mirror of
https://github.com/space-syndicate/space-station-14.git
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* 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
79 lines
2.5 KiB
C#
79 lines
2.5 KiB
C#
using Content.Shared.Emp;
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using Content.Shared.SurveillanceCamera.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.Serialization;
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namespace Content.Shared.SurveillanceCamera;
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public abstract partial class SharedSurveillanceCameraSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SurveillanceCameraComponent, GetVerbsEvent<AlternativeVerb>>(AddVerbs);
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SubscribeLocalEvent<SurveillanceCameraComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<SurveillanceCameraComponent, EmpDisabledRemovedEvent>(OnEmpDisabledRemoved);
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}
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private void AddVerbs(EntityUid uid, SurveillanceCameraComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanInteract || !args.CanComplexInteract)
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return;
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if (component.NameSet && component.NetworkSet)
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return;
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AlternativeVerb verb = new()
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{
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Text = Loc.GetString("surveillance-camera-setup"),
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Act = () => OpenSetupInterface(uid, args.User, component)
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};
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args.Verbs.Add(verb);
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}
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private void OnEmpPulse(EntityUid uid, SurveillanceCameraComponent component, ref EmpPulseEvent args)
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{
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if (component.Active)
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{
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args.Affected = true;
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args.Disabled = true;
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SetActive(uid, false);
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}
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}
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private void OnEmpDisabledRemoved(EntityUid uid, SurveillanceCameraComponent component, ref EmpDisabledRemovedEvent args)
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{
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SetActive(uid, true);
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}
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// TODO: predict the rest of the server side system
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public virtual void SetActive(EntityUid camera, bool setting, SurveillanceCameraComponent? component = null) { }
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protected virtual void OpenSetupInterface(EntityUid uid, EntityUid player, SurveillanceCameraComponent? camera = null) { }
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}
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[Serializable, NetSerializable]
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public enum SurveillanceCameraVisualsKey : byte
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{
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Key,
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Layer
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}
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[Serializable, NetSerializable]
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public enum SurveillanceCameraVisuals : byte
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{
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Active,
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InUse,
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Disabled,
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// Reserved for future use
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Xray,
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Emp
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}
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/// <summary>
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/// Raised on a camera entity to find whether it is externally viewed by some entity.
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/// This does not use the actual viewers or monitors camera has and is simply used to see whether the camera is "technically"
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/// being looked through by somebody, such as the Station AI.
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/// </summary>
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[ByRefEvent]
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public record struct SurveillanceCameraGetIsViewedExternallyEvent(bool Viewed = false);
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