* 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
114 lines
3.6 KiB
C#
114 lines
3.6 KiB
C#
#nullable enable
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using System;
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using Content.Server.Atmos.Piping.Components;
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using Content.Server.NodeContainer.NodeGroups;
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using Content.Shared.Atmos;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Server.Atmos.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IGridAtmosphereComponent))]
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[ComponentReference(typeof(GridAtmosphereComponent))]
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[Serializable]
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public class UnsimulatedGridAtmosphereComponent : GridAtmosphereComponent, IGridAtmosphereComponent
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{
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public override string Name => "UnsimulatedGridAtmosphere";
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public override bool Simulated => false;
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public override void PryTile(Vector2i indices) { }
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public override void RepopulateTiles()
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{
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if (!Owner.TryGetComponent(out IMapGridComponent? mapGrid)) return;
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foreach (var tile in mapGrid.Grid.GetAllTiles())
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{
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if(!Tiles.ContainsKey(tile.GridIndices))
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Tiles.Add(tile.GridIndices, new TileAtmosphere(this, tile.GridIndex, tile.GridIndices, new GasMixture(GetVolumeForCells(1)){Temperature = Atmospherics.T20C}));
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}
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}
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public override void Invalidate(Vector2i indices) { }
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protected override void Revalidate() { }
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public override void FixVacuum(Vector2i indices) { }
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public override void AddActiveTile(TileAtmosphere? tile) { }
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public override void RemoveActiveTile(TileAtmosphere? tile, bool disposeGroup = true) { }
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public override void AddHotspotTile(TileAtmosphere? tile) { }
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public override void RemoveHotspotTile(TileAtmosphere? tile) { }
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public override void AddSuperconductivityTile(TileAtmosphere? tile) { }
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public override void RemoveSuperconductivityTile(TileAtmosphere? tile) { }
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public override void AddHighPressureDelta(TileAtmosphere? tile) { }
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public override bool HasHighPressureDelta(TileAtmosphere tile)
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{
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return false;
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}
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public override void AddExcitedGroup(ExcitedGroup excitedGroup) { }
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public override void RemoveExcitedGroup(ExcitedGroup excitedGroup) { }
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public override void AddPipeNet(IPipeNet pipeNet) { }
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public override void RemovePipeNet(IPipeNet pipeNet) { }
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public override void AddAtmosDevice(AtmosDeviceComponent atmosDevice) { }
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public override void RemoveAtmosDevice(AtmosDeviceComponent atmosDevice) { }
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public override void Update(float frameTime) { }
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public override bool ProcessTileEqualize(bool resumed = false, float lagCheck = 5f)
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{
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return false;
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}
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public override bool ProcessActiveTiles(bool resumed = false, float lagCheck = 5f)
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{
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return false;
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}
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public override bool ProcessExcitedGroups(bool resumed = false, float lagCheck = 5f)
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{
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return false;
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}
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public override bool ProcessHighPressureDelta(bool resumed = false, float lagCheck = 5f)
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{
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return false;
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}
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protected override bool ProcessHotspots(bool resumed = false, float lagCheck = 5f)
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{
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return false;
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}
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protected override bool ProcessSuperconductivity(bool resumed = false, float lagCheck = 5f)
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{
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return false;
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}
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protected override bool ProcessPipeNets(bool resumed = false, float lagCheck = 5f)
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{
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return false;
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}
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protected override bool ProcessAtmosDevices(bool resumed = false, float lagCheck = 5f)
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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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