Files
tbd-station-14/Content.Server/Medical/SuitSensors/SuitSensorSystem.cs
metalgearsloth 63dfd21b14 Predict dumping (#32394)
* 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
2025-04-19 16:20:40 +10:00

511 lines
20 KiB
C#

using System.Numerics;
using Content.Server.Access.Systems;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Emp;
using Content.Server.Medical.CrewMonitoring;
using Content.Server.Popups;
using Content.Server.Station.Systems;
using Content.Shared.ActionBlocker;
using Content.Shared.Clothing;
using Content.Shared.Damage;
using Content.Shared.DeviceNetwork;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.GameTicking;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Medical.SuitSensor;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Verbs;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Content.Shared.DeviceNetwork.Components;
namespace Content.Server.Medical.SuitSensors;
public sealed class SuitSensorSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private readonly IdCardSystem _idCardSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly SingletonDeviceNetServerSystem _singletonServerSystem = default!;
[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawn);
SubscribeLocalEvent<SuitSensorComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<SuitSensorComponent, ClothingGotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<SuitSensorComponent, ClothingGotUnequippedEvent>(OnUnequipped);
SubscribeLocalEvent<SuitSensorComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<SuitSensorComponent, GetVerbsEvent<Verb>>(OnVerb);
SubscribeLocalEvent<SuitSensorComponent, EntGotInsertedIntoContainerMessage>(OnInsert);
SubscribeLocalEvent<SuitSensorComponent, EntGotRemovedFromContainerMessage>(OnRemove);
SubscribeLocalEvent<SuitSensorComponent, EmpPulseEvent>(OnEmpPulse);
SubscribeLocalEvent<SuitSensorComponent, EmpDisabledRemoved>(OnEmpFinished);
SubscribeLocalEvent<SuitSensorComponent, SuitSensorChangeDoAfterEvent>(OnSuitSensorDoAfter);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var curTime = _gameTiming.CurTime;
var sensors = EntityManager.EntityQueryEnumerator<SuitSensorComponent, DeviceNetworkComponent>();
while (sensors.MoveNext(out var uid, out var sensor, out var device))
{
if (device.TransmitFrequency is null)
continue;
// check if sensor is ready to update
if (curTime < sensor.NextUpdate)
continue;
if (!CheckSensorAssignedStation(uid, sensor))
continue;
// TODO: This would cause imprecision at different tick rates.
sensor.NextUpdate = curTime + sensor.UpdateRate;
// get sensor status
var status = GetSensorState(uid, sensor);
if (status == null)
continue;
//Retrieve active server address if the sensor isn't connected to a server
if (sensor.ConnectedServer == null)
{
if (!_singletonServerSystem.TryGetActiveServerAddress<CrewMonitoringServerComponent>(sensor.StationId!.Value, out var address))
continue;
sensor.ConnectedServer = address;
}
// Send it to the connected server
var payload = SuitSensorToPacket(status);
// Clear the connected server if its address isn't on the network
if (!_deviceNetworkSystem.IsAddressPresent(device.DeviceNetId, sensor.ConnectedServer))
{
sensor.ConnectedServer = null;
continue;
}
_deviceNetworkSystem.QueuePacket(uid, sensor.ConnectedServer, payload, device: device);
}
}
/// <summary>
/// Checks whether the sensor is assigned to a station or not
/// and tries to assign an unassigned sensor to a station if it's currently on a grid
/// </summary>
/// <returns>True if the sensor is assigned to a station or assigning it was successful. False otherwise.</returns>
private bool CheckSensorAssignedStation(EntityUid uid, SuitSensorComponent sensor)
{
if (!sensor.StationId.HasValue && Transform(uid).GridUid == null)
return false;
sensor.StationId = _stationSystem.GetOwningStation(uid);
return sensor.StationId.HasValue;
}
private void OnPlayerSpawn(PlayerSpawnCompleteEvent ev)
{
// If the player spawns in arrivals then the grid underneath them may not be appropriate.
// in which case we'll just use the station spawn code told us they are attached to and set all of their
// sensors.
var sensorQuery = GetEntityQuery<SuitSensorComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
RecursiveSensor(ev.Mob, ev.Station, sensorQuery, xformQuery);
}
private void RecursiveSensor(EntityUid uid, EntityUid stationUid, EntityQuery<SuitSensorComponent> sensorQuery, EntityQuery<TransformComponent> xformQuery)
{
var xform = xformQuery.GetComponent(uid);
var enumerator = xform.ChildEnumerator;
while (enumerator.MoveNext(out var child))
{
if (sensorQuery.TryGetComponent(child, out var sensor))
{
sensor.StationId = stationUid;
}
RecursiveSensor(child, stationUid, sensorQuery, xformQuery);
}
}
private void OnMapInit(EntityUid uid, SuitSensorComponent component, MapInitEvent args)
{
// Fallback
component.StationId ??= _stationSystem.GetOwningStation(uid);
// generate random mode
if (component.RandomMode)
{
//make the sensor mode favor higher levels, except coords.
var modesDist = new[]
{
SuitSensorMode.SensorOff,
SuitSensorMode.SensorBinary, SuitSensorMode.SensorBinary,
SuitSensorMode.SensorVitals, SuitSensorMode.SensorVitals, SuitSensorMode.SensorVitals,
SuitSensorMode.SensorCords, SuitSensorMode.SensorCords
};
component.Mode = _random.Pick(modesDist);
}
}
private void OnEquipped(EntityUid uid, SuitSensorComponent component, ref ClothingGotEquippedEvent args)
{
component.User = args.Wearer;
}
private void OnUnequipped(EntityUid uid, SuitSensorComponent component, ref ClothingGotUnequippedEvent args)
{
component.User = null;
}
private void OnExamine(EntityUid uid, SuitSensorComponent component, ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
string msg;
switch (component.Mode)
{
case SuitSensorMode.SensorOff:
msg = "suit-sensor-examine-off";
break;
case SuitSensorMode.SensorBinary:
msg = "suit-sensor-examine-binary";
break;
case SuitSensorMode.SensorVitals:
msg = "suit-sensor-examine-vitals";
break;
case SuitSensorMode.SensorCords:
msg = "suit-sensor-examine-cords";
break;
default:
return;
}
args.PushMarkup(Loc.GetString(msg));
}
private void OnVerb(EntityUid uid, SuitSensorComponent component, GetVerbsEvent<Verb> args)
{
// check if user can change sensor
if (component.ControlsLocked)
return;
// standard interaction checks
if (!args.CanInteract || args.Hands == null)
return;
if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target))
return;
// check if target is incapacitated (cuffed, dead, etc)
if (component.User != null && args.User != component.User && _actionBlocker.CanInteract(component.User.Value, null))
return;
args.Verbs.UnionWith(new[]
{
CreateVerb(uid, component, args.User, SuitSensorMode.SensorOff),
CreateVerb(uid, component, args.User, SuitSensorMode.SensorBinary),
CreateVerb(uid, component, args.User, SuitSensorMode.SensorVitals),
CreateVerb(uid, component, args.User, SuitSensorMode.SensorCords)
});
}
private void OnInsert(EntityUid uid, SuitSensorComponent component, EntGotInsertedIntoContainerMessage args)
{
if (args.Container.ID != component.ActivationContainer)
return;
component.User = args.Container.Owner;
}
private void OnRemove(EntityUid uid, SuitSensorComponent component, EntGotRemovedFromContainerMessage args)
{
if (args.Container.ID != component.ActivationContainer)
return;
component.User = null;
}
private void OnEmpPulse(EntityUid uid, SuitSensorComponent component, ref EmpPulseEvent args)
{
args.Affected = true;
args.Disabled = true;
component.PreviousMode = component.Mode;
SetSensor((uid, component), SuitSensorMode.SensorOff, null);
component.PreviousControlsLocked = component.ControlsLocked;
component.ControlsLocked = true;
}
private void OnEmpFinished(EntityUid uid, SuitSensorComponent component, ref EmpDisabledRemoved args)
{
SetSensor((uid, component), component.PreviousMode, null);
component.ControlsLocked = component.PreviousControlsLocked;
}
private Verb CreateVerb(EntityUid uid, SuitSensorComponent component, EntityUid userUid, SuitSensorMode mode)
{
return new Verb()
{
Text = GetModeName(mode),
Disabled = component.Mode == mode,
Priority = -(int) mode, // sort them in descending order
Category = VerbCategory.SetSensor,
Act = () => TrySetSensor((uid, component), mode, userUid)
};
}
private string GetModeName(SuitSensorMode mode)
{
string name;
switch (mode)
{
case SuitSensorMode.SensorOff:
name = "suit-sensor-mode-off";
break;
case SuitSensorMode.SensorBinary:
name = "suit-sensor-mode-binary";
break;
case SuitSensorMode.SensorVitals:
name = "suit-sensor-mode-vitals";
break;
case SuitSensorMode.SensorCords:
name = "suit-sensor-mode-cords";
break;
default:
return "";
}
return Loc.GetString(name);
}
public void TrySetSensor(Entity<SuitSensorComponent> sensors, SuitSensorMode mode, EntityUid userUid)
{
var comp = sensors.Comp;
if (!Resolve(sensors, ref comp))
return;
if (comp.User == null || userUid == comp.User)
SetSensor(sensors, mode, userUid);
else
{
var doAfterEvent = new SuitSensorChangeDoAfterEvent(mode);
var doAfterArgs = new DoAfterArgs(EntityManager, userUid, comp.SensorsTime, doAfterEvent, sensors)
{
BreakOnMove = true,
BreakOnDamage = true
};
_doAfterSystem.TryStartDoAfter(doAfterArgs);
}
}
private void OnSuitSensorDoAfter(Entity<SuitSensorComponent> sensors, ref SuitSensorChangeDoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
SetSensor(sensors, args.Mode, args.User);
}
public void SetSensor(Entity<SuitSensorComponent> sensors, SuitSensorMode mode, EntityUid? userUid = null)
{
var comp = sensors.Comp;
comp.Mode = mode;
if (userUid != null)
{
var msg = Loc.GetString("suit-sensor-mode-state", ("mode", GetModeName(mode)));
_popupSystem.PopupEntity(msg, sensors, userUid.Value);
}
}
/// <summary>
/// Set all suit sensors on the equipment someone is wearing to the specified mode.
/// </summary>
public void SetAllSensors(EntityUid target, SuitSensorMode mode, SlotFlags slots = SlotFlags.All )
{
// iterate over all inventory slots
var slotEnumerator = _inventory.GetSlotEnumerator(target, slots);
while (slotEnumerator.NextItem(out var item, out _))
{
if (TryComp<SuitSensorComponent>(item, out var sensorComp))
SetSensor((item, sensorComp), mode);
}
}
public SuitSensorStatus? GetSensorState(EntityUid uid, SuitSensorComponent? sensor = null, TransformComponent? transform = null)
{
if (!Resolve(uid, ref sensor, ref transform))
return null;
// check if sensor is enabled and worn by user
if (sensor.Mode == SuitSensorMode.SensorOff || sensor.User == null || !HasComp<MobStateComponent>(sensor.User) || transform.GridUid == null)
return null;
// try to get mobs id from ID slot
var userName = Loc.GetString("suit-sensor-component-unknown-name");
var userJob = Loc.GetString("suit-sensor-component-unknown-job");
var userJobIcon = "JobIconNoId";
var userJobDepartments = new List<string>();
if (_idCardSystem.TryFindIdCard(sensor.User.Value, out var card))
{
if (card.Comp.FullName != null)
userName = card.Comp.FullName;
if (card.Comp.LocalizedJobTitle != null)
userJob = card.Comp.LocalizedJobTitle;
userJobIcon = card.Comp.JobIcon;
foreach (var department in card.Comp.JobDepartments)
userJobDepartments.Add(Loc.GetString(_proto.Index(department).Name));
}
// get health mob state
var isAlive = false;
if (EntityManager.TryGetComponent(sensor.User.Value, out MobStateComponent? mobState))
isAlive = !_mobStateSystem.IsDead(sensor.User.Value, mobState);
// get mob total damage
var totalDamage = 0;
if (TryComp<DamageableComponent>(sensor.User.Value, out var damageable))
totalDamage = damageable.TotalDamage.Int();
// Get mob total damage crit threshold
int? totalDamageThreshold = null;
if (_mobThresholdSystem.TryGetThresholdForState(sensor.User.Value, MobState.Critical, out var critThreshold))
totalDamageThreshold = critThreshold.Value.Int();
// finally, form suit sensor status
var status = new SuitSensorStatus(GetNetEntity(sensor.User.Value), GetNetEntity(uid), userName, userJob, userJobIcon, userJobDepartments);
switch (sensor.Mode)
{
case SuitSensorMode.SensorBinary:
status.IsAlive = isAlive;
break;
case SuitSensorMode.SensorVitals:
status.IsAlive = isAlive;
status.TotalDamage = totalDamage;
status.TotalDamageThreshold = totalDamageThreshold;
break;
case SuitSensorMode.SensorCords:
status.IsAlive = isAlive;
status.TotalDamage = totalDamage;
status.TotalDamageThreshold = totalDamageThreshold;
EntityCoordinates coordinates;
var xformQuery = GetEntityQuery<TransformComponent>();
if (transform.GridUid != null)
{
coordinates = new EntityCoordinates(transform.GridUid.Value,
Vector2.Transform(_transform.GetWorldPosition(transform, xformQuery),
_transform.GetInvWorldMatrix(xformQuery.GetComponent(transform.GridUid.Value), xformQuery)));
}
else if (transform.MapUid != null)
{
coordinates = new EntityCoordinates(transform.MapUid.Value,
_transform.GetWorldPosition(transform, xformQuery));
}
else
{
coordinates = EntityCoordinates.Invalid;
}
status.Coordinates = GetNetCoordinates(coordinates);
break;
}
return status;
}
/// <summary>
/// Serialize create a device network package from the suit sensors status.
/// </summary>
public NetworkPayload SuitSensorToPacket(SuitSensorStatus status)
{
var payload = new NetworkPayload()
{
[DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdUpdatedState,
[SuitSensorConstants.NET_NAME] = status.Name,
[SuitSensorConstants.NET_JOB] = status.Job,
[SuitSensorConstants.NET_JOB_ICON] = status.JobIcon,
[SuitSensorConstants.NET_JOB_DEPARTMENTS] = status.JobDepartments,
[SuitSensorConstants.NET_IS_ALIVE] = status.IsAlive,
[SuitSensorConstants.NET_SUIT_SENSOR_UID] = status.SuitSensorUid,
[SuitSensorConstants.NET_OWNER_UID] = status.OwnerUid,
};
if (status.TotalDamage != null)
payload.Add(SuitSensorConstants.NET_TOTAL_DAMAGE, status.TotalDamage);
if (status.TotalDamageThreshold != null)
payload.Add(SuitSensorConstants.NET_TOTAL_DAMAGE_THRESHOLD, status.TotalDamageThreshold);
if (status.Coordinates != null)
payload.Add(SuitSensorConstants.NET_COORDINATES, status.Coordinates);
return payload;
}
/// <summary>
/// Try to create the suit sensors status from the device network message
/// </summary>
public SuitSensorStatus? PacketToSuitSensor(NetworkPayload payload)
{
// check command
if (!payload.TryGetValue(DeviceNetworkConstants.Command, out string? command))
return null;
if (command != DeviceNetworkConstants.CmdUpdatedState)
return null;
// check name, job and alive
if (!payload.TryGetValue(SuitSensorConstants.NET_NAME, out string? name)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_JOB, out string? job)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_JOB_ICON, out string? jobIcon)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_JOB_DEPARTMENTS, out List<string>? jobDepartments)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_IS_ALIVE, out bool? isAlive)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_SUIT_SENSOR_UID, out NetEntity suitSensorUid)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_OWNER_UID, out NetEntity ownerUid)) return null;
// try get total damage and cords (optionals)
payload.TryGetValue(SuitSensorConstants.NET_TOTAL_DAMAGE, out int? totalDamage);
payload.TryGetValue(SuitSensorConstants.NET_TOTAL_DAMAGE_THRESHOLD, out int? totalDamageThreshold);
payload.TryGetValue(SuitSensorConstants.NET_COORDINATES, out NetCoordinates? coords);
var status = new SuitSensorStatus(ownerUid, suitSensorUid, name, job, jobIcon, jobDepartments)
{
IsAlive = isAlive.Value,
TotalDamage = totalDamage,
TotalDamageThreshold = totalDamageThreshold,
Coordinates = coords,
};
return status;
}
}