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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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34
Content.Server/Atmos/EntitySystems/AtmosphereSystem.Gases.cs
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34
Content.Server/Atmos/EntitySystems/AtmosphereSystem.Gases.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Atmos.Reactions;
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using Content.Shared.Atmos;
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using Robust.Shared.Maths;
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namespace Content.Server.Atmos.EntitySystems
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{
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public partial class AtmosphereSystem
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{
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private GasReactionPrototype[] _gasReactions = Array.Empty<GasReactionPrototype>();
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private float[] _gasSpecificHeats = new float[Atmospherics.TotalNumberOfGases];
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/// <summary>
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/// List of gas reactions ordered by priority.
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/// </summary>
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public IEnumerable<GasReactionPrototype> GasReactions => _gasReactions!;
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public float[] GasSpecificHeats => _gasSpecificHeats;
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private void InitializeGases()
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{
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_gasReactions = _protoMan.EnumeratePrototypes<GasReactionPrototype>().ToArray();
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Array.Sort(_gasReactions, (a, b) => b.Priority.CompareTo(a.Priority));
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Array.Resize(ref _gasSpecificHeats, MathHelper.NextMultipleOf(Atmospherics.TotalNumberOfGases, 4));
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for (var i = 0; i < GasPrototypes.Length; i++)
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{
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_gasSpecificHeats[i] = GasPrototypes[i].SpecificHeat;
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}
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}
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}
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}
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