Make pipes leak when destroyed (#20928)
This plugs a meta where atmos techs were fireaxing pipes to remove them without leaking their contents.
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@@ -5,6 +5,7 @@ using Content.Server.NodeContainer.Nodes;
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using Content.Server.Popups;
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using Content.Shared.Atmos;
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using Content.Shared.Construction.Components;
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using Content.Shared.Destructible;
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using Content.Shared.Popups;
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using JetBrains.Annotations;
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using Robust.Shared.Player;
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@@ -21,6 +22,7 @@ namespace Content.Server.Atmos.Piping.EntitySystems
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{
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SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, BeforeUnanchoredEvent>(OnBeforeUnanchored);
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SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
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SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, BreakageEventArgs>(OnBreak);
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}
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private void OnUnanchorAttempt(EntityUid uid, AtmosUnsafeUnanchorComponent component, UnanchorAttemptEvent args)
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@@ -48,7 +50,24 @@ namespace Content.Server.Atmos.Piping.EntitySystems
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private void OnBeforeUnanchored(EntityUid uid, AtmosUnsafeUnanchorComponent component, BeforeUnanchoredEvent args)
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{
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if (!component.Enabled || !EntityManager.TryGetComponent(uid, out NodeContainerComponent? nodes))
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if (component.Enabled)
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LeakGas(uid);
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}
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private void OnBreak(EntityUid uid, AtmosUnsafeUnanchorComponent component, BreakageEventArgs args)
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{
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LeakGas(uid);
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// Can't use DoActsBehavior["Destruction"] in the same trigger because that would prevent us
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// from leaking. So we make up for this by queueing deletion here.
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QueueDel(uid);
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}
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/// <summary>
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/// Leak gas from the uid's NodeContainer into the tile atmosphere.
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/// </summary>
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public void LeakGas(EntityUid uid)
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{
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if (!EntityManager.TryGetComponent(uid, out NodeContainerComponent? nodes))
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return;
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if (_atmosphere.GetContainingMixture(uid, true, true) is not {} environment)
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