2022-07-16 21:50:57 -05:00
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using Content.Server.Administration.Logs;
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2022-01-14 03:21:30 +13:00
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using Content.Server.Electrocution;
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using Content.Server.Power.Components;
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2022-01-29 22:45:57 +11:00
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using Content.Server.Stack;
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2022-07-16 21:50:57 -05:00
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using Content.Shared.Database;
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2023-04-03 13:13:48 +12:00
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using Content.Shared.DoAfter;
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2022-01-14 03:21:30 +13:00
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using Content.Shared.Interaction;
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2022-01-29 22:45:57 +11:00
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using Robust.Shared.Map;
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2023-10-24 00:20:33 +11:00
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using CableCuttingFinishedEvent = Content.Shared.Tools.Systems.CableCuttingFinishedEvent;
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using SharedToolSystem = Content.Shared.Tools.Systems.SharedToolSystem;
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2022-01-14 03:21:30 +13:00
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namespace Content.Server.Power.EntitySystems;
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2022-01-29 22:45:57 +11:00
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public sealed partial class CableSystem : EntitySystem
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2022-01-14 03:21:30 +13:00
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{
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2022-01-29 22:45:57 +11:00
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[Dependency] private readonly ITileDefinitionManager _tileManager = default!;
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2023-02-24 19:01:25 -05:00
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[Dependency] private readonly SharedToolSystem _toolSystem = default!;
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2022-01-29 22:45:57 +11:00
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[Dependency] private readonly StackSystem _stack = default!;
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2022-01-14 03:21:30 +13:00
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[Dependency] private readonly ElectrocutionSystem _electrocutionSystem = default!;
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2022-07-16 21:50:57 -05:00
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[Dependency] private readonly IAdminLogManager _adminLogs = default!;
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2022-01-14 03:21:30 +13:00
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public override void Initialize()
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{
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base.Initialize();
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2022-01-29 22:45:57 +11:00
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InitializeCablePlacer();
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2022-01-14 03:21:30 +13:00
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SubscribeLocalEvent<CableComponent, InteractUsingEvent>(OnInteractUsing);
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2023-04-03 13:13:48 +12:00
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SubscribeLocalEvent<CableComponent, CableCuttingFinishedEvent>(OnCableCut);
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2022-04-24 13:54:25 +10:00
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// Shouldn't need re-anchoring.
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2022-01-14 03:21:30 +13:00
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SubscribeLocalEvent<CableComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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}
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private void OnInteractUsing(EntityUid uid, CableComponent cable, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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2023-04-03 13:13:48 +12:00
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args.Handled = _toolSystem.UseTool(args.Used, args.User, uid, cable.CuttingDelay, cable.CuttingQuality, new CableCuttingFinishedEvent());
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2022-01-14 03:21:30 +13:00
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}
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2023-04-03 13:13:48 +12:00
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private void OnCableCut(EntityUid uid, CableComponent cable, DoAfterEvent args)
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2022-01-14 03:21:30 +13:00
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{
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2023-04-03 13:13:48 +12:00
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if (args.Cancelled)
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return;
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Power monitoring console overhaul (#20927)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
2023-12-24 00:07:41 -06:00
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var xform = Transform(uid);
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var ev = new CableAnchorStateChangedEvent(xform);
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RaiseLocalEvent(uid, ref ev);
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2022-01-14 03:21:30 +13:00
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if (_electrocutionSystem.TryDoElectrifiedAct(uid, args.User))
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return;
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Power monitoring console overhaul (#20927)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
2023-12-24 00:07:41 -06:00
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_adminLogs.Add(LogType.CableCut, LogImpact.Medium, $"The {ToPrettyString(uid)} at {xform.Coordinates} was cut by {ToPrettyString(args.User)}.");
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2022-07-16 21:50:57 -05:00
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Power monitoring console overhaul (#20927)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
2023-12-24 00:07:41 -06:00
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Spawn(cable.CableDroppedOnCutPrototype, xform.Coordinates);
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2022-01-15 05:26:52 +13:00
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QueueDel(uid);
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2022-01-14 03:21:30 +13:00
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}
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private void OnAnchorChanged(EntityUid uid, CableComponent cable, ref AnchorStateChangedEvent args)
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{
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Power monitoring console overhaul (#20927)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
2023-12-24 00:07:41 -06:00
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var ev = new CableAnchorStateChangedEvent(args.Transform, args.Detaching);
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RaiseLocalEvent(uid, ref ev);
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2022-01-14 03:21:30 +13:00
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if (args.Anchored)
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return; // huh? it wasn't anchored?
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2022-01-15 05:26:52 +13:00
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// anchor state can change as a result of deletion (detach to null).
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// We don't want to spawn an entity when deleted.
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if (!TryLifeStage(uid, out var life) || life >= EntityLifeStage.Terminating)
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return;
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2022-01-14 03:21:30 +13:00
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// This entity should not be un-anchorable. But this can happen if the grid-tile is deleted (RCD, explosion,
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// etc). In that case: behave as if the cable had been cut.
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Spawn(cable.CableDroppedOnCutPrototype, Transform(uid).Coordinates);
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2022-01-15 05:26:52 +13:00
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QueueDel(uid);
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2022-01-14 03:21:30 +13:00
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}
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}
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