* 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
146 lines
3.7 KiB
C#
146 lines
3.7 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.Atmos.Components;
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using Content.Shared.Atmos;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos
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{
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public class ExcitedGroup : IDisposable
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{
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[ViewVariables]
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private bool _disposed = false;
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[ViewVariables]
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private readonly HashSet<TileAtmosphere> _tiles = new();
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[ViewVariables]
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private GridAtmosphereComponent _gridAtmosphereComponent = default!;
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[ViewVariables]
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public int DismantleCooldown { get; set; }
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[ViewVariables]
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public int BreakdownCooldown { get; set; }
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public void AddTile(TileAtmosphere tile)
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{
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_tiles.Add(tile);
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tile.ExcitedGroup = this;
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ResetCooldowns();
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}
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public bool RemoveTile(TileAtmosphere tile)
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{
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tile.ExcitedGroup = null;
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return _tiles.Remove(tile);
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}
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public void MergeGroups(ExcitedGroup other)
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{
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var ourSize = _tiles.Count;
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var otherSize = other._tiles.Count;
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if (ourSize > otherSize)
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{
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foreach (var tile in other._tiles)
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{
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tile.ExcitedGroup = this;
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_tiles.Add(tile);
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}
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other._tiles.Clear();
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other.Dispose();
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ResetCooldowns();
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}
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else
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{
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foreach (var tile in _tiles)
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{
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tile.ExcitedGroup = other;
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other._tiles.Add(tile);
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}
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_tiles.Clear();
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Dispose();
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other.ResetCooldowns();
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}
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}
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~ExcitedGroup()
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{
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Dispose();
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}
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public void Initialize(GridAtmosphereComponent gridAtmosphereComponent)
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{
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_gridAtmosphereComponent = gridAtmosphereComponent;
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_gridAtmosphereComponent.AddExcitedGroup(this);
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}
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public void ResetCooldowns()
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{
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BreakdownCooldown = 0;
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DismantleCooldown = 0;
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}
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public void SelfBreakdown(bool spaceIsAllConsuming = false)
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{
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var combined = new GasMixture(Atmospherics.CellVolume);
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var tileSize = _tiles.Count;
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if (_disposed) return;
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if (tileSize == 0)
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{
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Dispose();
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return;
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}
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foreach (var tile in _tiles)
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{
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if (tile?.Air == null) continue;
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combined.Merge(tile.Air);
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if (!spaceIsAllConsuming || !tile.Air.Immutable) continue;
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combined.Clear();
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break;
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}
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combined.Multiply(1 / (float)tileSize);
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foreach (var tile in _tiles)
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{
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if (tile?.Air == null) continue;
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tile.Air.CopyFromMutable(combined);
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tile.UpdateVisuals();
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}
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BreakdownCooldown = 0;
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}
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public void Dismantle(bool unexcite = true)
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{
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foreach (var tile in _tiles)
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{
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if (tile == null) continue;
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tile.ExcitedGroup = null;
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if (!unexcite) continue;
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tile.Excited = false;
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_gridAtmosphereComponent.RemoveActiveTile(tile);
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}
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_tiles.Clear();
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}
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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_gridAtmosphereComponent.RemoveExcitedGroup(this);
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Dismantle(false);
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_gridAtmosphereComponent = null!;
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}
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}
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}
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