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.Server.DeviceNetwork.Components;
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using Content.Shared.SensorMonitoring;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Collections;
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using ConsoleUIState = Content.Shared.SensorMonitoring.SensorMonitoringConsoleBoundInterfaceState;
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using IncrementalUIState = Content.Shared.SensorMonitoring.SensorMonitoringIncrementalUpdate;
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namespace Content.Server.SensorMonitoring;
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public sealed partial class SensorMonitoringConsoleSystem
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{
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private void InitUI()
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{
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SubscribeLocalEvent<SensorMonitoringConsoleComponent, BoundUIClosedEvent>(ConsoleUIClosed);
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}
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private void UpdateConsoleUI(EntityUid uid, SensorMonitoringConsoleComponent comp)
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{
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if (!_userInterface.TryGetUi(uid, SensorMonitoringConsoleUiKey.Key, out var ui))
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return;
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if (ui.SubscribedSessions.Count == 0)
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return;
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ConsoleUIState? fullState = null;
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SensorMonitoringIncrementalUpdate? incrementalUpdate = null;
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foreach (var session in ui.SubscribedSessions)
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{
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if (comp.InitialUIStateSent.Contains(session))
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{
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incrementalUpdate ??= CalculateIncrementalUpdate();
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_userInterface.TrySendUiMessage(ui, incrementalUpdate, session);
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}
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else
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{
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fullState ??= CalculateFullState();
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UserInterfaceSystem.SetUiState(ui, fullState, session);
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comp.InitialUIStateSent.Add(session);
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}
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}
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comp.LastUIUpdate = _gameTiming.CurTime;
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comp.RemovedSensors.Clear();
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ConsoleUIState CalculateFullState()
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{
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var sensors = new ValueList<ConsoleUIState.SensorData>();
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var streams = new ValueList<ConsoleUIState.SensorStream>();
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foreach (var (ent, data) in comp.Sensors)
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{
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streams.Clear();
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var name = MetaData(ent).EntityName;
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var address = Comp<DeviceNetworkComponent>(ent).Address;
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foreach (var (streamName, stream) in data.Streams)
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{
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streams.Add(new ConsoleUIState.SensorStream
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{
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NetId = stream.NetId,
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Name = streamName,
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Unit = stream.Unit,
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Samples = stream.Samples.ToArray()
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});
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}
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sensors.Add(new ConsoleUIState.SensorData
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{
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NetId = data.NetId,
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Name = name,
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Address = address,
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DeviceType = data.DeviceType,
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Streams = streams.ToArray()
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});
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}
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return new ConsoleUIState
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{
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RetentionTime = comp.RetentionTime,
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Sensors = sensors.ToArray()
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};
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}
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SensorMonitoringIncrementalUpdate CalculateIncrementalUpdate()
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{
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var sensors = new ValueList<IncrementalUIState.SensorData>();
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var streams = new ValueList<IncrementalUIState.SensorStream>();
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var samples = new ValueList<SensorSample>();
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foreach (var data in comp.Sensors.Values)
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{
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streams.Clear();
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foreach (var stream in data.Streams.Values)
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{
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samples.Clear();
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foreach (var (sampleTime, value) in stream.Samples)
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{
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if (sampleTime >= comp.LastUIUpdate)
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samples.Add(new SensorSample(sampleTime - comp.LastUIUpdate, value));
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}
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streams.Add(new IncrementalUIState.SensorStream
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{
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NetId = stream.NetId,
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Unit = stream.Unit,
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Samples = samples.ToArray()
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});
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}
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sensors.Add(new IncrementalUIState.SensorData { NetId = data.NetId, Streams = streams.ToArray() });
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}
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return new IncrementalUIState
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{
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RelTime = comp.LastUIUpdate,
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RemovedSensors = comp.RemovedSensors.ToArray(),
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Sensors = sensors.ToArray(),
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};
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}
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}
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private static void ConsoleUIClosed(
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EntityUid uid,
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SensorMonitoringConsoleComponent component,
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BoundUIClosedEvent args)
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{
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if (!args.UiKey.Equals(SensorMonitoringConsoleUiKey.Key))
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return;
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if (args.Session is not IPlayerSession player)
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return;
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component.InitialUIStateSent.Remove(player);
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}
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}
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