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
This commit is contained in:
Vera Aguilera Puerto
2021-06-19 13:25:05 +02:00
committed by GitHub
parent cfc3f2e7fc
commit a2b737d945
250 changed files with 3964 additions and 3163 deletions

View File

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