mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
349 lines
12 KiB
C#
349 lines
12 KiB
C#
using System.Linq;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.Piping.Components;
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using Content.Server.NodeContainer.NodeGroups;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Atmos.Reactions;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Utility;
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namespace Content.Server.Atmos.EntitySystems;
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public partial class AtmosphereSystem
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{
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public GasMixture? GetContainingMixture(Entity<TransformComponent?> ent, bool ignoreExposed = false, bool excite = false)
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{
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if (!Resolve(ent, ref ent.Comp))
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return null;
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return GetContainingMixture(ent, ent.Comp.GridUid, ent.Comp.MapUid, ignoreExposed, excite);
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}
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public GasMixture? GetContainingMixture(
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Entity<TransformComponent?> ent,
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Entity<GridAtmosphereComponent?, GasTileOverlayComponent?>? grid,
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Entity<MapAtmosphereComponent?>? map,
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bool ignoreExposed = false,
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bool excite = false)
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{
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if (!Resolve(ent, ref ent.Comp))
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return null;
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if (!ignoreExposed && !ent.Comp.Anchored)
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{
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// Used for things like disposals/cryo to change which air people are exposed to.
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var ev = new AtmosExposedGetAirEvent((ent, ent.Comp), excite);
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RaiseLocalEvent(ent, ref ev);
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if (ev.Handled)
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return ev.Gas;
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// TODO ATMOS: recursively iterate up through parents
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// This really needs recursive InContainer metadata flag for performance
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// And ideally some fast way to get the innermost airtight container.
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}
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var position = _transformSystem.GetGridTilePositionOrDefault((ent, ent.Comp));
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return GetTileMixture(grid, map, position, excite);
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}
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public bool HasAtmosphere(EntityUid gridUid) => _atmosQuery.HasComponent(gridUid);
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public bool SetSimulatedGrid(EntityUid gridUid, bool simulated)
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{
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var ev = new SetSimulatedGridMethodEvent(gridUid, simulated);
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RaiseLocalEvent(gridUid, ref ev);
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return ev.Handled;
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}
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public bool IsSimulatedGrid(EntityUid gridUid)
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{
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var ev = new IsSimulatedGridMethodEvent(gridUid);
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RaiseLocalEvent(gridUid, ref ev);
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return ev.Simulated;
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}
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public IEnumerable<GasMixture> GetAllMixtures(EntityUid gridUid, bool excite = false)
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{
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var ev = new GetAllMixturesMethodEvent(gridUid, excite);
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RaiseLocalEvent(gridUid, ref ev);
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if(!ev.Handled)
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return Enumerable.Empty<GasMixture>();
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DebugTools.AssertNotNull(ev.Mixtures);
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return ev.Mixtures!;
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}
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public void InvalidateTile(Entity<GridAtmosphereComponent?> entity, Vector2i tile)
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{
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if (_atmosQuery.Resolve(entity.Owner, ref entity.Comp, false))
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entity.Comp.InvalidatedCoords.Add(tile);
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}
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public GasMixture?[]? GetTileMixtures(
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Entity<GridAtmosphereComponent?, GasTileOverlayComponent?>? grid,
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Entity<MapAtmosphereComponent?>? map,
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List<Vector2i> tiles,
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bool excite = false)
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{
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GasMixture?[]? mixtures = null;
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var handled = false;
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// If we've been passed a grid, try to let it handle it.
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if (grid is {} gridEnt && Resolve(gridEnt, ref gridEnt.Comp1))
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{
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if (excite)
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Resolve(gridEnt, ref gridEnt.Comp2);
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handled = true;
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mixtures = new GasMixture?[tiles.Count];
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for (var i = 0; i < tiles.Count; i++)
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{
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var tile = tiles[i];
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if (!gridEnt.Comp1.Tiles.TryGetValue(tile, out var atmosTile))
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{
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// need to get map atmosphere
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handled = false;
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continue;
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}
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mixtures[i] = atmosTile.Air;
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if (excite)
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{
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AddActiveTile(gridEnt.Comp1, atmosTile);
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InvalidateVisuals((gridEnt.Owner, gridEnt.Comp2), tile);
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}
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}
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}
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if (handled)
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return mixtures;
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// We either don't have a grid, or the event wasn't handled.
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// Let the map handle it instead, and also broadcast the event.
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if (map is {} mapEnt && _mapAtmosQuery.Resolve(mapEnt, ref mapEnt.Comp))
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{
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mixtures ??= new GasMixture?[tiles.Count];
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for (var i = 0; i < tiles.Count; i++)
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{
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mixtures[i] ??= mapEnt.Comp.Mixture;
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}
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return mixtures;
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}
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// Default to a space mixture... This is a space game, after all!
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mixtures ??= new GasMixture?[tiles.Count];
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for (var i = 0; i < tiles.Count; i++)
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{
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mixtures[i] ??= GasMixture.SpaceGas;
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}
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return mixtures;
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}
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public GasMixture? GetTileMixture (Entity<TransformComponent?> entity, bool excite = false)
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{
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if (!Resolve(entity.Owner, ref entity.Comp))
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return null;
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var indices = _transformSystem.GetGridTilePositionOrDefault(entity);
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return GetTileMixture(entity.Comp.GridUid, entity.Comp.MapUid, indices, excite);
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}
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public GasMixture? GetTileMixture(
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Entity<GridAtmosphereComponent?, GasTileOverlayComponent?>? grid,
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Entity<MapAtmosphereComponent?>? map,
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Vector2i gridTile,
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bool excite = false)
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{
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// If we've been passed a grid, try to let it handle it.
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if (grid is {} gridEnt
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&& Resolve(gridEnt, ref gridEnt.Comp1, false)
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&& gridEnt.Comp1.Tiles.TryGetValue(gridTile, out var tile))
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{
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if (excite)
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{
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AddActiveTile(gridEnt.Comp1, tile);
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InvalidateVisuals((grid.Value.Owner, grid.Value.Comp2), gridTile);
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}
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return tile.Air;
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}
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if (map is {} mapEnt && _mapAtmosQuery.Resolve(mapEnt, ref mapEnt.Comp, false))
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return mapEnt.Comp.Mixture;
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// Default to a space mixture... This is a space game, after all!
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return GasMixture.SpaceGas;
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}
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public ReactionResult ReactTile(EntityUid gridId, Vector2i tile)
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{
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var ev = new ReactTileMethodEvent(gridId, tile);
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RaiseLocalEvent(gridId, ref ev);
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ev.Handled = true;
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return ev.Result;
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}
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public bool IsTileAirBlocked(EntityUid gridUid, Vector2i tile, AtmosDirection directions = AtmosDirection.All, MapGridComponent? mapGridComp = null)
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{
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if (!Resolve(gridUid, ref mapGridComp, false))
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return false;
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var data = GetAirtightData(gridUid, mapGridComp, tile);
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return data.BlockedDirections.IsFlagSet(directions);
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}
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public bool IsTileSpace(Entity<GridAtmosphereComponent?>? grid, Entity<MapAtmosphereComponent?>? map, Vector2i tile)
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{
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if (grid is {} gridEnt && _atmosQuery.Resolve(gridEnt, ref gridEnt.Comp, false)
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&& gridEnt.Comp.Tiles.TryGetValue(tile, out var tileAtmos))
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{
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return tileAtmos.Space;
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}
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if (map is {} mapEnt && _mapAtmosQuery.Resolve(mapEnt, ref mapEnt.Comp, false))
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return mapEnt.Comp.Space;
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// If nothing handled the event, it'll default to true.
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// Oh well, this is a space game after all, deal with it!
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return true;
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}
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public bool IsTileMixtureProbablySafe(Entity<GridAtmosphereComponent?>? grid, Entity<MapAtmosphereComponent?> map, Vector2i tile)
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{
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return IsMixtureProbablySafe(GetTileMixture(grid, map, tile));
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}
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public float GetTileHeatCapacity(Entity<GridAtmosphereComponent?>? grid, Entity<MapAtmosphereComponent?> map, Vector2i tile)
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{
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return GetHeatCapacity(GetTileMixture(grid, map, tile) ?? GasMixture.SpaceGas);
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}
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public TileMixtureEnumerator GetAdjacentTileMixtures(Entity<GridAtmosphereComponent?> grid, Vector2i tile, bool includeBlocked = false, bool excite = false)
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{
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if (!_atmosQuery.Resolve(grid, ref grid.Comp, false))
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return TileMixtureEnumerator.Empty;
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return !grid.Comp.Tiles.TryGetValue(tile, out var atmosTile)
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? TileMixtureEnumerator.Empty
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: new(atmosTile.AdjacentTiles);
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}
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public void HotspotExpose(Entity<GridAtmosphereComponent?> grid, Vector2i tile, float exposedTemperature, float exposedVolume,
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EntityUid? sparkSourceUid = null, bool soh = false)
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{
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if (!_atmosQuery.Resolve(grid, ref grid.Comp, false))
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return;
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if (grid.Comp.Tiles.TryGetValue(tile, out var atmosTile))
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HotspotExpose(grid.Comp, atmosTile, exposedTemperature, exposedVolume, soh, sparkSourceUid);
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}
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public void HotspotExpose(TileAtmosphere tile, float exposedTemperature, float exposedVolume,
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EntityUid? sparkSourceUid = null, bool soh = false)
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{
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if (!_atmosQuery.TryGetComponent(tile.GridIndex, out var atmos))
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return;
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DebugTools.Assert(atmos.Tiles.TryGetValue(tile.GridIndices, out var tmp) && tmp == tile);
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HotspotExpose(atmos, tile, exposedTemperature, exposedVolume, soh, sparkSourceUid);
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}
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public void HotspotExtinguish(EntityUid gridUid, Vector2i tile)
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{
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var ev = new HotspotExtinguishMethodEvent(gridUid, tile);
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RaiseLocalEvent(gridUid, ref ev);
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}
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public bool IsHotspotActive(EntityUid gridUid, Vector2i tile)
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{
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var ev = new IsHotspotActiveMethodEvent(gridUid, tile);
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RaiseLocalEvent(gridUid, ref ev);
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// If not handled, this will be false. Just like in space!
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return ev.Result;
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}
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public bool AddPipeNet(Entity<GridAtmosphereComponent?> grid, PipeNet pipeNet)
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{
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return _atmosQuery.Resolve(grid, ref grid.Comp, false) && grid.Comp.PipeNets.Add(pipeNet);
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}
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public bool RemovePipeNet(Entity<GridAtmosphereComponent?> grid, PipeNet pipeNet)
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{
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// Technically this event can be fired even on grids that don't
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// actually have grid atmospheres.
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if (pipeNet.Grid is not null)
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{
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var ev = new PipeNodeGroupRemovedEvent(grid, pipeNet.NetId);
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RaiseLocalEvent(ref ev);
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}
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return _atmosQuery.Resolve(grid, ref grid.Comp, false) && grid.Comp.PipeNets.Remove(pipeNet);
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}
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public bool AddAtmosDevice(Entity<GridAtmosphereComponent?> grid, Entity<AtmosDeviceComponent> device)
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{
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DebugTools.Assert(device.Comp.JoinedGrid == null);
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DebugTools.Assert(Transform(device).GridUid == grid);
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if (!_atmosQuery.Resolve(grid, ref grid.Comp, false))
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return false;
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if (!grid.Comp.AtmosDevices.Add(device))
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return false;
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device.Comp.JoinedGrid = grid;
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return true;
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}
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public bool RemoveAtmosDevice(Entity<GridAtmosphereComponent?> grid, Entity<AtmosDeviceComponent> device)
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{
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DebugTools.Assert(device.Comp.JoinedGrid == grid);
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if (!_atmosQuery.Resolve(grid, ref grid.Comp, false))
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return false;
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if (!grid.Comp.AtmosDevices.Remove(device))
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return false;
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device.Comp.JoinedGrid = null;
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return true;
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}
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[ByRefEvent] private record struct SetSimulatedGridMethodEvent
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(EntityUid Grid, bool Simulated, bool Handled = false);
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[ByRefEvent] private record struct IsSimulatedGridMethodEvent
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(EntityUid Grid, bool Simulated = false, bool Handled = false);
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[ByRefEvent] private record struct GetAllMixturesMethodEvent
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(EntityUid Grid, bool Excite = false, IEnumerable<GasMixture>? Mixtures = null, bool Handled = false);
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[ByRefEvent] private record struct ReactTileMethodEvent
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(EntityUid GridId, Vector2i Tile, ReactionResult Result = default, bool Handled = false);
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[ByRefEvent] private record struct HotspotExtinguishMethodEvent
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(EntityUid Grid, Vector2i Tile, bool Handled = false);
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[ByRefEvent] private record struct IsHotspotActiveMethodEvent
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(EntityUid Grid, Vector2i Tile, bool Result = false, bool Handled = false);
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}
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/// <summary>
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/// Raised broadcasted when a pipe node group within a grid has been removed.
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/// </summary>
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/// <param name="Grid">The grid with the removed node group.</param>
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/// <param name="NetId">The net id of the removed node group.</param>
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[ByRefEvent]
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public record struct PipeNodeGroupRemovedEvent(EntityUid Grid, int NetId);
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