* Predict dumping - This got soaped really fucking hard. - Dumping is predicted, this required disposals to be predicte.d - Disposals required mailing (because it's tightly coupled), and a smidge of other content systems. - I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict. * Fix a bunch of stuff * nasty merge * Some reviews * Some more reviews while I stash * Fix merge * Fix merge * Half of review * Review * re(h)f * lizards * feexes * feex
90 lines
3.7 KiB
C#
90 lines
3.7 KiB
C#
using Content.Shared.CartridgeLoader;
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using Content.Shared.CartridgeLoader.Cartridges;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.Popups;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Random;
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namespace Content.Server.CartridgeLoader.Cartridges;
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public sealed class NetProbeCartridgeSystem : EntitySystem
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{
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[Dependency] private readonly CartridgeLoaderSystem? _cartridgeLoaderSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NetProbeCartridgeComponent, CartridgeUiReadyEvent>(OnUiReady);
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SubscribeLocalEvent<NetProbeCartridgeComponent, CartridgeAfterInteractEvent>(AfterInteract);
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}
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/// <summary>
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/// The <see cref="CartridgeAfterInteractEvent" /> gets relayed to this system if the cartridge loader is running
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/// the NetProbe program and someone clicks on something with it. <br/>
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/// <br/>
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/// Saves name, address... etc. of the device that was clicked into a list on the component when the device isn't already present in that list
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/// </summary>
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private void AfterInteract(EntityUid uid, NetProbeCartridgeComponent component, CartridgeAfterInteractEvent args)
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{
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if (args.InteractEvent.Handled || !args.InteractEvent.CanReach || !args.InteractEvent.Target.HasValue)
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return;
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var target = args.InteractEvent.Target.Value;
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DeviceNetworkComponent? networkComponent = default;
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if (!Resolve(target, ref networkComponent, false))
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return;
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//Ceck if device is already present in list
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foreach (var probedDevice in component.ProbedDevices)
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{
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if (probedDevice.Address == networkComponent.Address)
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return;
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}
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//Play scanning sound with slightly randomized pitch
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//Why is there no NextFloat(float min, float max)???
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var audioParams = AudioParams.Default.WithVolume(-2f).WithPitchScale((float)_random.Next(12, 21) / 10);
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_audioSystem.PlayEntity(component.SoundScan, args.InteractEvent.User, target, audioParams);
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_popupSystem.PopupCursor(Loc.GetString("net-probe-scan", ("device", target)), args.InteractEvent.User);
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//Limit the amount of saved probe results to 9
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//This is hardcoded because the UI doesn't support a dynamic number of results
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if (component.ProbedDevices.Count >= component.MaxSavedDevices)
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component.ProbedDevices.RemoveAt(0);
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var device = new ProbedNetworkDevice(
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Name(target),
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networkComponent.Address,
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networkComponent.ReceiveFrequency?.FrequencyToString() ?? string.Empty,
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networkComponent.DeviceNetId.DeviceNetIdToLocalizedName()
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);
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component.ProbedDevices.Add(device);
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UpdateUiState(uid, args.Loader, component);
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}
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/// <summary>
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/// This gets called when the ui fragment needs to be updated for the first time after activating
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/// </summary>
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private void OnUiReady(EntityUid uid, NetProbeCartridgeComponent component, CartridgeUiReadyEvent args)
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{
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UpdateUiState(uid, args.Loader, component);
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}
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private void UpdateUiState(EntityUid uid, EntityUid loaderUid, NetProbeCartridgeComponent? component)
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{
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if (!Resolve(uid, ref component))
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return;
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var state = new NetProbeUiState(component.ProbedDevices);
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_cartridgeLoaderSystem?.UpdateCartridgeUiState(loaderUid, state);
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}
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}
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