* 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
62 lines
1.9 KiB
C#
62 lines
1.9 KiB
C#
#nullable enable
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using Content.Server.Body.Respiratory;
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Atmos.Components
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{
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/// <summary>
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/// Used in internals as breath tool.
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/// </summary>
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[RegisterComponent]
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public class BreathToolComponent : Component, IEquipped, IUnequipped
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{
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/// <summary>
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/// Tool is functional only in allowed slots
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/// </summary>
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[DataField("allowedSlots")]
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private EquipmentSlotDefines.SlotFlags _allowedSlots = EquipmentSlotDefines.SlotFlags.MASK;
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public override string Name => "BreathMask";
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public bool IsFunctional { get; private set; }
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public IEntity? ConnectedInternalsEntity { get; private set; }
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protected override void Shutdown()
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{
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base.Shutdown();
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DisconnectInternals();
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}
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void IEquipped.Equipped(EquippedEventArgs eventArgs)
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{
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if ((EquipmentSlotDefines.SlotMasks[eventArgs.Slot] & _allowedSlots) != _allowedSlots) return;
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IsFunctional = true;
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if (eventArgs.User.TryGetComponent(out InternalsComponent? internals))
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{
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ConnectedInternalsEntity = eventArgs.User;
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internals.ConnectBreathTool(Owner);
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}
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}
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void IUnequipped.Unequipped(UnequippedEventArgs eventArgs)
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{
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DisconnectInternals();
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}
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public void DisconnectInternals()
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{
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var old = ConnectedInternalsEntity;
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ConnectedInternalsEntity = null;
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if (old != null && old.TryGetComponent<InternalsComponent>(out var internalsComponent))
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{
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internalsComponent.DisconnectBreathTool();
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}
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IsFunctional = false;
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}
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}
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}
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