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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106
Content.Server/Atmos/Components/AtmosPlaqueComponent.cs
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106
Content.Server/Atmos/Components/AtmosPlaqueComponent.cs
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using Content.Shared.Atmos.Visuals;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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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.Components
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{
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[RegisterComponent]
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public sealed class AtmosPlaqueComponent : Component, IMapInit
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{
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public override string Name => "AtmosPlaque";
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[DataField("plaqueType")]
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private PlaqueType _type = PlaqueType.Unset;
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[ViewVariables(VVAccess.ReadWrite)]
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public PlaqueType Type
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{
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get => _type;
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set
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{
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_type = value;
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UpdateSign();
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}
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}
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public void MapInit()
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{
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var random = IoCManager.Resolve<IRobustRandom>();
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var rand = random.Next(100);
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// Let's not pat ourselves on the back too hard.
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// 1% chance of zumos
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if (rand == 0) Type = PlaqueType.Zumos;
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// 9% FEA
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else if (rand <= 10) Type = PlaqueType.Fea;
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// 45% ZAS
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else if (rand <= 55) Type = PlaqueType.Zas;
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// 45% LINDA
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else Type = PlaqueType.Linda;
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}
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protected override void Startup()
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{
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base.Startup();
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UpdateSign();
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}
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private void UpdateSign()
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{
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if (!Running)
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{
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return;
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}
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Owner.Description = _type switch
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{
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PlaqueType.Zumos =>
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"This plaque commemorates the rise of the Atmos ZUM division. May they carry the torch that the Atmos ZAS, LINDA and FEA divisions left behind.",
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PlaqueType.Fea =>
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"This plaque commemorates the fall of the Atmos FEA division. For all the charred, dizzy, and brittle men who have died in its hands.",
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PlaqueType.Linda =>
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"This plaque commemorates the fall of the Atmos LINDA division. For all the charred, dizzy, and brittle men who have died in its hands.",
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PlaqueType.Zas =>
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"This plaque commemorates the fall of the Atmos ZAS division. For all the charred, dizzy, and brittle men who have died in its hands.",
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PlaqueType.Unset => "Uhm",
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_ => "Uhm",
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};
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Owner.Name = _type switch
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{
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PlaqueType.Zumos =>
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"ZUM Atmospherics Division plaque",
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PlaqueType.Fea =>
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"FEA Atmospherics Division plaque",
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PlaqueType.Linda =>
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"LINDA Atmospherics Division plaque",
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PlaqueType.Zas =>
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"ZAS Atmospherics Division plaque",
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PlaqueType.Unset => "Uhm",
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_ => "Uhm",
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};
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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var state = _type == PlaqueType.Zumos ? "zumosplaque" : "atmosplaque";
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appearance.SetData(AtmosPlaqueVisuals.State, state);
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}
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}
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public enum PlaqueType
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{
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Unset = 0,
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Zumos,
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Fea,
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Linda,
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Zas
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}
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}
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}
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// If you get the ZUM plaque it means your round will be blessed with good engineering luck.
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