* 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
66 lines
2.2 KiB
C#
66 lines
2.2 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.Atmos.EntitySystems;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Prototypes;
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using JetBrains.Annotations;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Console;
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using Robust.Client.Player;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.Client.Administration.UI.Tabs.AtmosTab
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{
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[GenerateTypedNameReferences]
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[UsedImplicitly]
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public partial class FillGasWindow : SS14Window
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{
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private IEnumerable<IMapGrid>? _gridData;
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private IEnumerable<GasPrototype>? _gasData;
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protected override void EnteredTree()
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{
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// Fill out grids
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_gridData = IoCManager.Resolve<IMapManager>().GetAllGrids().Where(g => (int) g.Index != 0);
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foreach (var grid in _gridData)
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{
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var playerGrid = IoCManager.Resolve<IPlayerManager>().LocalPlayer?.ControlledEntity?.Transform.GridID;
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GridOptions.AddItem($"{grid.Index} {(playerGrid == grid.Index ? " (Current)" : "")}");
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}
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GridOptions.OnItemSelected += eventArgs => GridOptions.SelectId(eventArgs.Id);
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// Fill out gases
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_gasData = EntitySystem.Get<AtmosphereSystem>().Gases;
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foreach (var gas in _gasData)
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{
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GasOptions.AddItem($"{gas.Name} ({gas.ID})");
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}
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GasOptions.OnItemSelected += eventArgs => GasOptions.SelectId(eventArgs.Id);
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SubmitButton.OnPressed += SubmitButtonOnOnPressed;
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}
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private void SubmitButtonOnOnPressed(BaseButton.ButtonEventArgs obj)
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{
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if (_gridData == null || _gasData == null)
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return;
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var gridList = _gridData.ToList();
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var gridIndex = gridList[GridOptions.SelectedId].Index;
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var gasList = _gasData.ToList();
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var gasId = gasList[GasOptions.SelectedId].ID;
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IoCManager.Resolve<IClientConsoleHost>().ExecuteCommand(
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$"fillgas {gridIndex} {gasId} {AmountSpin.Value}");
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}
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}
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}
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