Files
tbd-station-14/Content.Server/Atmos/Piping/EntitySystems/AtmosDeviceSystem.cs
Vera Aguilera Puerto a2b737d945 Atmos pipe rework (#3833)
* 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
2021-06-19 13:25:05 +02:00

93 lines
3.3 KiB
C#

using System;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Atmos.Piping.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics;
using Robust.Shared.Timing;
namespace Content.Server.Atmos.Piping.EntitySystems
{
[UsedImplicitly]
public class AtmosDeviceSystem : EntitySystem
{
[Dependency] private IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AtmosDeviceComponent, ComponentInit>(OnDeviceInitialize);
SubscribeLocalEvent<AtmosDeviceComponent, ComponentShutdown>(OnDeviceShutdown);
SubscribeLocalEvent<AtmosDeviceComponent, PhysicsBodyTypeChangedEvent>(OnDeviceBodyTypeChanged);
SubscribeLocalEvent<AtmosDeviceComponent, EntParentChangedMessage>(OnDeviceParentChanged);
}
private bool CanJoinAtmosphere(AtmosDeviceComponent component)
{
return !component.RequireAnchored || !component.Owner.TryGetComponent(out PhysicsComponent? physics) || physics.BodyType == BodyType.Static;
}
public void JoinAtmosphere(AtmosDeviceComponent component)
{
if (!CanJoinAtmosphere(component))
return;
// We try to get a valid, simulated atmosphere.
if (!Get<AtmosphereSystem>().TryGetSimulatedGridAtmosphere(component.Owner.Transform.MapPosition, out var atmosphere))
return;
component.LastProcess = _gameTiming.CurTime;
component.Atmosphere = atmosphere;
atmosphere.AddAtmosDevice(component);
RaiseLocalEvent(component.Owner.Uid, new AtmosDeviceEnabledEvent(atmosphere), false);
}
public void LeaveAtmosphere(AtmosDeviceComponent component)
{
var atmosphere = component.Atmosphere;
atmosphere?.RemoveAtmosDevice(component);
component.Atmosphere = null;
component.LastProcess = TimeSpan.Zero;
if(atmosphere != null)
RaiseLocalEvent(component.Owner.Uid, new AtmosDeviceDisabledEvent(atmosphere), false);
}
public void RejoinAtmosphere(AtmosDeviceComponent component)
{
LeaveAtmosphere(component);
JoinAtmosphere(component);
}
private void OnDeviceInitialize(EntityUid uid, AtmosDeviceComponent component, ComponentInit args)
{
JoinAtmosphere(component);
}
private void OnDeviceShutdown(EntityUid uid, AtmosDeviceComponent component, ComponentShutdown args)
{
LeaveAtmosphere(component);
}
private void OnDeviceBodyTypeChanged(EntityUid uid, AtmosDeviceComponent component, PhysicsBodyTypeChangedEvent args)
{
// Do nothing if the component doesn't require being anchored to function.
if (!component.RequireAnchored)
return;
if (args.New == BodyType.Static)
JoinAtmosphere(component);
else
LeaveAtmosphere(component);
}
private void OnDeviceParentChanged(EntityUid uid, AtmosDeviceComponent component, EntParentChangedMessage args)
{
RejoinAtmosphere(component);
}
}
}