,
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Color pipeColor,
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AtmosPipeLayer pipeLayer)
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{
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NetEntity = netEntity;
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NetCoordinates = netCoordinates;
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NetId = netId;
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NavMapBlip = navMapBlip;
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Direction = direction;
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PipeColor = pipeColor;
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PipeLayer = pipeLayer;
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}
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}
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[Serializable, NetSerializable]
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public sealed class AtmosMonitoringConsoleBoundInterfaceState : BoundUserInterfaceState
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{
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/// <summary>
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/// A list of all entries to populate the UI with
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/// </summary>
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public AtmosMonitoringConsoleEntry[] AtmosNetworks;
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/// <summary>
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/// Sends data from the server to the client to populate the atmos monitoring console UI
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/// </summary>
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public AtmosMonitoringConsoleBoundInterfaceState(AtmosMonitoringConsoleEntry[] atmosNetworks)
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{
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AtmosNetworks = atmosNetworks;
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}
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}
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[Serializable, NetSerializable]
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public struct AtmosMonitoringConsoleEntry
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{
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/// <summary>
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/// The entity in question
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/// </summary>
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public NetEntity NetEntity;
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/// <summary>
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/// Location of the entity
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/// </summary>
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public NetCoordinates Coordinates;
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/// <summary>
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/// The associated pipe network ID
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/// </summary>
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public int NetId = -1;
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/// <summary>
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/// Localised device name
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/// </summary>
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public string EntityName;
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/// <summary>
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/// Device network address
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/// </summary>
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public string Address;
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/// <summary>
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/// Temperature (K)
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/// </summary>
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public float TemperatureData;
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/// <summary>
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/// Pressure (kPA)
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/// </summary>
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public float PressureData;
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/// <summary>
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/// Total number of mols of gas
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/// </summary>
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public float TotalMolData;
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/// <summary>
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/// Mol and percentage for all detected gases
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/// </summary>
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public Dictionary<Gas, float> GasData = new();
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/// <summary>
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/// The color to be associated with the pipe network
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/// </summary>
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public Color Color;
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/// <summary>
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/// Indicates whether the entity is powered
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/// </summary>
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public bool IsPowered = true;
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/// <summary>
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/// Used to populate the atmos monitoring console UI with data from a single air alarm
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/// </summary>
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public AtmosMonitoringConsoleEntry
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(NetEntity entity,
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NetCoordinates coordinates,
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int netId,
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string entityName,
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string address)
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{
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NetEntity = entity;
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Coordinates = coordinates;
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NetId = netId;
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EntityName = entityName;
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Address = address;
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}
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}
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/// <summary>
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/// Used to group atmos pipe chunks into subnets based on their properties and
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/// improve the efficiency of rendering these chunks on the atmos monitoring console.
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/// </summary>
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/// <param name="NetId">The associated network ID.</param>
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/// <param name="PipeLayer">The associated pipe layer.</param>
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/// <param name="Color">The color of the pipe.</param>
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[Serializable, NetSerializable]
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public record AtmosMonitoringConsoleSubnet(int NetId, AtmosPipeLayer PipeLayer, Color Color);
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public enum AtmosPipeChunkDataFacing : byte
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{
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// Values represent bit shift offsets when retrieving data in the tile array.
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North = 0,
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South = SharedNavMapSystem.ArraySize,
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East = SharedNavMapSystem.ArraySize * 2,
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West = SharedNavMapSystem.ArraySize * 3,
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}
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/// <summary>
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/// UI key associated with the atmos monitoring console
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/// </summary>
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[Serializable, NetSerializable]
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public enum AtmosMonitoringConsoleUiKey
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{
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Key
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}
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