Files
crystall-punk-14/Content.Server/Atmos/Piping/Trinary/EntitySystems/GasMixerSystem.cs

96 lines
3.4 KiB
C#
Raw Normal View History

Atmos pipe rework (#3833) * Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
2021-06-19 13:25:05 +02:00
using System;
using Content.Server.Atmos.Piping.Components;
using Content.Server.Atmos.Piping.Trinary.Components;
using Content.Server.NodeContainer;
using Content.Server.NodeContainer.Nodes;
Atmos pipe rework (#3833) * Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
2021-06-19 13:25:05 +02:00
using Content.Shared.Atmos;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Server.Atmos.Piping.Trinary.EntitySystems
{
[UsedImplicitly]
public class GasMixerSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GasMixerComponent, AtmosDeviceUpdateEvent>(OnMixerUpdated);
}
private void OnMixerUpdated(EntityUid uid, GasMixerComponent mixer, AtmosDeviceUpdateEvent args)
{
// TODO ATMOS: Cache total moles since it's expensive.
if (!mixer.Enabled)
return;
if (!EntityManager.TryGetComponent(uid, out NodeContainerComponent? nodeContainer))
Atmos pipe rework (#3833) * Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
2021-06-19 13:25:05 +02:00
return;
if (!nodeContainer.TryGetNode(mixer.InletOneName, out PipeNode? inletOne)
|| !nodeContainer.TryGetNode(mixer.InletTwoName, out PipeNode? inletTwo)
|| !nodeContainer.TryGetNode(mixer.OutletName, out PipeNode? outlet))
return;
var outputStartingPressure = outlet.Air.Pressure;
if (outputStartingPressure >= mixer.TargetPressure)
return; // Target reached, no need to mix.
var generalTransfer = (mixer.TargetPressure - outputStartingPressure) * outlet.Air.Volume / Atmospherics.R;
var transferMolesOne = inletOne.Air.Temperature > 0 ? mixer.InletOneConcentration * generalTransfer / inletOne.Air.Temperature : 0f;
var transferMolesTwo = inletTwo.Air.Temperature > 0 ? mixer.InletTwoConcentration * generalTransfer / inletTwo.Air.Temperature : 0f;
if (mixer.InletTwoConcentration <= 0f)
{
if (inletOne.Air.Temperature <= 0f)
return;
transferMolesOne = MathF.Min(transferMolesOne, inletOne.Air.TotalMoles);
transferMolesTwo = 0f;
}
else if (mixer.InletOneConcentration <= 0)
{
if (inletTwo.Air.Temperature <= 0f)
return;
transferMolesOne = 0f;
transferMolesTwo = MathF.Min(transferMolesTwo, inletTwo.Air.TotalMoles);
}
else
{
if (inletOne.Air.Temperature <= 0f || inletTwo.Air.Temperature <= 0f)
return;
if (transferMolesOne <= 0 || transferMolesTwo <= 0)
return;
if (inletOne.Air.TotalMoles < transferMolesOne || inletTwo.Air.TotalMoles < transferMolesTwo)
{
var ratio = MathF.Min(inletOne.Air.TotalMoles / transferMolesOne, inletTwo.Air.TotalMoles / transferMolesTwo);
transferMolesOne *= ratio;
transferMolesTwo *= ratio;
}
}
// Actually transfer the gas now.
if (transferMolesOne > 0f)
{
var removed = inletOne.Air.Remove(transferMolesOne);
outlet.AssumeAir(removed);
}
if (transferMolesTwo > 0f)
{
var removed = inletTwo.Air.Remove(transferMolesTwo);
outlet.AssumeAir(removed);
}
}
}
}