* 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
65 lines
1.6 KiB
C#
65 lines
1.6 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Damage
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{
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[Serializable, NetSerializable]
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public enum DamageType
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{
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Blunt,
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Slash,
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Piercing,
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Heat,
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Shock,
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Cold,
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Poison,
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Radiation,
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Asphyxiation,
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Bloodloss,
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Cellular
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}
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public static class DamageTypeExtensions
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{
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public static DamageClass ToClass(this DamageType type)
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{
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return DamageSystem.TypeToClass[type];
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}
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public static Dictionary<DamageType, T> ToNewDictionary<T>() where T : struct
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{
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return Enum.GetValues(typeof(DamageType))
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.Cast<DamageType>()
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.ToDictionary(type => type, _ => default(T));
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}
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public static Dictionary<DamageType, int> ToNewDictionary()
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{
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return ToNewDictionary<int>();
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}
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public static Dictionary<DamageClass, int> ToClassDictionary(this IReadOnlyDictionary<DamageType, int> types)
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{
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var classes = DamageClassExtensions.ToNewDictionary();
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foreach (var @class in classes.Keys.ToList())
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{
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foreach (var type in @class.ToTypes())
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{
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if (!types.TryGetValue(type, out var damage))
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{
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continue;
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}
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classes[@class] += damage;
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}
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}
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return classes;
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}
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}
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}
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