mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
* 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
281 lines
8.9 KiB
C#
281 lines
8.9 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Atmos.Monitor.Components;
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using Content.Server.Atmos.Monitor.Payloads;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Shared.Atmos.Monitor;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.Power;
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using Content.Shared.Tag;
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using Robust.Server.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Content.Shared.DeviceNetwork.Components;
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namespace Content.Server.Atmos.Monitor.Systems;
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public sealed partial class AtmosAlarmableSystem : EntitySystem
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{
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[Dependency] private AppearanceSystem _appearance = default!;
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[Dependency] private AudioSystem _audioSystem = default!;
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[Dependency] private DeviceNetworkSystem _deviceNet = default!;
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[Dependency] private AtmosDeviceNetworkSystem _atmosDevNetSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AtmosAlarmableComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<AtmosAlarmableComponent, PowerChangedEvent>(OnPowerChange);
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}
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private void OnMapInit(EntityUid uid, AtmosAlarmableComponent component, MapInitEvent args)
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{
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TryUpdateAlert(
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uid,
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TryGetHighestAlert(uid, out var alarm) ? alarm.Value : AtmosAlarmType.Normal,
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component,
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false);
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}
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private void OnPowerChange(EntityUid uid, AtmosAlarmableComponent component, ref PowerChangedEvent args)
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{
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if (!args.Powered)
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{
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Reset(uid, component);
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}
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else
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{
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// sussy
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_atmosDevNetSystem.Register(uid, null);
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_atmosDevNetSystem.Sync(uid, null);
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TryUpdateAlert(
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uid,
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TryGetHighestAlert(uid, out var alarm) ? alarm.Value : AtmosAlarmType.Normal,
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component,
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false);
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}
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}
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[SubscribeLocalEvent]
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private void OnAlarmPayload(Entity<AtmosAlarmableComponent> ent, ref DeviceNetworkPacketEvent<AtmosAlarmPayload> args)
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{
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var payload = args.Data;
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if (!CheckTags(ent, payload))
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return;
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var (uid, component) = ent;
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var isValid = payload.TrippedThresholds == null
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|| component.MonitorAlertTypes == AtmosMonitorThresholdTypeFlags.None
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|| (payload.TrippedThresholds & component.MonitorAlertTypes) != 0;
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if (!component.NetworkAlarmStates.ContainsKey(args.SenderAddress))
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{
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if (!isValid)
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return;
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component.NetworkAlarmStates.Add(args.SenderAddress, payload.Type);
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}
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else
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{
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// This is because if the alert is no longer valid,
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// it may mean that the threshold we need to look at has
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// been removed from the threshold types passed:
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// basically, we need to reset this state to normal here.
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component.NetworkAlarmStates[args.SenderAddress] = isValid ? payload.Type : AtmosAlarmType.Normal;
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}
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if (!TryGetHighestAlert(uid, out var netMax, component))
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{
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netMax = AtmosAlarmType.Normal;
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}
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TryUpdateAlert(uid, netMax.Value, component);
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}
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[SubscribeLocalEvent]
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private void OnResetAllPayload(Entity<AtmosAlarmableComponent> ent, ref DeviceNetworkPacketEvent<AtmosAlarmableResetAllPayload> args)
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{
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if (!CheckTags(ent, args.Data))
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return;
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Reset(ent.Owner, ent.Comp);
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}
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[SubscribeLocalEvent]
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private void OnSyncAlertsPayload(Entity<AtmosAlarmableComponent> ent, ref DeviceNetworkPacketEvent<AtmosAlarmableSyncAlertsPayload> args)
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{
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if (!CheckTags(ent, args.Data))
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return;
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foreach (var (key, alarm) in args.Data.AlarmStates)
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{
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ent.Comp.NetworkAlarmStates.TryAdd(key, alarm);
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ent.Comp.NetworkAlarmStates[key] = alarm;
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}
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if (TryGetHighestAlert(ent, out var maxAlert, ent.Comp))
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{
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TryUpdateAlert(ent, maxAlert.Value, ent.Comp);
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}
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}
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private static bool CheckTags<T>(Entity<AtmosAlarmableComponent> ent, T payload) where T : IAtmosAlarmableSourcePayload
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{
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return !ent.Comp.IgnoreAlarms && payload.Source.Any(source => ent.Comp.SyncWithTags.Contains(source));
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}
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private void TryUpdateAlert(EntityUid uid, AtmosAlarmType type, AtmosAlarmableComponent alarmable, bool sync = true)
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{
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if (alarmable.LastAlarmState == type)
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{
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return;
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}
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if (sync)
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{
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SyncAlertsToNetwork(uid, null, alarmable);
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}
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alarmable.LastAlarmState = type;
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UpdateAppearance(uid, type);
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PlayAlertSound(uid, type, alarmable);
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RaiseLocalEvent(uid, new AtmosAlarmEvent(type), true);
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}
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public void SyncAlertsToNetwork(EntityUid uid, string? address = null, AtmosAlarmableComponent? alarmable = null, TagComponent? tags = null)
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{
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if (!Resolve(uid, ref alarmable, ref tags) || alarmable.ReceiveOnly)
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{
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return;
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}
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var payload = new AtmosAlarmableSyncAlertsPayload
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{
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AlarmStates = alarmable.NetworkAlarmStates,
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Source = tags.Tags,
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};
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_deviceNet.SendPacket(uid, address, ref payload);
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}
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/// <summary>
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/// Forces this alarmable to have a specific alert. This will not be reset until the alarmable
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/// is manually reset. This will store the alarmable as a device in its network states.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="alarmType"></param>
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/// <param name="alarmable"></param>
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public void ForceAlert(EntityUid uid, AtmosAlarmType alarmType,
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AtmosAlarmableComponent? alarmable = null, DeviceNetworkComponent? devNet = null, TagComponent? tags = null)
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{
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if (!Resolve(uid, ref alarmable, ref devNet, ref tags))
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{
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return;
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}
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TryUpdateAlert(uid, alarmType, alarmable, false);
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if (alarmable.ReceiveOnly)
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{
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return;
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}
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if (!alarmable.NetworkAlarmStates.TryAdd(devNet.Address, alarmType))
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{
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alarmable.NetworkAlarmStates[devNet.Address] = alarmType;
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}
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var payload = new AtmosAlarmPayload
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{
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Type = alarmType,
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Source = tags.Tags,
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};
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_deviceNet.SendPacket(uid, null, ref payload);
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}
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/// <summary>
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/// Resets the state of this alarmable to normal.
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/// </summary>
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public void Reset(EntityUid uid, AtmosAlarmableComponent? alarmable = null, TagComponent? tags = null, DeviceNetworkComponent? device = null)
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{
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if (!Resolve(uid, ref alarmable, ref tags, ref device, false) || alarmable.LastAlarmState == AtmosAlarmType.Normal)
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{
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return;
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}
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if (alarmable.NetworkAlarmStates.ContainsKey(device.Address))
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alarmable.NetworkAlarmStates[device.Address] = AtmosAlarmType.Normal;
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if (!alarmable.ReceiveOnly)
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{
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var payload = new AtmosMonitorResetPayload();
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_deviceNet.SendPacket(uid, null, ref payload);
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}
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TryUpdateAlert(uid, AtmosAlarmType.Normal, alarmable);
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alarmable.NetworkAlarmStates.Clear();
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}
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public void ResetAllOnNetwork(EntityUid uid, AtmosAlarmableComponent? alarmable = null)
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{
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if (!Resolve(uid, ref alarmable) || alarmable.ReceiveOnly)
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{
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return;
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}
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Reset(uid, alarmable);
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}
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/// <summary>
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/// Tries to get the highest possible alert stored in this alarm.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="alarm"></param>
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/// <param name="alarmable"></param>
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/// <returns></returns>
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public bool TryGetHighestAlert(EntityUid uid, [NotNullWhen(true)] out AtmosAlarmType? alarm,
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AtmosAlarmableComponent? alarmable = null)
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{
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alarm = null;
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if (!Resolve(uid, ref alarmable, false))
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{
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return false;
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}
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foreach (var alarmState in alarmable.NetworkAlarmStates.Values)
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{
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alarm = alarm == null || alarm < alarmState ? alarmState : alarm;
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}
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return alarm != null;
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}
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private void PlayAlertSound(EntityUid uid, AtmosAlarmType alarm, AtmosAlarmableComponent alarmable)
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{
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if (alarm == AtmosAlarmType.Danger)
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{
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var audioParams = alarmable.AlarmSound?.Params ?? AudioParams.Default;
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audioParams = audioParams.AddVolume(alarmable.AlarmVolume);
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_audioSystem.PlayPvs(alarmable.AlarmSound, uid, audioParams);
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}
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}
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private void UpdateAppearance(EntityUid uid, AtmosAlarmType alarm)
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{
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_appearance.SetData(uid, AtmosMonitorVisuals.AlarmType, alarm);
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}
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}
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public sealed class AtmosAlarmEvent : EntityEventArgs
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{
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public AtmosAlarmType AlarmType { get; }
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public AtmosAlarmEvent(AtmosAlarmType netMax)
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{
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AlarmType = netMax;
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}
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}
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