* 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
118 lines
3.8 KiB
C#
118 lines
3.8 KiB
C#
#nullable enable
|
|
using Content.Server.Atmos.EntitySystems;
|
|
using Content.Server.Doors;
|
|
using Content.Server.Doors.Components;
|
|
using Content.Shared.Doors;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Notification.Managers;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Localization;
|
|
|
|
namespace Content.Server.Atmos.Components
|
|
{
|
|
/// <summary>
|
|
/// Companion component to ServerDoorComponent that handles firelock-specific behavior -- primarily prying, and not being openable on open-hand click.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
[ComponentReference(typeof(IDoorCheck))]
|
|
public class FirelockComponent : Component, IDoorCheck
|
|
{
|
|
public override string Name => "Firelock";
|
|
|
|
[ComponentDependency]
|
|
private readonly ServerDoorComponent? _doorComponent = null;
|
|
|
|
public bool EmergencyPressureStop()
|
|
{
|
|
if (_doorComponent != null && _doorComponent.State == SharedDoorComponent.DoorState.Open && _doorComponent.CanCloseGeneric())
|
|
{
|
|
_doorComponent.Close();
|
|
if (Owner.TryGetComponent(out AirtightComponent? airtight))
|
|
{
|
|
airtight.AirBlocked = true;
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool IDoorCheck.OpenCheck()
|
|
{
|
|
return !IsHoldingFire() && !IsHoldingPressure();
|
|
}
|
|
|
|
bool IDoorCheck.DenyCheck() => false;
|
|
|
|
float? IDoorCheck.GetPryTime()
|
|
{
|
|
if (IsHoldingFire() || IsHoldingPressure())
|
|
{
|
|
return 1.5f;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
bool IDoorCheck.BlockActivate(ActivateEventArgs eventArgs) => true;
|
|
|
|
void IDoorCheck.OnStartPry(InteractUsingEventArgs eventArgs)
|
|
{
|
|
if (_doorComponent == null || _doorComponent.State != SharedDoorComponent.DoorState.Closed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (IsHoldingPressure())
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("A gush of air blows in your face... Maybe you should reconsider."));
|
|
}
|
|
else if (IsHoldingFire())
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("A gush of warm air blows in your face... Maybe you should reconsider."));
|
|
}
|
|
}
|
|
|
|
public bool IsHoldingPressure(float threshold = 20)
|
|
{
|
|
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
|
|
|
|
var gridAtmosphere = atmosphereSystem.GetGridAtmosphere(Owner.Transform.Coordinates);
|
|
|
|
var minMoles = float.MaxValue;
|
|
var maxMoles = 0f;
|
|
|
|
foreach (var (_, adjacent) in gridAtmosphere.GetAdjacentTiles(Owner.Transform.Coordinates))
|
|
{
|
|
// includeAirBlocked remains false, and therefore Air must be present
|
|
var moles = adjacent.Air!.TotalMoles;
|
|
if (moles < minMoles)
|
|
minMoles = moles;
|
|
if (moles > maxMoles)
|
|
maxMoles = moles;
|
|
}
|
|
|
|
return (maxMoles - minMoles) > threshold;
|
|
}
|
|
|
|
public bool IsHoldingFire()
|
|
{
|
|
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
|
|
|
|
if (!Owner.Transform.Coordinates.TryGetTileAtmosphere(out var tileAtmos))
|
|
return false;
|
|
|
|
if (tileAtmos.Hotspot.Valid)
|
|
return true;
|
|
|
|
var gridAtmosphere = atmosphereSystem.GetGridAtmosphere(Owner.Transform.Coordinates);
|
|
|
|
foreach (var (_, adjacent) in gridAtmosphere.GetAdjacentTiles(tileAtmos.GridIndices))
|
|
{
|
|
if (adjacent.Hotspot.Valid)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|