* 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
102 lines
4.1 KiB
C#
102 lines
4.1 KiB
C#
using System;
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using Content.Server.Atmos.Piping.Components;
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using Content.Server.Atmos.Piping.Unary.Components;
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Server.NodeContainer;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Visuals;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Atmos.Piping.Unary.EntitySystems
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{
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[UsedImplicitly]
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public class GasVentPumpSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GasVentPumpComponent, AtmosDeviceUpdateEvent>(OnGasVentPumpUpdated);
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SubscribeLocalEvent<GasVentPumpComponent, AtmosDeviceDisabledEvent>(OnGasVentPumpLeaveAtmosphere);
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}
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private void OnGasVentPumpUpdated(EntityUid uid, GasVentPumpComponent vent, AtmosDeviceUpdateEvent args)
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{
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var appearance = vent.Owner.GetComponentOrNull<AppearanceComponent>();
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if (vent.Welded)
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{
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appearance?.SetData(VentPumpVisuals.State, VentPumpState.Welded);
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return;
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}
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appearance?.SetData(VentPumpVisuals.State, VentPumpState.Off);
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if (!vent.Enabled)
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return;
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if (!ComponentManager.TryGetComponent(uid, out NodeContainerComponent? nodeContainer))
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return;
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if (!nodeContainer.TryGetNode(vent.InletName, out PipeNode? pipe))
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return;
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var environment = args.Atmosphere.GetTile(vent.Owner.Transform.Coordinates)!;
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// We're in an air-blocked tile... Do nothing.
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if (environment.Air == null)
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return;
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if (vent.PumpDirection == VentPumpDirection.Releasing)
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{
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appearance?.SetData(VentPumpVisuals.State, VentPumpState.Out);
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var pressureDelta = 10000f;
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if ((vent.PressureChecks & VentPressureBound.ExternalBound) != 0)
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pressureDelta = MathF.Min(pressureDelta, vent.ExternalPressureBound - environment.Air.Pressure);
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if ((vent.PressureChecks & VentPressureBound.InternalBound) != 0)
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pressureDelta = MathF.Min(pressureDelta, pipe.Air.Pressure - vent.InternalPressureBound);
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if (pressureDelta > 0 && pipe.Air.Temperature > 0)
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{
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var transferMoles = pressureDelta * environment.Air.Volume / (pipe.Air.Temperature * Atmospherics.R);
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environment.AssumeAir(pipe.Air.Remove(transferMoles));
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}
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}
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else if (vent.PumpDirection == VentPumpDirection.Siphoning && environment.Air.Pressure > 0)
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{
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appearance?.SetData(VentPumpVisuals.State, VentPumpState.In);
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var ourMultiplier = pipe.Air.Volume / (environment.Air.Temperature * Atmospherics.R);
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var molesDelta = 10000f * ourMultiplier;
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if ((vent.PressureChecks & VentPressureBound.ExternalBound) != 0)
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molesDelta = MathF.Min(molesDelta,
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(environment.Air.Pressure - vent.ExternalPressureBound) * environment.Air.Volume /
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(environment.Air.Temperature * Atmospherics.R));
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if ((vent.PressureChecks & VentPressureBound.InternalBound) != 0)
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molesDelta = MathF.Min(molesDelta, (vent.InternalPressureBound - pipe.Air.Pressure) * ourMultiplier);
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if (molesDelta > 0)
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{
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var removed = environment.Air.Remove(molesDelta);
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pipe.AssumeAir(removed);
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environment.Invalidate();
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}
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}
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}
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private void OnGasVentPumpLeaveAtmosphere(EntityUid uid, GasVentPumpComponent component, AtmosDeviceDisabledEvent args)
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{
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if (ComponentManager.TryGetComponent(uid, out AppearanceComponent? appearance))
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{
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appearance.SetData(VentPumpVisuals.State, VentPumpState.Off);
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}
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}
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}
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}
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