mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 08:37:26 +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...
413 lines
14 KiB
C#
413 lines
14 KiB
C#
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared.Atmos.Monitor;
|
|
|
|
|
|
[Prototype("alarmThreshold")]
|
|
public sealed partial class AtmosAlarmThresholdPrototype : IPrototype
|
|
{
|
|
[IdDataField]
|
|
public string ID { get; private set; } = default!;
|
|
|
|
[DataField("ignore")]
|
|
public bool Ignore;
|
|
|
|
[DataField("upperBound")]
|
|
public AlarmThresholdSetting UpperBound = AlarmThresholdSetting.Disabled;
|
|
|
|
[DataField("lowerBound")]
|
|
public AlarmThresholdSetting LowerBound = AlarmThresholdSetting.Disabled;
|
|
|
|
[DataField("upperWarnAround")]
|
|
public AlarmThresholdSetting UpperWarningPercentage = AlarmThresholdSetting.Disabled;
|
|
|
|
[DataField("lowerWarnAround")]
|
|
public AlarmThresholdSetting LowerWarningPercentage = AlarmThresholdSetting.Disabled;
|
|
}
|
|
|
|
[Serializable, NetSerializable, DataDefinition]
|
|
public sealed partial class AtmosAlarmThreshold
|
|
{
|
|
[DataField("ignore")]
|
|
public bool Ignore;
|
|
|
|
[DataField("upperBound")]
|
|
private AlarmThresholdSetting _upperBound = AlarmThresholdSetting.Disabled;
|
|
|
|
[DataField("lowerBound")]
|
|
private AlarmThresholdSetting _lowerBound = AlarmThresholdSetting.Disabled;
|
|
|
|
[DataField("upperWarnAround")]
|
|
public AlarmThresholdSetting UpperWarningPercentage = AlarmThresholdSetting.Disabled;
|
|
|
|
[DataField("lowerWarnAround")]
|
|
public AlarmThresholdSetting LowerWarningPercentage = AlarmThresholdSetting.Disabled;
|
|
|
|
public AlarmThresholdSetting UpperBound
|
|
{
|
|
get => _upperBound;
|
|
set
|
|
{
|
|
// Because the warnings are stored as percentages of the bounds,
|
|
// Make a copy of the calculated bounds, so that the real warning amount
|
|
// doesn't change value when user changes the bounds
|
|
var oldWarning = UpperWarningBound;
|
|
_upperBound = value;
|
|
UpperWarningBound = oldWarning;
|
|
}
|
|
}
|
|
|
|
public AlarmThresholdSetting LowerBound
|
|
{
|
|
get => _lowerBound;
|
|
set
|
|
{
|
|
// Because the warnings are stored as percentages of the bounds,
|
|
// Make a copy of the calculated bounds, so that the real warning amount
|
|
// doesn't change value when user changes the bounds
|
|
var oldWarning = LowerWarningBound;
|
|
_lowerBound = value;
|
|
LowerWarningBound = oldWarning;
|
|
}
|
|
}
|
|
|
|
[ViewVariables]
|
|
public AlarmThresholdSetting UpperWarningBound
|
|
{
|
|
get => CalculateWarningBound(AtmosMonitorThresholdBound.Upper);
|
|
set => UpperWarningPercentage = CalculateWarningPercentage(AtmosMonitorThresholdBound.Upper, value);
|
|
}
|
|
|
|
[ViewVariables]
|
|
public AlarmThresholdSetting LowerWarningBound
|
|
{
|
|
get => CalculateWarningBound(AtmosMonitorThresholdBound.Lower);
|
|
set => LowerWarningPercentage = CalculateWarningPercentage(AtmosMonitorThresholdBound.Lower, value);
|
|
}
|
|
|
|
public AtmosAlarmThreshold()
|
|
{
|
|
}
|
|
|
|
public AtmosAlarmThreshold(AtmosAlarmThreshold other)
|
|
{
|
|
Ignore = other.Ignore;
|
|
UpperBound = other.UpperBound;
|
|
LowerBound = other.LowerBound;
|
|
UpperWarningPercentage = other.UpperWarningPercentage;
|
|
LowerWarningPercentage = other.LowerWarningPercentage;
|
|
}
|
|
|
|
public AtmosAlarmThreshold(AtmosAlarmThresholdPrototype proto)
|
|
{
|
|
Ignore = proto.Ignore;
|
|
UpperBound = proto.UpperBound;
|
|
LowerBound = proto.LowerBound;
|
|
UpperWarningPercentage = proto.UpperWarningPercentage;
|
|
LowerWarningPercentage = proto.LowerWarningPercentage;
|
|
}
|
|
|
|
// utility function to check a threshold against some calculated value
|
|
public bool CheckThreshold(float value, out AtmosAlarmType state)
|
|
{
|
|
return CheckThreshold(value, out state, out AtmosMonitorThresholdBound _);
|
|
}
|
|
|
|
// utility function to check a threshold against some calculated value. If the output state
|
|
// is normal, whichFailed should not be used..
|
|
public bool CheckThreshold(float value, out AtmosAlarmType state, out AtmosMonitorThresholdBound whichFailed)
|
|
{
|
|
state = AtmosAlarmType.Normal;
|
|
whichFailed = AtmosMonitorThresholdBound.Upper;
|
|
|
|
if (Ignore)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (value >= UpperBound)
|
|
{
|
|
state = AtmosAlarmType.Danger;
|
|
whichFailed = AtmosMonitorThresholdBound.Upper;
|
|
return true;
|
|
}
|
|
if(value <= LowerBound)
|
|
{
|
|
state = AtmosAlarmType.Danger;
|
|
whichFailed = AtmosMonitorThresholdBound.Lower;
|
|
return true;
|
|
}
|
|
if (value >= UpperWarningBound)
|
|
{
|
|
state = AtmosAlarmType.Warning;
|
|
whichFailed = AtmosMonitorThresholdBound.Upper;
|
|
return true;
|
|
}
|
|
if (value <= LowerWarningBound)
|
|
{
|
|
state = AtmosAlarmType.Warning;
|
|
whichFailed = AtmosMonitorThresholdBound.Lower;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// Warnings are stored in prototypes as a percentage, for ease of content
|
|
/// maintainers. This recalculates a new "real" value of the warning
|
|
/// threshold, for use in the actual atmosphereic checks.
|
|
public AlarmThresholdSetting CalculateWarningBound(AtmosMonitorThresholdBound bound)
|
|
{
|
|
switch (bound)
|
|
{
|
|
case AtmosMonitorThresholdBound.Upper:
|
|
return new AlarmThresholdSetting {
|
|
Enabled = UpperWarningPercentage.Enabled,
|
|
Value = UpperBound.Value * UpperWarningPercentage.Value};
|
|
case AtmosMonitorThresholdBound.Lower:
|
|
return new AlarmThresholdSetting {
|
|
Enabled = LowerWarningPercentage.Enabled,
|
|
Value = LowerBound.Value * LowerWarningPercentage.Value};
|
|
default:
|
|
// Unreachable.
|
|
return new AlarmThresholdSetting();
|
|
}
|
|
}
|
|
|
|
public AlarmThresholdSetting CalculateWarningPercentage(AtmosMonitorThresholdBound bound, AlarmThresholdSetting warningBound)
|
|
{
|
|
switch (bound)
|
|
{
|
|
case AtmosMonitorThresholdBound.Upper:
|
|
return new AlarmThresholdSetting {
|
|
Enabled = UpperWarningPercentage.Enabled,
|
|
Value = UpperBound.Value == 0 ? 0 : warningBound.Value / UpperBound.Value};
|
|
case AtmosMonitorThresholdBound.Lower:
|
|
return new AlarmThresholdSetting {
|
|
Enabled = LowerWarningPercentage.Enabled,
|
|
Value = LowerBound.Value == 0 ? 0 : warningBound.Value / LowerBound.Value };
|
|
default:
|
|
// Unreachable.
|
|
return new AlarmThresholdSetting();
|
|
}
|
|
}
|
|
|
|
// Enable or disable a single threshold setting
|
|
public void SetEnabled(AtmosMonitorLimitType whichLimit, bool isEnabled)
|
|
{
|
|
switch(whichLimit)
|
|
{
|
|
case AtmosMonitorLimitType.LowerDanger:
|
|
LowerBound = LowerBound.WithEnabled(isEnabled);
|
|
break;
|
|
case AtmosMonitorLimitType.LowerWarning:
|
|
LowerWarningPercentage = LowerWarningPercentage.WithEnabled(isEnabled);
|
|
break;
|
|
case AtmosMonitorLimitType.UpperWarning:
|
|
UpperWarningPercentage = UpperWarningPercentage.WithEnabled(isEnabled);
|
|
break;
|
|
case AtmosMonitorLimitType.UpperDanger:
|
|
UpperBound = UpperBound.WithEnabled(isEnabled);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Set the limit for a threshold. Will clamp other limits appropriately to
|
|
// enforce that LowerBound <= LowerWarningBound <= UpperWarningBound <= UpperBound
|
|
public void SetLimit(AtmosMonitorLimitType whichLimit, float limit)
|
|
{
|
|
if (limit <= 0)
|
|
{
|
|
// Unit tests expect that setting value of 0 or less should not change the limit.
|
|
// Feels a bit strange, but does avoid a bug where the warning data (stored as a
|
|
// percentage of danger bounds) is lost when setting the danger threshold to zero
|
|
return;
|
|
}
|
|
|
|
switch (whichLimit)
|
|
{
|
|
case AtmosMonitorLimitType.LowerDanger:
|
|
LowerBound = LowerBound.WithThreshold(limit);
|
|
LowerWarningBound = LowerWarningBound.WithThreshold(Math.Max(limit, LowerWarningBound.Value));
|
|
UpperWarningBound = UpperWarningBound.WithThreshold(Math.Max(limit, UpperWarningBound.Value));
|
|
UpperBound = UpperBound.WithThreshold(Math.Max(limit, UpperBound.Value));
|
|
break;
|
|
case AtmosMonitorLimitType.LowerWarning:
|
|
LowerBound = LowerBound.WithThreshold(Math.Min(LowerBound.Value, limit));
|
|
LowerWarningBound = LowerWarningBound.WithThreshold(limit);
|
|
UpperWarningBound = UpperWarningBound.WithThreshold(Math.Max(limit, UpperWarningBound.Value));
|
|
UpperBound = UpperBound.WithThreshold(Math.Max(limit, UpperBound.Value));
|
|
break;
|
|
case AtmosMonitorLimitType.UpperWarning:
|
|
LowerBound = LowerBound.WithThreshold(Math.Min(LowerBound.Value, limit));
|
|
LowerWarningBound = LowerWarningBound.WithThreshold(Math.Min(LowerWarningBound.Value, limit));
|
|
UpperWarningBound = UpperWarningBound.WithThreshold(limit);
|
|
UpperBound = UpperBound.WithThreshold(Math.Max(limit, UpperBound.Value));
|
|
break;
|
|
case AtmosMonitorLimitType.UpperDanger:
|
|
LowerBound = LowerBound.WithThreshold(Math.Min(LowerBound.Value, limit));
|
|
LowerWarningBound = LowerWarningBound.WithThreshold(Math.Min(LowerWarningBound.Value, limit));
|
|
UpperWarningBound = UpperWarningBound.WithThreshold(Math.Min(UpperWarningBound.Value, limit));
|
|
UpperBound = UpperBound.WithThreshold(limit);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Iterates through the changes that these threshold settings would make from a
|
|
/// previous instance. Basically, diffs the two settings.
|
|
/// </summary>
|
|
public IEnumerable<AtmosAlarmThresholdChange> GetChanges(AtmosAlarmThreshold previous)
|
|
{
|
|
if (LowerBound != previous.LowerBound)
|
|
yield return new AtmosAlarmThresholdChange(AtmosMonitorLimitType.LowerDanger, previous.LowerBound, LowerBound);
|
|
|
|
if (LowerWarningBound != previous.LowerWarningBound)
|
|
yield return new AtmosAlarmThresholdChange(AtmosMonitorLimitType.LowerWarning, previous.LowerWarningBound, LowerWarningBound);
|
|
|
|
if (UpperBound != previous.UpperBound)
|
|
yield return new AtmosAlarmThresholdChange(AtmosMonitorLimitType.UpperDanger, previous.UpperBound, UpperBound);
|
|
|
|
if (UpperWarningBound != previous.UpperWarningBound)
|
|
yield return new AtmosAlarmThresholdChange(AtmosMonitorLimitType.UpperWarning, previous.UpperWarningBound, UpperWarningBound);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// A change of a single value between two AtmosAlarmThreshold, for a given AtmosMonitorLimitType
|
|
/// </summary>
|
|
public readonly struct AtmosAlarmThresholdChange
|
|
{
|
|
/// <summary>
|
|
/// The type of change between the two threshold sets
|
|
/// </summary>
|
|
public readonly AtmosMonitorLimitType Type;
|
|
|
|
/// <summary>
|
|
/// The value in the old threshold set
|
|
/// </summary>
|
|
public readonly AlarmThresholdSetting? Previous;
|
|
|
|
/// <summary>
|
|
/// The value in the new threshold set
|
|
/// </summary>
|
|
public readonly AlarmThresholdSetting Current;
|
|
|
|
public AtmosAlarmThresholdChange(AtmosMonitorLimitType type, AlarmThresholdSetting? previous, AlarmThresholdSetting current)
|
|
{
|
|
Type = type;
|
|
Previous = previous;
|
|
Current = current;
|
|
}
|
|
}
|
|
|
|
[DataDefinition, Serializable]
|
|
public readonly partial struct AlarmThresholdSetting: IEquatable<AlarmThresholdSetting>
|
|
{
|
|
[DataField("enabled")]
|
|
public bool Enabled { get; init; } = true;
|
|
|
|
[DataField("threshold")]
|
|
public float Value { get; init; } = 1;
|
|
|
|
public static AlarmThresholdSetting Disabled = new() {Enabled = false, Value = 0};
|
|
|
|
public AlarmThresholdSetting()
|
|
{
|
|
}
|
|
|
|
public static bool operator <=(float a, AlarmThresholdSetting b)
|
|
{
|
|
return b.Enabled && a <= b.Value;
|
|
}
|
|
|
|
public static bool operator >=(float a, AlarmThresholdSetting b)
|
|
{
|
|
return b.Enabled && a >= b.Value;
|
|
}
|
|
|
|
public AlarmThresholdSetting WithThreshold(float threshold)
|
|
{
|
|
return this with {Value = threshold};
|
|
}
|
|
|
|
public AlarmThresholdSetting WithEnabled(bool enabled)
|
|
{
|
|
return this with {Enabled = enabled};
|
|
}
|
|
|
|
public bool Equals(AlarmThresholdSetting other)
|
|
{
|
|
if (Enabled != other.Enabled)
|
|
return false;
|
|
|
|
if (Value != other.Value)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool Equals(object? obj)
|
|
{
|
|
return obj is AlarmThresholdSetting ats && Equals(ats);
|
|
}
|
|
|
|
public static bool operator ==(AlarmThresholdSetting lhs, AlarmThresholdSetting rhs)
|
|
{
|
|
return lhs.Equals(rhs);
|
|
}
|
|
|
|
public static bool operator !=(AlarmThresholdSetting lhs, AlarmThresholdSetting rhs)
|
|
{
|
|
return !lhs.Equals(rhs);
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
return HashCode.Combine(Enabled, Value);
|
|
}
|
|
}
|
|
|
|
public enum AtmosMonitorThresholdBound
|
|
{
|
|
Upper,
|
|
Lower
|
|
}
|
|
|
|
public enum AtmosMonitorLimitType //<todo.eoin Very similar to the above...
|
|
{
|
|
LowerDanger,
|
|
LowerWarning,
|
|
UpperWarning,
|
|
UpperDanger,
|
|
}
|
|
|
|
// not really used in the prototype but in code,
|
|
// to differentiate between the different
|
|
// fields you can find this prototype in
|
|
public enum AtmosMonitorThresholdType
|
|
{
|
|
Temperature = 0,
|
|
Pressure = 1,
|
|
Gas = 2
|
|
}
|
|
|
|
/// <summary>
|
|
/// Bitflags version of <see cref="AtmosMonitorThresholdType"/>
|
|
/// </summary>
|
|
[Flags]
|
|
public enum AtmosMonitorThresholdTypeFlags
|
|
{
|
|
None = 0,
|
|
Temperature = 1 << 0,
|
|
Pressure = 1 << 1,
|
|
Gas = 1 << 2,
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public enum AtmosMonitorVisuals : byte
|
|
{
|
|
AlarmType,
|
|
}
|