Files
Delta-v/Content.Shared/Atmos/Consoles/Components/AtmosMonitoringConsoleComponent.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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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

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

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Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

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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

258 lines
6.8 KiB
C#

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