Make pipes leak when destroyed (#20928)
This plugs a meta where atmos techs were fireaxing pipes to remove them without leaking their contents.
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@ -5,6 +5,7 @@ using Content.Server.NodeContainer.Nodes;
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using Content.Server.Popups;
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using Content.Shared.Atmos;
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using Content.Shared.Construction.Components;
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using Content.Shared.Destructible;
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using Content.Shared.Popups;
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using JetBrains.Annotations;
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using Robust.Shared.Player;
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@ -21,6 +22,7 @@ namespace Content.Server.Atmos.Piping.EntitySystems
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{
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SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, BeforeUnanchoredEvent>(OnBeforeUnanchored);
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SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
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SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, BreakageEventArgs>(OnBreak);
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}
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private void OnUnanchorAttempt(EntityUid uid, AtmosUnsafeUnanchorComponent component, UnanchorAttemptEvent args)
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@ -48,7 +50,24 @@ namespace Content.Server.Atmos.Piping.EntitySystems
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private void OnBeforeUnanchored(EntityUid uid, AtmosUnsafeUnanchorComponent component, BeforeUnanchoredEvent args)
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{
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if (!component.Enabled || !EntityManager.TryGetComponent(uid, out NodeContainerComponent? nodes))
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if (component.Enabled)
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LeakGas(uid);
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}
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private void OnBreak(EntityUid uid, AtmosUnsafeUnanchorComponent component, BreakageEventArgs args)
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{
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LeakGas(uid);
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// Can't use DoActsBehavior["Destruction"] in the same trigger because that would prevent us
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// from leaking. So we make up for this by queueing deletion here.
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QueueDel(uid);
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}
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/// <summary>
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/// Leak gas from the uid's NodeContainer into the tile atmosphere.
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/// </summary>
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public void LeakGas(EntityUid uid)
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{
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if (!EntityManager.TryGetComponent(uid, out NodeContainerComponent? nodes))
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return;
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if (_atmosphere.GetContainingMixture(uid, true, true) is not {} environment)
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@ -21,12 +21,27 @@
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- type: Rotatable
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- type: Destructible
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thresholds:
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- trigger:
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- trigger: # for nukes
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!type:DamageTrigger
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damage: 100
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damage: 200
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behaviors:
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- !type:DoActsBehavior
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acts: ["Destruction"]
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- trigger: # regular damage trigger (replace with broken pipe)
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!type:DamageTrigger
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damage: 100
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behaviors:
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- !type:PlaySoundBehavior
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sound:
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path: /Audio/Effects/metalbreak.ogg
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- !type:SpawnEntitiesBehavior
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spawn:
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GasPipeBroken:
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min: 1
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max: 1
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offset: 0
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- !type:DoActsBehavior
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acts: ["Breakage"]
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- type: Sprite
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sprite: Structures/Piping/Atmospherics/pipe.rsi
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drawdepth: ThinPipe
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@ -149,3 +164,28 @@
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- type: Construction
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graph: GasPipe
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node: fourway
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- type: entity
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id: GasPipeBroken
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parent: GasPipeBase
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name: broken pipe
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description: It used to hold gas.
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components:
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- type: Sprite
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sprite: Structures/Piping/Atmospherics/pipe.rsi
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drawdepth: ThinPipe
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state: pipeBroken
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layers:
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- state: pipeBroken
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map: [ "enum.PipeVisualLayers.Pipe" ]
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- type: Construction
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graph: GasPipe
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node: broken
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- type: Destructible
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thresholds: # override parent to avoid recursive destruction
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- trigger:
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!type:DamageTrigger
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damage: 100
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behaviors:
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- !type:DoActsBehavior
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acts: ["Destruction"]
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@ -113,3 +113,19 @@
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steps:
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- tool: Welding
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doAfter: 1
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- node: broken
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entity: GasPipeBroken
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edges:
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- to: start
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conditions:
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- !type:EntityAnchored
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anchored: false
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completed:
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- !type:SpawnPrototype
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prototype: SheetSteel1
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amount: 1
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- !type:DeleteEntity
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steps:
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- tool: Welding
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doAfter: 1
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@ -7,6 +7,10 @@
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"license":"CC-BY-SA-3.0",
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"copyright":"pipeTrinaryConnectors made by Menshin for SS14 based on pipeTJunction, the rest is taken from https://github.com/tgstation/tgstation at commit 57cd1d59ca019dd0e7811ac451f295f818e573da",
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"states":[
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{
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"name":"pipeBroken",
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"directions":1
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},
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{
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"name":"pipeTJunction",
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"directions":4
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