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.Shared/Atmos/EntitySystems/SharedAtmosphereSystem.cs
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Content.Shared/Atmos/EntitySystems/SharedAtmosphereSystem.cs
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#nullable enable
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using System.Collections.Generic;
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using Content.Shared.Atmos.Prototypes;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Atmos.EntitySystems
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{
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public class SharedAtmosphereSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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protected readonly GasPrototype[] GasPrototypes = new GasPrototype[Atmospherics.TotalNumberOfGases];
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private readonly SpriteSpecifier[] _gasOverlays = new SpriteSpecifier[Atmospherics.TotalNumberOfGases];
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public override void Initialize()
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{
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base.Initialize();
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var gasPrototype = _prototypeManager.Index<GasPrototype>(i.ToString());
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GasPrototypes[i] = gasPrototype;
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if(string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayTexture))
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_gasOverlays[i] = new SpriteSpecifier.Texture(new ResourcePath(gasPrototype.GasOverlayTexture));
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if(!string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayState))
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_gasOverlays[i] = new SpriteSpecifier.Rsi(new ResourcePath(gasPrototype.GasOverlaySprite), gasPrototype.GasOverlayState);
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}
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}
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public GasPrototype GetGas(int gasId) => GasPrototypes[gasId];
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public GasPrototype GetGas(Gas gasId) => GasPrototypes[(int) gasId];
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public IEnumerable<GasPrototype> Gases => GasPrototypes;
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public SpriteSpecifier GetOverlay(int overlayId) => _gasOverlays[overlayId];
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}
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}
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