* 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
34 lines
990 B
C#
34 lines
990 B
C#
#nullable enable
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Maths;
|
|
|
|
namespace Content.Server.Atmos.Components
|
|
{
|
|
[RegisterComponent]
|
|
[ComponentReference(typeof(IGridAtmosphereComponent))]
|
|
public class SpaceGridAtmosphereComponent : UnsimulatedGridAtmosphereComponent
|
|
{
|
|
public override string Name => "SpaceGridAtmosphere";
|
|
|
|
public override void RepopulateTiles() { }
|
|
|
|
public override bool IsSpace(Vector2i indices)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public override TileAtmosphere GetTile(Vector2i indices, bool createSpace = true)
|
|
{
|
|
return new(this, GridId.Invalid, indices, new GasMixture(2500, AtmosphereSystem), true);
|
|
}
|
|
|
|
protected override IEnumerable<AirtightComponent> GetObstructingComponents(Vector2i indices)
|
|
{
|
|
return Enumerable.Empty<AirtightComponent>();
|
|
}
|
|
}
|
|
}
|