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

486 lines
19 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Server.Atmos.Monitor.Components;
using Content.Server.Atmos.Piping.Components;
using Content.Server.Atmos.Piping.EntitySystems;
using Content.Server.DeviceNetwork;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.NodeContainer;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NodeContainer.Nodes;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Shared.Administration.Logs;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Monitor;
using Content.Shared.Atmos.Piping.Components;
using Content.Shared.Database;
using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Events;
using Content.Shared.Power;
using Content.Shared.Tag;
using Robust.Shared.Prototypes;
namespace Content.Server.Atmos.Monitor.Systems;
// AtmosMonitorSystem. Grabs all the AtmosAlarmables connected
// to it via local APC net, and starts sending updates of the
// current atmosphere. Monitors fire (which always triggers as
// a danger), and atmos (which triggers based on set thresholds).
public sealed class AtmosMonitorSystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly AtmosDeviceSystem _atmosDeviceSystem = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly NodeContainerSystem _nodeContainerSystem = default!;
// Commands
public const string AtmosMonitorSetThresholdCmd = "atmos_monitor_set_threshold";
public const string AtmosMonitorSetAllThresholdsCmd = "atmos_monitor_set_all_thresholds";
// Packet data
public const string AtmosMonitorThresholdData = "atmos_monitor_threshold_data";
public const string AtmosMonitorAllThresholdData = "atmos_monitor_all_threshold_data";
public const string AtmosMonitorThresholdDataType = "atmos_monitor_threshold_type";
public const string AtmosMonitorThresholdGasType = "atmos_monitor_threshold_gas";
public override void Initialize()
{
SubscribeLocalEvent<AtmosMonitorComponent, ComponentStartup>(OnAtmosMonitorStartup);
SubscribeLocalEvent<AtmosMonitorComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<AtmosMonitorComponent, AtmosDeviceUpdateEvent>(OnAtmosUpdate);
SubscribeLocalEvent<AtmosMonitorComponent, TileFireEvent>(OnFireEvent);
SubscribeLocalEvent<AtmosMonitorComponent, PowerChangedEvent>(OnPowerChangedEvent);
SubscribeLocalEvent<AtmosMonitorComponent, BeforePacketSentEvent>(BeforePacketRecv);
SubscribeLocalEvent<AtmosMonitorComponent, DeviceNetworkPacketEvent>(OnPacketRecv);
SubscribeLocalEvent<AtmosMonitorComponent, AtmosDeviceDisabledEvent>(OnAtmosDeviceLeaveAtmosphere);
SubscribeLocalEvent<AtmosMonitorComponent, AtmosDeviceEnabledEvent>(OnAtmosDeviceEnterAtmosphere);
}
private void OnAtmosDeviceLeaveAtmosphere(EntityUid uid, AtmosMonitorComponent atmosMonitor, ref AtmosDeviceDisabledEvent args)
{
atmosMonitor.TileGas = null;
}
private void OnAtmosDeviceEnterAtmosphere(EntityUid uid, AtmosMonitorComponent atmosMonitor, ref AtmosDeviceEnabledEvent args)
{
if (atmosMonitor.MonitorsPipeNet && _nodeContainerSystem.TryGetNode<PipeNode>(uid, atmosMonitor.NodeNameMonitoredPipe, out var pipeNode))
{
atmosMonitor.TileGas = pipeNode.Air;
return;
}
atmosMonitor.TileGas = _atmosphereSystem.GetContainingMixture(uid, true);
}
private void OnMapInit(EntityUid uid, AtmosMonitorComponent component, MapInitEvent args)
{
if (component.TemperatureThresholdId != null)
{
var proto = _prototypeManager.Index<AtmosAlarmThresholdPrototype>(component.TemperatureThresholdId);
component.TemperatureThreshold ??= new(proto);
}
if (component.PressureThresholdId != null)
{
var proto = _prototypeManager.Index<AtmosAlarmThresholdPrototype>(component.PressureThresholdId);
component.PressureThreshold ??= new(proto);
}
if (component.GasThresholdPrototypes == null)
return;
component.GasThresholds ??= new();
foreach (var (gas, id) in component.GasThresholdPrototypes)
{
var proto = _prototypeManager.Index<AtmosAlarmThresholdPrototype>(id);
component.GasThresholds.TryAdd(gas, new(proto));
}
}
private void OnAtmosMonitorStartup(EntityUid uid, AtmosMonitorComponent component, ComponentStartup args)
{
if (!HasComp<ApcPowerReceiverComponent>(uid)
&& TryComp<AtmosDeviceComponent>(uid, out var atmosDeviceComponent))
{
_atmosDeviceSystem.LeaveAtmosphere((uid, atmosDeviceComponent));
}
}
private void BeforePacketRecv(EntityUid uid, AtmosMonitorComponent component, BeforePacketSentEvent args)
{
if (!component.NetEnabled) args.Cancel();
}
private void OnPacketRecv(EntityUid uid, AtmosMonitorComponent component, DeviceNetworkPacketEvent args)
{
// sync the internal 'last alarm state' from
// the other alarms, so that we can calculate
// the highest network alarm state at any time
if (!args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? cmd))
{
return;
}
switch (cmd)
{
case AtmosDeviceNetworkSystem.RegisterDevice:
component.RegisteredDevices.Add(args.SenderAddress);
break;
case AtmosDeviceNetworkSystem.DeregisterDevice:
component.RegisteredDevices.Remove(args.SenderAddress);
break;
case AtmosAlarmableSystem.ResetAll:
Reset(uid);
// Don't clear alarm states here.
break;
case AtmosMonitorSetThresholdCmd:
if (args.Data.TryGetValue(AtmosMonitorThresholdData, out AtmosAlarmThreshold? thresholdData)
&& args.Data.TryGetValue(AtmosMonitorThresholdDataType, out AtmosMonitorThresholdType? thresholdType))
{
args.Data.TryGetValue(AtmosMonitorThresholdGasType, out Gas? gas);
SetThreshold(uid, thresholdType.Value, thresholdData, gas);
}
break;
case AtmosMonitorSetAllThresholdsCmd:
if (args.Data.TryGetValue(AtmosMonitorAllThresholdData, out AtmosSensorData? allThresholdData))
{
SetAllThresholds(uid, allThresholdData);
}
break;
case AtmosDeviceNetworkSystem.SyncData:
var payload = new NetworkPayload();
payload.Add(DeviceNetworkConstants.Command, AtmosDeviceNetworkSystem.SyncData);
if (component.TileGas != null)
{
var gases = new Dictionary<Gas, float>();
foreach (var gas in Enum.GetValues<Gas>())
{
gases.Add(gas, component.TileGas.GetMoles(gas));
}
payload.Add(AtmosDeviceNetworkSystem.SyncData, new AtmosSensorData(
component.TileGas.Pressure,
component.TileGas.Temperature,
component.TileGas.TotalMoles,
component.LastAlarmState,
gases,
component.PressureThreshold ?? new(),
component.TemperatureThreshold ?? new(),
component.GasThresholds ?? new()
));
}
_deviceNetSystem.QueuePacket(uid, args.SenderAddress, payload);
Alert(uid, component.LastAlarmState);
break;
}
}
private void OnPowerChangedEvent(Entity<AtmosMonitorComponent> ent, ref PowerChangedEvent args)
{
if (TryComp<AtmosDeviceComponent>(ent, out var atmosDeviceComponent))
{
if (!args.Powered)
{
_atmosDeviceSystem.LeaveAtmosphere((ent, atmosDeviceComponent));
}
else
{
_atmosDeviceSystem.JoinAtmosphere((ent, atmosDeviceComponent));
Alert(ent, ent.Comp.LastAlarmState);
}
}
}
private void OnFireEvent(EntityUid uid, AtmosMonitorComponent component, ref TileFireEvent args)
{
if (!this.IsPowered(uid, EntityManager))
return;
// if we're monitoring for atmos fire, then we make it similar to a smoke detector
// and just outright trigger a danger event
//
// somebody else can reset it :sunglasses:
if (component.MonitorFire
&& component.LastAlarmState != AtmosAlarmType.Danger)
{
component.TrippedThresholds |= AtmosMonitorThresholdTypeFlags.Temperature;
Alert(uid, AtmosAlarmType.Danger, null, component); // technically???
}
// only monitor state elevation so that stuff gets alarmed quicker during a fire,
// let the atmos update loop handle when temperature starts to reach different
// thresholds and different states than normal -> warning -> danger
if (component.TemperatureThreshold != null
&& component.TemperatureThreshold.CheckThreshold(args.Temperature, out var temperatureState)
&& temperatureState > component.LastAlarmState)
{
component.TrippedThresholds |= AtmosMonitorThresholdTypeFlags.Temperature;
Alert(uid, AtmosAlarmType.Danger, null, component);
}
}
private void OnAtmosUpdate(EntityUid uid, AtmosMonitorComponent component, ref AtmosDeviceUpdateEvent args)
{
if (!this.IsPowered(uid, EntityManager))
return;
if (args.Grid == null)
return;
// if we're not monitoring atmos, don't bother
if (component.TemperatureThreshold == null
&& component.PressureThreshold == null
&& component.GasThresholds == null)
return;
// If monitoring a pipe network, get its most recent gas mixture
if (component.MonitorsPipeNet && _nodeContainerSystem.TryGetNode<PipeNode>(uid, component.NodeNameMonitoredPipe, out var pipeNode))
component.TileGas = pipeNode.Air;
UpdateState(uid, component.TileGas, component);
}
// Update checks the current air if it exceeds thresholds of
// any kind.
//
// If any threshold exceeds the other, that threshold
// immediately replaces the current recorded state.
//
// If the threshold does not match the current state
// of the monitor, it is set in the Alert call.
private void UpdateState(EntityUid uid, GasMixture? air, AtmosMonitorComponent? monitor = null)
{
if (air == null) return;
if (!Resolve(uid, ref monitor)) return;
var state = AtmosAlarmType.Normal;
var alarmTypes = monitor.TrippedThresholds;
if (monitor.TemperatureThreshold != null
&& monitor.TemperatureThreshold.CheckThreshold(air.Temperature, out var temperatureState))
{
if (temperatureState > state)
{
state = temperatureState;
alarmTypes |= AtmosMonitorThresholdTypeFlags.Temperature;
}
else if (temperatureState == AtmosAlarmType.Normal)
{
alarmTypes &= ~AtmosMonitorThresholdTypeFlags.Temperature;
}
}
if (monitor.PressureThreshold != null
&& monitor.PressureThreshold.CheckThreshold(air.Pressure, out var pressureState)
)
{
if (pressureState > state)
{
state = pressureState;
alarmTypes |= AtmosMonitorThresholdTypeFlags.Pressure;
}
else if (pressureState == AtmosAlarmType.Normal)
{
alarmTypes &= ~AtmosMonitorThresholdTypeFlags.Pressure;
}
}
if (monitor.GasThresholds != null)
{
var tripped = false;
foreach (var (gas, threshold) in monitor.GasThresholds)
{
var gasRatio = air.GetMoles(gas) / air.TotalMoles;
if (threshold.CheckThreshold(gasRatio, out var gasState)
&& gasState > state)
{
state = gasState;
tripped = true;
}
}
if (tripped)
{
alarmTypes |= AtmosMonitorThresholdTypeFlags.Gas;
}
else
{
alarmTypes &= ~AtmosMonitorThresholdTypeFlags.Gas;
}
}
// if the state of the current air doesn't match the last alarm state,
// we update the state
if (state != monitor.LastAlarmState || alarmTypes != monitor.TrippedThresholds)
{
Alert(uid, state, alarmTypes, monitor);
}
}
/// <summary>
/// Alerts the network that the state of a monitor has changed.
/// </summary>
/// <param name="state">The alarm state to set this monitor to.</param>
/// <param name="alarms">The alarms that caused this alarm state.</param>
public void Alert(EntityUid uid, AtmosAlarmType state, AtmosMonitorThresholdTypeFlags? alarms = null, AtmosMonitorComponent? monitor = null)
{
if (!Resolve(uid, ref monitor))
return;
monitor.LastAlarmState = state;
monitor.TrippedThresholds = alarms ?? monitor.TrippedThresholds;
BroadcastAlertPacket((uid, monitor));
// TODO: Central system that grabs *all* alarms from wired network
}
/// <summary>
/// Resets a single monitor's alarm.
/// </summary>
private void Reset(EntityUid uid)
{
Alert(uid, AtmosAlarmType.Normal);
}
/// <summary>
/// Broadcasts an alert packet to all devices on the network,
/// which consists of the current alarm types,
/// the highest alarm currently cached by this monitor,
/// and the current alarm state of the monitor (so other
/// alarms can sync to it).
/// </summary>
/// <remarks>
/// Alarmables use the highest alarm to ensure that a monitor's
/// state doesn't override if the alarm is lower. The state
/// is synced between monitors the moment a monitor sends out an alarm,
/// or if it is explicitly synced (see ResetAll/Sync).
/// </remarks>
private void BroadcastAlertPacket(Entity<AtmosMonitorComponent> ent, TagComponent? tags = null)
{
var (owner, monitor) = ent;
if (!monitor.NetEnabled)
return;
if (!Resolve(owner, ref tags, false))
{
return;
}
var payload = new NetworkPayload
{
[DeviceNetworkConstants.Command] = AtmosAlarmableSystem.AlertCmd,
[DeviceNetworkConstants.CmdSetState] = monitor.LastAlarmState,
[AtmosAlarmableSystem.AlertSource] = tags.Tags,
[AtmosAlarmableSystem.AlertTypes] = monitor.TrippedThresholds
};
foreach (var addr in monitor.RegisteredDevices)
{
_deviceNetSystem.QueuePacket(owner, addr, payload);
}
}
/// <summary>
/// Set a monitor's threshold.
/// </summary>
/// <param name="type">The type of threshold to change.</param>
/// <param name="threshold">Threshold data.</param>
/// <param name="gas">Gas, if applicable.</param>
public void SetThreshold(EntityUid uid, AtmosMonitorThresholdType type, AtmosAlarmThreshold threshold, Gas? gas = null, AtmosMonitorComponent? monitor = null)
{
if (!Resolve(uid, ref monitor))
return;
// Used for logging after the switch statement
string logPrefix = "";
string logValueSuffix = "";
AtmosAlarmThreshold? logPreviousThreshold = null;
switch (type)
{
case AtmosMonitorThresholdType.Pressure:
logPrefix = "pressure";
logValueSuffix = "kPa";
logPreviousThreshold = monitor.PressureThreshold;
monitor.PressureThreshold = threshold;
break;
case AtmosMonitorThresholdType.Temperature:
logPrefix = "temperature";
logValueSuffix = "K";
logPreviousThreshold = monitor.TemperatureThreshold;
monitor.TemperatureThreshold = threshold;
break;
case AtmosMonitorThresholdType.Gas:
if (gas == null || monitor.GasThresholds == null)
return;
logPrefix = ((Gas) gas).ToString();
logValueSuffix = "kPa";
monitor.GasThresholds.TryGetValue((Gas) gas, out logPreviousThreshold);
monitor.GasThresholds[(Gas) gas] = threshold;
break;
}
// Admin log each change separately rather than logging the whole state
if (logPreviousThreshold != null)
{
if (threshold.Ignore != logPreviousThreshold.Ignore)
{
string enabled = threshold.Ignore ? "disabled" : "enabled";
_adminLogger.Add(
LogType.AtmosDeviceSetting,
LogImpact.Medium,
$"{ToPrettyString(uid)} {logPrefix} thresholds {enabled}"
);
}
foreach (var change in threshold.GetChanges(logPreviousThreshold))
{
if (change.Current.Enabled != change.Previous?.Enabled)
{
string enabled = change.Current.Enabled ? "enabled" : "disabled";
_adminLogger.Add(
LogType.AtmosDeviceSetting,
LogImpact.Medium,
$"{ToPrettyString(uid)} {logPrefix} {change.Type} {enabled}"
);
}
if (change.Current.Value != change.Previous?.Value)
{
_adminLogger.Add(
LogType.AtmosDeviceSetting,
LogImpact.Medium,
$"{ToPrettyString(uid)} {logPrefix} {change.Type} changed from {change.Previous?.Value} {logValueSuffix} to {change.Current.Value} {logValueSuffix}"
);
}
}
}
}
/// <summary>
/// Sets all of a monitor's thresholds at once according to the incoming
/// AtmosSensorData object's thresholds.
/// </summary>
/// <param name="uid">The entity's uid</param>
/// <param name="allThresholdData">An AtmosSensorData object from which the thresholds will be loaded.</param>
public void SetAllThresholds(EntityUid uid, AtmosSensorData allThresholdData)
{
SetThreshold(uid, AtmosMonitorThresholdType.Temperature, allThresholdData.TemperatureThreshold);
SetThreshold(uid, AtmosMonitorThresholdType.Pressure, allThresholdData.PressureThreshold);
foreach (var gas in Enum.GetValues<Gas>())
{
SetThreshold(uid, AtmosMonitorThresholdType.Gas, allThresholdData.GasThresholds[gas], gas);
}
}
}