Files
tbd-station-14/Content.Shared/Atmos/EntitySystems/SharedAtmosDebugOverlaySystem.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

62 lines
2.1 KiB
C#

#nullable enable
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
namespace Content.Shared.Atmos.EntitySystems
{
public abstract class SharedAtmosDebugOverlaySystem : EntitySystem
{
// Keep in mind, this system is hilariously unoptimized. The goal here is to provide accurate debug data.
public const int LocalViewRange = 16;
protected float AccumulatedFrameTime;
[Serializable, NetSerializable]
public readonly struct AtmosDebugOverlayData
{
public readonly float Temperature;
public readonly float[] Moles;
public readonly AtmosDirection PressureDirection;
public readonly bool InExcitedGroup;
public readonly AtmosDirection BlockDirection;
public AtmosDebugOverlayData(float temperature, float[] moles, AtmosDirection pressureDirection, bool inExcited, AtmosDirection blockDirection)
{
Temperature = temperature;
Moles = moles;
PressureDirection = pressureDirection;
InExcitedGroup = inExcited;
BlockDirection = blockDirection;
}
}
/// <summary>
/// Invalid tiles for the gas overlay.
/// No point re-sending every tile if only a subset might have been updated.
/// </summary>
[Serializable, NetSerializable]
public sealed class AtmosDebugOverlayMessage : EntityEventArgs
{
public GridId GridId { get; }
public Vector2i BaseIdx { get; }
// LocalViewRange*LocalViewRange
public AtmosDebugOverlayData[] OverlayData { get; }
public AtmosDebugOverlayMessage(GridId gridIndices, Vector2i baseIdx, AtmosDebugOverlayData[] overlayData)
{
GridId = gridIndices;
BaseIdx = baseIdx;
OverlayData = overlayData;
}
}
[Serializable, NetSerializable]
public sealed class AtmosDebugOverlayDisableMessage : EntityEventArgs
{
}
}
}