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# Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports https://github.com/space-wizards/space-station-14/pull/32294 Ports https://github.com/ss14-harmony/ss14-harmony/pull/310 (and everything needed for it to function) Early-merges https://github.com/space-wizards/space-station-14/pull/34302 Adds the ability for multiple central command maps that get randomly selected. Tested and works. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Several contributors - add: Added a new central command map that is randomly picked alongside the old one (thank you to Spanky from Harmony) - add: Added Advanced SMES for mappers. - add: Added the atmospheric network monitor for seeing what the temperature, moles, and pressure is on every pipe everywhere through a computer. - add: Nukie med bundle now contains a compact defibrillator. - add: Ported a better mapping editor. - add: Added the throngler plushie. - remove: Removed the Throngler as a possible loot spawn for gamble crates. --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 9272f65b64392f66a7cd4fd7c84bb152dc93b65a)
116 lines
3.9 KiB
C#
116 lines
3.9 KiB
C#
using Content.Shared.Atmos.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Atmos.Consoles;
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public abstract class SharedAtmosMonitoringConsoleSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AtmosMonitoringConsoleComponent, ComponentGetState>(OnGetState);
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}
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private void OnGetState(EntityUid uid, AtmosMonitoringConsoleComponent component, ref ComponentGetState args)
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{
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Dictionary<Vector2i, Dictionary<(int, string), ulong>> chunks;
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// Should this be a full component state or a delta-state?
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if (args.FromTick <= component.CreationTick || component.ForceFullUpdate)
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{
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component.ForceFullUpdate = false;
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// Full state
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chunks = new(component.AtmosPipeChunks.Count);
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foreach (var (origin, chunk) in component.AtmosPipeChunks)
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{
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chunks.Add(origin, chunk.AtmosPipeData);
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}
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args.State = new AtmosMonitoringConsoleState(chunks, component.AtmosDevices);
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return;
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}
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chunks = new();
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foreach (var (origin, chunk) in component.AtmosPipeChunks)
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{
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if (chunk.LastUpdate < args.FromTick)
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continue;
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chunks.Add(origin, chunk.AtmosPipeData);
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}
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args.State = new AtmosMonitoringConsoleDeltaState(chunks, component.AtmosDevices, new(component.AtmosPipeChunks.Keys));
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}
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#region: System messages
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[Serializable, NetSerializable]
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protected sealed class AtmosMonitoringConsoleState(
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Dictionary<Vector2i, Dictionary<(int, string), ulong>> chunks,
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Dictionary<NetEntity, AtmosDeviceNavMapData> atmosDevices)
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: ComponentState
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{
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public Dictionary<Vector2i, Dictionary<(int, string), ulong>> Chunks = chunks;
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public Dictionary<NetEntity, AtmosDeviceNavMapData> AtmosDevices = atmosDevices;
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}
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[Serializable, NetSerializable]
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protected sealed class AtmosMonitoringConsoleDeltaState(
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Dictionary<Vector2i, Dictionary<(int, string), ulong>> modifiedChunks,
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Dictionary<NetEntity, AtmosDeviceNavMapData> atmosDevices,
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HashSet<Vector2i> allChunks)
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: ComponentState, IComponentDeltaState<AtmosMonitoringConsoleState>
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{
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public Dictionary<Vector2i, Dictionary<(int, string), ulong>> ModifiedChunks = modifiedChunks;
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public Dictionary<NetEntity, AtmosDeviceNavMapData> AtmosDevices = atmosDevices;
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public HashSet<Vector2i> AllChunks = allChunks;
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public void ApplyToFullState(AtmosMonitoringConsoleState state)
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{
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foreach (var key in state.Chunks.Keys)
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{
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if (!AllChunks!.Contains(key))
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state.Chunks.Remove(key);
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}
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foreach (var (index, data) in ModifiedChunks)
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{
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state.Chunks[index] = new Dictionary<(int, string), ulong>(data);
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}
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state.AtmosDevices.Clear();
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foreach (var (nuid, atmosDevice) in AtmosDevices)
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{
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state.AtmosDevices.Add(nuid, atmosDevice);
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}
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}
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public AtmosMonitoringConsoleState CreateNewFullState(AtmosMonitoringConsoleState state)
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{
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var chunks = new Dictionary<Vector2i, Dictionary<(int, string), ulong>>(state.Chunks.Count);
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foreach (var (index, data) in state.Chunks)
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{
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if (!AllChunks!.Contains(index))
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continue;
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if (ModifiedChunks.ContainsKey(index))
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chunks[index] = new Dictionary<(int, string), ulong>(ModifiedChunks[index]);
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else
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chunks[index] = new Dictionary<(int, string), ulong>(state.Chunks[index]);
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}
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return new AtmosMonitoringConsoleState(chunks, new(AtmosDevices));
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}
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}
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#endregion
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}
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