Adds fire/air alarms (#5018)

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: E F R <602406+Efruit@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Flipp Syder
2022-01-01 20:56:24 -08:00
committed by GitHub
parent 903f796b0f
commit b1584793bf
71 changed files with 4340 additions and 29 deletions

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using System;
using System.Threading;
using System.Collections.Generic;
using Content.Server.Atmos.Monitor.Systems;
using Content.Server.DeviceNetwork.Components;
using Content.Server.Power.Components;
using Content.Server.VendingMachines; // TODO: Move this out of vending machines???
using Content.Server.WireHacking;
using Content.Shared.Atmos.Monitor.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Network;
using Robust.Shared.ViewVariables;
using static Content.Shared.Wires.SharedWiresComponent;
using static Content.Shared.Wires.SharedWiresComponent.WiresAction;
namespace Content.Server.Atmos.Monitor.Components
{
[RegisterComponent]
public class AirAlarmComponent : Component, IWires
{
[ComponentDependency] public readonly ApcPowerReceiverComponent? DeviceRecvComponent = default!;
[ComponentDependency] public readonly AtmosMonitorComponent? AtmosMonitorComponent = default!;
[ComponentDependency] public readonly DeviceNetworkComponent? DeviceNetComponent = default!;
[ComponentDependency] public readonly WiresComponent? WiresComponent = null;
private AirAlarmSystem? _airAlarmSystem;
[ViewVariables] public AirAlarmMode CurrentMode { get; set; }
// Remember to null this afterwards.
[ViewVariables] public IAirAlarmModeUpdate? CurrentModeUpdater { get; set; }
public override string Name => "AirAlarm";
public Dictionary<string, IAtmosDeviceData> DeviceData = new();
public HashSet<NetUserId> ActivePlayers = new();
public bool FullAccess = false;
public bool CanSync = true;
// <-- Wires -->
private CancellationTokenSource _powerPulsedCancel = new();
private int PowerPulsedTimeout = 30;
private enum Wires
{
// Cutting this kills power.
// Pulsing it disrupts power.
Power,
// Cutting this allows full access.
// Pulsing this does nothing.
Access,
// Cutting/Remending this resets ONLY from panic mode.
// Pulsing this sets panic mode.
Panic,
// Cutting this clears sync'd devices, and makes
// the alarm unable to resync.
// Pulsing this resyncs all devices (ofc current
// implementation just auto-does this anyways)
DeviceSync,
// This does nothing. (placeholder for AI wire,
// if that ever gets implemented)
Dummy
}
public void RegisterWires(WiresComponent.WiresBuilder builder)
{
foreach (var wire in Enum.GetValues<Wires>())
builder.CreateWire(wire);
UpdateWires();
}
public void UpdateWires()
{
if (_airAlarmSystem == null)
_airAlarmSystem = EntitySystem.Get<AirAlarmSystem>();
if (WiresComponent == null) return;
var pwrLightState = (PowerPulsed, PowerCut) switch {
(true, false) => StatusLightState.BlinkingFast,
(_, true) => StatusLightState.Off,
(_, _) => StatusLightState.On
};
var powerLight = new StatusLightData(Color.Yellow, pwrLightState, "POWR");
var accessLight = new StatusLightData(
Color.Green,
WiresComponent.IsWireCut(Wires.Access) ? StatusLightState.Off : StatusLightState.On,
"ACC"
);
var panicLight = new StatusLightData(
Color.Red,
CurrentMode == AirAlarmMode.Panic ? StatusLightState.On : StatusLightState.Off,
"PAN"
);
var syncLightState = StatusLightState.BlinkingSlow;
if (AtmosMonitorComponent != null && !AtmosMonitorComponent.NetEnabled)
syncLightState = StatusLightState.Off;
else if (DeviceData.Count != 0)
syncLightState = StatusLightState.On;
var syncLight = new StatusLightData(Color.Orange, syncLightState, "NET");
WiresComponent.SetStatus(AirAlarmWireStatus.Power, powerLight);
WiresComponent.SetStatus(AirAlarmWireStatus.Access, accessLight);
WiresComponent.SetStatus(AirAlarmWireStatus.Panic, panicLight);
WiresComponent.SetStatus(AirAlarmWireStatus.DeviceSync, syncLight);
}
private bool _powerCut;
private bool PowerCut
{
get => _powerCut;
set
{
_powerCut = value;
SetPower();
}
}
private bool _powerPulsed;
private bool PowerPulsed
{
get => _powerPulsed && !_powerCut;
set
{
_powerPulsed = value;
SetPower();
}
}
private void SetPower()
{
if (DeviceRecvComponent != null
&& WiresComponent != null)
DeviceRecvComponent.PowerDisabled = PowerPulsed || PowerCut;
}
public void WiresUpdate(WiresUpdateEventArgs args)
{
if (DeviceNetComponent == null) return;
if (_airAlarmSystem == null)
_airAlarmSystem = EntitySystem.Get<AirAlarmSystem>();
switch (args.Action)
{
case Pulse:
switch (args.Identifier)
{
case Wires.Power:
PowerPulsed = true;
_powerPulsedCancel.Cancel();
_powerPulsedCancel = new CancellationTokenSource();
Owner.SpawnTimer(TimeSpan.FromSeconds(PowerPulsedTimeout),
() => PowerPulsed = false,
_powerPulsedCancel.Token);
break;
case Wires.Panic:
if (CurrentMode != AirAlarmMode.Panic)
_airAlarmSystem.SetMode(Owner, DeviceNetComponent.Address, AirAlarmMode.Panic, true, false);
break;
case Wires.DeviceSync:
_airAlarmSystem.SyncAllDevices(Owner);
break;
}
break;
case Mend:
switch (args.Identifier)
{
case Wires.Power:
_powerPulsedCancel.Cancel();
PowerPulsed = false;
PowerCut = false;
break;
case Wires.Panic:
if (CurrentMode == AirAlarmMode.Panic)
_airAlarmSystem.SetMode(Owner, DeviceNetComponent.Address, AirAlarmMode.Filtering, true, false);
break;
case Wires.Access:
FullAccess = false;
break;
case Wires.DeviceSync:
if (AtmosMonitorComponent != null)
AtmosMonitorComponent.NetEnabled = true;
break;
}
break;
case Cut:
switch (args.Identifier)
{
case Wires.DeviceSync:
DeviceData.Clear();
if (AtmosMonitorComponent != null)
{
AtmosMonitorComponent.NetworkAlarmStates.Clear();
AtmosMonitorComponent.NetEnabled = false;
}
break;
case Wires.Power:
PowerCut = true;
break;
case Wires.Access:
FullAccess = true;
break;
}
break;
}
UpdateWires();
}
}
}

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using System.Collections.Generic;
using Content.Server.Power.Components;
using Content.Shared.Atmos.Monitor;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Atmos.Monitor.Components
{
// AtmosAlarmables are entities that can be alarmed
// by a linked AtmosMonitor (alarmer?) if a threshold
// is passed in some way. The intended use is to
// do something in case something dangerous happens,
// e.g., activate firelocks in case a temperature
// threshold is reached
//
// It goes:
//
// AtmosMonitor -> AtmosDeviceUpdateEvent
// -> Threshold calculation
// -> AtmosMonitorAlarmEvent
// -> Everything linked to that monitor (targetted)
/// <summary>
/// A component to add to device network devices if you want them to be alarmed
/// by an atmospheric monitor.
/// </summary>
[RegisterComponent]
public class AtmosAlarmableComponent : Component
{
public override string Name => "AtmosAlarmable";
[ViewVariables]
public List<EntityUid> LinkedMonitors { get; set; } = new();
[ViewVariables] public AtmosMonitorAlarmType LastAlarmState = AtmosMonitorAlarmType.Normal;
[ViewVariables] public AtmosMonitorAlarmType HighestNetworkState = AtmosMonitorAlarmType.Normal;
[ViewVariables] public bool IgnoreAlarms { get; set; } = false;
/// <summary>
/// List of prototypes that this alarmable can be
/// alarmed by - must be a prototype with AtmosMonitor
/// attached to it
/// </summary>
[DataField("alarmedBy")]
public List<string> AlarmedByPrototypes { get; } = new();
}
}

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using System.Collections.Generic;
using Content.Server.Atmos.Piping.Components;
using Content.Server.Power.Components;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Monitor;
using Content.Shared.Sound;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.ViewVariables;
namespace Content.Server.Atmos.Monitor.Components
{
[RegisterComponent]
public class AtmosMonitorComponent : Component
{
public override string Name => "AtmosMonitor";
// Requires power. No logic related to this will be performed here, however,
// save for ensuring that the data is valid upon set.
// This is how the system discovers entities that are alarmable.
[ComponentDependency] public readonly ApcPowerReceiverComponent? PowerRecvComponent = default!;
[ComponentDependency] public readonly AtmosDeviceComponent? AtmosDeviceComponent = default!;
// Whether this monitor can send alarms,
// or recieve atmos command events.
//
// Useful for wires; i.e., pulsing a monitor wire
// will make it send an alert, and cutting
// it will make it so that alerts are no longer
// sent/receieved.
//
// Note that this cancels every single network
// event, including ones that may not be
// related to atmos monitor events.
[ViewVariables]
public bool NetEnabled = true;
// Entities that the monitor will alarm. Stores only EntityUids, is populated
// when this component starts up.
[ViewVariables]
public List<EntityUid> LinkedEntities = new();
[DataField("temperatureThreshold", customTypeSerializer: (typeof(PrototypeIdSerializer<AtmosAlarmThreshold>)))]
public readonly string? TemperatureThresholdId;
[ViewVariables]
public AtmosAlarmThreshold? TemperatureThreshold;
[DataField("pressureThreshold", customTypeSerializer: (typeof(PrototypeIdSerializer<AtmosAlarmThreshold>)))]
public readonly string? PressureThresholdId;
[ViewVariables]
public AtmosAlarmThreshold? PressureThreshold;
// monitor fire - much different from temperature
// since there's events for fire, setting this to true
// will make the atmos monitor act like a smoke detector,
// immediately signalling danger if there's a fire
[DataField("monitorFire")]
public bool MonitorFire = false;
[DataField("displayMaxAlarmInNet")]
public bool DisplayMaxAlarmInNet = false;
[DataField("alarmSound")]
public SoundSpecifier AlarmSound { get; set; } = new SoundPathSpecifier("/Audio/Machines/alarm.ogg");
[DataField("alarmVolume")]
public float AlarmVolume { get; set; } = -10;
// really messy but this is parsed at runtime after
// prototypes are initialized, there's no
// way without implementing a new
// type serializer
[DataField("gasThresholds")]
public Dictionary<Gas, string>? GasThresholdIds;
[ViewVariables]
public Dictionary<Gas, AtmosAlarmThreshold>? GasThresholds;
// Stores a reference to the gas on the tile this is on.
[ViewVariables]
public GasMixture? TileGas;
// Stores the last alarm state of this alarm.
[ViewVariables]
public AtmosMonitorAlarmType LastAlarmState = AtmosMonitorAlarmType.Normal;
// feeling real dirty about this one
// Caches the alarm states it recieves from the rest of the network.
// This is so that the highest alarm in the network can be calculated
// from any monitor without having to reping every alarm.
[ViewVariables]
public Dictionary<string, AtmosMonitorAlarmType> NetworkAlarmStates = new();
// Calculates the highest alarm in the network, including itself.
[ViewVariables]
public AtmosMonitorAlarmType HighestAlarmInNetwork
{
get
{
var state = AtmosMonitorAlarmType.Normal;
foreach (var (_, netState) in NetworkAlarmStates)
if (state < netState)
state = netState;
if (LastAlarmState > state) state = LastAlarmState;
return state;
}
}
}
}

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using System;
using System.Threading;
using Content.Server.Atmos.Monitor.Systems;
using Content.Server.Power.Components;
using Content.Server.VendingMachines; // TODO: Move this out of vending machines???
using Content.Server.WireHacking;
using Content.Shared.Interaction;
using Content.Shared.Atmos.Monitor;
using Content.Shared.Atmos.Monitor.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using static Content.Shared.Wires.SharedWiresComponent;
using static Content.Shared.Wires.SharedWiresComponent.WiresAction;
namespace Content.Server.Atmos.Monitor.Components
{
[RegisterComponent]
public class FireAlarmComponent : Component, IWires
{
[ComponentDependency] public readonly ApcPowerReceiverComponent? DeviceRecvComponent = default!;
[ComponentDependency] public readonly AtmosMonitorComponent? AtmosMonitorComponent = default!;
[ComponentDependency] public readonly WiresComponent? WiresComponent = null;
private AtmosMonitorSystem? _atmosMonitorSystem;
public override string Name => "FireAlarm";
private CancellationTokenSource _powerPulsedCancel = new();
private int PowerPulsedTimeout = 30;
// Much more simpler than the air alarm wire set.
private enum Wires
{
// Cutting this kills power,
// pulsing it disrupts.
Power,
// Cutting this disables network
// connectivity,
// pulsing it sets off an alarm.
Alarm,
Dummy1,
Dummy2,
}
private bool _powerCut;
private bool PowerCut
{
get => _powerCut;
set
{
_powerCut = value;
SetPower();
}
}
private bool _powerPulsed;
private bool PowerPulsed
{
get => _powerPulsed && !_powerCut;
set
{
_powerPulsed = value;
SetPower();
}
}
private void SetPower()
{
if (DeviceRecvComponent != null
&& WiresComponent != null)
DeviceRecvComponent.PowerDisabled = PowerPulsed || PowerCut;
}
public void RegisterWires(WiresComponent.WiresBuilder builder)
{
builder.CreateWire(Wires.Power);
builder.CreateWire(Wires.Alarm);
builder.CreateWire(Wires.Dummy1);
builder.CreateWire(Wires.Dummy2);
UpdateWires();
}
public void UpdateWires()
{
if (WiresComponent == null) return;
var powerLight = new StatusLightData(Color.Yellow, StatusLightState.On, "POWR");
if (PowerPulsed)
powerLight = new StatusLightData(Color.Yellow, StatusLightState.BlinkingFast, "POWR");
else if (PowerCut)
powerLight = new StatusLightData(Color.Yellow, StatusLightState.Off, "POWR");
var syncLight = new StatusLightData(Color.Orange, StatusLightState.On, "NET");
if (AtmosMonitorComponent != null)
if (!AtmosMonitorComponent.NetEnabled)
syncLight = new StatusLightData(Color.Orange, StatusLightState.Off, "NET");
else if (AtmosMonitorComponent.HighestAlarmInNetwork == AtmosMonitorAlarmType.Danger)
syncLight = new StatusLightData(Color.Orange, StatusLightState.BlinkingFast, "NET");
WiresComponent.SetStatus(FireAlarmWireStatus.Power, powerLight);
WiresComponent.SetStatus(FireAlarmWireStatus.Alarm, syncLight);
}
public void WiresUpdate(WiresUpdateEventArgs args)
{
if (_atmosMonitorSystem == null)
_atmosMonitorSystem = EntitySystem.Get<AtmosMonitorSystem>();
switch (args.Action)
{
case Pulse:
switch (args.Identifier)
{
case Wires.Power:
PowerPulsed = true;
_powerPulsedCancel.Cancel();
_powerPulsedCancel = new CancellationTokenSource();
Owner.SpawnTimer(TimeSpan.FromSeconds(PowerPulsedTimeout),
() => PowerPulsed = false,
_powerPulsedCancel.Token);
break;
case Wires.Alarm:
if (AtmosMonitorComponent != null)
_atmosMonitorSystem.Alert(Owner, AtmosMonitorAlarmType.Danger);
break;
}
break;
case Mend:
switch (args.Identifier)
{
case Wires.Power:
_powerPulsedCancel.Cancel();
PowerPulsed = false;
PowerCut = false;
break;
case Wires.Alarm:
if (AtmosMonitorComponent != null)
AtmosMonitorComponent.NetEnabled = true;
break;
}
break;
case Cut:
switch (args.Identifier)
{
case Wires.Power:
PowerCut = true;
break;
case Wires.Alarm:
if (AtmosMonitorComponent != null)
AtmosMonitorComponent.NetEnabled = false;
break;
}
break;
}
UpdateWires();
}
}
}