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https://github.com/space-wizards/space-station-14.git
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* Add CryoPodWindow (placeholder) * Change HealthAnalyzerWindow: split off reusable HealthAnalyzerControl for cryo pod UI * Improve CryoPodWindow: add health analyzer * Improve CryoPodWindow: add eject button This wasn't requested in the issue but I implemented it as practice with the UI system. * Rewrote GasAnalyzerWindow, split off reusable gas mix viewer for cryo pod * Change GasAnalyzerWindow: change back to three columns With two rows you get a layouting bug when there's a lot of different gases, which looks somewhat bad. I didn't feel like fixing the layouting bug (it's an engine issue) so we're going back to three columns. That way you don't ever get two rows in practice. * Change GasAnalyzerWindow: simplify by disabling Resizable I added a lot of complexity to make resizable work nicely with a derived max & min size, but it's not necessary. * Change GasAnalyzerWindow: file-wide namespace * Change GasAnalyzerSystem: add GenerateGasMixEntry * Split HealthAnalyzerUiState from HealthAnalyzerScannedUserMessage * Rewrote CryoPodWindow, add atmos info * Improve CryoPodWindow: add loading placeholder * Improve CryoPodWindow: add internationalization support * Fix GasAnalyzerControl: add missing translation * Improve CryoPodWindow: add beaker info, high temperature warning * Improve CryoPodWindow/System: inject button in window + necessary system changes * Fix CryoPodWindow: Entering cryopod now closes window This way you can't heal yourself with a cryopod. * Change CryoPodWindow: add & update comments * Change HealthAnalyzerComponent: remove `uiKey` property (no longer necessary) * Tiny fixes * Improve CryoPodUiMessage: replace string with enum * Change GasAnalyzerWindow: simplify Measure code * Change CryoPodComponent: rename Injecting to InjectionBuffer * Change CryoPodBUI: tiny code simplification * Fix HealthAnalyzerComponent: Removed stray import * Improve CryoPodWindow: Prettier, concise atmos * Improve CryoPodWindow: Chemicals bar chart * Improve CryoPodWindow: Add Ruler to reagents * Change CryoPodWindow: More horizontal layout * Improve CryoPodWindow: Reduce height jiggling The health analyzer's height changes a lot, which can be annoying with the buttons (for example when the oxygen damage label is popping in and out) * Improve CryoPodWindow: Add setup checklist This is mostly here to fill vertical space in the new horizontal layout. * Improve CryoPodWindow: Eject beaker button * Improve CryoPodWindow: Localization * Improve CryoPodWindow: Add BeakerBarChart An animated version of the chemicals chart * Fix CryoPodSystem: Ejecting beaker no longer clears injection buffer * Improve BeakerBarChart: Not animated on first frame * Fix CryoPodWindow: Fix broken translation * Improve CryoPodWindow: Reorder sections * Fix BeakerBarChart: Tooltips now show up * Change BeakerBarChart: Reorder functions * Change CryoPodWindow: Reorder sections, change margins * Change CryoPodWindow: Edit flavor text * Revert changes to GasAnalyzerWindow Since GasAnalyzerControl is no longer used in CryoPodWindow, these changes are no longer relevant to this PR. * Tidy CryoPodWindow: Remove old workarounds These are old layouting bug workarounds from the older version of CryoPodWindow that had a ScrollContainer in it. They're no longer necessary. Less ScrollContainers less problems. * Tidy up: Remove unused imports * Remove LabelledSplitBar It was replaced by BeakerBarChart, which is a lot fancier. * Tidy up: Tiny code style fix * Change CryoPodSystem: Move code from server to shared This is still without adding UI prediction * move a ton of stuff to shared. * one last thing * Improve BeakerBarChart: Keep visual entry width when swapping beakers * Improve BeakerBarChart: Respect beaker order of reagents * Improve CryoPodWindow: Ensure space for injection buffer We need to keep space on the chart for the injection buffer after swapping to a full beaker. * Improve CryoPodWindow: Prettier ejection error * Improve CryoPodWindow: Add "Cooling patient" status * BeakerBarChart: Fix UI scale bug * BeakerBarChart: Fix bluespace beaker ugliness * BeakerBarChart: Add more pod status strings * HealthAnalyzerControl: Filewide namespace, sort imports * Style fix: Replace `bool x = y` with `var x = y` * CryoPodUiMessage: Split off separate class for inject * SharedCryoPodSystem: Move message-related code into Subs.BuiEvents --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
297 lines
11 KiB
C#
297 lines
11 KiB
C#
using System.Linq;
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using Content.Server.Atmos.Components;
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using Content.Server.NodeContainer.Nodes;
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using Content.Server.Popups;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Interaction;
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using Content.Shared.NodeContainer;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using static Content.Shared.Atmos.Components.GasAnalyzerComponent;
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namespace Content.Server.Atmos.EntitySystems;
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[UsedImplicitly]
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public sealed class GasAnalyzerSystem : EntitySystem
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{
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly AtmosphereSystem _atmo = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterface = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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/// <summary>
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/// Minimum moles of a gas to be sent to the client.
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/// </summary>
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private const float UIMinMoles = 0.01f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GasAnalyzerComponent, AfterInteractEvent>(OnAfterInteract);
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Subs.BuiEvents<GasAnalyzerComponent>(GasAnalyzerUiKey.Key, subs =>
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{
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subs.Event<BoundUIOpenedEvent>(OnBoundUIOpened);
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subs.Event<BoundUIClosedEvent>(OnBoundUIClosed);
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});
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}
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<ActiveGasAnalyzerComponent>();
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while (query.MoveNext(out var uid, out var analyzer))
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{
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// Don't update every tick
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analyzer.AccumulatedFrametime += frameTime;
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if (analyzer.AccumulatedFrametime < analyzer.UpdateInterval)
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continue;
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analyzer.AccumulatedFrametime -= analyzer.UpdateInterval;
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if (!UpdateAnalyzer(uid))
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RemCompDeferred<ActiveGasAnalyzerComponent>(uid);
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}
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}
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/// <summary>
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/// Activates the analyzer when used in the world, scanning the target entity (if it exists) and the tile the analyzer is in
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/// </summary>
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private void OnAfterInteract(Entity<GasAnalyzerComponent> entity, ref AfterInteractEvent args)
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{
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var target = args.Target;
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if (target != null && !_interactionSystem.InRangeUnobstructed((args.User, null), (target.Value, null)))
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{
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target = null; // if the target is out of reach, invalidate it
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}
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// always run the analyzer, regardless of weather or not there is a target
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// since we can always show the local environment.
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ActivateAnalyzer(entity, args.User, target);
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args.Handled = true;
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}
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/// <summary>
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/// Handles analyzer activation logic
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/// </summary>
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private void ActivateAnalyzer(Entity<GasAnalyzerComponent> entity, EntityUid user, EntityUid? target = null)
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{
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if (!_userInterface.TryOpenUi(entity.Owner, GasAnalyzerUiKey.Key, user))
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return;
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entity.Comp.Target = target;
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entity.Comp.User = user;
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entity.Comp.Enabled = true;
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Dirty(entity);
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_appearance.SetData(entity.Owner, GasAnalyzerVisuals.Enabled, entity.Comp.Enabled);
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EnsureComp<ActiveGasAnalyzerComponent>(entity.Owner);
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UpdateAnalyzer(entity.Owner, entity.Comp);
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}
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/// <summary>
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/// Closes the UI, sets the icon to off, and removes it from the update list
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/// </summary>
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private void DisableAnalyzer(Entity<GasAnalyzerComponent> entity, EntityUid? user = null)
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{
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_userInterface.CloseUi(entity.Owner, GasAnalyzerUiKey.Key, user);
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if (user.HasValue && entity.Comp.Enabled)
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_popup.PopupEntity(Loc.GetString("gas-analyzer-shutoff"), user.Value, user.Value);
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entity.Comp.Enabled = false;
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Dirty(entity);
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_appearance.SetData(entity.Owner, GasAnalyzerVisuals.Enabled, entity.Comp.Enabled);
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RemCompDeferred<ActiveGasAnalyzerComponent>(entity.Owner);
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}
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/// <summary>
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/// Disables the analyzer when the user closes the UI
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/// </summary>
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private void OnBoundUIClosed(Entity<GasAnalyzerComponent> entity, ref BoundUIClosedEvent args)
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{
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if (HasComp<ActiveGasAnalyzerComponent>(entity.Owner)
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&& !_userInterface.IsUiOpen(entity.Owner, args.UiKey))
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{
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DisableAnalyzer(entity, args.Actor);
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}
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}
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/// <summary>
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/// Enables the analyzer when the user opens the UI
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/// </summary>
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private void OnBoundUIOpened(Entity<GasAnalyzerComponent> entity, ref BoundUIOpenedEvent args)
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{
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if (!HasComp<ActiveGasAnalyzerComponent>(entity.Owner)
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&& _userInterface.IsUiOpen(entity.Owner, args.UiKey))
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{
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ActivateAnalyzer(entity, args.Actor);
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}
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}
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/// <summary>
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/// Fetches fresh data for the analyzer. Should only be called by Update or when the user requests an update via refresh button
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/// </summary>
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private bool UpdateAnalyzer(EntityUid uid, GasAnalyzerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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// check if the user has walked away from what they scanned
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if (component.Target.HasValue)
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{
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// Listen! Even if you don't want the Gas Analyzer to work on moving targets, you should use
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// this code to determine if the object is still generally in range so that the check is consistent with the code
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// in OnAfterInteract() and also consistent with interaction code in general.
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if (!_interactionSystem.InRangeUnobstructed((component.User, null), (component.Target.Value, null)))
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{
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if (component.User is { } userId && component.Enabled)
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_popup.PopupEntity(Loc.GetString("gas-analyzer-object-out-of-range"), userId, userId);
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component.Target = null;
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}
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}
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var gasMixList = new List<GasMixEntry>();
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// Fetch the environmental atmosphere around the scanner. This must be the first entry
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var tileMixture = _atmo.GetContainingMixture(uid, true);
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var tileMixtureName = Loc.GetString("gas-analyzer-window-environment-tab-label");
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gasMixList.Add(GenerateGasMixEntry(tileMixtureName, tileMixture));
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var deviceFlipped = false;
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if (component.Target != null)
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{
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if (Deleted(component.Target))
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{
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component.Target = null;
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DisableAnalyzer((uid, component), component.User);
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return false;
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}
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var validTarget = false;
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// gas analyzed was used on an entity, try to request gas data via event for override
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var ev = new GasAnalyzerScanEvent();
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RaiseLocalEvent(component.Target.Value, ev);
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if (ev.GasMixtures != null)
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{
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foreach (var mixes in ev.GasMixtures)
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{
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if (mixes.Item2 != null)
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{
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gasMixList.Add(GenerateGasMixEntry(mixes.Item1, mixes.Item2));
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validTarget = true;
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}
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}
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deviceFlipped = ev.DeviceFlipped;
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}
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else
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{
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// No override, fetch manually, to handle flippable devices you must subscribe to GasAnalyzerScanEvent
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if (TryComp(component.Target, out NodeContainerComponent? node))
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{
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foreach (var pair in node.Nodes)
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{
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if (pair.Value is PipeNode pipeNode)
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{
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// check if the volume is zero for some reason so we don't divide by zero
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if (pipeNode.Air.Volume == 0f)
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continue;
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// only display the gas in the analyzed pipe element, not the whole system
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var pipeAir = pipeNode.Air.Clone();
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pipeAir.Multiply(pipeNode.Volume / pipeNode.Air.Volume);
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pipeAir.Volume = pipeNode.Volume;
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gasMixList.Add(GenerateGasMixEntry(pair.Key, pipeAir));
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validTarget = true;
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}
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}
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}
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}
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// If the target doesn't actually have any gas mixes to add,
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// invalidate it as the target
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if (!validTarget)
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{
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component.Target = null;
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}
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}
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// Don't bother sending a UI message with no content, and stop updating I guess?
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if (gasMixList.Count == 0)
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return false;
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_userInterface.ServerSendUiMessage(uid, GasAnalyzerUiKey.Key,
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new GasAnalyzerUserMessage(gasMixList.ToArray(),
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component.Target != null ? Name(component.Target.Value) : string.Empty,
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GetNetEntity(component.Target) ?? NetEntity.Invalid,
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deviceFlipped));
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return true;
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}
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/// <summary>
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/// Generates a GasMixEntry for a given GasMixture
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/// </summary>
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public GasMixEntry GenerateGasMixEntry(string name, GasMixture? mixture)
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{
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if (mixture == null)
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return new GasMixEntry(name, 0, 0, 0);
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return new GasMixEntry(
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name,
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mixture.Volume,
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mixture.Pressure,
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mixture.Temperature,
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GenerateGasEntryArray(mixture)
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);
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}
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/// <summary>
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/// Generates a GasEntry array for a given GasMixture
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/// </summary>
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private GasEntry[] GenerateGasEntryArray(GasMixture? mixture)
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{
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var gases = new List<GasEntry>();
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var gas = _atmo.GetGas(i);
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if (mixture?[i] <= UIMinMoles)
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continue;
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if (mixture != null)
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{
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var gasName = Loc.GetString(gas.Name);
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gases.Add(new GasEntry(gasName, mixture[i], gas.Color));
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}
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}
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var gasesOrdered = gases.OrderByDescending(gas => gas.Amount);
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return gasesOrdered.ToArray();
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}
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}
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/// <summary>
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/// Raised when the analyzer is used. An atmospherics device that does not rely on a NodeContainer or
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/// wishes to override the default analyzer behaviour of fetching all nodes in the attached NodeContainer
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/// should subscribe to this and return the GasMixtures as desired. A device that is flippable should subscribe
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/// to this event to report if it is flipped or not. See GasFilterSystem or GasMixerSystem for an example.
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/// </summary>
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public sealed class GasAnalyzerScanEvent : EntityEventArgs
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{
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/// <summary>
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/// The string is for the name (ex "pipe", "inlet", "filter"), GasMixture for the corresponding gas mix. Add all mixes that should be reported when scanned.
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/// </summary>
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public List<(string, GasMixture?)>? GasMixtures;
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/// <summary>
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/// If the device is flipped. Flipped is defined as when the inline input is 90 degrees CW to the side input
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/// </summary>
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public bool DeviceFlipped;
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}
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