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OldThink/Content.Server/Atmos/Piping/Binary/EntitySystems/GasVolumePumpSystem.cs

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using System;
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using Content.Server.Administration.Logs;
using Content.Server.Atmos.EntitySystems;
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
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using Content.Server.Atmos.Piping.Binary.Components;
using Content.Server.Atmos.Piping.Components;
using Content.Server.NodeContainer;
using Content.Server.NodeContainer.Nodes;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Piping.Binary.Components;
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using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
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
using JetBrains.Annotations;
using Robust.Server.GameObjects;
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
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
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
using Robust.Shared.Timing;
namespace Content.Server.Atmos.Piping.Binary.EntitySystems
{
[UsedImplicitly]
public class GasVolumePumpSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private UserInterfaceSystem _userInterfaceSystem = default!;
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[Dependency] private AdminLogSystem _adminLogSystem = default!;
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
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public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GasVolumePumpComponent, AtmosDeviceUpdateEvent>(OnVolumePumpUpdated);
SubscribeLocalEvent<GasVolumePumpComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<GasVolumePumpComponent, InteractHandEvent>(OnPumpInteractHand);
// Bound UI subscriptions
SubscribeLocalEvent<GasVolumePumpComponent, GasVolumePumpChangeTransferRateMessage>(OnTransferRateChangeMessage);
SubscribeLocalEvent<GasVolumePumpComponent, GasVolumePumpToggleStatusMessage>(OnToggleStatusMessage);
}
private void OnExamined(EntityUid uid, GasVolumePumpComponent pump, ExaminedEvent args)
{
if (!EntityManager.GetComponent<TransformComponent>(pump.Owner).Anchored || !args.IsInDetailsRange) // Not anchored? Out of range? No status.
return;
if (Loc.TryGetString("gas-volume-pump-system-examined", out var str,
("statusColor", "lightblue"), // TODO: change with volume?
("rate", pump.TransferRate)
))
args.PushMarkup(str);
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
}
private void OnVolumePumpUpdated(EntityUid uid, GasVolumePumpComponent pump, AtmosDeviceUpdateEvent args)
{
if (!pump.Enabled)
return;
if (!EntityManager.TryGetComponent(uid, out NodeContainerComponent? nodeContainer))
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
return;
if (!EntityManager.TryGetComponent(uid, out AtmosDeviceComponent? device))
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
return;
if (!nodeContainer.TryGetNode(pump.InletName, out PipeNode? inlet)
|| !nodeContainer.TryGetNode(pump.OutletName, out PipeNode? outlet))
return;
var inputStartingPressure = inlet.Air.Pressure;
var outputStartingPressure = outlet.Air.Pressure;
// Pump mechanism won't do anything if the pressure is too high/too low unless you overclock it.
if ((inputStartingPressure < pump.LowerThreshold) || (outputStartingPressure > pump.HigherThreshold) && !pump.Overclocked)
return;
// Overclocked pumps can only force gas a certain amount.
if ((outputStartingPressure - inputStartingPressure > pump.OverclockThreshold) && pump.Overclocked)
return;
// We multiply the transfer rate in L/s by the seconds passed since the last process to get the liters.
var transferRatio = (float)(pump.TransferRate * (_gameTiming.CurTime - device.LastProcess).TotalSeconds) / inlet.Air.Volume;
var removed = inlet.Air.RemoveRatio(transferRatio);
// Some of the gas from the mixture leaks when overclocked.
if (pump.Overclocked)
{
var tile = _atmosphereSystem.GetTileMixture(EntityManager.GetComponent<TransformComponent>(pump.Owner).Coordinates, true);
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
if (tile != null)
{
var leaked = removed.RemoveRatio(pump.LeakRatio);
_atmosphereSystem.Merge(tile, leaked);
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
}
}
outlet.AssumeAir(removed);
}
private void OnPumpInteractHand(EntityUid uid, GasVolumePumpComponent component, InteractHandEvent args)
{
if (!EntityManager.TryGetComponent(args.User, out ActorComponent? actor))
return;
if (EntityManager.GetComponent<TransformComponent>(component.Owner).Anchored)
{
_userInterfaceSystem.TryOpen(uid, GasVolumePumpUiKey.Key, actor.PlayerSession);
DirtyUI(uid, component);
}
else
{
args.User.PopupMessageCursor(Loc.GetString("comp-gas-pump-ui-needs-anchor"));
}
args.Handled = true;
}
private void OnToggleStatusMessage(EntityUid uid, GasVolumePumpComponent pump, GasVolumePumpToggleStatusMessage args)
{
pump.Enabled = args.Enabled;
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_adminLogSystem.Add(LogType.AtmosPowerChanged, LogImpact.Medium,
$"{EntityManager.ToPrettyString(args.Session.AttachedEntity!.Value):player} set the power on {EntityManager.ToPrettyString(uid):device} to {args.Enabled}");
DirtyUI(uid, pump);
}
private void OnTransferRateChangeMessage(EntityUid uid, GasVolumePumpComponent pump, GasVolumePumpChangeTransferRateMessage args)
{
pump.TransferRate = Math.Clamp(args.TransferRate, 0f, Atmospherics.MaxTransferRate);
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_adminLogSystem.Add(LogType.AtmosVolumeChanged, LogImpact.Medium,
$"{EntityManager.ToPrettyString(args.Session.AttachedEntity!.Value):player} set the transfer rate on {EntityManager.ToPrettyString(uid):device} to {args.TransferRate}");
DirtyUI(uid, pump);
}
private void DirtyUI(EntityUid uid, GasVolumePumpComponent? pump)
{
if (!Resolve(uid, ref pump))
return;
_userInterfaceSystem.TrySetUiState(uid, GasVolumePumpUiKey.Key,
new GasVolumePumpBoundUserInterfaceState(EntityManager.GetComponent<MetaDataComponent>(pump.Owner).EntityName, pump.TransferRate, pump.Enabled));
}
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
}
}