Fix pipe net conservation laws (#8540)

This commit is contained in:
Leon Friedrich
2022-06-03 22:09:51 +12:00
committed by GitHub
parent a5410f9c2e
commit f5dfba9db4
3 changed files with 61 additions and 21 deletions

View File

@@ -108,6 +108,52 @@ namespace Content.Server.Atmos.EntitySystems
NumericsHelpers.Add(receiver.Moles, giver.Moles);
}
/// <summary>
/// Divides a source gas mixture into several recipient mixtures, scaled by their relative volumes. Does not
/// modify the source gas mixture. Used for pipe network splitting. Note that the total destination volume
/// may be larger or smaller than the source mixture.
/// </summary>
public void DivideInto(GasMixture source, List<GasMixture> receivers)
{
var totalVolume = 0f;
foreach (var receiver in receivers)
{
if (!receiver.Immutable)
totalVolume += receiver.Volume;
}
float? sourceHeatCapacity = null;
var buffer = new float[Atmospherics.AdjustedNumberOfGases];
foreach (var receiver in receivers)
{
if (receiver.Immutable)
continue;
var fraction = receiver.Volume / totalVolume;
// Set temperature, if necessary.
if (MathF.Abs(receiver.Temperature - source.Temperature) > Atmospherics.MinimumTemperatureDeltaToConsider)
{
// Often this divides a pipe net into new and completely empty pipe nets
if (receiver.TotalMoles == 0)
receiver.Temperature = source.Temperature;
else
{
sourceHeatCapacity ??= GetHeatCapacity(source);
var receiverHeatCapacity = GetHeatCapacity(receiver);
var combinedHeatCapacity = receiverHeatCapacity + sourceHeatCapacity.Value * fraction;
if (combinedHeatCapacity > 0f)
receiver.Temperature = (GetThermalEnergy(source, sourceHeatCapacity.Value * fraction) + GetThermalEnergy(receiver, receiverHeatCapacity)) / combinedHeatCapacity;
}
}
// transfer moles
NumericsHelpers.Multiply(source.Moles, fraction, buffer);
NumericsHelpers.Add(receiver.Moles, buffer);
}
}
/// <summary>
/// Shares gas between two gas mixtures. Part of LINDA.
/// </summary>

View File

@@ -21,8 +21,6 @@ namespace Content.Server.NodeContainer.NodeGroups
{
[ViewVariables] public GasMixture Air { get; set; } = new() {Temperature = Atmospherics.T20C};
[ViewVariables] private readonly List<PipeNode> _pipes = new();
[ViewVariables] private AtmosphereSystem? _atmosphereSystem;
public GridId Grid => GridId;
@@ -47,7 +45,6 @@ namespace Content.Server.NodeContainer.NodeGroups
foreach (var node in groupNodes)
{
var pipeNode = (PipeNode) node;
_pipes.Add(pipeNode);
Air.Volume += pipeNode.Volume;
}
}
@@ -56,32 +53,27 @@ namespace Content.Server.NodeContainer.NodeGroups
{
base.RemoveNode(node);
var pipeNode = (PipeNode) node;
Air.Volume -= pipeNode.Volume;
// TODO: Bad O(n^2)
_pipes.Remove(pipeNode);
// if the node is simply being removed into a separate group, we do nothing, as gas redistribution will be
// handled by AfterRemake(). But if it is being deleted, we actually want to remove the gas stored in this node.
if (!node.Deleting || node is not PipeNode pipe)
return;
Air.Multiply(1f - pipe.Volume / Air.Volume);
Air.Volume -= pipe.Volume;
}
public override void AfterRemake(IEnumerable<IGrouping<INodeGroup?, Node>> newGroups)
{
RemoveFromGridAtmos();
var buffer = new GasMixture(Air.Volume) {Temperature = Air.Temperature};
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
var newAir = new List<GasMixture>(newGroups.Count());
foreach (var newGroup in newGroups)
{
if (newGroup.Key is not IPipeNet newPipeNet)
continue;
var newAir = newPipeNet.Air;
var newVolume = newGroup.Cast<PipeNode>().Sum(n => n.Volume);
buffer.Clear();
atmosphereSystem.Merge(buffer, Air);
buffer.Multiply(MathF.Min(newVolume / Air.Volume, 1f));
atmosphereSystem.Merge(newAir, buffer);
if (newGroup.Key is IPipeNet newPipeNet)
newAir.Add(newPipeNet.Air);
}
_atmosphereSystem!.DivideInto(Air, newAir);
}
private void RemoveFromGridAtmos()

View File

@@ -30,7 +30,9 @@ namespace Content.Server.Rotatable
private void AddRotateVerbs(EntityUid uid, RotatableComponent component, GetVerbsEvent<Verb> args)
{
if (!args.CanAccess || !args.CanInteract)
if (!args.CanAccess
|| !args.CanInteract
|| Transform(uid).NoLocalRotation) // Good ol prototype inheritance, eh?
return;
// Check if the object is anchored, and whether we are still allowed to rotate it.