using Content.Server.Atmos.EntitySystems; using Content.Server.Atmos.Piping.Binary.Components; using Content.Server.Atmos.Piping.Components; using Content.Server.NodeContainer; using Content.Server.NodeContainer.Nodes; 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 readonly IGameTiming _gameTiming = default!; [Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(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 = _atmosphereSystem.GetTileMixture(pump.Owner.Transform.Coordinates, true); if (tile != null) { var leaked = removed.RemoveRatio(pump.LeakRatio); _atmosphereSystem.Merge(tile, leaked); } } outlet.AssumeAir(removed); } } }