* 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
93 lines
3.3 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|