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OldThink/Content.Shared/Atmos/EntitySystems/SharedAtmosDebugOverlaySystem.cs

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using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
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.Serialization;
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
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
{
}
}
}