* 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
75 lines
2.7 KiB
C#
75 lines
2.7 KiB
C#
#nullable enable
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using Content.Server.Administration;
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using Content.Server.Atmos;
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using Content.Server.Atmos.Components;
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using Content.Shared.Administration;
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using Content.Shared.Atmos;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.Server.Commands.Atmos
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{
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[AdminCommand(AdminFlags.Debug)]
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public class FixGridAtmos : IConsoleCommand
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{
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public string Command => "fixgridatmos";
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public string Description => "Makes every tile on a grid have a roundstart gas mix.";
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public string Help => $"{Command} <grid Ids>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length == 0)
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{
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shell.WriteError("Not enough arguments.");
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return;
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}
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var mapManager = IoCManager.Resolve<IMapManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var mixture = new GasMixture(Atmospherics.CellVolume) { Temperature = Atmospherics.T20C };
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mixture.AdjustMoles(Gas.Oxygen, Atmospherics.OxygenMolesStandard);
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mixture.AdjustMoles(Gas.Nitrogen, Atmospherics.NitrogenMolesStandard);
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foreach (var gid in args)
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{
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// I like offering detailed error messages, that's why I don't use one of the extension methods.
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if (!int.TryParse(gid, out var i) || i <= 0)
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{
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shell.WriteError($"Invalid grid ID \"{gid}\".");
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continue;
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}
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if (!mapManager.TryGetGrid(new GridId(i), out var grid))
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{
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shell.WriteError($"Grid \"{i}\" doesn't exist.");
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continue;
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}
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if (!entityManager.TryGetEntity(grid.GridEntityId, out var entity))
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{
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shell.WriteError($"Grid entity for grid \"{i}\" doesn't exist.");
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continue;
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}
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var gridAtmosphere = new GridAtmosphereComponent() {Owner = entity};
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// Inject dependencies manually or a NRE will eat your face.
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IoCManager.InjectDependencies(gridAtmosphere);
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entityManager.ComponentManager.AddComponent(entity, gridAtmosphere, true);
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gridAtmosphere.RepopulateTiles();
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foreach (var tile in gridAtmosphere)
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{
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tile.Air = (GasMixture) mixture.Clone();
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tile.Air.Volume = gridAtmosphere.GetVolumeForCells(1);
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tile.Invalidate();
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}
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}
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}
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}
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}
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