* Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends. * actually compiles * Remove commented out code * funny bracket * Move archived moles, temperature from GasMixture to TileAtmosphere. * WIP customizable map default mixture still VERY buggy * broken mess aaaaaaaaaaaaa * Fix lattice, etc not being considered space * visualization for "IsSpace" * help * Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Holy SHIT it compiles AGAIN * Fix AtmosDeviceSystem crash at shutdown * Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate. * Use space instead of gasmixture immutable for heat capacity calculations * Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead. * Fix roundstart tiles not processing * Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs Changed Files tab is so large I can't commit both suggestions at once mfw Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
102 lines
3.6 KiB
C#
102 lines
3.6 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Doors.Systems;
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using Content.Shared.Doors.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Doors.Components
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{
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/// <summary>
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/// Companion component to ServerDoorComponent that handles firelock-specific behavior -- primarily prying,
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/// and not being openable on open-hand click.
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/// </summary>
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[RegisterComponent]
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public sealed class FirelockComponent : Component
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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/// <summary>
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/// Pry time modifier to be used when the firelock is currently closed due to fire or pressure.
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/// </summary>
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/// <returns></returns>
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[DataField("lockedPryTimeModifier")]
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public float LockedPryTimeModifier = 1.5f;
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public bool EmergencyPressureStop()
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{
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var doorSys = EntitySystem.Get<DoorSystem>();
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if (_entMan.TryGetComponent<DoorComponent>(Owner, out var door) &&
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door.State == DoorState.Open &&
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doorSys.CanClose(Owner, door))
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{
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doorSys.StartClosing(Owner, door);
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// Door system also sets airtight, but only after a delay. We want it to be immediate.
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if (_entMan.TryGetComponent(Owner, out AirtightComponent? airtight))
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{
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EntitySystem.Get<AirtightSystem>().SetAirblocked(airtight, true);
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}
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return true;
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}
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return false;
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}
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public bool IsHoldingPressure(float threshold = 20)
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{
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var transform = _entMan.GetComponent<TransformComponent>(Owner);
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if (transform.GridUid is not {} gridUid)
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return false;
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var atmosphereSystem = _entMan.EntitySysManager.GetEntitySystem<AtmosphereSystem>();
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var transformSystem = _entMan.EntitySysManager.GetEntitySystem<TransformSystem>();
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var position = transformSystem.GetGridOrMapTilePosition(Owner, transform);
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var minMoles = float.MaxValue;
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var maxMoles = 0f;
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foreach (var adjacent in atmosphereSystem.GetAdjacentTileMixtures(gridUid, position))
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{
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var moles = adjacent.TotalMoles;
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if (moles < minMoles)
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minMoles = moles;
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if (moles > maxMoles)
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maxMoles = moles;
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}
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return (maxMoles - minMoles) > threshold;
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}
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public bool IsHoldingFire()
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{
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var atmosphereSystem = _entMan.EntitySysManager.GetEntitySystem<AtmosphereSystem>();
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var transformSystem = _entMan.EntitySysManager.GetEntitySystem<TransformSystem>();
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var transform = _entMan.GetComponent<TransformComponent>(Owner);
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var position = transformSystem.GetGridOrMapTilePosition(Owner, transform);
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// No grid, no fun.
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if (transform.GridUid is not {} gridUid)
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return false;
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if (atmosphereSystem.GetTileMixture(gridUid, null, position) == null)
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return false;
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if (atmosphereSystem.IsHotspotActive(gridUid, position))
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return true;
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foreach (var adjacent in atmosphereSystem.GetAdjacentTiles(gridUid, position))
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{
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if (atmosphereSystem.IsHotspotActive(gridUid, adjacent))
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return true;
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}
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return false;
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}
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}
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}
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