* 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
56 lines
1.5 KiB
C#
56 lines
1.5 KiB
C#
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Server.NodeContainer;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos.Piping.Binary.Components
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{
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// TODO ATMOS: Make ECS.
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[ComponentReference(typeof(IActivate))]
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[RegisterComponent]
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public class GasValveComponent : Component, IActivate
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{
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public override string Name => "GasValve";
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[ViewVariables]
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[DataField("open")]
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private bool _open = true;
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[DataField("pipe")]
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[ViewVariables(VVAccess.ReadWrite)]
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private string _pipeName = "pipe";
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protected override void Startup()
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{
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base.Startup();
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Set();
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}
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private void Set()
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{
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if (Owner.TryGetComponent(out NodeContainerComponent? nodeContainer)
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&& nodeContainer.TryGetNode(_pipeName, out PipeNode? pipe))
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{
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pipe.ConnectionsEnabled = _open;
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}
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}
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private void Toggle()
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{
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_open = !_open;
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Set();
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if(eventArgs.InRangeUnobstructed() && EntitySystem.Get<ActionBlockerSystem>().CanInteract(eventArgs.User))
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Toggle();
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}
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}
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}
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