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