Plasma fueled radiation collectors (#19598)

* Fixes issue with solution regenerators

* Update Solution.cs

Removed excess whitespace

* Undid file scoping to make this easier to review

* Initial prototype

* Adjusted coefficients

* Removed unintentional changes from another PR

* Undid unintentional change

* Undid unintentional change

* Added temperature modifier to power production

* Guidebook entry and radiation collector low pressure warning

* Reviewer requested changes
This commit is contained in:
chromiumboy
2023-09-04 08:11:57 -05:00
committed by GitHub
parent cebc3f28f3
commit 05e9d2e33a
6 changed files with 184 additions and 9 deletions

View File

@@ -4,9 +4,12 @@ using Content.Shared.Singularity.Components;
using Content.Server.Popups;
using Content.Server.Power.Components;
using Content.Shared.Radiation.Events;
using Robust.Server.GameObjects;
using Robust.Shared.Timing;
using Robust.Shared.Player;
using Robust.Shared.Containers;
using Content.Server.Atmos.Components;
using Content.Shared.Examine;
using Content.Server.Atmos;
using System.Diagnostics.CodeAnalysis;
namespace Content.Server.Singularity.EntitySystems
{
@@ -15,19 +18,36 @@ namespace Content.Server.Singularity.EntitySystems
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RadiationCollectorComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<RadiationCollectorComponent, OnIrradiatedEvent>(OnRadiation);
SubscribeLocalEvent<RadiationCollectorComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<RadiationCollectorComponent, GasAnalyzerScanEvent>(OnAnalyzed);
}
private bool TryGetLoadedGasTank(EntityUid uid, [NotNullWhen(true)] out GasTankComponent? gasTankComponent)
{
gasTankComponent = null;
var container = _containerSystem.EnsureContainer<ContainerSlot>(uid, "GasTank");
if (container.ContainedEntity == null)
return false;
if (!EntityManager.TryGetComponent(container.ContainedEntity, out gasTankComponent))
return false;
return true;
}
private void OnInteractHand(EntityUid uid, RadiationCollectorComponent component, InteractHandEvent args)
{
var curTime = _gameTiming.CurTime;
if(curTime < component.CoolDownEnd)
if (curTime < component.CoolDownEnd)
return;
ToggleCollector(uid, args.User, component);
@@ -36,7 +56,37 @@ namespace Content.Server.Singularity.EntitySystems
private void OnRadiation(EntityUid uid, RadiationCollectorComponent component, OnIrradiatedEvent args)
{
if (!component.Enabled) return;
if (!component.Enabled || component.RadiationReactiveGases == null)
return;
if (!TryGetLoadedGasTank(uid, out var gasTankComponent))
return;
var charge = 0f;
foreach (var gas in component.RadiationReactiveGases)
{
float reactantMol = gasTankComponent.Air.GetMoles(gas.Reactant);
float delta = args.TotalRads * reactantMol * gas.ReactantBreakdownRate;
// We need to offset the huge power gains possible when using very cold gases
// (they allow you to have a much higher molar concentrations of gas in the tank).
// Hence power output is modified using the Michaelis-Menten equation,
// it will heavily penalise the power output of low temperature reactions:
// 300K = 100% power output, 73K = 49% power output, 1K = 1% power output
float temperatureMod = 1.5f * gasTankComponent.Air.Temperature / (150f + gasTankComponent.Air.Temperature);
charge += args.TotalRads * reactantMol * component.ChargeModifier * gas.PowerGenerationEfficiency * temperatureMod;
if (delta > 0)
{
gasTankComponent.Air.AdjustMoles(gas.Reactant, -Math.Min(delta, reactantMol));
}
if (gas.Byproduct != null)
{
gasTankComponent.Air.AdjustMoles((int) gas.Byproduct, delta * gas.MolarRatio);
}
}
// No idea if this is even vaguely accurate to the previous logic.
// The maths is copied from that logic even though it works differently.
@@ -45,15 +95,39 @@ namespace Content.Server.Singularity.EntitySystems
// This still won't stop things being potentially hilariously unbalanced though.
if (TryComp<BatteryComponent>(uid, out var batteryComponent))
{
var charge = args.TotalRads * component.ChargeModifier;
batteryComponent.CurrentCharge += charge;
}
}
private void OnExamined(EntityUid uid, RadiationCollectorComponent component, ExaminedEvent args)
{
if (!TryGetLoadedGasTank(uid, out var gasTankComponent))
{
args.PushMarkup(Loc.GetString("power-radiation-collector-gas-tank-missing"));
return;
}
args.PushMarkup(Loc.GetString("power-radiation-collector-gas-tank-present"));
if (gasTankComponent.IsLowPressure)
{
args.PushMarkup(Loc.GetString("power-radiation-collector-gas-tank-low-pressure"));
}
}
private void OnAnalyzed(EntityUid uid, RadiationCollectorComponent component, GasAnalyzerScanEvent args)
{
if (!TryGetLoadedGasTank(uid, out var gasTankComponent))
return;
args.GasMixtures = new Dictionary<string, GasMixture?> { { Name(uid), gasTankComponent.Air } };
}
public void ToggleCollector(EntityUid uid, EntityUid? user = null, RadiationCollectorComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
SetCollectorEnabled(uid, !component.Enabled, user, component);
}
@@ -61,6 +135,7 @@ namespace Content.Server.Singularity.EntitySystems
{
if (!Resolve(uid, ref component))
return;
component.Enabled = enabled;
// Show message to the player
@@ -68,7 +143,6 @@ namespace Content.Server.Singularity.EntitySystems
{
var msg = component.Enabled ? "radiation-collector-component-use-on" : "radiation-collector-component-use-off";
_popupSystem.PopupEntity(Loc.GetString(msg), uid);
}
// Update appearance