Atmos pipe rework (#3833)
* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
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Content.Server/Atmos/Components/AtmosExposedComponent.cs
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Content.Server/Atmos/Components/AtmosExposedComponent.cs
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#nullable enable
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using Content.Server.Temperature.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos.Components
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{
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/// <summary>
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/// Represents that entity can be exposed to Atmos
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/// </summary>
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[RegisterComponent]
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public class AtmosExposedComponent
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: Component
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{
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public override string Name => "AtmosExposed";
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[ViewVariables]
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[ComponentDependency] private readonly TemperatureComponent? _temperatureComponent = null;
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[ViewVariables]
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[ComponentDependency] private readonly BarotraumaComponent? _barotraumaComponent = null;
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[ViewVariables]
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[ComponentDependency] private readonly FlammableComponent? _flammableComponent = null;
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public void Update(TileAtmosphere tile, float frameDelta)
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{
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if (_temperatureComponent != null)
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{
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if (tile.Air != null)
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{
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var temperatureDelta = tile.Air.Temperature - _temperatureComponent.CurrentTemperature;
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var heat = temperatureDelta * (tile.Air.HeatCapacity * _temperatureComponent.HeatCapacity / (tile.Air.HeatCapacity + _temperatureComponent.HeatCapacity));
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_temperatureComponent.ReceiveHeat(heat);
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}
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_temperatureComponent.Update();
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}
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_barotraumaComponent?.Update(tile.Air?.Pressure ?? 0);
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_flammableComponent?.Update(tile);
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}
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}
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}
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