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/FirelockComponent.cs
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117
Content.Server/Atmos/Components/FirelockComponent.cs
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#nullable enable
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Doors;
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using Content.Server.Doors.Components;
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using Content.Shared.Doors;
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using Content.Shared.Interaction;
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using Content.Shared.Notification.Managers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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namespace Content.Server.Atmos.Components
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{
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/// <summary>
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/// Companion component to ServerDoorComponent that handles firelock-specific behavior -- primarily prying, and not being openable on open-hand click.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IDoorCheck))]
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public class FirelockComponent : Component, IDoorCheck
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{
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public override string Name => "Firelock";
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[ComponentDependency]
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private readonly ServerDoorComponent? _doorComponent = null;
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public bool EmergencyPressureStop()
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{
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if (_doorComponent != null && _doorComponent.State == SharedDoorComponent.DoorState.Open && _doorComponent.CanCloseGeneric())
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{
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_doorComponent.Close();
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if (Owner.TryGetComponent(out AirtightComponent? airtight))
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{
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airtight.AirBlocked = true;
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}
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return true;
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}
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return false;
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}
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bool IDoorCheck.OpenCheck()
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{
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return !IsHoldingFire() && !IsHoldingPressure();
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}
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bool IDoorCheck.DenyCheck() => false;
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float? IDoorCheck.GetPryTime()
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{
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if (IsHoldingFire() || IsHoldingPressure())
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{
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return 1.5f;
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}
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return null;
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}
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bool IDoorCheck.BlockActivate(ActivateEventArgs eventArgs) => true;
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void IDoorCheck.OnStartPry(InteractUsingEventArgs eventArgs)
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{
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if (_doorComponent == null || _doorComponent.State != SharedDoorComponent.DoorState.Closed)
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{
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return;
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}
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if (IsHoldingPressure())
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("A gush of air blows in your face... Maybe you should reconsider."));
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}
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else if (IsHoldingFire())
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("A gush of warm air blows in your face... Maybe you should reconsider."));
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}
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}
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public bool IsHoldingPressure(float threshold = 20)
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{
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var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
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var gridAtmosphere = atmosphereSystem.GetGridAtmosphere(Owner.Transform.Coordinates);
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var minMoles = float.MaxValue;
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var maxMoles = 0f;
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foreach (var (_, adjacent) in gridAtmosphere.GetAdjacentTiles(Owner.Transform.Coordinates))
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{
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// includeAirBlocked remains false, and therefore Air must be present
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var moles = adjacent.Air!.TotalMoles;
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if (moles < minMoles)
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minMoles = moles;
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if (moles > maxMoles)
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maxMoles = moles;
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}
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return (maxMoles - minMoles) > threshold;
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}
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public bool IsHoldingFire()
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{
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var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
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if (!Owner.Transform.Coordinates.TryGetTileAtmosphere(out var tileAtmos))
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return false;
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if (tileAtmos.Hotspot.Valid)
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return true;
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var gridAtmosphere = atmosphereSystem.GetGridAtmosphere(Owner.Transform.Coordinates);
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foreach (var (_, adjacent) in gridAtmosphere.GetAdjacentTiles(tileAtmos.GridIndices))
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{
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if (adjacent.Hotspot.Valid)
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return true;
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}
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return false;
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}
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}
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}
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