* 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
102 lines
2.6 KiB
C#
102 lines
2.6 KiB
C#
using System;
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using Content.Shared.NetIDs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Atmos.Components
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{
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public class SharedGasAnalyzerComponent : Component
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{
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public override string Name => "GasAnalyzer";
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public override uint? NetID => ContentNetIDs.GAS_ANALYZER;
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[Serializable, NetSerializable]
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public enum GasAnalyzerUiKey
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{
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Key,
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}
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[Serializable, NetSerializable]
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public class GasAnalyzerBoundUserInterfaceState : BoundUserInterfaceState
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{
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public float Pressure;
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public float Temperature;
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public GasEntry[]? Gases;
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public string? Error;
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public GasAnalyzerBoundUserInterfaceState(float pressure, float temperature, GasEntry[]? gases, string? error = null)
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{
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Pressure = pressure;
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Temperature = temperature;
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Gases = gases;
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Error = error;
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}
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}
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[Serializable, NetSerializable]
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public struct GasEntry
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{
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public readonly string Name;
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public readonly float Amount;
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public readonly string Color;
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public GasEntry(string name, float amount, string color)
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{
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Name = name;
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Amount = amount;
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Color = color;
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}
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public override string ToString()
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{
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// e.g. "Plasma: 2000 mol"
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return Loc.GetString(
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"gas-entry-info",
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("gasName", Name),
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("gasAmount", Amount));
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}
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}
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[Serializable, NetSerializable]
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public class GasAnalyzerRefreshMessage : BoundUserInterfaceMessage
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{
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public GasAnalyzerRefreshMessage() {}
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}
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[Serializable, NetSerializable]
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public enum GasAnalyzerDanger
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{
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Nominal,
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Warning,
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Hazard
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}
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[Serializable, NetSerializable]
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public class GasAnalyzerComponentState : ComponentState
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{
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public GasAnalyzerDanger Danger;
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public GasAnalyzerComponentState(GasAnalyzerDanger danger) : base(ContentNetIDs.GAS_ANALYZER)
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{
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Danger = danger;
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}
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}
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}
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[NetSerializable]
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[Serializable]
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public enum GasAnalyzerVisuals
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{
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VisualState,
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}
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[NetSerializable]
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[Serializable]
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public enum GasAnalyzerVisualState
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{
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Off,
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Working,
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}
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}
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