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
This commit is contained in:
committed by
GitHub
parent
cfc3f2e7fc
commit
a2b737d945
@@ -0,0 +1,70 @@
|
||||
using Content.Server.Atmos.Piping.Binary.Components;
|
||||
using Content.Server.Atmos.Piping.Components;
|
||||
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
|
||||
using Content.Server.NodeContainer;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Server.Atmos.Piping.Binary.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class GasVolumePumpSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private IGameTiming _gameTiming = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<GasVolumePumpComponent, AtmosDeviceUpdateEvent>(OnVolumePumpUpdated);
|
||||
}
|
||||
|
||||
private void OnVolumePumpUpdated(EntityUid uid, GasVolumePumpComponent pump, AtmosDeviceUpdateEvent args)
|
||||
{
|
||||
if (!pump.Enabled)
|
||||
return;
|
||||
|
||||
if (!ComponentManager.TryGetComponent(uid, out NodeContainerComponent? nodeContainer))
|
||||
return;
|
||||
|
||||
if (!ComponentManager.TryGetComponent(uid, out AtmosDeviceComponent? device))
|
||||
return;
|
||||
|
||||
if (!nodeContainer.TryGetNode(pump.InletName, out PipeNode? inlet)
|
||||
|| !nodeContainer.TryGetNode(pump.OutletName, out PipeNode? outlet))
|
||||
return;
|
||||
|
||||
var inputStartingPressure = inlet.Air.Pressure;
|
||||
var outputStartingPressure = outlet.Air.Pressure;
|
||||
|
||||
// Pump mechanism won't do anything if the pressure is too high/too low unless you overclock it.
|
||||
if ((inputStartingPressure < pump.LowerThreshold) || (outputStartingPressure > pump.HigherThreshold) && !pump.Overclocked)
|
||||
return;
|
||||
|
||||
// Overclocked pumps can only force gas a certain amount.
|
||||
if ((outputStartingPressure - inputStartingPressure > pump.OverclockThreshold) && pump.Overclocked)
|
||||
return;
|
||||
|
||||
// We multiply the transfer rate in L/s by the seconds passed since the last process to get the liters.
|
||||
var transferRatio = (float)(pump.TransferRate * (_gameTiming.CurTime - device.LastProcess).TotalSeconds) / inlet.Air.Volume;
|
||||
|
||||
var removed = inlet.Air.RemoveRatio(transferRatio);
|
||||
|
||||
// Some of the gas from the mixture leaks when overclocked.
|
||||
if (pump.Overclocked)
|
||||
{
|
||||
var tile = args.Atmosphere.GetTile(pump.Owner.Transform.Coordinates);
|
||||
|
||||
if (tile != null)
|
||||
{
|
||||
var leaked = removed.RemoveRatio(pump.LeakRatio);
|
||||
tile.AssumeAir(leaked);
|
||||
}
|
||||
}
|
||||
|
||||
outlet.AssumeAir(removed);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user