* 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
63 lines
2.2 KiB
C#
63 lines
2.2 KiB
C#
#nullable enable
|
|
using System.Diagnostics.CodeAnalysis;
|
|
using Content.Server.Atmos.EntitySystems;
|
|
using Content.Shared.Atmos;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Map;
|
|
|
|
namespace Content.Server.Atmos
|
|
{
|
|
public static class AtmosHelpers
|
|
{
|
|
public static TileAtmosphere? GetTileAtmosphere(this EntityCoordinates coordinates)
|
|
{
|
|
return EntitySystem.Get<AtmosphereSystem>().GetGridAtmosphere(coordinates).GetTile(coordinates);
|
|
}
|
|
|
|
public static GasMixture? GetTileAir(this EntityCoordinates coordinates, IEntityManager? entityManager = null)
|
|
{
|
|
return coordinates.GetTileAtmosphere()?.Air;
|
|
}
|
|
|
|
public static bool TryGetTileAtmosphere(this EntityCoordinates coordinates, [NotNullWhen(true)] out TileAtmosphere? atmosphere)
|
|
{
|
|
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
|
|
return !Equals(atmosphere = coordinates.GetTileAtmosphere(), default);
|
|
}
|
|
|
|
public static bool TryGetTileAir(this EntityCoordinates coordinates, [NotNullWhen(true)] out GasMixture? air, IEntityManager? entityManager = null)
|
|
{
|
|
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
|
|
return !Equals(air = coordinates.GetTileAir(entityManager), default);
|
|
}
|
|
|
|
public static bool IsTileAirProbablySafe(this EntityCoordinates coordinates)
|
|
{
|
|
// Note that oxygen mix isn't checked, but survival boxes make that not necessary.
|
|
var air = coordinates.GetTileAir();
|
|
if (air == null)
|
|
return false;
|
|
if (air.Pressure <= Atmospherics.WarningLowPressure)
|
|
return false;
|
|
if (air.Pressure >= Atmospherics.WarningHighPressure)
|
|
return false;
|
|
if (air.Temperature <= 260)
|
|
return false;
|
|
if (air.Temperature >= 360)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
public static bool InvalidateTileAir(this EntityCoordinates coordinates)
|
|
{
|
|
if (!coordinates.TryGetTileAtmosphere(out var tileAtmos))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
tileAtmos.Invalidate();
|
|
return true;
|
|
}
|
|
}
|
|
}
|