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
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@@ -1,4 +1,7 @@
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using Content.Server.Singularity.EntitySystems;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Singularity.Components
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{
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@@ -33,5 +36,55 @@ namespace Content.Server.Singularity.Components
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/// Timestamp when machine can be deactivated again.
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/// </summary>
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public TimeSpan CoolDownEnd;
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/// <summary>
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/// List of gases that will react to the radiation passing through the collector
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/// </summary>
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[DataField("radiationReactiveGases")]
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[ViewVariables(VVAccess.ReadWrite)]
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public List<RadiationReactiveGas>? RadiationReactiveGases;
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}
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/// <summary>
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/// Describes how a gas reacts to the collected radiation
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/// </summary>
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[DataDefinition]
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public sealed partial class RadiationReactiveGas
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{
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/// <summary>
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/// The reactant gas
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/// </summary>
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[DataField("reactantPrototype", required: true)]
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public Gas Reactant = Gas.Plasma;
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/// <summary>
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/// Multipier for the amount of power produced by the radiation collector when using this gas
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/// </summary>
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[DataField("powerGenerationEfficiency")]
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public float PowerGenerationEfficiency = 1f;
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/// <summary>
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/// Controls the rate (molar percentage per rad) at which the reactant breaks down when exposed to radiation
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/// </summary>
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/// /// <remarks>
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/// Set to zero if the reactant does not deplete
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/// </remarks>
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[DataField("reactantBreakdownRate")]
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public float ReactantBreakdownRate = 1f;
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/// <summary>
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/// A byproduct gas that is generated when the reactant breaks down
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/// </summary>
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/// <remarks>
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/// Leave null if the reactant no byproduct gas is to be formed
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/// </remarks>
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[DataField("byproductPrototype")]
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public Gas? Byproduct = null;
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/// <summary>
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/// The molar ratio of the byproduct gas generated from the reactant gas
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/// </summary>
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[DataField("molarRatio")]
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public float MolarRatio = 1f;
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}
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}
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@@ -4,9 +4,12 @@ using Content.Shared.Singularity.Components;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Shared.Radiation.Events;
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using Robust.Server.GameObjects;
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using Robust.Shared.Timing;
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using Robust.Shared.Player;
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using Robust.Shared.Containers;
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using Content.Server.Atmos.Components;
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using Content.Shared.Examine;
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using Content.Server.Atmos;
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using System.Diagnostics.CodeAnalysis;
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namespace Content.Server.Singularity.EntitySystems
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{
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@@ -15,19 +18,36 @@ namespace Content.Server.Singularity.EntitySystems
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RadiationCollectorComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<RadiationCollectorComponent, OnIrradiatedEvent>(OnRadiation);
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SubscribeLocalEvent<RadiationCollectorComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<RadiationCollectorComponent, GasAnalyzerScanEvent>(OnAnalyzed);
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}
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private bool TryGetLoadedGasTank(EntityUid uid, [NotNullWhen(true)] out GasTankComponent? gasTankComponent)
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{
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gasTankComponent = null;
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var container = _containerSystem.EnsureContainer<ContainerSlot>(uid, "GasTank");
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if (container.ContainedEntity == null)
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return false;
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if (!EntityManager.TryGetComponent(container.ContainedEntity, out gasTankComponent))
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return false;
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return true;
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}
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private void OnInteractHand(EntityUid uid, RadiationCollectorComponent component, InteractHandEvent args)
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{
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var curTime = _gameTiming.CurTime;
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if(curTime < component.CoolDownEnd)
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if (curTime < component.CoolDownEnd)
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return;
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ToggleCollector(uid, args.User, component);
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@@ -36,7 +56,37 @@ namespace Content.Server.Singularity.EntitySystems
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private void OnRadiation(EntityUid uid, RadiationCollectorComponent component, OnIrradiatedEvent args)
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{
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if (!component.Enabled) return;
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if (!component.Enabled || component.RadiationReactiveGases == null)
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return;
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if (!TryGetLoadedGasTank(uid, out var gasTankComponent))
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return;
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var charge = 0f;
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foreach (var gas in component.RadiationReactiveGases)
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{
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float reactantMol = gasTankComponent.Air.GetMoles(gas.Reactant);
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float delta = args.TotalRads * reactantMol * gas.ReactantBreakdownRate;
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// We need to offset the huge power gains possible when using very cold gases
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// (they allow you to have a much higher molar concentrations of gas in the tank).
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// Hence power output is modified using the Michaelis-Menten equation,
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// it will heavily penalise the power output of low temperature reactions:
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// 300K = 100% power output, 73K = 49% power output, 1K = 1% power output
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float temperatureMod = 1.5f * gasTankComponent.Air.Temperature / (150f + gasTankComponent.Air.Temperature);
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charge += args.TotalRads * reactantMol * component.ChargeModifier * gas.PowerGenerationEfficiency * temperatureMod;
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if (delta > 0)
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{
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gasTankComponent.Air.AdjustMoles(gas.Reactant, -Math.Min(delta, reactantMol));
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}
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if (gas.Byproduct != null)
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{
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gasTankComponent.Air.AdjustMoles((int) gas.Byproduct, delta * gas.MolarRatio);
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}
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}
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// No idea if this is even vaguely accurate to the previous logic.
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// The maths is copied from that logic even though it works differently.
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@@ -45,15 +95,39 @@ namespace Content.Server.Singularity.EntitySystems
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// This still won't stop things being potentially hilariously unbalanced though.
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if (TryComp<BatteryComponent>(uid, out var batteryComponent))
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{
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var charge = args.TotalRads * component.ChargeModifier;
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batteryComponent.CurrentCharge += charge;
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}
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}
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private void OnExamined(EntityUid uid, RadiationCollectorComponent component, ExaminedEvent args)
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{
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if (!TryGetLoadedGasTank(uid, out var gasTankComponent))
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{
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args.PushMarkup(Loc.GetString("power-radiation-collector-gas-tank-missing"));
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return;
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}
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args.PushMarkup(Loc.GetString("power-radiation-collector-gas-tank-present"));
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if (gasTankComponent.IsLowPressure)
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{
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args.PushMarkup(Loc.GetString("power-radiation-collector-gas-tank-low-pressure"));
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}
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}
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private void OnAnalyzed(EntityUid uid, RadiationCollectorComponent component, GasAnalyzerScanEvent args)
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{
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if (!TryGetLoadedGasTank(uid, out var gasTankComponent))
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return;
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args.GasMixtures = new Dictionary<string, GasMixture?> { { Name(uid), gasTankComponent.Air } };
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}
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public void ToggleCollector(EntityUid uid, EntityUid? user = null, RadiationCollectorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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SetCollectorEnabled(uid, !component.Enabled, user, component);
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}
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@@ -61,6 +135,7 @@ namespace Content.Server.Singularity.EntitySystems
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{
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if (!Resolve(uid, ref component))
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return;
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component.Enabled = enabled;
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// Show message to the player
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@@ -68,7 +143,6 @@ namespace Content.Server.Singularity.EntitySystems
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{
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var msg = component.Enabled ? "radiation-collector-component-use-on" : "radiation-collector-component-use-off";
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_popupSystem.PopupEntity(Loc.GetString(msg), uid);
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}
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// Update appearance
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@@ -0,0 +1,3 @@
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power-radiation-collector-gas-tank-missing = [color=red]No gas tank attached.[/color]
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power-radiation-collector-gas-tank-present = A gas tank is [color=darkgreen]connected[/color].
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power-radiation-collector-gas-tank-low-pressure = The gas tank [color=orange]low pressure[/color] light is on.
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@@ -42,7 +42,7 @@
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components:
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- type: StorageFill
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contents:
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- id: RadiationCollector
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- id: RadiationCollectorFullTank
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- type: entity
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id: CrateEngineeringSingularityContainment
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@@ -1,7 +1,8 @@
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- type: entity
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id: RadiationCollector
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name: radiation collector
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description: A machine that collects radiation and turns it into power.
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suffix: Empty tank
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description: A machine that collects radiation and turns it into power. Requires plasma gas to function.
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placement:
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mode: SnapgridCenter
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components:
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@@ -38,6 +39,12 @@
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!type:CableDeviceNode
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nodeGroupID: HVPower
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- type: RadiationCollector
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chargeModifier: 7500
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radiationReactiveGases:
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- reactantPrototype: Plasma
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powerGenerationEfficiency: 1
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reactantBreakdownRate: 0.0002
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byproductPrototype: Tritium
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# Note that this doesn't matter too much (see next comment)
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# However it does act as a cap on power receivable via the collector.
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- type: Battery
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@@ -55,3 +62,38 @@
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supplyRampTolerance: 1000000000
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- type: GuideHelp
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guides: [ Singularity, Power ]
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- type: ContainerContainer
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containers:
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GasTank: !type:ContainerSlot {}
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- type: ItemSlots
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slots:
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GasTank:
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startingItem: PlasmaTank
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whitelist:
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components:
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- GasTank
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- type: entity
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id: RadiationCollectorNoTank
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suffix: No tank
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parent: RadiationCollector
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components:
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- type: ItemSlots
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slots:
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GasTank:
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whitelist:
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components:
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- GasTank
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- type: entity
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id: RadiationCollectorFullTank
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suffix: Filled tank
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parent: RadiationCollector
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components:
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- type: ItemSlots
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slots:
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GasTank:
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startingItem: PlasmaTankFilled
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whitelist:
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components:
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- GasTank
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@@ -28,8 +28,11 @@ Emitter lasers and containment field can cause damage, avoid touching them when
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## Radition collectors
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<Box>
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<GuideEntityEmbed Entity="RadiationCollector"/>
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<GuideEntityEmbed Entity="PlasmaTank"/>
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</Box>
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They connect to HV cables and generate power from nearby radiation sources when turned on.
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They connect to HV cables and generate power from nearby radiation sources when turned on.
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Radiation collectors require a tank full of gaseous plasma in order to operate.
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Continous radiation exposure will gradually convert the stored plasma into tritium, so replace depleted plasma tanks with fresh ones to maintain a high power output.
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## Particle accelerator
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