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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Content.Shared/Atmos/Prototypes/GasPrototype.cs
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76
Content.Shared/Atmos/Prototypes/GasPrototype.cs
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#nullable enable
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Atmos.Prototypes
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{
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[Prototype("gas")]
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public class GasPrototype : IPrototype
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{
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[DataField("name")] public string Name { get; } = string.Empty;
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// TODO: Control gas amount necessary for overlay to appear
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// TODO: Add interfaces for gas behaviours e.g. breathing, burning
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[ViewVariables]
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[DataField("id", required: true)]
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public string ID { get; } = default!;
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/// <summary>
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/// Specific heat for gas.
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/// </summary>
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[DataField("specificHeat")]
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public float SpecificHeat { get; private set; }
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/// <summary>
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/// Heat capacity ratio for gas
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/// </summary>
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[DataField("heatCapacityRatio")]
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public float HeatCapacityRatio { get; private set; } = 1.4f;
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/// <summary>
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/// Molar mass of gas
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/// </summary>
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[DataField("molarMass")]
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public float MolarMass { get; set; } = 1f;
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/// <summary>
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/// Minimum amount of moles for this gas to be visible.
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/// </summary>
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[DataField("gasMolesVisible")]
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public float GasMolesVisible { get; } = 0.25f;
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/// <summary>
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/// Visibility for this gas will be max after this value.
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/// </summary>
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public float GasMolesVisibleMax => GasMolesVisible * Atmospherics.FactorGasVisibleMax;
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/// <summary>
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/// If this reagent is in gas form, this is the path to the overlay that will be used to make the gas visible.
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/// </summary>
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[DataField("gasOverlayTexture")]
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public string GasOverlayTexture { get; } = string.Empty;
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/// <summary>
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/// If this reagent is in gas form, this will be the path to the RSI sprite that will be used to make the gas visible.
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/// </summary>
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[DataField("gasOverlayState")]
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public string GasOverlayState { get; set; } = string.Empty;
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/// <summary>
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/// State for the gas RSI overlay.
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/// </summary>
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[DataField("gasOverlaySprite")]
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public string GasOverlaySprite { get; set; } = string.Empty;
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/// <summary>
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/// Path to the tile overlay used when this gas appears visible.
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/// </summary>
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[DataField("overlayPath")]
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public string OverlayPath { get; } = string.Empty;
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[DataField("color")] public string Color { get; } = string.Empty;
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}
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}
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