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