Adjust file namespace scope (#19824)

This commit is contained in:
chromiumboy
2023-09-07 13:49:55 -05:00
committed by GitHub
parent 005e89c352
commit ad9c4433f4
2 changed files with 204 additions and 208 deletions

View File

@@ -1,90 +1,87 @@
using Content.Server.Singularity.EntitySystems; using Content.Server.Singularity.EntitySystems;
using Content.Shared.Atmos; using Content.Shared.Atmos;
using Content.Shared.Atmos.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Singularity.Components namespace Content.Server.Singularity.Components;
/// <summary>
/// Generates electricity from radiation.
/// </summary>
[RegisterComponent]
[Access(typeof(RadiationCollectorSystem))]
public sealed partial class RadiationCollectorComponent : Component
{ {
/// <summary> /// <summary>
/// Generates electricity from radiation. /// How much joules will collector generate for each rad.
/// </summary> /// </summary>
[RegisterComponent] [DataField("chargeModifier")]
[Access(typeof(RadiationCollectorSystem))] [ViewVariables(VVAccess.ReadWrite)]
public sealed partial class RadiationCollectorComponent : Component public float ChargeModifier = 30000f;
{
/// <summary>
/// How much joules will collector generate for each rad.
/// </summary>
[DataField("chargeModifier")]
[ViewVariables(VVAccess.ReadWrite)]
public float ChargeModifier = 30000f;
/// <summary>
/// Cooldown time between users interaction.
/// </summary>
[DataField("cooldown")]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan Cooldown = TimeSpan.FromSeconds(0.81f);
/// <summary>
/// Was machine activated by user?
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
public bool Enabled;
/// <summary>
/// Timestamp when machine can be deactivated again.
/// </summary>
public TimeSpan CoolDownEnd;
/// <summary>
/// List of gases that will react to the radiation passing through the collector
/// </summary>
[DataField("radiationReactiveGases")]
[ViewVariables(VVAccess.ReadWrite)]
public List<RadiationReactiveGas>? RadiationReactiveGases;
}
/// <summary> /// <summary>
/// Describes how a gas reacts to the collected radiation /// Cooldown time between users interaction.
/// </summary> /// </summary>
[DataDefinition] [DataField("cooldown")]
public sealed partial class RadiationReactiveGas [ViewVariables(VVAccess.ReadWrite)]
{ public TimeSpan Cooldown = TimeSpan.FromSeconds(0.81f);
/// <summary>
/// The reactant gas
/// </summary>
[DataField("reactantPrototype", required: true)]
public Gas Reactant = Gas.Plasma;
/// <summary> /// <summary>
/// Multipier for the amount of power produced by the radiation collector when using this gas /// Was machine activated by user?
/// </summary> /// </summary>
[DataField("powerGenerationEfficiency")] [ViewVariables(VVAccess.ReadOnly)]
public float PowerGenerationEfficiency = 1f; public bool Enabled;
/// <summary> /// <summary>
/// Controls the rate (molar percentage per rad) at which the reactant breaks down when exposed to radiation /// Timestamp when machine can be deactivated again.
/// </summary> /// </summary>
/// /// <remarks> public TimeSpan CoolDownEnd;
/// Set to zero if the reactant does not deplete
/// </remarks>
[DataField("reactantBreakdownRate")]
public float ReactantBreakdownRate = 1f;
/// <summary> /// <summary>
/// A byproduct gas that is generated when the reactant breaks down /// List of gases that will react to the radiation passing through the collector
/// </summary> /// </summary>
/// <remarks> [DataField("radiationReactiveGases")]
/// Leave null if the reactant no byproduct gas is to be formed [ViewVariables(VVAccess.ReadWrite)]
/// </remarks> public List<RadiationReactiveGas>? RadiationReactiveGases;
[DataField("byproductPrototype")] }
public Gas? Byproduct = null;
/// <summary>
/// <summary> /// Describes how a gas reacts to the collected radiation
/// The molar ratio of the byproduct gas generated from the reactant gas /// </summary>
/// </summary> [DataDefinition]
[DataField("molarRatio")] public sealed partial class RadiationReactiveGas
public float MolarRatio = 1f; {
} /// <summary>
/// The reactant gas
/// </summary>
[DataField("reactantPrototype", required: true)]
public Gas Reactant = Gas.Plasma;
/// <summary>
/// Multipier for the amount of power produced by the radiation collector when using this gas
/// </summary>
[DataField("powerGenerationEfficiency")]
public float PowerGenerationEfficiency = 1f;
/// <summary>
/// Controls the rate (molar percentage per rad) at which the reactant breaks down when exposed to radiation
/// </summary>
/// /// <remarks>
/// Set to zero if the reactant does not deplete
/// </remarks>
[DataField("reactantBreakdownRate")]
public float ReactantBreakdownRate = 1f;
/// <summary>
/// A byproduct gas that is generated when the reactant breaks down
/// </summary>
/// <remarks>
/// Leave null if the reactant no byproduct gas is to be formed
/// </remarks>
[DataField("byproductPrototype")]
public Gas? Byproduct = null;
/// <summary>
/// The molar ratio of the byproduct gas generated from the reactant gas
/// </summary>
[DataField("molarRatio")]
public float MolarRatio = 1f;
} }

View File

@@ -11,151 +11,150 @@ using Content.Shared.Examine;
using Content.Server.Atmos; using Content.Server.Atmos;
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
namespace Content.Server.Singularity.EntitySystems namespace Content.Server.Singularity.EntitySystems;
public sealed class RadiationCollectorSystem : EntitySystem
{ {
public sealed class RadiationCollectorSystem : EntitySystem [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()
{ {
[Dependency] private readonly IGameTiming _gameTiming = default!; base.Initialize();
[Dependency] private readonly PopupSystem _popupSystem = default!; SubscribeLocalEvent<RadiationCollectorComponent, InteractHandEvent>(OnInteractHand);
[Dependency] private readonly SharedAppearanceSystem _appearance = default!; SubscribeLocalEvent<RadiationCollectorComponent, OnIrradiatedEvent>(OnRadiation);
[Dependency] private readonly SharedContainerSystem _containerSystem = default!; SubscribeLocalEvent<RadiationCollectorComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<RadiationCollectorComponent, GasAnalyzerScanEvent>(OnAnalyzed);
}
public override void Initialize() 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)
return;
ToggleCollector(uid, args.User, component);
component.CoolDownEnd = curTime + component.Cooldown;
}
private void OnRadiation(EntityUid uid, RadiationCollectorComponent component, OnIrradiatedEvent args)
{
if (!component.Enabled || component.RadiationReactiveGases == null)
return;
if (!TryGetLoadedGasTank(uid, out var gasTankComponent))
return;
var charge = 0f;
foreach (var gas in component.RadiationReactiveGases)
{ {
base.Initialize(); float reactantMol = gasTankComponent.Air.GetMoles(gas.Reactant);
SubscribeLocalEvent<RadiationCollectorComponent, InteractHandEvent>(OnInteractHand); float delta = args.TotalRads * reactantMol * gas.ReactantBreakdownRate;
SubscribeLocalEvent<RadiationCollectorComponent, OnIrradiatedEvent>(OnRadiation);
SubscribeLocalEvent<RadiationCollectorComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<RadiationCollectorComponent, GasAnalyzerScanEvent>(OnAnalyzed);
}
private bool TryGetLoadedGasTank(EntityUid uid, [NotNullWhen(true)] out GasTankComponent? gasTankComponent) // 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).
gasTankComponent = null; // Hence power output is modified using the Michaelis-Menten equation,
var container = _containerSystem.EnsureContainer<ContainerSlot>(uid, "GasTank"); // 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 (container.ContainedEntity == null) if (delta > 0)
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)
return;
ToggleCollector(uid, args.User, component);
component.CoolDownEnd = curTime + component.Cooldown;
}
private void OnRadiation(EntityUid uid, RadiationCollectorComponent component, OnIrradiatedEvent args)
{
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); gasTankComponent.Air.AdjustMoles(gas.Reactant, -Math.Min(delta, reactantMol));
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. if (gas.Byproduct != null)
// The maths is copied from that logic even though it works differently.
// But the previous logic would also make the radiation collectors never ever stop providing energy.
// And since frameTime was used there, I'm assuming that this is what the intent was.
// This still won't stop things being potentially hilariously unbalanced though.
if (TryComp<BatteryComponent>(uid, out var batteryComponent))
{ {
batteryComponent.CurrentCharge += charge; gasTankComponent.Air.AdjustMoles((int) gas.Byproduct, delta * gas.MolarRatio);
} }
} }
private void OnExamined(EntityUid uid, RadiationCollectorComponent component, ExaminedEvent args) // No idea if this is even vaguely accurate to the previous logic.
// The maths is copied from that logic even though it works differently.
// But the previous logic would also make the radiation collectors never ever stop providing energy.
// And since frameTime was used there, I'm assuming that this is what the intent was.
// This still won't stop things being potentially hilariously unbalanced though.
if (TryComp<BatteryComponent>(uid, out var batteryComponent))
{ {
if (!TryGetLoadedGasTank(uid, out var gasTankComponent)) batteryComponent.CurrentCharge += charge;
{
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);
}
public void SetCollectorEnabled(EntityUid uid, bool enabled, EntityUid? user = null, RadiationCollectorComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.Enabled = enabled;
// Show message to the player
if (user != null)
{
var msg = component.Enabled ? "radiation-collector-component-use-on" : "radiation-collector-component-use-off";
_popupSystem.PopupEntity(Loc.GetString(msg), uid);
}
// Update appearance
UpdateAppearance(uid, component);
}
private void UpdateAppearance(EntityUid uid, RadiationCollectorComponent? component, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref component, ref appearance))
return;
var state = component.Enabled ? RadiationCollectorVisualState.Active : RadiationCollectorVisualState.Deactive;
_appearance.SetData(uid, RadiationCollectorVisuals.VisualState, state, appearance);
} }
} }
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);
}
public void SetCollectorEnabled(EntityUid uid, bool enabled, EntityUid? user = null, RadiationCollectorComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.Enabled = enabled;
// Show message to the player
if (user != null)
{
var msg = component.Enabled ? "radiation-collector-component-use-on" : "radiation-collector-component-use-off";
_popupSystem.PopupEntity(Loc.GetString(msg), uid);
}
// Update appearance
UpdateAppearance(uid, component);
}
private void UpdateAppearance(EntityUid uid, RadiationCollectorComponent? component, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref component, ref appearance))
return;
var state = component.Enabled ? RadiationCollectorVisualState.Active : RadiationCollectorVisualState.Deactive;
_appearance.SetData(uid, RadiationCollectorVisuals.VisualState, state, appearance);
}
} }