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- using Content.Server.Atmos.EntitySystems;
- using Content.Shared.Atmos;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
- namespace Content.Server.Atmos.Components
- {
- [RegisterComponent, Access(typeof(AirtightSystem))]
- public sealed partial class AirtightComponent : Component
- {
- public (EntityUid Grid, Vector2i Tile) LastPosition { get; set; }
- /// <summary>
- /// The directions in which this entity should block airflow, relative to its own reference frame.
- /// </summary>
- [DataField("airBlockedDirection", customTypeSerializer: typeof(FlagSerializer<AtmosDirectionFlags>))]
- public int InitialAirBlockedDirection { get; set; } = (int) AtmosDirection.All;
- /// <summary>
- /// The directions in which the entity is currently blocking airflow, relative to the grid that the entity is on.
- /// I.e., this is a variant of <see cref="InitialAirBlockedDirection"/> that takes into account the entity's
- /// current rotation.
- /// </summary>
- [ViewVariables]
- public int CurrentAirBlockedDirection;
- /// <summary>
- /// Whether the airtight entity is currently blocking airflow.
- /// </summary>
- [DataField]
- public bool AirBlocked { get; set; } = true;
- /// <summary>
- /// If true, entities on this tile will attempt to draw air from surrounding tiles when they become unblocked
- /// and currently have no air. This is generally only required when <see cref="NoAirWhenFullyAirBlocked"/> is
- /// true, or if the entity is likely to occupy the same tile as another no-air airtight entity.
- /// </summary>
- [DataField]
- public bool FixVacuum { get; set; } = true;
- // I think fixvacuum exists to ensure that repeatedly closing/opening air-blocking doors doesn't end up
- // depressurizing a room. However it can also effectively be used as a means of generating gasses for free
- // TODO ATMOS Mass conservation. Make it actually push/pull air from adjacent tiles instead of destroying & creating,
- // TODO ATMOS Do we need these two fields?
- [DataField("rotateAirBlocked")]
- public bool RotateAirBlocked { get; set; } = true;
- // TODO ATMOS remove this? What is this even for??
- [DataField("fixAirBlockedDirectionInitialize")]
- public bool FixAirBlockedDirectionInitialize { get; set; } = true;
- /// <summary>
- /// If true, then the tile that this entity is on will have no air at all if all directions are blocked.
- /// </summary>
- [DataField]
- public bool NoAirWhenFullyAirBlocked { get; set; } = true;
- /// <inheritdoc cref="CurrentAirBlockedDirection"/>
- [Access(Other = AccessPermissions.ReadWriteExecute)]
- public AtmosDirection AirBlockedDirection => (AtmosDirection)CurrentAirBlockedDirection;
- }
- }
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