atmos alarmable visuals
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using Content.Shared.Atmos.Monitor;
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namespace Content.Client.Atmos.Monitor;
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[RegisterComponent]
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public sealed class AtmosAlarmableVisualsComponent : Component
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{
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[DataField("layerMap")]
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public string LayerMap { get; } = string.Empty;
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[DataField("alarmStates")]
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public readonly Dictionary<AtmosMonitorAlarmType, string> AlarmStates = new();
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[DataField("hideOnDepowered")]
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public readonly List<string>? HideOnDepowered;
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// eh...
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[DataField("setOnDepowered")]
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public readonly Dictionary<string, string>? SetOnDepowered;
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}
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41
Content.Client/Atmos/Monitor/AtmosAlarmableVisualsSystem.cs
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41
Content.Client/Atmos/Monitor/AtmosAlarmableVisualsSystem.cs
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using System.Collections.Generic;
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using Content.Shared.Atmos.Monitor;
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using Content.Shared.Power;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Atmos.Monitor;
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public sealed class AtmosAlarmableVisualsSystem : VisualizerSystem<AtmosAlarmableVisualsComponent>
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{
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[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
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protected override void OnAppearanceChange(EntityUid uid, AtmosAlarmableVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null || !args.Sprite.LayerMapTryGet(component.LayerMap, out int layer))
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return;
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if (args.AppearanceData.TryGetValue(PowerDeviceVisuals.Powered, out var poweredObject)
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&& poweredObject is bool powered)
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{
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if (component.HideOnDepowered != null)
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foreach (var visLayer in component.HideOnDepowered)
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if (args.Sprite.LayerMapTryGet(visLayer, out int powerVisibilityLayer))
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args.Sprite.LayerSetVisible(powerVisibilityLayer, powered);
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if (component.SetOnDepowered != null && !powered)
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foreach (var (setLayer, powerState) in component.SetOnDepowered)
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if (args.Sprite.LayerMapTryGet(setLayer, out int setStateLayer))
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args.Sprite.LayerSetState(setStateLayer, new RSI.StateId(powerState));
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if (args.AppearanceData.TryGetValue(AtmosMonitorVisuals.AlarmType, out var alarmTypeObject)
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&& alarmTypeObject is AtmosMonitorAlarmType alarmType
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&& powered
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&& component.AlarmStates.TryGetValue(alarmType, out var state))
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args.Sprite.LayerSetState(layer, new RSI.StateId(state));
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}
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}
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}
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@@ -1,69 +0,0 @@
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using System.Collections.Generic;
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using Content.Shared.Atmos.Monitor;
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using Content.Shared.Power;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Atmos.Monitor;
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public sealed class AtmosMonitorVisualizer : AppearanceVisualizer
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{
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[Dependency] IEntityManager _entityManager = default!;
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[DataField("layerMap")]
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private string _layerMap { get; } = string.Empty;
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[DataField("alarmStates")]
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private readonly Dictionary<AtmosMonitorAlarmType, string> _alarmStates = new();
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[DataField("hideOnDepowered")]
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private readonly List<string>? _hideOnDepowered;
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// eh...
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[DataField("setOnDepowered")]
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private readonly Dictionary<string, string>? _setOnDepowered;
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[Obsolete("Subscribe to your component being initialised instead.")]
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public override void InitializeEntity(EntityUid entity)
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{
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base.InitializeEntity(entity);
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IoCManager.InjectDependencies(this);
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}
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[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
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public override void OnChangeData(AppearanceComponent component)
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{
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if (!_entityManager.TryGetComponent<SpriteComponent>(component.Owner, out var sprite))
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return;
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if (!sprite.LayerMapTryGet(_layerMap, out int layer))
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return;
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if (component.TryGetData<bool>(PowerDeviceVisuals.Powered, out var powered))
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{
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if (_hideOnDepowered != null)
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foreach (var visLayer in _hideOnDepowered)
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if (sprite.LayerMapTryGet(visLayer, out int powerVisibilityLayer))
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sprite.LayerSetVisible(powerVisibilityLayer, powered);
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if (_setOnDepowered != null && !powered)
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foreach (var (setLayer, state) in _setOnDepowered)
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if (sprite.LayerMapTryGet(setLayer, out int setStateLayer))
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sprite.LayerSetState(setStateLayer, new RSI.StateId(state));
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}
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if (component.TryGetData<Vector2>(AtmosMonitorVisuals.Offset, out Vector2 offset))
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{
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sprite.Offset = offset;
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}
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if (component.TryGetData<AtmosMonitorAlarmType>(AtmosMonitorVisuals.AlarmType, out var alarmType)
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&& powered)
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if (_alarmStates.TryGetValue(alarmType, out var state))
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sprite.LayerSetState(layer, new RSI.StateId(state));
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}
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}
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