* 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
47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
using Content.Server.DeviceLinking.Components;
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using Content.Shared.DeviceLinking.Events;
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using Content.Shared.DeviceNetwork;
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namespace Content.Server.DeviceLinking.Systems;
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public sealed class EdgeDetectorSystem : EntitySystem
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{
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[Dependency] private readonly DeviceLinkSystem _deviceLink = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EdgeDetectorComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<EdgeDetectorComponent, SignalReceivedEvent>(OnSignalReceived);
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}
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private void OnInit(EntityUid uid, EdgeDetectorComponent comp, ComponentInit args)
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{
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_deviceLink.EnsureSinkPorts(uid, comp.InputPort);
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_deviceLink.EnsureSourcePorts(uid, comp.OutputHighPort, comp.OutputLowPort);
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}
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private void OnSignalReceived(EntityUid uid, EdgeDetectorComponent comp, ref SignalReceivedEvent args)
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{
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// only handle signals with edges
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var state = SignalState.Momentary;
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if (args.Data == null ||
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!args.Data.TryGetValue(DeviceNetworkConstants.LogicState, out state) ||
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state == SignalState.Momentary)
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return;
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if (args.Port != comp.InputPort)
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return;
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// make sure the level changed, multiple devices sending the same level are treated as one spamming
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if (comp.State != state)
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{
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comp.State = state;
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var port = state == SignalState.High ? comp.OutputHighPort : comp.OutputLowPort;
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_deviceLink.InvokePort(uid, port);
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}
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}
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}
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