Files
tbd-station-14/Content.Server/Atmos/Components/IGridAtmosphereComponent.cs

183 lines
6.2 KiB
C#

#nullable enable
using System.Collections.Generic;
using Content.Server.Atmos.Piping.Components;
using Content.Server.NodeContainer.NodeGroups;
using Content.Shared.Atmos;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Server.Atmos.Components
{
public interface IGridAtmosphereComponent : IComponent, IEnumerable<TileAtmosphere>
{
/// <summary>
/// Whether this atmosphere is simulated or not.
/// </summary>
bool Simulated { get; }
/// <summary>
/// Number of times <see cref="Update"/> has been called.
/// </summary>
int UpdateCounter { get; }
/// <summary>
/// Control variable for equalization.
/// </summary>
long EqualizationQueueCycleControl { get; set; }
/// <summary>
/// Attemps to pry a tile.
/// </summary>
/// <param name="indices"></param>
void PryTile(Vector2i indices);
/// <summary>
/// Burns a tile.
/// </summary>
/// <param name="gridIndices"></param>
void BurnTile(Vector2i gridIndices);
/// <summary>
/// Invalidates a coordinate to be revalidated again.
/// Use this after changing a tile's gas contents, or when the tile becomes space, etc.
/// </summary>
/// <param name="indices"></param>
void Invalidate(Vector2i indices);
/// <summary>
/// Attempts to fix a sudden vacuum by creating gas.
/// </summary>
void FixVacuum(Vector2i indices);
/// <summary>
/// Revalidates indices immediately.
/// </summary>
/// <param name="indices"></param>
void UpdateAdjacentBits(Vector2i indices);
/// <summary>
/// Adds an active tile so it becomes processed every update until it becomes inactive.
/// Also makes the tile excited.
/// </summary>
/// <param name="tile"></param>
void AddActiveTile(TileAtmosphere tile);
/// <summary>
/// Removes an active tile and disposes of its <seealso cref="ExcitedGroup"/>.
/// Use with caution.
/// </summary>
/// <param name="tile"></param>
void RemoveActiveTile(TileAtmosphere tile, bool disposeGroup = true);
/// <summary>
/// Marks a tile as having a hotspot so it can be processed.
/// </summary>
/// <param name="tile"></param>
void AddHotspotTile(TileAtmosphere tile);
/// <summary>
/// Removes a tile from the hotspot processing list.
/// </summary>
/// <param name="tile"></param>
void RemoveHotspotTile(TileAtmosphere tile);
/// <summary>
/// Marks a tile as superconductive so it can be processed.
/// </summary>
/// <param name="tile"></param>
void AddSuperconductivityTile(TileAtmosphere tile);
/// <summary>
/// Removes a tile from the superconductivity processing list.
/// </summary>
/// <param name="tile"></param>
void RemoveSuperconductivityTile(TileAtmosphere tile);
/// <summary>
/// Marks a tile has having high pressure differences that need to be equalized.
/// </summary>
/// <param name="tile"></param>
void AddHighPressureDelta(TileAtmosphere tile);
/// <summary>
/// Returns whether the tile in question is marked as having high pressure differences or not.
/// </summary>
/// <param name="tile"></param>
/// <returns></returns>
bool HasHighPressureDelta(TileAtmosphere tile);
/// <summary>
/// Adds a excited group to be processed.
/// </summary>
/// <param name="excitedGroup"></param>
void AddExcitedGroup(ExcitedGroup excitedGroup);
/// <summary>
/// Removes an excited group.
/// </summary>
/// <param name="excitedGroup"></param>
void RemoveExcitedGroup(ExcitedGroup excitedGroup);
/// <summary>
/// Returns a tile.
/// </summary>
/// <param name="indices"></param>
/// <param name="createSpace"></param>
/// <returns></returns>
TileAtmosphere? GetTile(Vector2i indices, bool createSpace = true);
/// <summary>
/// Returns a tile.
/// </summary>
/// <param name="coordinates"></param>
/// <param name="createSpace"></param>
/// <returns></returns>
TileAtmosphere? GetTile(EntityCoordinates coordinates, bool createSpace = true);
/// <summary>
/// Returns if the tile in question is air-blocked.
/// This could be due to a wall, an airlock, etc.
/// <seealso cref="AirtightComponent"/>
/// </summary>
/// <param name="indices"></param>
/// <param name="direction"></param>
/// <returns></returns>
bool IsAirBlocked(Vector2i indices, AtmosDirection direction);
/// <summary>
/// Returns if the tile in question is space.
/// </summary>
/// <param name="indices"></param>
/// <returns></returns>
bool IsSpace(Vector2i indices);
/// <summary>
/// Returns the volume in liters for a number of cells/tiles.
/// </summary>
/// <param name="cellCount"></param>
/// <returns></returns>
float GetVolumeForCells(int cellCount);
void RepopulateTiles();
/// <summary>
/// Returns a dictionary of adjacent TileAtmospheres.
/// </summary>
Dictionary<AtmosDirection, TileAtmosphere> GetAdjacentTiles(EntityCoordinates coordinates, bool includeAirBlocked = false);
/// <summary>
/// Returns a dictionary of adjacent TileAtmospheres.
/// </summary>
Dictionary<AtmosDirection, TileAtmosphere> GetAdjacentTiles(Vector2i indices, bool includeAirBlocked = false);
void AddPipeNet(IPipeNet pipeNet);
void RemovePipeNet(IPipeNet pipeNet);
void AddAtmosDevice(AtmosDeviceComponent atmosDevice);
void RemoveAtmosDevice(AtmosDeviceComponent atmosDevice);
}
}