* 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>
71 lines
2.9 KiB
C#
71 lines
2.9 KiB
C#
using Content.Shared.Administration.Logs;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Atmos.Piping.Binary.Components;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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namespace Content.Shared.Atmos.EntitySystems;
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/// <summary>
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/// Handles all shared interactions with the gas pressure regulator.
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/// </summary>
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public abstract class SharedGasPressureRegulatorSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] protected readonly SharedUserInterfaceSystem UserInterfaceSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GasPressureRegulatorComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<GasPressureRegulatorComponent, GasPressureRegulatorChangeThresholdMessage>(
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OnThresholdChangeMessage);
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}
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/// <summary>
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/// Presents predicted examine information to the person examining the valve.
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/// </summary>
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/// <param name="ent"> <see cref="Entity{T}"/> of the valve</param>
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/// <param name="args">Event arguments for examination</param>
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private void OnExamined(Entity<GasPressureRegulatorComponent> ent, ref ExaminedEvent args)
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{
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if (!Transform(ent).Anchored || !args.IsInDetailsRange)
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return;
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using (args.PushGroup(nameof(GasPressureRegulatorComponent)))
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{
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args.PushMarkup(Loc.GetString("gas-pressure-regulator-system-examined",
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("statusColor", ent.Comp.Enabled ? "green" : "red"),
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("open", ent.Comp.Enabled)));
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args.PushMarkup(Loc.GetString("gas-pressure-regulator-examined-threshold-pressure",
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("threshold", $"{ent.Comp.Threshold:0.#}")));
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args.PushMarkup(Loc.GetString("gas-pressure-regulator-examined-flow-rate",
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("flowRate", $"{ent.Comp.FlowRate:0.#}")));
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}
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}
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/// <summary>
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/// Validates, logs, and updates the pressure threshold of the valve.
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/// </summary>
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/// <param name="ent">The <see cref="Entity{T}"/> of the valve.</param>
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/// <param name="args">The received pressure from the <see cref="GasPressurePumpChangeOutputPressureMessage"/>message.</param>
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private void OnThresholdChangeMessage(Entity<GasPressureRegulatorComponent> ent,
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ref GasPressureRegulatorChangeThresholdMessage args)
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{
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ent.Comp.Threshold = Math.Max(0f, args.ThresholdPressure);
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_adminLogger.Add(LogType.AtmosVolumeChanged,
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LogImpact.Medium,
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$"{ToPrettyString(args.Actor):player} set the pressure threshold on {ToPrettyString(ent):device} to {ent.Comp.Threshold}");
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// Dirty the entire entity to ensure we get all of that Fresh:tm: UI info from the server.
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Dirty(ent);
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UpdateUi(ent);
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}
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protected virtual void UpdateUi(Entity<GasPressureRegulatorComponent> ent)
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{
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}
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}
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