Files
Delta-v/Content.Server/Atmos/Monitor/Systems/AtmosAlarmableSystem.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

326 lines
10 KiB
C#

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