protected override bool Validate() { if (compAir.connectedNet == null) { return(false); } room = RoomVec.GetRoom(this.Map); return(Net ? compTempControl.targetTemperature + 1 > compAir.connectedNet.NetTemperature + 5 : compTempControl.targetTemperature + 1 > room.Temperature + 5); }
protected virtual bool Validate() { if (compAir.connectedNet == null) { return(false); } room = RoomVec.GetRoom(this.Map); if (room == null) { return(false); } return(compPowerTrader != null && compPowerTrader.PowerOn); }
/// <summary> /// Base validater. Checks if vecNorth is passable, room is there, is building locked, and power is on. /// </summary> protected virtual bool Validate() { if (compAir.connectedNet == null) { return(false); } if (RoomVec.Impassable()) { return(false); } room = RoomVec.GetRoom(); if (room == null) { return(false); } return(!isLocked && (compPowerTrader == null || compPowerTrader.PowerOn)); }
/// <summary> /// Base validater. Checks if vecNorth is passable, room is there, is building locked, and power is on. /// </summary> protected virtual bool Validate() { if (compAir.connectedNet == null) { return(false); } if (RoomVec.Impassable(this.Map)) { return(false); } room = RoomVec.GetRoom(this.Map); if (room == null) { return(false); } if (isLocked) { if (shouldChange) { shouldChange = !shouldChange; int units = compAir.Props.units; if (units > 0) { compAir.connectedNet.pushers -= units; } else { compAir.connectedNet.pullers -= -units; } } return(false); } return(compPowerTrader == null || compPowerTrader.PowerOn); }