Adds the thermo-electric generator (#18840)
* Basic TEG start. Connects via node group. * Basic TEG test map * Sensor monitoring basics, TEG circulator flow * Basic power generation (it doesn't work) * More sensor monitoring work * Battery (SMES) monitoring system. * Sensor monitoring fixes Make it work properly when mapped. * Test map improvements * Revise TEG power output mechanism. Now uses a fixed supplier with a custom ramping system. * TEG test map fixes * Make air alarms and pumps open UI on activate. * Clean up thermo machines power switch. Removed separate Enabled bool from the component that always matched the power receiver's state. This enables adding a PowerSwitch component to give us alt click/verb menu. * TEG but now fancy * Make sensor monitoring console obviously WiP to mappers. * Vending machine sound, because of course. * Terrible, terrible graph background color * Examine improvements for the TEG. * Account for electrical power when equalizing gas mixtures. * Get rid of the TegCirculatorArrow logic. Use TimedDespawn instead. The "no show in right-click menuu" goes into a new general-purpose component. Thanks Julian. * Put big notice of "not ready, here's why" on the sensor monitoring console. * TryGetComponent -> TryComp * Lol there's a HideContextMenu tag * Test fixes * Guidebook for TEG Fixed rotation on GuideEntityEmbed not working correctly. Added Margin property to GuideEntityEmbed * Make TEG power bar default to invisible. So it doesn't appear in the guidebook and spawn menu.
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using Content.Shared.SensorMonitoring;
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using Robust.Server.Player;
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using Robust.Shared.Collections;
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namespace Content.Server.SensorMonitoring;
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[RegisterComponent]
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public sealed class SensorMonitoringConsoleComponent : Component
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{
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/// <summary>
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/// Used to assign network IDs for sensors and sensor streams.
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/// </summary>
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public int IdCounter;
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/// <summary>
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/// If enabled, additional data streams are shown intended to only be visible for debugging.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("debug_streams")]
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public bool DebugStreams = false;
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[ViewVariables(VVAccess.ReadWrite)]
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public Dictionary<EntityUid, SensorData> Sensors = new();
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[DataField("retentionTime")]
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public TimeSpan RetentionTime = TimeSpan.FromMinutes(1);
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// UI update tracking stuff.
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public HashSet<IPlayerSession> InitialUIStateSent = new();
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public TimeSpan LastUIUpdate;
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public ValueList<int> RemovedSensors;
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public sealed class SensorData
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{
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[ViewVariables(VVAccess.ReadWrite)]
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public int NetId;
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[ViewVariables(VVAccess.ReadWrite)]
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public SensorDeviceType DeviceType;
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[ViewVariables(VVAccess.ReadWrite)]
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public Dictionary<string, SensorStream> Streams = new();
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}
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public sealed class SensorStream
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{
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[ViewVariables(VVAccess.ReadWrite)]
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public int NetId;
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[ViewVariables(VVAccess.ReadWrite)]
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public SensorUnit Unit;
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// Queue<T> is a ring buffer internally, and we can still iterate over it.
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// I don't wanna write a ring buffer myself, so this is pretty convenient!
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[ViewVariables]
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public Queue<SensorSample> Samples = new();
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}
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public sealed class ViewingPlayer
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{
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}
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}
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