Pressure & volume pumps can be toggled on/off now. (#3046)
This tidbit might or might not be suitable for a separate component. Tell me in PR comments I guess.
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@@ -4,6 +4,7 @@ using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.NodeContainer;
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using Content.Server.GameObjects.Components.NodeContainer;
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Shared.GameObjects.Components.Atmos;
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using Content.Shared.GameObjects.Components.Atmos;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -16,7 +17,7 @@ namespace Content.Server.GameObjects.Components.Atmos.Piping.Pumps
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/// <summary>
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/// <summary>
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/// Transfer gas from one <see cref="PipeNode"/> to another.
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/// Transfer gas from one <see cref="PipeNode"/> to another.
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/// </summary>
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/// </summary>
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public abstract class BasePumpComponent : Component
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public abstract class BasePumpComponent : Component, IActivate
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{
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{
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/// <summary>
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/// <summary>
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/// If the pump is currently pumping.
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/// If the pump is currently pumping.
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@@ -100,6 +101,11 @@ namespace Content.Server.GameObjects.Components.Atmos.Piping.Pumps
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_appearance?.SetData(PumpVisuals.VisualState, new PumpVisualState(_initialInletDirection, _initialOutletDirection, PumpEnabled));
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_appearance?.SetData(PumpVisuals.VisualState, new PumpVisualState(_initialInletDirection, _initialOutletDirection, PumpEnabled));
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}
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}
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public void Activate(ActivateEventArgs eventArgs)
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{
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PumpEnabled = !PumpEnabled;
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}
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private void SetPipes()
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private void SetPipes()
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{
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{
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_inletPipe = null;
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_inletPipe = null;
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@@ -1,6 +1,7 @@
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#nullable enable
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#nullable enable
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using System;
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using System;
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using Content.Server.Atmos;
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using Content.Server.Atmos;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.ViewVariables;
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@@ -9,6 +10,7 @@ namespace Content.Server.GameObjects.Components.Atmos.Piping.Pumps
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{
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{
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[RegisterComponent]
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[RegisterComponent]
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[ComponentReference(typeof(BasePumpComponent))]
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[ComponentReference(typeof(BasePumpComponent))]
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[ComponentReference(typeof(IActivate))]
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public class PressurePumpComponent : BasePumpComponent
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public class PressurePumpComponent : BasePumpComponent
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{
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{
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public override string Name => "PressurePump";
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public override string Name => "PressurePump";
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@@ -1,6 +1,7 @@
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#nullable enable
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#nullable enable
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using System;
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using System;
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using Content.Server.Atmos;
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using Content.Server.Atmos;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.ViewVariables;
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@@ -9,6 +10,7 @@ namespace Content.Server.GameObjects.Components.Atmos.Piping.Pumps
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{
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{
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[RegisterComponent]
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[RegisterComponent]
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[ComponentReference(typeof(BasePumpComponent))]
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[ComponentReference(typeof(BasePumpComponent))]
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[ComponentReference(typeof(IActivate))]
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public class VolumePumpComponent : BasePumpComponent
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public class VolumePumpComponent : BasePumpComponent
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{
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[ViewVariables(VVAccess.ReadWrite)]
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