CatStation/Content.Shared/CartridgeLoader/Cartridges/NetProbeCartridgeSystem.cs
Rouden cc2c14f8e4
Device Network refactor part 1: API improvements (#44346)
* Refactor DeviceNetwork

* Singleton

* NetworkPayloads refactor

* Reorganize DeviceNetworkSystem

* Surveillance cameras

* Fix code

* Fix build

* Fix test fail by rewriting entire singleton logic

* Properly predict examine

* Update DeviceNetworkSystem.API.cs

* Update EntityTest.cs

* Update DeviceNetworkSystem.cs

* Alright I'll do this expensive check fine

* Fix disposals debug assert

* Implement device network static events support

* Use frozen dictionaries for performance

* Update SharedDeviceNetworkSystem.Payloads.cs

* Parallel payload handling support

* Fix some spagetti-code

* Optimize NetworkPayload cancellation

* Parallel payloads are now cancellable

* Fix screens

* Fix robotics console

* Allow new methods for shared

* Mail fix

* Turret fix

* Fix network system method usage + signal and borg fix

* finally fix atmos devices OH MY GOOOD

* Remove stupid parallelism from fax

* Fix surveiollance cameras

* Working on a single thing for 2 days straight award

* Fix the test?

* Update units.yml

* Add IDevice interface because why not

* Add more device network suffixes

* Fix camera router failing test

* yaml linter peak

* Improve docs for DeviceNetworkHandlers

* fix build

* Update CartridgeLoaderSystem.Relay.cs

* Remove parallel system and EntitySystem post init

* Add more docs and also events

* Remove unnecessary caching

* Update DevicePayloadComponentSystem.cs

* Back to entity events

* Implement DeviceData

* Remove serializable from payloads

* Update DeviceData.cs

* Add a prototype for a singleton

* Fix tests

* Fix air alarms

* Update DeviceNetworkSystem.cs

* Fix cameras

* Make camera router event-less

* Fix atmos sync payloads, add more docs

* Remove singleton + instant packets

* oops remove public access

* Fix tests?

* Why the hell overload effect makes puddle sparks

* Apparently it was redundant

* Update gates.yml

* Finish documentation

* Review

* Mark relay properties as obsolete

* Struct payloads support (#blazinglyfastmemorysafe)

* Update DeviceNetworkTest.cs

* Make device structs stuff better

* Move address prefix to DeviceNetworkComponent

* Locale fixes

* Fix tests

* Doesn't know boolean logic award

* Update AtmosAlarmableSystem.cs

* Fix address predicted examine

* Partial fix to air alarmables

* Fix deployable turrets UI

* Fix firelocks, maybe

* Apparently Activatable UI was enough lol

* Fix surveillance cameras

* Rename `QueuePacket` into `SendPacket`

* Simplify DeviceData as much as possible

* Update DeviceData.cs

* Update FaxMachineComponent.cs

* Remove DeviceData because its stupid

* Update ScreenSystem.cs

* Fix build (camera map broken still)

* Fix map

* fix usings

* Review changes

* Build fix
2026-08-31 19:42:56 +00:00

84 lines
3.4 KiB
C#

using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Components;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
namespace Content.Shared.CartridgeLoader.Cartridges;
public sealed partial class NetProbeCartridgeSystem : EntitySystem
{
[Dependency] private CartridgeLoaderSystem _cartridgeLoaderSystem = default!;
[Dependency] private SharedPopupSystem _popupSystem = default!;
[Dependency] private SharedAudioSystem _audioSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NetProbeCartridgeComponent, CartridgeUiReadyEvent>(OnUiReady);
SubscribeLocalEvent<NetProbeCartridgeComponent, CartridgeRelayedEvent<AfterInteractEvent>>(AfterInteract);
}
/// <summary>
/// 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
/// </summary>
private void AfterInteract(EntityUid uid, NetProbeCartridgeComponent component, CartridgeRelayedEvent<AfterInteractEvent> args)
{
if (args.Args.Handled || !args.Args.CanReach || !args.Args.Target.HasValue)
return;
var target = args.Args.Target.Value;
if (!TryComp<DeviceNetworkComponent>(target, out var networkComponent))
return;
// Check if device is already present in list
foreach (var probedDevice in component.ProbedDevices)
{
if (probedDevice.Address == networkComponent.Address)
return;
}
// Play scanning sound with slightly randomized pitch
// Why is there no NextFloat(float min, float max)???
var audioParams = component.SoundScan?.Params ?? AudioParams.Default;
audioParams = audioParams.AddVolume(-2f).WithVariation(0.2f);
_audioSystem.PlayPredicted(component.SoundScan, target, args.Args.User, audioParams);
_popupSystem.PopupCursor(Loc.GetString("net-probe-scan", ("device", target)), args.Args.User);
// Limit the amount of saved probe results to 9
// This is hardcoded because the UI doesn't support a dynamic number of results
if (component.ProbedDevices.Count >= component.MaxSavedDevices)
component.ProbedDevices.RemoveAt(0);
var device = new ProbedNetworkDevice(
Name(target),
networkComponent.Address,
DeviceLocalizationHelpers.FrequencyToString(networkComponent.ReceiveFrequency),
DeviceLocalizationHelpers.DeviceNetIdToLocalizedName(networkComponent.DeviceNetId, Loc)
);
component.ProbedDevices.Add(device);
Dirty(uid, component);
UpdateUiState(uid, args.Loader, component);
}
/// <summary>
/// This gets called when the ui fragment needs to be updated for the first time after activating
/// </summary>
private void OnUiReady(EntityUid uid, NetProbeCartridgeComponent component, CartridgeUiReadyEvent args)
{
UpdateUiState(uid, args.Loader, component);
}
private void UpdateUiState(EntityUid uid, EntityUid loaderUid, NetProbeCartridgeComponent? component)
{
if (!Resolve(uid, ref component))
return;
var state = new NetProbeUiState(component.ProbedDevices);
_cartridgeLoaderSystem.UpdateCartridgeUiState(loaderUid, state);
}
}