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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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Anchor;
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using Content.Server.Atmos.Piping.Binary.Components;
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using Content.Server.Atmos.Piping.Unary.Components;
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Server.NodeContainer;
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using Content.Shared.Atmos.Piping.Unary.Components;
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using JetBrains.Annotations;
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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.Map;
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namespace Content.Server.Atmos.Piping.Unary.EntitySystems
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{
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[UsedImplicitly]
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public class GasPortableSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GasPortableComponent, AnchorAttemptEvent>(OnPortableAnchorAttempt);
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SubscribeLocalEvent<GasPortableComponent, AnchoredEvent>(OnPortableAnchored);
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SubscribeLocalEvent<GasPortableComponent, UnanchoredEvent>(OnPortableUnanchored);
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}
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private void OnPortableAnchorAttempt(EntityUid uid, GasPortableComponent component, AnchorAttemptEvent args)
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{
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if (!ComponentManager.TryGetComponent(uid, out ITransformComponent? transform))
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return;
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// If we can't find any ports, cancel the anchoring.
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if(!FindGasPortIn(transform.GridID, transform.Coordinates, out _))
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args.Cancel();
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}
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private void OnPortableAnchored(EntityUid uid, GasPortableComponent portable, AnchoredEvent args)
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{
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if (!ComponentManager.TryGetComponent(uid, out NodeContainerComponent? nodeContainer))
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return;
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if (!nodeContainer.TryGetNode(portable.PortName, out PipeNode? portableNode))
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return;
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portableNode.ConnectionsEnabled = true;
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if (ComponentManager.TryGetComponent(uid, out AppearanceComponent? appearance))
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{
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appearance.SetData(GasPortableVisuals.ConnectedState, true);
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}
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}
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private void OnPortableUnanchored(EntityUid uid, GasPortableComponent portable, UnanchoredEvent args)
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{
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if (!ComponentManager.TryGetComponent(uid, out NodeContainerComponent? nodeContainer))
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return;
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if (!nodeContainer.TryGetNode(portable.PortName, out PipeNode? portableNode))
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return;
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portableNode.ConnectionsEnabled = false;
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if (ComponentManager.TryGetComponent(uid, out AppearanceComponent? appearance))
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{
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appearance.SetData(GasPortableVisuals.ConnectedState, false);
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}
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}
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private bool FindGasPortIn(GridId gridId, EntityCoordinates coordinates, [NotNullWhen(true)] out GasPortComponent? port)
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{
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port = null;
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if (!gridId.IsValid())
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return false;
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var grid = _mapManager.GetGrid(gridId);
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foreach (var entityUid in grid.GetLocal(coordinates))
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{
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if (ComponentManager.TryGetComponent<GasPortComponent>(entityUid, out port))
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{
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return true;
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}
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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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