* PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
51 lines
1.5 KiB
C#
51 lines
1.5 KiB
C#
using Content.Server.Atmos;
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using Content.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Log;
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namespace Content.Server.GameObjects.Components.Atmos.Piping
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{
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/// <summary>
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/// Adds itself to a <see cref="IGridAtmosphereComponent"/> to be updated by.
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/// TODO: Make compatible with unanchoring/anchoring. Currently assumes that the Owner does not move.
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/// </summary>
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public abstract class PipeNetDeviceComponent : Component
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{
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public abstract void Update();
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protected IGridAtmosphereComponent JoinedGridAtmos { get; private set; }
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public override void Initialize()
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{
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base.Initialize();
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JoinGridAtmos();
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}
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public override void OnRemove()
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{
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base.OnRemove();
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LeaveGridAtmos();
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}
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private void JoinGridAtmos()
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{
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var gridAtmos = EntitySystem.Get<AtmosphereSystem>()
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.GetGridAtmosphere(Owner.Transform.GridID);
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if (gridAtmos == null)
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{
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Logger.Error($"{nameof(PipeNetDeviceComponent)} on entity {Owner.Uid} could not find an {nameof(IGridAtmosphereComponent)}.");
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return;
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}
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JoinedGridAtmos = gridAtmos;
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JoinedGridAtmos.AddPipeNetDevice(this);
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}
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private void LeaveGridAtmos()
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{
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JoinedGridAtmos?.RemovePipeNetDevice(this);
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JoinedGridAtmos = null;
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}
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}
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}
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