Suit sensor and crew monitoring (#5521)

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Alex Evgrashin
2021-12-29 08:19:00 +03:00
committed by GitHub
parent 7c88129540
commit 1705eae96c
23 changed files with 845 additions and 11 deletions

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@@ -308,6 +308,8 @@ namespace Content.Client.Entry
"ExtensionCableReceiver", "ExtensionCableReceiver",
"ExtensionCableProvider", "ExtensionCableProvider",
"ApcNetworkConnection", "ApcNetworkConnection",
"SuitSensor",
"CrewMonitoringConsole",
"ApcNetSwitch", "ApcNetSwitch",
"HandLabeler", "HandLabeler",
"Label", "Label",

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@@ -0,0 +1,44 @@
using Content.Shared.Medical.CrewMonitoring;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Client.Medical.CrewMonitoring
{
public class CrewMonitoringBoundUserInterface : BoundUserInterface
{
private CrewMonitoringWindow? _menu;
public CrewMonitoringBoundUserInterface([NotNull] ClientUserInterfaceComponent owner, [NotNull] object uiKey) : base(owner, uiKey)
{
}
protected override void Open()
{
_menu = new CrewMonitoringWindow();
_menu.OpenCentered();
_menu.OnClose += Close;
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
switch (state)
{
case CrewMonitoringState st:
_menu?.ShowSensors(st.Sensors);
break;
}
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (!disposing)
return;
_menu?.Dispose();
}
}
}

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@@ -0,0 +1,23 @@
<SS14Window xmlns="https://spacestation14.io"
Title="{Loc 'crew-monitoring-user-interface-title'}"
MinSize="450 400">
<ScrollContainer HorizontalExpand="True"
VerticalExpand="True">
<GridContainer Name="SensorsTable"
HorizontalExpand="True"
VerticalExpand="True"
HSeparationOverride="5"
VSeparationOverride="20"
Columns="3">
<!-- Table header -->
<Label Text="{Loc 'crew-monitoring-user-interface-name'}"
StyleClasses="LabelHeading"/>
<Label Text="{Loc 'crew-monitoring-user-interface-status'}"
StyleClasses="LabelHeading"/>
<Label Text="{Loc 'crew-monitoring-user-interface-location'}"
StyleClasses="LabelHeading"/>
<!-- Table rows are filled by code -->
</GridContainer>
</ScrollContainer>
</SS14Window>

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@@ -0,0 +1,87 @@
using System.Collections.Generic;
using Content.Shared.Medical.SuitSensor;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Localization;
namespace Content.Client.Medical.CrewMonitoring
{
[GenerateTypedNameReferences]
public partial class CrewMonitoringWindow : SS14Window
{
private List<Control> _rowsContent = new();
public CrewMonitoringWindow()
{
RobustXamlLoader.Load(this);
}
public void ShowSensors(List<SuitSensorStatus> stSensors)
{
ClearAllSensors();
// add a row for each sensor
foreach (var sensor in stSensors)
{
// add users name and job
// format: UserName (Job)
var nameLabel = new Label()
{
Text = $"{sensor.Name} ({sensor.Job})"
};
SensorsTable.AddChild(nameLabel);
_rowsContent.Add(nameLabel);
// add users status and damage
// format: IsAlive (TotalDamage)
var statusText = Loc.GetString(sensor.IsAlive ?
"crew-monitoring-user-interface-alive" :
"crew-monitoring-user-interface-dead");
if (sensor.TotalDamage != null)
{
statusText += $" ({sensor.TotalDamage})";
}
var statusLabel = new Label()
{
Text = statusText
};
SensorsTable.AddChild(statusLabel);
_rowsContent.Add(statusLabel);
// add users positions
// format: (x, y)
string posText;
if (sensor.Coordinates != null)
{
// todo: add locations names (kitchen, bridge, etc)
var pos = sensor.Coordinates.Value.Position;
var x = (int) pos.X;
var y = (int) pos.Y;
posText = $"({x}, {y})";
}
else
{
posText = Loc.GetString("crew-monitoring-user-interface-no-info");
}
var posLabel = new Label()
{
Text = posText
};
SensorsTable.AddChild(posLabel);
_rowsContent.Add(posLabel);
}
}
private void ClearAllSensors()
{
foreach (var child in _rowsContent)
{
SensorsTable.RemoveChild(child);
}
_rowsContent.Clear();
}
}
}

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@@ -101,22 +101,14 @@ namespace Content.Server.Access.Systems
return true; return true;
// check inventory slot? // check inventory slot?
if (EntityManager.TryGetComponent(uid, out InventoryComponent? inventoryComponent) && return TryGetIdCardSlot(uid, out idCard);
inventoryComponent.HasSlot(EquipmentSlotDefines.Slots.IDCARD) &&
inventoryComponent.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent? item) &&
TryGetIdCard(item.Owner, out idCard))
{
return true;
}
return false;
} }
/// <summary> /// <summary>
/// Attempt to get an id card component from an entity, either by getting it directly from the entity, or by /// Attempt to get an id card component from an entity, either by getting it directly from the entity, or by
/// getting the contained id from a <see cref="PDAComponent"/>. /// getting the contained id from a <see cref="PDAComponent"/>.
/// </summary> /// </summary>
private bool TryGetIdCard(EntityUid uid, [NotNullWhen(true)] out IdCardComponent? idCard) public bool TryGetIdCard(EntityUid uid, [NotNullWhen(true)] out IdCardComponent? idCard)
{ {
if (EntityManager.TryGetComponent(uid, out idCard)) if (EntityManager.TryGetComponent(uid, out idCard))
return true; return true;
@@ -129,5 +121,17 @@ namespace Content.Server.Access.Systems
return false; return false;
} }
/// <summary>
/// Try get id card from mobs ID inventory slot
/// </summary>
public bool TryGetIdCardSlot(EntityUid uid, [NotNullWhen(true)] out IdCardComponent? idCard)
{
idCard = null;
return EntityManager.TryGetComponent(uid, out InventoryComponent? inventoryComponent) &&
inventoryComponent.HasSlot(EquipmentSlotDefines.Slots.IDCARD) &&
inventoryComponent.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent? item) &&
TryGetIdCard(item.Owner, out idCard);
}
} }
} }

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@@ -24,6 +24,12 @@ namespace Content.Server.DeviceNetwork
/// </summary> /// </summary>
public const string CmdSetState = "set_state"; public const string CmdSetState = "set_state";
/// <summary>
/// The command for a device that just updated its state
/// E.g. suit sensors broadcasting owners vitals state
/// </summary>
public const string CmdUpdatedState = "updated_state";
#endregion #endregion
#region SetState #region SetState

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@@ -0,0 +1,26 @@
using System.Collections.Generic;
using Content.Shared.Medical.SuitSensor;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Medical.CrewMonitoring
{
[RegisterComponent]
[Friend(typeof(CrewMonitoringConsoleSystem))]
public class CrewMonitoringConsoleComponent : Component
{
public override string Name => "CrewMonitoringConsole";
/// <summary>
/// List of all currently connected sensors to this console.
/// </summary>
public Dictionary<string, SuitSensorStatus> ConnectedSensors = new();
/// <summary>
/// After what time sensor consider to be lost.
/// </summary>
[DataField("sensorTimeout")]
public float SensorTimeout = 10f;
}
}

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@@ -0,0 +1,89 @@
using System.Linq;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Medical.SuitSensors;
using Content.Server.UserInterface;
using Content.Shared.Medical.CrewMonitoring;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Content.Server.Medical.CrewMonitoring
{
public class CrewMonitoringConsoleSystem : EntitySystem
{
[Dependency] private readonly SuitSensorSystem _sensors = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private const float UpdateRate = 3f;
private float _updateDif;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CrewMonitoringConsoleComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<CrewMonitoringConsoleComponent, PacketSentEvent>(OnPacketReceived);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// check update rate
_updateDif += frameTime;
if (_updateDif < UpdateRate)
return;
_updateDif = 0f;
var consoles = EntityManager.EntityQuery<CrewMonitoringConsoleComponent>();
foreach (var console in consoles)
{
UpdateTimeouts(console.Owner, console);
UpdateUserInterface(console.Owner, console);
}
}
private void OnRemove(EntityUid uid, CrewMonitoringConsoleComponent component, ComponentRemove args)
{
component.ConnectedSensors.Clear();
}
private void OnPacketReceived(EntityUid uid, CrewMonitoringConsoleComponent component, PacketSentEvent args)
{
var suitSensor = _sensors.PacketToSuitSensor(args.Data);
if (suitSensor == null)
return;
suitSensor.Timestamp = _gameTiming.CurTime;
component.ConnectedSensors[args.SenderAddress] = suitSensor;
}
private void UpdateUserInterface(EntityUid uid, CrewMonitoringConsoleComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var ui = component.Owner.GetUIOrNull(CrewMonitoringUIKey.Key);
if (ui == null)
return;
// update all sensors info
var allSensors = component.ConnectedSensors.Values.ToList();
var uiState = new CrewMonitoringState(allSensors);
ui.SetState(uiState);
}
private void UpdateTimeouts(EntityUid uid, CrewMonitoringConsoleComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
foreach (var (address, sensor) in component.ConnectedSensors)
{
// if too many time passed - sensor just dropped connection
var dif = _gameTiming.CurTime - sensor.Timestamp;
if (dif.Seconds > component.SensorTimeout)
component.ConnectedSensors.Remove(address);
}
}
}
}

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@@ -0,0 +1,59 @@
using System;
using Content.Shared.Inventory;
using Content.Shared.Medical.SuitSensor;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Medical.SuitSensors
{
/// <summary>
/// Tracking device, embedded in almost all uniforms and jumpsuits.
/// If enabled, will report to crew monitoring console owners position and status.
/// </summary>
[RegisterComponent]
[Friend(typeof(SuitSensorSystem))]
[ComponentProtoName("SuitSensor")]
public sealed class SuitSensorComponent : Component
{
/// <summary>
/// Choose a random sensor mode when item is spawned.
/// </summary>
[DataField("randomMode")]
public bool RandomMode = true;
/// <summary>
/// If true user can't change suit sensor mode
/// </summary>
[DataField("controlsLocked")]
public bool ControlsLocked = false;
/// <summary>
/// Current sensor mode. Can be switched by user verbs.
/// </summary>
[DataField("mode")]
public SuitSensorMode Mode = SuitSensorMode.SensorOff;
/// <summary>
/// Activate sensor if user wear it in this slot.
/// </summary>
[DataField("activationSlot")]
public EquipmentSlotDefines.Slots ActivationSlot = EquipmentSlotDefines.Slots.INNERCLOTHING;
/// <summary>
/// How often does sensor update its owners status (in seconds).
/// </summary>
[DataField("updateRate")]
public float UpdateRate = 2f;
/// <summary>
/// Current user that wears suit sensor. Null if nobody wearing it.
/// </summary>
public EntityUid? User = null;
/// <summary>
/// Last time when sensor updated owners status
/// </summary>
public TimeSpan LastUpdate = TimeSpan.Zero;
}
}

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@@ -0,0 +1,312 @@
using System;
using Content.Server.Access.Systems;
using Content.Server.DeviceNetwork;
using Content.Server.DeviceNetwork.Components;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Popups;
using Content.Shared.ActionBlocker;
using Content.Shared.Damage;
using Content.Shared.Examine;
using Content.Shared.Inventory;
using Content.Shared.Medical.SuitSensor;
using Content.Shared.MobState.Components;
using Content.Shared.Verbs;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Medical.SuitSensors
{
public class SuitSensorSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IdCardSystem _idCardSystem = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private const float UpdateRate = 0.5f;
private float _updateDif;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SuitSensorComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<SuitSensorComponent, EquippedEvent>(OnEquipped);
SubscribeLocalEvent<SuitSensorComponent, UnequippedEvent>(OnUnequipped);
SubscribeLocalEvent<SuitSensorComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<SuitSensorComponent, GetInteractionVerbsEvent>(OnVerb);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// check update rate
_updateDif += frameTime;
if (_updateDif < UpdateRate)
return;
_updateDif -= UpdateRate;
var curTime = _gameTiming.CurTime;
var sensors = EntityManager.EntityQuery<SuitSensorComponent, DeviceNetworkComponent>();
foreach (var (sensor, device) in sensors)
{
// check if sensor is ready to update
if (curTime - sensor.LastUpdate < TimeSpan.FromSeconds(sensor.UpdateRate))
continue;
sensor.LastUpdate = curTime;
// get sensor status
var status = GetSensorState(sensor.Owner, sensor);
if (status == null)
continue;
// broadcast it to device network
var payload = SuitSensorToPacket(status);
_deviceNetworkSystem.QueuePacket(sensor.Owner, DeviceNetworkConstants.NullAddress, device.Frequency, payload, true);
}
}
private void OnMapInit(EntityUid uid, SuitSensorComponent component, MapInitEvent args)
{
// generate random mode
if (component.RandomMode)
{
//make the sensor mode favor higher levels, except coords.
var modesDist = new[]
{
SuitSensorMode.SensorOff,
SuitSensorMode.SensorBinary, SuitSensorMode.SensorBinary,
SuitSensorMode.SensorVitals, SuitSensorMode.SensorVitals, SuitSensorMode.SensorVitals,
SuitSensorMode.SensorCords, SuitSensorMode.SensorCords
};
component.Mode = _random.Pick(modesDist);
}
}
private void OnEquipped(EntityUid uid, SuitSensorComponent component, EquippedEvent args)
{
if (args.Slot != component.ActivationSlot)
return;
component.User = args.User;
}
private void OnUnequipped(EntityUid uid, SuitSensorComponent component, UnequippedEvent args)
{
if (args.Slot != component.ActivationSlot)
return;
component.User = null;
}
private void OnExamine(EntityUid uid, SuitSensorComponent component, ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
string msg;
switch (component.Mode)
{
case SuitSensorMode.SensorOff:
msg = "suit-sensor-examine-off";
break;
case SuitSensorMode.SensorBinary:
msg = "suit-sensor-examine-binary";
break;
case SuitSensorMode.SensorVitals:
msg = "suit-sensor-examine-vitals";
break;
case SuitSensorMode.SensorCords:
msg = "suit-sensor-examine-cords";
break;
default:
return;
}
args.PushMarkup(Loc.GetString(msg));
}
private void OnVerb(EntityUid uid, SuitSensorComponent component, GetInteractionVerbsEvent args)
{
// check if user can change sensor
if (component.ControlsLocked)
return;
// standard interaction checks
if (!args.CanAccess || !args.CanInteract || !_actionBlockerSystem.CanDrop(args.User))
return;
args.Verbs.UnionWith(new[]
{
CreateVerb(uid, component, args.User, SuitSensorMode.SensorOff),
CreateVerb(uid, component, args.User, SuitSensorMode.SensorBinary),
CreateVerb(uid, component, args.User, SuitSensorMode.SensorVitals),
CreateVerb(uid, component, args.User, SuitSensorMode.SensorCords)
});
}
private Verb CreateVerb(EntityUid uid, SuitSensorComponent component, EntityUid userUid, SuitSensorMode mode)
{
return new Verb()
{
Text = GetModeName(mode),
Disabled = component.Mode == mode,
Priority = -(int) mode, // sort them in descending order
Category = VerbCategory.SetSensor,
Act = () => SetSensor(uid, mode, userUid, component)
};
}
private string GetModeName(SuitSensorMode mode)
{
string name;
switch (mode)
{
case SuitSensorMode.SensorOff:
name = "suit-sensor-mode-off";
break;
case SuitSensorMode.SensorBinary:
name = "suit-sensor-mode-binary";
break;
case SuitSensorMode.SensorVitals:
name = "suit-sensor-mode-vitals";
break;
case SuitSensorMode.SensorCords:
name = "suit-sensor-mode-cords";
break;
default:
return "";
}
return Loc.GetString(name);
}
public void SetSensor(EntityUid uid, SuitSensorMode mode, EntityUid? userUid = null,
SuitSensorComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.Mode = mode;
if (userUid != null)
{
var msg = Loc.GetString("suit-sensor-mode-state", ("mode", GetModeName(mode)));
_popupSystem.PopupEntity(msg, uid, Filter.Entities(userUid.Value));
}
}
public SuitSensorStatus? GetSensorState(EntityUid uid, SuitSensorComponent? sensor = null, TransformComponent? transform = null)
{
if (!Resolve(uid, ref sensor, ref transform))
return null;
// check if sensor is enabled and worn by user
if (sensor.Mode == SuitSensorMode.SensorOff || sensor.User == null)
return null;
// try to get mobs id from ID slot
var userName = Loc.GetString("suit-sensor-component-unknown-name");
var userJob = Loc.GetString("suit-sensor-component-unknown-job");
if (_idCardSystem.TryGetIdCardSlot(sensor.User.Value, out var card))
{
if (card.FullName != null)
userName = card.FullName;
if (card.JobTitle != null)
userJob = card.JobTitle;
}
// get health mob state
var isAlive = false;
if (EntityManager.TryGetComponent(sensor.User.Value, out MobStateComponent? mobState))
{
isAlive = mobState.IsAlive();
}
// get mob total damage
var totalDamage = 0;
if (EntityManager.TryGetComponent(sensor.User.Value, out DamageableComponent? damageable))
{
totalDamage = damageable.TotalDamage.Int();
}
// finally, form suit sensor status
var status = new SuitSensorStatus(userName, userJob);
switch (sensor.Mode)
{
case SuitSensorMode.SensorBinary:
status.IsAlive = isAlive;
break;
case SuitSensorMode.SensorVitals:
status.IsAlive = isAlive;
status.TotalDamage = totalDamage;
break;
case SuitSensorMode.SensorCords:
status.IsAlive = isAlive;
status.TotalDamage = totalDamage;
status.Coordinates = transform.MapPosition;
break;
}
return status;
}
/// <summary>
/// Serialize suit sensor status into device network package.
/// </summary>
public NetworkPayload SuitSensorToPacket(SuitSensorStatus status)
{
var payload = new NetworkPayload()
{
[DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdUpdatedState,
[SuitSensorConstants.NET_NAME] = status.Name,
[SuitSensorConstants.NET_JOB] = status.Job,
[SuitSensorConstants.NET_IS_ALIVE] = status.IsAlive,
};
if (status.TotalDamage != null)
payload.Add(SuitSensorConstants.NET_TOTAL_DAMAGE, status.TotalDamage);
if (status.Coordinates != null)
payload.Add(SuitSensorConstants.NET_CORDINATES, status.Coordinates);
return payload;
}
/// <summary>
/// Try to deserialize device network message into suit sensor status
/// </summary>
public SuitSensorStatus? PacketToSuitSensor(NetworkPayload payload)
{
// check command
if (!payload.TryGetValue(DeviceNetworkConstants.Command, out string? command))
return null;
if (command != DeviceNetworkConstants.CmdUpdatedState)
return null;
// check name, job and alive
if (!payload.TryGetValue(SuitSensorConstants.NET_NAME, out string? name)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_JOB, out string? job)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_IS_ALIVE, out bool? isAlive)) return null;
// try get total damage and cords (optionals)
payload.TryGetValue(SuitSensorConstants.NET_TOTAL_DAMAGE, out int? totalDamage);
payload.TryGetValue(SuitSensorConstants.NET_CORDINATES, out MapCoordinates? cords);
var status = new SuitSensorStatus(name, job)
{
IsAlive = isAlive.Value,
TotalDamage = totalDamage,
Coordinates = cords
};
return status;
}
}
}

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@@ -0,0 +1,28 @@
using System;
using System.Collections.Generic;
using Content.Shared.FixedPoint;
using Content.Shared.Medical.SuitSensor;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.Medical.CrewMonitoring
{
[Serializable, NetSerializable]
public enum CrewMonitoringUIKey
{
Key
}
[Serializable, NetSerializable]
public class CrewMonitoringState : BoundUserInterfaceState
{
public List<SuitSensorStatus> Sensors;
public CrewMonitoringState(List<SuitSensorStatus> sensors)
{
Sensors = sensors;
}
}
}

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@@ -0,0 +1,58 @@
using System;
using Content.Shared.FixedPoint;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
namespace Content.Shared.Medical.SuitSensor
{
[Serializable, NetSerializable]
public class SuitSensorStatus
{
public SuitSensorStatus(string name, string job)
{
Name = name;
Job = job;
}
public TimeSpan Timestamp;
public string Name;
public string Job;
public bool IsAlive;
public int? TotalDamage;
public MapCoordinates? Coordinates;
}
[Serializable, NetSerializable]
public enum SuitSensorMode : byte
{
/// <summary>
/// Sensor doesn't send any information about owner
/// </summary>
SensorOff = 0,
/// <summary>
/// Sensor sends only binary status (alive/dead)
/// </summary>
SensorBinary = 1,
/// <summary>
/// Sensor sends health vitals status
/// </summary>
SensorVitals = 2,
/// <summary>
/// Sensor sends vitals status and GPS position
/// </summary>
SensorCords = 3
}
public static class SuitSensorConstants
{
public const string NET_NAME = "name";
public const string NET_JOB = "job";
public const string NET_IS_ALIVE = "alive";
public const string NET_TOTAL_DAMAGE = "vitals";
public const string NET_CORDINATES = "cords";
}
}

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@@ -57,5 +57,7 @@ namespace Content.Shared.Verbs
public static readonly VerbCategory Split = public static readonly VerbCategory Split =
new("verb-categories-split", null); new("verb-categories-split", null);
public static readonly VerbCategory SetSensor = new("verb-categories-set-sensor", null);
} }
} }

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@@ -0,0 +1,13 @@
## UI
crew-monitoring-user-interface-title = Crew Monitoring
crew-monitoring-user-interface-name = Name
crew-monitoring-user-interface-status = Status
crew-monitoring-user-interface-location = Location
crew-monitoring-user-interface-alive = Alive
crew-monitoring-user-interface-dead = Dead
crew-monitoring-user-interface-no-info = N/A

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@@ -0,0 +1,21 @@
## Modes
suit-sensor-mode-off = Off
suit-sensor-mode-binary = Binary
suit-sensor-mode-vitals = Vitals
suit-sensor-mode-cords = Coordinates
## Popups
suit-sensor-mode-state = Suit sensors: {$mode}
## Components
suit-sensor-component-unknown-name = Unknown
suit-sensor-component-unknown-job = No job
## Examine
suit-sensor-examine-off = Its sensors appear to be [color=darkred]disabled[/color].
suit-sensor-examine-binary = Its binary life sensors appear to be enabled.
suit-sensor-examine-vitals = Its vital tracker appears to be enabled.
suit-sensor-examine-cords = Its vital tracker and tracking beacon appear to be enabled.

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@@ -18,6 +18,7 @@ verb-categories-unbuckle = Unbuckle
verb-categories-rotate = Rotate verb-categories-rotate = Rotate
verb-categories-transfer = Set Transfer Amount verb-categories-transfer = Set Transfer Amount
verb-categories-split = Split verb-categories-split = Split
verb-categories-set-sensor = Sensor
verb-common-toggle-light = Toggle light verb-common-toggle-light = Toggle light
verb-common-close = Close verb-common-close = Close

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@@ -113,6 +113,7 @@
- MedicalScannerMachineCircuitboard - MedicalScannerMachineCircuitboard
- ChemMasterMachineCircuitboard - ChemMasterMachineCircuitboard
- ChemDispenserMachineCircuitboard - ChemDispenserMachineCircuitboard
- CrewMonitoringComputerCircuitboard
# Security Technology Tree # Security Technology Tree

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@@ -1,6 +1,17 @@
- type: entity - type: entity
abstract: true abstract: true
parent: Clothing parent: Clothing
id: ClothingWithSuitSensor
components:
- type: SuitSensor
- type: DeviceNetworkComponent
deviceNetId: Wireless
- type: WirelessNetworkConnection
range: 500
- type: entity
abstract: true
parent: ClothingWithSuitSensor
id: ClothingUniformBase id: ClothingUniformBase
components: components:
- type: Sprite - type: Sprite
@@ -17,7 +28,7 @@
- type: entity - type: entity
abstract: true abstract: true
parent: Clothing parent: ClothingWithSuitSensor
id: ClothingUniformSkirtBase id: ClothingUniformSkirtBase
components: components:
- type: Sprite - type: Sprite

View File

@@ -232,6 +232,10 @@
sprite: Clothing/Uniforms/Jumpskirt/prisoner.rsi sprite: Clothing/Uniforms/Jumpskirt/prisoner.rsi
- type: Clothing - type: Clothing
sprite: Clothing/Uniforms/Jumpskirt/prisoner.rsi sprite: Clothing/Uniforms/Jumpskirt/prisoner.rsi
- type: SuitSensor
controlsLocked: true
randomMode: false
mode: SensorCords
- type: entity - type: entity
parent: ClothingUniformSkirtBase parent: ClothingUniformSkirtBase

View File

@@ -310,6 +310,10 @@
sprite: Clothing/Uniforms/Jumpsuit/prisoner.rsi sprite: Clothing/Uniforms/Jumpsuit/prisoner.rsi
- type: Clothing - type: Clothing
sprite: Clothing/Uniforms/Jumpsuit/prisoner.rsi sprite: Clothing/Uniforms/Jumpsuit/prisoner.rsi
- type: SuitSensor
controlsLocked: true
randomMode: false
mode: SensorCords
- type: entity - type: entity
parent: ClothingUniformBase parent: ClothingUniformBase

View File

@@ -35,6 +35,14 @@
- type: ComputerBoard - type: ComputerBoard
prototype: ComputerResearchAndDevelopment prototype: ComputerResearchAndDevelopment
- type: entity
parent: BaseComputerCircuitboard
id: CrewMonitoringComputerCircuitboard
name: crew monitoring console board
components:
- type: ComputerBoard
prototype: ComputerCrewMonitoring
- type: entity - type: entity
parent: BaseComputerCircuitboard parent: BaseComputerCircuitboard
id: IDComputerCircuitboard id: IDComputerCircuitboard

View File

@@ -88,6 +88,36 @@
energy: 1.6 energy: 1.6
color: "#1f8c28" color: "#1f8c28"
- type: entity
parent: ComputerBase
id: ComputerCrewMonitoring
name: crew monitoring console
description: Used to monitor active health sensors built into most of the crew's uniforms.
components:
- type: Appearance
visuals:
- type: ComputerVisualizer
key: med_key
screen: crew
- type: PointLight
radius: 1.5
energy: 1.6
color: "#006400"
- type: Computer
board: CrewMonitoringComputerCircuitboard
- type: ActivatableUI
key: enum.CrewMonitoringUIKey.Key
- type: ActivatableUIRequiresPower
- type: UserInterface
interfaces:
- key: enum.CrewMonitoringUIKey.Key
type: CrewMonitoringBoundUserInterface
- type: CrewMonitoringConsole
- type: DeviceNetworkComponent
deviceNetId: Wireless
- type: WirelessNetworkConnection
range: 500
- type: entity - type: entity
parent: ComputerBase parent: ComputerBase
id: ComputerResearchAndDevelopment id: ComputerResearchAndDevelopment

View File

@@ -183,6 +183,7 @@
- SolarControlComputerCircuitboard - SolarControlComputerCircuitboard
- AutolatheMachineCircuitboard - AutolatheMachineCircuitboard
- ProtolatheMachineCircuitboard - ProtolatheMachineCircuitboard
- CrewMonitoringComputerCircuitboard
- Bucket - Bucket
- MopItem - MopItem
- SprayBottle - SprayBottle