Files
Delta-v/Content.Shared/Atmos/Monitor/AtmosAlarmThreshold.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>

---------

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...
2025-11-06 18:22:39 +00:00

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,
}