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using Content.Server.Explosion.EntitySystems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.EntitySystems;
using Content.Shared.Cargo;
using Content.Shared.Throwing;
using JetBrains.Annotations;
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using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
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using Robust.Shared.Random;
using Robust.Shared.Configuration;
using Content.Shared.CCVar;
namespace Content.Server.Atmos.EntitySystems
{
[UsedImplicitly]
public sealed class GasTankSystem : SharedGasTankSystem
{
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly ExplosionSystem _explosions = default!;
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[Dependency] private readonly SharedAudioSystem _audioSys = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ThrowingSystem _throwing = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private const float TimerDelay = 0.5f;
private float _timer = 0f;
private const float MinimumSoundValvePressure = 10.0f;
private float _maxExplosionRange;
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GasTankComponent, EntParentChangedMessage>(OnParentChange);
SubscribeLocalEvent<GasTankComponent, GasAnalyzerScanEvent>(OnAnalyzed);
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SubscribeLocalEvent<GasTankComponent, PriceCalculationEvent>(OnGasTankPrice);
Subs.CVar(_cfg, CCVars.AtmosTankFragment, UpdateMaxRange, true);
}
private void UpdateMaxRange(float value)
{
_maxExplosionRange = value;
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}
public override void UpdateUserInterface(Entity<GasTankComponent> ent)
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{
var (owner, component) = ent;
_ui.SetUiState(owner, SharedGasTankUiKey.Key,
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new GasTankBoundUserInterfaceState
{
TankPressure = component.Air?.Pressure ?? 0,
});
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}
private void OnParentChange(EntityUid uid, GasTankComponent component, ref EntParentChangedMessage args)
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{
// When an item is moved from hands -> pockets, the container removal briefly dumps the item on the floor.
// So this is a shitty fix, where the parent check is just delayed. But this really needs to get fixed
// properly at some point.
component.CheckUser = true;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
_timer += frameTime;
if (_timer < TimerDelay)
return;
_timer -= TimerDelay;
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var query = EntityQueryEnumerator<GasTankComponent>();
while (query.MoveNext(out var uid, out var comp))
{
var gasTank = (uid, comp);
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if (comp.IsValveOpen && !comp.IsLowPressure && comp.OutputPressure > 0)
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{
ReleaseGas(gasTank);
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}
if (comp.CheckUser)
{
comp.CheckUser = false;
if (Transform(uid).ParentUid != comp.User)
{
DisconnectFromInternals(gasTank);
continue;
}
}
if (comp.Air != null)
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{
_atmosphereSystem.React(comp.Air, comp);
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}
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CheckStatus(gasTank);
if ((comp.IsConnected || comp.IsValveOpen) && _ui.IsUiOpen(uid, SharedGasTankUiKey.Key))
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{
UpdateUserInterface(gasTank);
}
}
}
private void ReleaseGas(Entity<GasTankComponent> gasTank)
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{
var removed = RemoveAirVolume(gasTank, gasTank.Comp.ValveOutputRate * TimerDelay);
var environment = _atmosphereSystem.GetContainingMixture(gasTank.Owner, false, true);
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if (environment != null)
{
_atmosphereSystem.Merge(environment, removed);
}
var strength = removed.TotalMoles * MathF.Sqrt(removed.Temperature);
var dir = _random.NextAngle().ToWorldVec();
_throwing.TryThrow(gasTank, dir * strength, strength);
if (gasTank.Comp.OutputPressure >= MinimumSoundValvePressure)
_audioSys.PlayPvs(gasTank.Comp.RuptureSound, gasTank);
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}
public GasMixture? RemoveAir(Entity<GasTankComponent> gasTank, float amount)
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{
var gas = gasTank.Comp.Air?.Remove(amount);
CheckStatus(gasTank);
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return gas;
}
public GasMixture RemoveAirVolume(Entity<GasTankComponent> gasTank, float volume)
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{
var component = gasTank.Comp;
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if (component.Air == null)
return new GasMixture(volume);
var molesNeeded = component.OutputPressure * volume / (Atmospherics.R * component.Air.Temperature);
var air = RemoveAir(gasTank, molesNeeded);
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if (air != null)
air.Volume = volume;
else
return new GasMixture(volume);
return air;
}
public void AssumeAir(Entity<GasTankComponent> ent, GasMixture giver)
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{
_atmosphereSystem.Merge(ent.Comp.Air, giver);
CheckStatus(ent);
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}
public void CheckStatus(Entity<GasTankComponent> ent)
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{
var (owner, component) = ent;
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if (component.Air == null)
return;
var pressure = component.Air.Pressure;
if (pressure > component.TankFragmentPressure && _maxExplosionRange > 0)
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{
// Give the gas a chance to build up more pressure.
for (var i = 0; i < 3; i++)
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{
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_atmosphereSystem.React(component.Air, component);
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}
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pressure = component.Air.Pressure;
var range = MathF.Sqrt((pressure - component.TankFragmentPressure) / component.TankFragmentScale);
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// Let's cap the explosion, yeah?
// !1984
range = Math.Min(Math.Min(range, GasTankComponent.MaxExplosionRange), _maxExplosionRange);
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_explosions.TriggerExplosive(owner, radius: range);
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return;
}
if (pressure > component.TankRupturePressure)
{
if (component.Integrity <= 0)
{
var environment = _atmosphereSystem.GetContainingMixture(owner, false, true);
if (environment != null)
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_atmosphereSystem.Merge(environment, component.Air);
_audioSys.PlayPvs(component.RuptureSound, Transform(owner).Coordinates, AudioParams.Default.WithVariation(0.125f));
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QueueDel(owner);
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return;
}
component.Integrity--;
return;
}
if (pressure > component.TankLeakPressure)
{
if (component.Integrity <= 0)
{
var environment = _atmosphereSystem.GetContainingMixture(owner, false, true);
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if (environment == null)
return;
var leakedGas = component.Air.RemoveRatio(0.25f);
_atmosphereSystem.Merge(environment, leakedGas);
}
else
{
component.Integrity--;
}
return;
}
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if (component.Integrity < 3)
component.Integrity++;
}
/// <summary>
/// Returns the gas mixture for the gas analyzer
/// </summary>
private void OnAnalyzed(EntityUid uid, GasTankComponent component, GasAnalyzerScanEvent args)
{
args.GasMixtures ??= new List<(string, GasMixture?)>();
args.GasMixtures.Add((Name(uid), component.Air));
}
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private void OnGasTankPrice(EntityUid uid, GasTankComponent component, ref PriceCalculationEvent args)
{
args.Price += _atmosphereSystem.GetPrice(component.Air);
}
}
}