mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +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...
326 lines
10 KiB
C#
326 lines
10 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Atmos.Monitor.Components;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Shared.Atmos.Monitor;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.Power;
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using Content.Shared.Tag;
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using Robust.Server.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Content.Shared.DeviceNetwork.Components;
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namespace Content.Server.Atmos.Monitor.Systems;
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public sealed class AtmosAlarmableSystem : EntitySystem
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{
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly AudioSystem _audioSystem = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNet = default!;
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[Dependency] private readonly AtmosDeviceNetworkSystem _atmosDevNetSystem = default!;
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/// <summary>
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/// An alarm. Has three valid states: Normal, Warning, Danger.
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/// Will attempt to fetch the tags from the alarming entity
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/// to send over.
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/// </summary>
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public const string AlertCmd = "atmos_alarm";
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public const string AlertSource = "atmos_alarm_source";
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public const string AlertTypes = "atmos_alarm_types";
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/// <summary>
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/// Syncs alerts from this alarm receiver to other alarm receivers.
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/// Creates a network effect as a result. Note: if the alert receiver
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/// is not aware of the device beforehand, it will not sync.
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/// </summary>
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public const string SyncAlerts = "atmos_alarmable_sync_alerts";
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public const string ResetAll = "atmos_alarmable_reset_all";
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public override void Initialize()
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{
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SubscribeLocalEvent<AtmosAlarmableComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<AtmosAlarmableComponent, DeviceNetworkPacketEvent>(OnPacketRecv);
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SubscribeLocalEvent<AtmosAlarmableComponent, PowerChangedEvent>(OnPowerChange);
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}
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private void OnMapInit(EntityUid uid, AtmosAlarmableComponent component, MapInitEvent args)
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{
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TryUpdateAlert(
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uid,
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TryGetHighestAlert(uid, out var alarm) ? alarm.Value : AtmosAlarmType.Normal,
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component,
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false);
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}
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private void OnPowerChange(EntityUid uid, AtmosAlarmableComponent component, ref PowerChangedEvent args)
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{
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if (!args.Powered)
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{
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Reset(uid, component);
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}
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else
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{
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// sussy
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_atmosDevNetSystem.Register(uid, null);
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_atmosDevNetSystem.Sync(uid, null);
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TryUpdateAlert(
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uid,
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TryGetHighestAlert(uid, out var alarm) ? alarm.Value : AtmosAlarmType.Normal,
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component,
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false);
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}
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}
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private void OnPacketRecv(EntityUid uid, AtmosAlarmableComponent component, DeviceNetworkPacketEvent args)
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{
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if (component.IgnoreAlarms) return;
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if (!TryComp(uid, out DeviceNetworkComponent? netConn))
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return;
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if (!args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? cmd)
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|| !args.Data.TryGetValue(AlertSource, out HashSet<ProtoId<TagPrototype>>? sourceTags))
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{
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return;
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}
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var isValid = sourceTags.Any(source => component.SyncWithTags.Contains(source));
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if (!isValid)
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{
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return;
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}
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switch (cmd)
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{
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case AlertCmd:
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// Set the alert state, and then cache it so we can calculate
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// the maximum alarm state at all times.
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if (!args.Data.TryGetValue(DeviceNetworkConstants.CmdSetState, out AtmosAlarmType state))
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{
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break;
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}
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if (args.Data.TryGetValue(AlertTypes, out AtmosMonitorThresholdTypeFlags types) && component.MonitorAlertTypes != AtmosMonitorThresholdTypeFlags.None)
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{
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isValid = (types & component.MonitorAlertTypes) != 0;
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}
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if (!component.NetworkAlarmStates.ContainsKey(args.SenderAddress))
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{
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if (!isValid)
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{
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break;
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}
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component.NetworkAlarmStates.Add(args.SenderAddress, state);
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}
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else
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{
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// This is because if the alert is no longer valid,
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// it may mean that the threshold we need to look at has
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// been removed from the threshold types passed:
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// basically, we need to reset this state to normal here.
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component.NetworkAlarmStates[args.SenderAddress] = isValid ? state : AtmosAlarmType.Normal;
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}
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if (!TryGetHighestAlert(uid, out var netMax, component))
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{
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netMax = AtmosAlarmType.Normal;
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}
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TryUpdateAlert(uid, netMax.Value, component);
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break;
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case ResetAll:
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Reset(uid, component);
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break;
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case SyncAlerts:
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if (!args.Data.TryGetValue(SyncAlerts,
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out IReadOnlyDictionary<string, AtmosAlarmType>? alarms))
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{
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break;
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}
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foreach (var (key, alarm) in alarms)
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{
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if (!component.NetworkAlarmStates.TryAdd(key, alarm))
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{
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component.NetworkAlarmStates[key] = alarm;
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}
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}
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if (TryGetHighestAlert(uid, out var maxAlert, component))
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{
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TryUpdateAlert(uid, maxAlert.Value, component);
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}
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break;
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}
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}
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private void TryUpdateAlert(EntityUid uid, AtmosAlarmType type, AtmosAlarmableComponent alarmable, bool sync = true)
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{
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if (alarmable.LastAlarmState == type)
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{
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return;
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}
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if (sync)
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{
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SyncAlertsToNetwork(uid, null, alarmable);
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}
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alarmable.LastAlarmState = type;
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UpdateAppearance(uid, type);
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PlayAlertSound(uid, type, alarmable);
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RaiseLocalEvent(uid, new AtmosAlarmEvent(type), true);
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}
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public void SyncAlertsToNetwork(EntityUid uid, string? address = null, AtmosAlarmableComponent? alarmable = null, TagComponent? tags = null)
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{
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if (!Resolve(uid, ref alarmable, ref tags) || alarmable.ReceiveOnly)
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{
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return;
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}
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var payload = new NetworkPayload
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{
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[DeviceNetworkConstants.Command] = SyncAlerts,
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[SyncAlerts] = alarmable.NetworkAlarmStates,
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[AlertSource] = tags.Tags
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};
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_deviceNet.QueuePacket(uid, address, payload);
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}
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/// <summary>
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/// Forces this alarmable to have a specific alert. This will not be reset until the alarmable
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/// is manually reset. This will store the alarmable as a device in its network states.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="alarmType"></param>
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/// <param name="alarmable"></param>
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public void ForceAlert(EntityUid uid, AtmosAlarmType alarmType,
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AtmosAlarmableComponent? alarmable = null, DeviceNetworkComponent? devNet = null, TagComponent? tags = null)
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{
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if (!Resolve(uid, ref alarmable, ref devNet, ref tags))
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{
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return;
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}
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TryUpdateAlert(uid, alarmType, alarmable, false);
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if (alarmable.ReceiveOnly)
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{
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return;
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}
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if (!alarmable.NetworkAlarmStates.TryAdd(devNet.Address, alarmType))
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{
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alarmable.NetworkAlarmStates[devNet.Address] = alarmType;
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}
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var payload = new NetworkPayload
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{
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[DeviceNetworkConstants.Command] = AlertCmd,
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[DeviceNetworkConstants.CmdSetState] = alarmType,
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[AlertSource] = tags.Tags
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};
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_deviceNet.QueuePacket(uid, null, payload);
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}
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/// <summary>
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/// Resets the state of this alarmable to normal.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="alarmable"></param>
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public void Reset(EntityUid uid, AtmosAlarmableComponent? alarmable = null, TagComponent? tags = null)
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{
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if (!Resolve(uid, ref alarmable, ref tags, false) || alarmable.LastAlarmState == AtmosAlarmType.Normal)
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{
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return;
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}
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alarmable.NetworkAlarmStates.Clear();
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TryUpdateAlert(uid, AtmosAlarmType.Normal, alarmable);
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if (!alarmable.ReceiveOnly)
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{
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var payload = new NetworkPayload
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{
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[DeviceNetworkConstants.Command] = ResetAll,
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[AlertSource] = tags.Tags
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};
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_deviceNet.QueuePacket(uid, null, payload);
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}
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}
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public void ResetAllOnNetwork(EntityUid uid, AtmosAlarmableComponent? alarmable = null)
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{
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if (!Resolve(uid, ref alarmable) || alarmable.ReceiveOnly)
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{
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return;
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}
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Reset(uid, alarmable);
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}
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/// <summary>
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/// Tries to get the highest possible alert stored in this alarm.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="alarm"></param>
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/// <param name="alarmable"></param>
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/// <returns></returns>
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public bool TryGetHighestAlert(EntityUid uid, [NotNullWhen(true)] out AtmosAlarmType? alarm,
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AtmosAlarmableComponent? alarmable = null)
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{
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alarm = null;
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if (!Resolve(uid, ref alarmable, false))
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{
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return false;
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}
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foreach (var alarmState in alarmable.NetworkAlarmStates.Values)
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{
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alarm = alarm == null || alarm < alarmState ? alarmState : alarm;
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}
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return alarm != null;
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}
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private void PlayAlertSound(EntityUid uid, AtmosAlarmType alarm, AtmosAlarmableComponent alarmable)
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{
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if (alarm == AtmosAlarmType.Danger)
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{
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_audioSystem.PlayPvs(alarmable.AlarmSound, uid, AudioParams.Default.WithVolume(alarmable.AlarmVolume));
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}
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}
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private void UpdateAppearance(EntityUid uid, AtmosAlarmType alarm)
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{
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_appearance.SetData(uid, AtmosMonitorVisuals.AlarmType, alarm);
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}
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}
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public sealed class AtmosAlarmEvent : EntityEventArgs
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{
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public AtmosAlarmType AlarmType { get; }
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public AtmosAlarmEvent(AtmosAlarmType netMax)
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{
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AlarmType = netMax;
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}
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}
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