Files
Delta-v/Content.Server/SurveillanceCamera/Systems/SurveillanceCameraSystem.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

461 lines
16 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Emp;
using Content.Shared.ActionBlocker;
using Content.Shared.Database;
using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Events;
using Content.Shared.Power;
using Content.Shared.SurveillanceCamera;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Content.Shared.DeviceNetwork.Components;
namespace Content.Server.SurveillanceCamera;
public sealed class SurveillanceCameraSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly ViewSubscriberSystem _viewSubscriberSystem = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
// Pings a surveillance camera subnet. All cameras will always respond
// with a data message if they are on the same subnet.
public const string CameraPingSubnetMessage = "surveillance_camera_ping_subnet";
// Pings a surveillance camera. Useful to ensure that the camera is still on
// before connecting fully.
public const string CameraPingMessage = "surveillance_camera_ping";
// Camera heartbeat. Monitors ping this to ensure that a camera is still able to
// be contacted. If this doesn't get sent after some time, the monitor will
// automatically disconnect.
public const string CameraHeartbeatMessage = "surveillance_camera_heartbeat";
// Surveillance camera data. This generally should contain nothing
// except for the subnet that this camera is on -
// this is because of the fact that the PacketEvent already
// contains the sender UID, and that this will always be targeted
// towards the sender that pinged the camera.
public const string CameraDataMessage = "surveillance_camera_data";
public const string CameraConnectMessage = "surveillance_camera_connect";
public const string CameraSubnetConnectMessage = "surveillance_camera_subnet_connect";
public const string CameraSubnetDisconnectMessage = "surveillance_camera_subnet_disconnect";
public const string CameraAddressData = "surveillance_camera_data_origin";
public const string CameraNameData = "surveillance_camera_data_name";
public const string CameraSubnetData = "surveillance_camera_data_subnet";
public const int CameraNameLimit = 32;
public override void Initialize()
{
SubscribeLocalEvent<SurveillanceCameraComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<SurveillanceCameraComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<SurveillanceCameraComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
SubscribeLocalEvent<SurveillanceCameraComponent, SurveillanceCameraSetupSetName>(OnSetName);
SubscribeLocalEvent<SurveillanceCameraComponent, SurveillanceCameraSetupSetNetwork>(OnSetNetwork);
SubscribeLocalEvent<SurveillanceCameraComponent, GetVerbsEvent<AlternativeVerb>>(AddVerbs);
SubscribeLocalEvent<SurveillanceCameraComponent, EmpPulseEvent>(OnEmpPulse);
SubscribeLocalEvent<SurveillanceCameraComponent, EmpDisabledRemoved>(OnEmpDisabledRemoved);
}
private void OnPacketReceived(EntityUid uid, SurveillanceCameraComponent component, DeviceNetworkPacketEvent args)
{
if (!component.Active)
{
return;
}
if (!TryComp(uid, out DeviceNetworkComponent? deviceNet))
{
return;
}
if (args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command))
{
var payload = new NetworkPayload()
{
{ DeviceNetworkConstants.Command, string.Empty },
{ CameraAddressData, deviceNet.Address },
{ CameraNameData, component.CameraId },
{ CameraSubnetData, string.Empty }
};
var dest = string.Empty;
switch (command)
{
case CameraConnectMessage:
if (!args.Data.TryGetValue(CameraAddressData, out dest)
|| string.IsNullOrEmpty(args.Address))
{
return;
}
payload[DeviceNetworkConstants.Command] = CameraConnectMessage;
break;
case CameraHeartbeatMessage:
if (!args.Data.TryGetValue(CameraAddressData, out dest)
|| string.IsNullOrEmpty(args.Address))
{
return;
}
payload[DeviceNetworkConstants.Command] = CameraHeartbeatMessage;
break;
case CameraPingMessage:
if (!args.Data.TryGetValue(CameraSubnetData, out string? subnet))
{
return;
}
dest = args.SenderAddress;
payload[CameraSubnetData] = subnet;
payload[DeviceNetworkConstants.Command] = CameraDataMessage;
break;
}
_deviceNetworkSystem.QueuePacket(
uid,
dest,
payload);
}
}
private void AddVerbs(EntityUid uid, SurveillanceCameraComponent component, GetVerbsEvent<AlternativeVerb> verbs)
{
if (!_actionBlocker.CanInteract(verbs.User, uid) || !_actionBlocker.CanComplexInteract(verbs.User))
{
return;
}
if (component.NameSet && component.NetworkSet)
{
return;
}
AlternativeVerb verb = new();
verb.Text = Loc.GetString("surveillance-camera-setup");
verb.Act = () => OpenSetupInterface(uid, verbs.User, component);
verbs.Verbs.Add(verb);
}
private void OnPowerChanged(EntityUid camera, SurveillanceCameraComponent component, ref PowerChangedEvent args)
{
SetActive(camera, args.Powered, component);
}
private void OnShutdown(EntityUid camera, SurveillanceCameraComponent component, ComponentShutdown args)
{
Deactivate(camera, component);
}
private void OnSetName(EntityUid uid, SurveillanceCameraComponent component, SurveillanceCameraSetupSetName args)
{
if (args.UiKey is not SurveillanceCameraSetupUiKey key
|| key != SurveillanceCameraSetupUiKey.Camera
|| string.IsNullOrEmpty(args.Name)
|| args.Name.Length > CameraNameLimit)
{
return;
}
component.CameraId = args.Name;
component.NameSet = true;
UpdateSetupInterface(uid, component);
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"{ToPrettyString(args.Actor)} set the name of {ToPrettyString(uid)} to \"{args.Name}.\"");
}
private void OnSetNetwork(EntityUid uid, SurveillanceCameraComponent component,
SurveillanceCameraSetupSetNetwork args)
{
if (args.UiKey is not SurveillanceCameraSetupUiKey key
|| key != SurveillanceCameraSetupUiKey.Camera)
{
return;
}
if (args.Network < 0 || args.Network >= component.AvailableNetworks.Count)
{
return;
}
if (!_prototypeManager.TryIndex<DeviceFrequencyPrototype>(component.AvailableNetworks[args.Network],
out var frequency))
{
return;
}
_deviceNetworkSystem.SetReceiveFrequency(uid, frequency.Frequency);
component.NetworkSet = true;
UpdateSetupInterface(uid, component);
}
private void OpenSetupInterface(EntityUid uid, EntityUid player, SurveillanceCameraComponent? camera = null)
{
if (!Resolve(uid, ref camera))
return;
if (!_userInterface.TryOpenUi(uid, SurveillanceCameraSetupUiKey.Camera, player))
return;
UpdateSetupInterface(uid, camera);
}
private void UpdateSetupInterface(EntityUid uid, SurveillanceCameraComponent? camera = null, DeviceNetworkComponent? deviceNet = null)
{
if (!Resolve(uid, ref camera, ref deviceNet))
{
return;
}
if (camera.NameSet && camera.NetworkSet)
{
_userInterface.CloseUi(uid, SurveillanceCameraSetupUiKey.Camera);
return;
}
if (camera.AvailableNetworks.Count == 0)
{
if (deviceNet.ReceiveFrequencyId != null)
{
camera.AvailableNetworks.Add(deviceNet.ReceiveFrequencyId);
}
else if (!camera.NetworkSet)
{
_userInterface.CloseUi(uid, SurveillanceCameraSetupUiKey.Camera);
return;
}
}
var state = new SurveillanceCameraSetupBoundUiState(camera.CameraId, deviceNet.ReceiveFrequency ?? 0,
camera.AvailableNetworks, camera.NameSet, camera.NetworkSet);
_userInterface.SetUiState(uid, SurveillanceCameraSetupUiKey.Camera, state);
}
// If the camera deactivates for any reason, it must have all viewers removed,
// and the relevant event broadcast to all systems.
private void Deactivate(EntityUid camera, SurveillanceCameraComponent? component = null)
{
if (!Resolve(camera, ref component))
{
return;
}
var ev = new SurveillanceCameraDeactivateEvent(camera);
RemoveActiveViewers(camera, new(component.ActiveViewers), null, component);
component.Active = false;
// Send a targetted event to all monitors.
foreach (var monitor in component.ActiveMonitors)
{
RaiseLocalEvent(monitor, ev, true);
}
component.ActiveMonitors.Clear();
// Send a local event that's broadcasted everywhere afterwards.
RaiseLocalEvent(ev);
UpdateVisuals(camera, component);
}
public void SetActive(EntityUid camera, bool setting, SurveillanceCameraComponent? component = null)
{
if (!Resolve(camera, ref component))
{
return;
}
if (setting)
{
var attemptEv = new SurveillanceCameraSetActiveAttemptEvent();
RaiseLocalEvent(camera, ref attemptEv);
if (attemptEv.Cancelled)
return;
component.Active = setting;
}
else
{
Deactivate(camera, component);
}
UpdateVisuals(camera, component);
}
public void AddActiveViewer(EntityUid camera, EntityUid player, EntityUid? monitor = null, SurveillanceCameraComponent? component = null, ActorComponent? actor = null)
{
if (!Resolve(camera, ref component)
|| !component.Active
|| !Resolve(player, ref actor))
{
return;
}
_viewSubscriberSystem.AddViewSubscriber(camera, actor.PlayerSession);
component.ActiveViewers.Add(player);
if (monitor != null)
{
component.ActiveMonitors.Add(monitor.Value);
}
UpdateVisuals(camera, component);
}
public void AddActiveViewers(EntityUid camera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? component = null)
{
if (!Resolve(camera, ref component) || !component.Active)
{
return;
}
foreach (var player in players)
{
AddActiveViewer(camera, player, monitor, component);
}
// Add monitor without viewers
if (players.Count == 0 && monitor != null)
{
component.ActiveMonitors.Add(monitor.Value);
UpdateVisuals(camera, component);
}
}
// Switch the set of active viewers from one camera to another.
public void SwitchActiveViewers(EntityUid oldCamera, EntityUid newCamera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? oldCameraComponent = null, SurveillanceCameraComponent? newCameraComponent = null)
{
if (!Resolve(oldCamera, ref oldCameraComponent)
|| !Resolve(newCamera, ref newCameraComponent)
|| !oldCameraComponent.Active
|| !newCameraComponent.Active)
{
return;
}
if (monitor != null)
{
oldCameraComponent.ActiveMonitors.Remove(monitor.Value);
newCameraComponent.ActiveMonitors.Add(monitor.Value);
}
foreach (var player in players)
{
RemoveActiveViewer(oldCamera, player, null, oldCameraComponent);
AddActiveViewer(newCamera, player, null, newCameraComponent);
}
}
public void RemoveActiveViewer(EntityUid camera, EntityUid player, EntityUid? monitor = null, SurveillanceCameraComponent? component = null, ActorComponent? actor = null)
{
if (!Resolve(camera, ref component))
return;
if (Resolve(player, ref actor))
_viewSubscriberSystem.RemoveViewSubscriber(camera, actor.PlayerSession);
component.ActiveViewers.Remove(player);
if (monitor != null)
{
component.ActiveMonitors.Remove(monitor.Value);
}
UpdateVisuals(camera, component);
}
public void RemoveActiveViewers(EntityUid camera, HashSet<EntityUid> players, EntityUid? monitor = null, SurveillanceCameraComponent? component = null)
{
if (!Resolve(camera, ref component))
{
return;
}
foreach (var player in players)
{
RemoveActiveViewer(camera, player, monitor, component);
}
// Even if not removing any viewers, remove the monitor
if (players.Count == 0 && monitor != null)
{
component.ActiveMonitors.Remove(monitor.Value);
UpdateVisuals(camera, component);
}
}
private void UpdateVisuals(EntityUid uid, SurveillanceCameraComponent? component = null, AppearanceComponent? appearance = null)
{
// Don't log missing, because otherwise tests fail.
if (!Resolve(uid, ref component, ref appearance, false))
{
return;
}
var key = SurveillanceCameraVisuals.Disabled;
if (component.Active)
{
key = SurveillanceCameraVisuals.Active;
}
if (component.ActiveViewers.Count > 0 || component.ActiveMonitors.Count > 0)
{
key = SurveillanceCameraVisuals.InUse;
}
_appearance.SetData(uid, SurveillanceCameraVisualsKey.Key, key, appearance);
}
private void OnEmpPulse(EntityUid uid, SurveillanceCameraComponent component, ref EmpPulseEvent args)
{
if (component.Active)
{
args.Affected = true;
args.Disabled = true;
SetActive(uid, false);
}
}
private void OnEmpDisabledRemoved(EntityUid uid, SurveillanceCameraComponent component, ref EmpDisabledRemoved args)
{
SetActive(uid, true);
}
}
public sealed class OnSurveillanceCameraViewerAddEvent : EntityEventArgs
{
}
public sealed class OnSurveillanceCameraViewerRemoveEvent : EntityEventArgs
{
}
// What happens when a camera deactivates.
public sealed class SurveillanceCameraDeactivateEvent : EntityEventArgs
{
public EntityUid Camera { get; }
public SurveillanceCameraDeactivateEvent(EntityUid camera)
{
Camera = camera;
}
}
[ByRefEvent]
public record struct SurveillanceCameraSetActiveAttemptEvent(bool Cancelled);