Make manual valves work (#6121)
* Make manual valves work * Change some GasValveSystem lookups
This commit is contained in:
@@ -1,4 +1,3 @@
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using Content.Shared.Interaction;
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using Content.Shared.Sound;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -15,11 +14,13 @@ namespace Content.Server.Atmos.Piping.Binary.Components
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[DataField("open")]
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public bool Open { get; set; } = true;
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[DataField("pipe")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string PipeName { get; } = "pipe";
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[DataField("inlet")]
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public string InletName { get; set; } = "inlet";
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[DataField("outlet")]
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public string OutletName { get; set; } = "outlet";
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[DataField("valveSound")]
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public SoundSpecifier _valveSound { get; } = new SoundCollectionSpecifier("valveSqueak");
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public SoundSpecifier ValveSound { get; } = new SoundCollectionSpecifier("valveSqueak");
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}
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}
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@@ -20,6 +20,8 @@ namespace Content.Server.Atmos.Piping.Binary.EntitySystems
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[UsedImplicitly]
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public class GasValveSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -31,7 +33,7 @@ namespace Content.Server.Atmos.Piping.Binary.EntitySystems
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private void OnExamined(EntityUid uid, GasValveComponent valve, ExaminedEvent args)
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{
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if (!EntityManager.GetComponent<TransformComponent>(valve.Owner).Anchored || !args.IsInDetailsRange) // Not anchored? Out of range? No status.
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if (!Comp<TransformComponent>(valve.Owner).Anchored || !args.IsInDetailsRange) // Not anchored? Out of range? No status.
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return;
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if (Loc.TryGetString("gas-valve-system-examined", out var str,
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@@ -49,21 +51,34 @@ namespace Content.Server.Atmos.Piping.Binary.EntitySystems
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private void OnActivate(EntityUid uid, GasValveComponent component, ActivateInWorldEvent args)
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{
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if (args.User.InRangeUnobstructed(args.Target) && Get<ActionBlockerSystem>().CanInteract(args.User))
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if (args.User.InRangeUnobstructed(args.Target) && _actionBlockerSystem.CanInteract(args.User))
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{
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Toggle(uid, component);
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SoundSystem.Play(Filter.Pvs(component.Owner), component._valveSound.GetSound(), component.Owner, AudioHelpers.WithVariation(0.25f));
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SoundSystem.Play(Filter.Pvs(component.Owner), component.ValveSound.GetSound(), component.Owner, AudioHelpers.WithVariation(0.25f));
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}
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}
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public void Set(EntityUid uid, GasValveComponent component, bool value)
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{
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component.Open = value;
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if (EntityManager.TryGetComponent(uid, out NodeContainerComponent? nodeContainer)
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&& nodeContainer.TryGetNode(component.PipeName, out PipeNode? pipe))
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if (TryComp(uid, out NodeContainerComponent? nodeContainer)
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&& nodeContainer.TryGetNode(component.InletName, out PipeNode? inlet)
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&& nodeContainer.TryGetNode(component.OutletName, out PipeNode? outlet))
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{
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pipe.ConnectionsEnabled = component.Open;
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if (TryComp<AppearanceComponent>(component.Owner,out var appearance))
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{
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appearance.SetData(FilterVisuals.Enabled, component.Open);
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}
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if (component.Open)
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{
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inlet.AddAlwaysReachable(outlet);
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outlet.AddAlwaysReachable(inlet);
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}
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else
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{
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inlet.RemoveAlwaysReachable(outlet);
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outlet.RemoveAlwaysReachable(inlet);
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}
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}
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}
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@@ -35,6 +35,26 @@ namespace Content.Server.NodeContainer.Nodes
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/// </summary>
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public PipeDirection CurrentPipeDirection { get; private set; }
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private HashSet<PipeNode>? _alwaysReachable;
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public void AddAlwaysReachable(PipeNode pipeNode)
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{
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if (NodeGroup == null) return;
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if (pipeNode.NodeGroupID != NodeGroupID) return;
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_alwaysReachable ??= new();
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_alwaysReachable.Add(pipeNode);
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EntitySystem.Get<NodeGroupSystem>().QueueRemakeGroup((BaseNodeGroup) NodeGroup);
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}
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public void RemoveAlwaysReachable(PipeNode pipeNode)
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{
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if (_alwaysReachable == null) return;
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if (NodeGroup == null) return;
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if (pipeNode.NodeGroupID != NodeGroupID) return;
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_alwaysReachable.Remove(pipeNode);
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EntitySystem.Get<NodeGroupSystem>().QueueRemakeGroup((BaseNodeGroup) NodeGroup);
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}
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/// <summary>
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/// The directions in which this node is connected to other nodes.
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/// Used by <see cref="PipeVisualState"/>.
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@@ -144,6 +164,24 @@ namespace Content.Server.NodeContainer.Nodes
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yield return pipe;
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}
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}
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if(_alwaysReachable != null)
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{
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var remQ = new RemQueue<PipeNode>();
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foreach(var pipe in _alwaysReachable)
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{
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if (pipe.Deleting)
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{
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remQ.Add(pipe);
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}
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yield return pipe;
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}
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foreach(var pipe in remQ)
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{
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_alwaysReachable.Remove(pipe);
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}
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}
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}
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/// <summary>
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