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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#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Atmos.Piping.Binary.Components
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{
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/// <summary>
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/// Key representing which <see cref="BoundUserInterface"/> is currently open.
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/// Useful when there are multiple UI for an object. Here it's future-proofing only.
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/// </summary>
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[Serializable, NetSerializable]
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public enum GasCanisterUiKey
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{
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Key,
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}
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#region Enums
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/// <summary>
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/// Used in <see cref="GasCanisterVisualizer"/> to determine which visuals to update.
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/// </summary>
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[Serializable, NetSerializable]
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public enum GasCanisterVisuals
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{
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PressureState,
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TankInserted,
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}
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#endregion
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/// <summary>
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/// Represents a <see cref="GasCanisterComponent"/> state that can be sent to the client
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/// </summary>
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[Serializable, NetSerializable]
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public class GasCanisterBoundUserInterfaceState : BoundUserInterfaceState
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{
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public string CanisterLabel { get; }
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public float CanisterPressure { get; }
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public bool PortStatus { get; }
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public string? TankLabel { get; }
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public float TankPressure { get; }
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public float ReleasePressure { get; }
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public bool ReleaseValve { get; }
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public float ReleasePressureMin { get; }
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public float ReleasePressureMax { get; }
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public GasCanisterBoundUserInterfaceState(string canisterLabel, float canisterPressure, bool portStatus, string? tankLabel, float tankPressure, float releasePressure, bool releaseValve, float releaseValveMin, float releaseValveMax)
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{
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CanisterLabel = canisterLabel;
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CanisterPressure = canisterPressure;
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PortStatus = portStatus;
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TankLabel = tankLabel;
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TankPressure = tankPressure;
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ReleasePressure = releasePressure;
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ReleaseValve = releaseValve;
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ReleasePressureMin = releaseValveMin;
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ReleasePressureMax = releaseValveMax;
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}
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}
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[Serializable, NetSerializable]
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public class GasCanisterHoldingTankEjectMessage : BoundUserInterfaceMessage
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{
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public GasCanisterHoldingTankEjectMessage()
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{}
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}
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[Serializable, NetSerializable]
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public class GasCanisterChangeReleasePressureMessage : BoundUserInterfaceMessage
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{
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public float Pressure { get; }
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public GasCanisterChangeReleasePressureMessage(float pressure)
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{
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Pressure = pressure;
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}
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}
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[Serializable, NetSerializable]
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public class GasCanisterChangeReleaseValveMessage : BoundUserInterfaceMessage
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{
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public bool Valve { get; }
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public GasCanisterChangeReleaseValveMessage(bool valve)
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{
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Valve = valve;
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}
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}
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}
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