# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
275 lines
9.3 KiB
C#
275 lines
9.3 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Shared.Atmos;
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namespace Content.Server.Atmos;
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/// <summary>
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/// Internal Atmospherics class that stores data on an atmosphere in a single tile.
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/// You should not be using these directly outside of <see cref="AtmosphereSystem"/>.
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/// Use the public APIs in <see cref="AtmosphereSystem"/> instead.
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/// </summary>
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[Access(typeof(AtmosphereSystem), typeof(GasTileOverlaySystem), typeof(AtmosDebugOverlaySystem))]
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public sealed class TileAtmosphere : IGasMixtureHolder
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{
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/// <summary>
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/// The last cycle this tile's air was archived into <see cref="AirArchived"/>.
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/// See <see cref="AirArchived"/> for more info on archival.
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/// </summary>
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[ViewVariables]
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public int ArchivedCycle;
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/// <summary>
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/// Current cycle this tile was processed.
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/// Used to prevent double-processing in a single cycle in many processing stages.
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/// </summary>
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[ViewVariables]
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public int CurrentCycle;
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/// <summary>
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/// Current temperature of this tile, in Kelvin.
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/// Used for Superconduction.
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/// This is not the temperature of the attached <see cref="GasMixture"/>!
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/// </summary>
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[ViewVariables]
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public float Temperature = Atmospherics.T20C;
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/// <summary>
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/// The current target tile for pressure movement for the current cycle.
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/// Gas will be moved towards this tile during pressure equalization.
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/// Also see <see cref="PressureDifference"/>.
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/// </summary>
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[ViewVariables]
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public TileAtmosphere? PressureSpecificTarget;
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/// <summary>
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/// The current pressure difference (delta) between this tile and its pressure target.
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/// If Monstermos is enabled, this value represents the quantity of moles transferred.
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/// </summary>
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[ViewVariables]
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public float PressureDifference;
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/// <summary>
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/// The current heat capacity of this tile.
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/// Used for Superconduction.
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/// This is not the heat capacity of the attached <see cref="GasMixture"/>!
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float HeatCapacity = Atmospherics.MinimumHeatCapacity;
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/// <summary>
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/// The current thermal conductivity of this tile.
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/// Describes how well heat moves between this tile and adjacent tiles during superconduction.
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/// </summary>
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[ViewVariables]
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public float ThermalConductivity = 0.05f;
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/// <summary>
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/// Designates whether this tile is currently excited for processing in an excited group or LINDA.
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/// </summary>
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[ViewVariables]
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public bool Excited;
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/// <summary>
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/// Whether this tile should be considered space.
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/// </summary>
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[ViewVariables]
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public bool Space;
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/// <summary>
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/// Cached adjacent <see cref="TileAtmosphere"/> tiles for this tile.
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/// Ordered in the same order as <see cref="Atmospherics.Directions"/>
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/// (should be North, South, East, West).
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/// Adjacent tiles can be null if air cannot flow to them.
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/// </summary>
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[ViewVariables]
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public readonly TileAtmosphere?[] AdjacentTiles = new TileAtmosphere[Atmospherics.Directions];
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/// <summary>
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/// Neighbouring tiles to which air can flow. This is a combination of this tile's unblocked direction, and the
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/// unblocked directions on adjacent tiles.
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/// </summary>
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[ViewVariables]
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public AtmosDirection AdjacentBits = AtmosDirection.Invalid;
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/// <summary>
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/// Current <see cref="MonstermosInfo"/> information for this tile.
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/// </summary>
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[ViewVariables]
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[Access(typeof(AtmosphereSystem), Other = AccessPermissions.ReadExecute)]
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public MonstermosInfo MonstermosInfo;
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/// <summary>
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/// Current <see cref="Hotspot"/> information for this tile.
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/// </summary>
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[ViewVariables]
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public Hotspot Hotspot;
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/// <summary>
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/// Points to the direction of the recipient tile for pressure equalization logic
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/// (Monstermos or HighPressureDelta otherwise).
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/// </summary>
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[ViewVariables]
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public AtmosDirection PressureDirection;
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/// <summary>
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/// Last cycle's <see cref="PressureDirection"/> for debugging purposes.
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/// </summary>
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[ViewVariables]
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public AtmosDirection LastPressureDirection;
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/// <summary>
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/// Grid entity this tile belongs to.
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/// </summary>
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[ViewVariables]
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[Access(typeof(AtmosphereSystem))]
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public EntityUid GridIndex;
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/// <summary>
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/// The grid indices of this tile.
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/// </summary>
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[ViewVariables]
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public Vector2i GridIndices;
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/// <summary>
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/// The excited group this tile belongs to, if any.
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/// </summary>
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[ViewVariables]
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public ExcitedGroup? ExcitedGroup;
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/// <summary>
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/// The air in this tile. If null, this tile is completely air-blocked.
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/// This can be immutable if the tile is spaced.
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/// </summary>
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[ViewVariables]
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[Access(typeof(AtmosphereSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
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public GasMixture? Air;
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/// <summary>
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/// A copy of the air in this tile from the last time it was archived at <see cref="ArchivedCycle"/>.
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/// LINDA archives the air before doing any necessary processing and uses this to perform its calculations,
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/// making the results of LINDA independent of the order in which tiles are processed.
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/// </summary>
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[ViewVariables]
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public GasMixture? AirArchived;
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/// <summary>
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/// The amount of gas last shared to adjacent tiles during LINDA processing.
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/// Used to determine when LINDA should dismantle an excited group
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/// or extend its time alive.
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/// </summary>
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[DataField("lastShare")]
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public float LastShare;
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/// <summary>
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/// Implementation of <see cref="IGasMixtureHolder.Air"/>.
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/// </summary>
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GasMixture IGasMixtureHolder.Air
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{
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get => Air ?? new GasMixture(Atmospherics.CellVolume){ Temperature = Temperature };
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set => Air = value;
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}
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/// <summary>
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/// The maximum temperature this tile has sustained during hotspot fire processing.
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/// Used for debugging.
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/// </summary>
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[ViewVariables]
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public float MaxFireTemperatureSustained;
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/// <summary>
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/// If true, then this tile is directly exposed to the map's atmosphere, either because the grid has no tile at
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/// this position, or because the tile type is not airtight.
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/// </summary>
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[ViewVariables]
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public bool MapAtmosphere;
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/// <summary>
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/// If true, this tile does not actually exist on the grid, it only exists to represent the map's atmosphere for
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/// adjacent grid tiles.
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/// This tile often has immutable air and is sitting off the edge of the grid, where there is no grid.
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/// </summary>
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[ViewVariables]
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public bool NoGridTile;
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/// <summary>
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/// If true, this tile is queued for processing in <see cref="GridAtmosphereComponent.PossiblyDisconnectedTiles"/>
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/// </summary>
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[ViewVariables]
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public bool TrimQueued;
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/// <summary>
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/// Cached information about airtight entities on this tile. This gets updated anytime a tile gets invalidated
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/// (i.e., gets added to <see cref="GridAtmosphereComponent.InvalidatedCoords"/>).
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/// </summary>
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public AtmosphereSystem.AirtightData AirtightData;
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/// <summary>
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/// Creates a new TileAtmosphere.
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/// </summary>
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/// <param name="gridIndex">The grid entity this tile belongs to.</param>
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/// <param name="gridIndices">>The grid indices of this tile.</param>
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/// <param name="mixture">The gas mixture of this tile.</param>
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/// <param name="immutable">If true, the gas mixture will be marked immutable.</param>
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/// <param name="space">If true, this tile is considered space.</param>
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public TileAtmosphere(EntityUid gridIndex, Vector2i gridIndices, GasMixture? mixture = null, bool immutable = false, bool space = false)
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{
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GridIndex = gridIndex;
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GridIndices = gridIndices;
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Air = mixture;
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AirArchived = Air?.Clone();
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Space = space;
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if(immutable)
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Air?.MarkImmutable();
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}
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/// <summary>
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/// Creates a copy of another TileAtmosphere.
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/// </summary>
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/// <param name="other">The TileAtmosphere to copy.</param>
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public TileAtmosphere(TileAtmosphere other)
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{
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GridIndex = other.GridIndex;
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GridIndices = other.GridIndices;
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Space = other.Space;
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NoGridTile = other.NoGridTile;
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MapAtmosphere = other.MapAtmosphere;
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Air = other.Air?.Clone();
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AirArchived = Air != null ? Air.Clone() : null;
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}
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/// <summary>
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/// Creates a new empty TileAtmosphere.
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/// </summary>
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public TileAtmosphere()
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{
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}
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// Sunrise-Start
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public void Reset()
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{
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Air = null;
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AirArchived = null;
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Array.Clear(AdjacentTiles, 0, AdjacentTiles.Length);
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ExcitedGroup = null;
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Hotspot = default;
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GridIndex = EntityUid.Invalid;
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GridIndices = default;
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MapAtmosphere = false;
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Space = false;
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ArchivedCycle = 0;
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LastShare = 0f;
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MonstermosInfo = default;
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CurrentCycle = 0;
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Excited = false;
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PressureDifference = 0f;
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PressureDirection = AtmosDirection.Invalid;
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PressureSpecificTarget = null;
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MaxFireTemperatureSustained = 0f;
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Temperature = 0f;
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HeatCapacity = 0f;
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AirtightData = default;
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}
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// Sunrise-End
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}
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