mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 10:21:18 +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
175 lines
6.1 KiB
C#
175 lines
6.1 KiB
C#
using Content.Server.DeviceLinking.Components;
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using Content.Shared.DeviceLinking;
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using Content.Shared.DeviceLinking.Events;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Timing;
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using Content.Shared.Tools.Systems;
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using Robust.Shared.Audio.Systems;
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namespace Content.Server.DeviceLinking.Systems;
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public sealed partial class LogicGateSystem : EntitySystem
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{
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[Dependency] private DeviceLinkSystem _deviceLink = default!;
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[Dependency] private SharedAppearanceSystem _appearance = default!;
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[Dependency] private SharedAudioSystem _audio = default!;
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[Dependency] private SharedPopupSystem _popup = default!;
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[Dependency] private SharedToolSystem _tool = default!;
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[Dependency] private UseDelaySystem _useDelay = default!;
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private readonly int GateCount = Enum.GetValues(typeof(LogicGate)).Length;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LogicGateComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<LogicGateComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<LogicGateComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<LogicGateComponent, SignalReceivedEvent>(OnSignalReceived);
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}
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public override void Update(float deltaTime)
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{
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var query = EntityQueryEnumerator<LogicGateComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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// handle momentary pulses - high when received then low the next tick
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if (comp.StateA == SignalState.Momentary)
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{
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comp.StateA = SignalState.Low;
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}
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if (comp.StateB == SignalState.Momentary)
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{
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comp.StateB = SignalState.Low;
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}
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// output most likely changed so update it
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UpdateOutput(uid, comp);
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}
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}
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private void OnInit(EntityUid uid, LogicGateComponent comp, ComponentInit args)
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{
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_deviceLink.EnsureSinkPorts(uid, comp.InputPortA, comp.InputPortB);
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_deviceLink.EnsureSourcePorts(uid, comp.OutputPort);
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}
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private void OnExamined(EntityUid uid, LogicGateComponent comp, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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args.PushMarkup(Loc.GetString("logic-gate-examine", ("gate", comp.Gate.ToString().ToUpper())));
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}
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private void OnInteractUsing(EntityUid uid, LogicGateComponent comp, InteractUsingEvent args)
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{
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if (args.Handled || !_tool.HasQuality(args.Used, comp.CycleQuality))
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return;
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// no sound spamming
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if (TryComp<UseDelayComponent>(uid, out var useDelay)
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&& !_useDelay.TryResetDelay((uid, useDelay), true))
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return;
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// cycle through possible gates
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var gate = (int) comp.Gate;
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gate = ++gate % GateCount;
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comp.Gate = (LogicGate) gate;
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// since gate changed the output probably has too, update it
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UpdateOutput(uid, comp);
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// notify the user
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_audio.PlayPvs(comp.CycleSound, uid);
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var msg = Loc.GetString("logic-gate-cycle", ("gate", comp.Gate.ToString().ToUpper()));
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_popup.PopupEntity(msg, uid, args.User);
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_appearance.SetData(uid, LogicGateVisuals.Gate, comp.Gate);
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}
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private void OnSignalReceived(EntityUid uid, LogicGateComponent comp, ref SignalReceivedEvent args)
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{
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// default to momentary for compatibility with non-logic signals.
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// currently only door status and logic gates have logic signal state.
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// update the state for the correct port
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if (args.Port == comp.InputPortA)
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{
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comp.StateA = SignalState.Momentary;
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_appearance.SetData(uid, LogicGateVisuals.InputA, false); //If A == High => Sets input A sprite to True
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}
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else if (args.Port == comp.InputPortB)
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{
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comp.StateB = SignalState.Momentary;
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_appearance.SetData(uid, LogicGateVisuals.InputB, false); //If B == High => Sets input B sprite to True
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}
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UpdateOutput(uid, comp);
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}
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[SubscribeLocalEvent]
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private void OnSignalReceived(EntityUid uid, LogicGateComponent comp, ref SignalReceivedEvent<LogicStatePayload> args)
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{
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var state = args.Data.State;
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// update the state for the correct port
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if (args.Port == comp.InputPortA)
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{
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comp.StateA = state;
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_appearance.SetData(uid, LogicGateVisuals.InputA, state == SignalState.High); //If A == High => Sets input A sprite to True
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}
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else if (args.Port == comp.InputPortB)
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{
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comp.StateB = state;
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_appearance.SetData(uid, LogicGateVisuals.InputB, state == SignalState.High); //If B == High => Sets input B sprite to True
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}
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UpdateOutput(uid, comp);
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}
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/// <summary>
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/// Handle the logic for a logic gate, invoking the port if the output changed.
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/// </summary>
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private void UpdateOutput(EntityUid uid, LogicGateComponent comp)
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{
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// get the new output value now that it's changed
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// momentary is treated as high for the current tick, after updating it will be reset to low
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var a = comp.StateA != SignalState.Low;
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var b = comp.StateB != SignalState.Low;
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var output = false;
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switch (comp.Gate)
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{
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case LogicGate.Or:
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output = a || b;
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break;
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case LogicGate.And:
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output = a && b;
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break;
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case LogicGate.Xor:
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output = a != b;
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break;
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case LogicGate.Nor:
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output = !(a || b);
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break;
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case LogicGate.Nand:
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output = !(a && b);
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break;
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case LogicGate.Xnor:
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output = a == b;
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break;
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}
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_appearance.SetData(uid, LogicGateVisuals.Output, output);
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// only send a payload if it actually changed
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if (output != comp.LastOutput)
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{
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comp.LastOutput = output;
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_deviceLink.SendSignal(uid, comp.OutputPort, output);
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}
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}
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}
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