* Add unique gas mixture serialization for atmos * Refactor doAfterEventArgs * Adds atmos commands * Roundstard now has correct ratio of gases * Fixed hashcode for gasmixture, better grid atmos serialization * Airlocks create gas based on adjacent tiles now. * Enables barotrauma component damage
104 lines
3.1 KiB
C#
104 lines
3.1 KiB
C#
using System;
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using Content.Server.Atmos;
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using Content.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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[RegisterComponent]
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public class AirtightComponent : Component, IMapInit
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{
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private SnapGridComponent _snapGrid;
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private (GridId, MapIndices) _lastPosition;
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public override string Name => "Airtight";
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private bool _airBlocked = true;
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private bool _fixVacuum = false;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool AirBlocked
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{
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get => _airBlocked;
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set
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{
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_airBlocked = value;
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EntitySystem.Get<AtmosphereSystem>().GetGridAtmosphere(Owner.Transform.GridID)?.Invalidate(_snapGrid.Position);
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}
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}
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[ViewVariables]
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public bool FixVacuum => _fixVacuum;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _airBlocked, "airBlocked", true);
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serializer.DataField(ref _fixVacuum, "fixVacuum", false);
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}
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public override void Initialize()
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{
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base.Initialize();
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// Using the SnapGrid is critical for the performance of the room builder, and thus if
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// it is absent the component will not be airtight. An exception is much easier to track
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// down than the object magically not being airtight, so throw one if the SnapGrid component
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// is missing.
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if (!Owner.TryGetComponent(out _snapGrid))
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throw new Exception("Airtight entities must have a SnapGrid component");
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UpdatePosition();
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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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_airBlocked = false;
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UpdatePosition();
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}
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public void MapInit()
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{
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_snapGrid.OnPositionChanged += OnTransformMove;
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_lastPosition = (Owner.Transform.GridID, _snapGrid.Position);
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UpdatePosition();
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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_airBlocked = false;
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_snapGrid.OnPositionChanged -= OnTransformMove;
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UpdatePosition();
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}
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private void OnTransformMove()
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{
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UpdatePosition(_lastPosition.Item1, _lastPosition.Item2);
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UpdatePosition();
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_lastPosition = (Owner.Transform.GridID, _snapGrid.Position);
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}
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private void UpdatePosition() => UpdatePosition(Owner.Transform.GridID, _snapGrid.Position);
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private void UpdatePosition(GridId gridId, MapIndices pos)
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{
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EntitySystem.Get<AtmosphereSystem>().GetGridAtmosphere(gridId)?.Invalidate(pos);
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}
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}
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}
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