* Prototyping whole station wire map * More prototyping * Added icons for the different power distributors and toggleable cable displays * Power cable layouts are now only sent to the client when the power monitor is open * UI prototyping * Power monitors can now see the sprites of distant entities, long entity names are truncated * Updated how network devices are added to the player's PVS * More feature prototypes * Added source / load symbols * Final prototype! Time to actually code it properly... * Start of code clean up * Continuing code clean up * Fixed UI appearance * Code clean up complete * Removed unnecessary changes * Updated how power values are calculated, added UI warnings for power sinks and power net checks * Updated how power values are calculated again, added support for portable generators * Removed unnecessary files * Map beacons start toggled off, console map now works outside the station, fixed substation icon * Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected * Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap * Updated the colors/positions of HV cables and SMESes to improve contrast * Fixed SMES color in map legend * Partially fixed auto-scrolling on device selection, made sublists alphabetical * Changed how auto-scroll is handled * Changed the font color of the console warning messages * Reduced the font size of beacon labels * Added the station name to the console * Organized references * Removed unwanted changes to RobustToolbox * Fix merge conflict * Fix merge conflict, maybe * Fix merge conflict * Updated outdated reference * Fixed portable_generator.yml * Implemented a number of requested changes, move bit masks to a shared component * Navigate listings via the navmap * First attempt at improving efficiency * Second attempt at optimization, entity grouping added for solar panels * Finished solar panel entity joining * Finished major revisions, code clean up needed * Finializing optimizations * Made requested changes * Bug fix, removed obsolete code * Bug fixes * Bug fixes * STarted revisions * Further revisions * More revision * Finalizing revisions. Need to make RT PR * Code tidying * More code tidying * Trying to avoid merge conflicts * Trying to avoid merge conflicts * Removed use of PVS * Improving efficiency * Addressed a bunch of outstanding issues * Clear old data on console refresh * UI adjustments * Made node comparison more robust. More devices can be combined into one entry * Added missing component 'dirty'
84 lines
3.3 KiB
C#
84 lines
3.3 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Electrocution;
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using Content.Server.Power.Components;
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using Content.Server.Stack;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.Tools;
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using Content.Shared.Tools.Components;
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using Robust.Shared.Map;
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using System.Xml.Schema;
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using CableCuttingFinishedEvent = Content.Shared.Tools.Systems.CableCuttingFinishedEvent;
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using SharedToolSystem = Content.Shared.Tools.Systems.SharedToolSystem;
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namespace Content.Server.Power.EntitySystems;
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public sealed partial class CableSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileManager = default!;
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[Dependency] private readonly SharedToolSystem _toolSystem = default!;
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[Dependency] private readonly StackSystem _stack = default!;
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[Dependency] private readonly ElectrocutionSystem _electrocutionSystem = default!;
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[Dependency] private readonly IAdminLogManager _adminLogs = default!;
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[Dependency] private readonly PowerMonitoringConsoleSystem _powerMonitoringSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeCablePlacer();
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SubscribeLocalEvent<CableComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<CableComponent, CableCuttingFinishedEvent>(OnCableCut);
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// Shouldn't need re-anchoring.
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SubscribeLocalEvent<CableComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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}
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private void OnInteractUsing(EntityUid uid, CableComponent cable, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = _toolSystem.UseTool(args.Used, args.User, uid, cable.CuttingDelay, cable.CuttingQuality, new CableCuttingFinishedEvent());
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}
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private void OnCableCut(EntityUid uid, CableComponent cable, DoAfterEvent args)
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{
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if (args.Cancelled)
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return;
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var xform = Transform(uid);
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var ev = new CableAnchorStateChangedEvent(xform);
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RaiseLocalEvent(uid, ref ev);
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if (_electrocutionSystem.TryDoElectrifiedAct(uid, args.User))
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return;
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_adminLogs.Add(LogType.CableCut, LogImpact.Medium, $"The {ToPrettyString(uid)} at {xform.Coordinates} was cut by {ToPrettyString(args.User)}.");
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Spawn(cable.CableDroppedOnCutPrototype, xform.Coordinates);
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QueueDel(uid);
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}
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private void OnAnchorChanged(EntityUid uid, CableComponent cable, ref AnchorStateChangedEvent args)
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{
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var ev = new CableAnchorStateChangedEvent(args.Transform, args.Detaching);
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RaiseLocalEvent(uid, ref ev);
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if (args.Anchored)
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return; // huh? it wasn't anchored?
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// anchor state can change as a result of deletion (detach to null).
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// We don't want to spawn an entity when deleted.
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if (!TryLifeStage(uid, out var life) || life >= EntityLifeStage.Terminating)
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return;
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// This entity should not be un-anchorable. But this can happen if the grid-tile is deleted (RCD, explosion,
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// etc). In that case: behave as if the cable had been cut.
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Spawn(cable.CableDroppedOnCutPrototype, Transform(uid).Coordinates);
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QueueDel(uid);
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}
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}
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