using Content.Shared.Atmos;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Atmos.Components
{
[RegisterComponent]
public sealed partial class GasTankComponent : Component, IGasMixtureHolder
{
public const float MaxExplosionRange = 26f;
private const float DefaultLowPressure = 0f;
private const float DefaultOutputPressure = Atmospherics.OneAtmosphere;
public int Integrity = 3;
public bool IsLowPressure => (Air?.Pressure ?? 0F) <= TankLowPressure;
[ViewVariables(VVAccess.ReadWrite), DataField("ruptureSound")]
public SoundSpecifier RuptureSound = new SoundPathSpecifier("/Audio/Effects/spray.ogg");
[ViewVariables(VVAccess.ReadWrite), DataField("connectSound")]
public SoundSpecifier? ConnectSound =
new SoundPathSpecifier("/Audio/Effects/internals.ogg")
{
Params = AudioParams.Default.WithVolume(5f),
};
[ViewVariables(VVAccess.ReadWrite), DataField("disconnectSound")]
public SoundSpecifier? DisconnectSound;
// Cancel toggles sounds if we re-toggle again.
public EntityUid? ConnectStream;
public EntityUid? DisconnectStream;
[DataField("air"), ViewVariables(VVAccess.ReadWrite)]
public GasMixture Air { get; set; } = new();
///
/// Pressure at which tank should be considered 'low' such as for internals.
///
[DataField("tankLowPressure"), ViewVariables(VVAccess.ReadWrite)]
public float TankLowPressure = DefaultLowPressure;
///
/// Distributed pressure.
///
[DataField("outputPressure"), ViewVariables(VVAccess.ReadWrite)]
public float OutputPressure = DefaultOutputPressure;
///
/// The maximum allowed output pressure.
///
[DataField("maxOutputPressure"), ViewVariables(VVAccess.ReadWrite)]
public float MaxOutputPressure = 3 * DefaultOutputPressure;
///
/// Tank is connected to internals.
///
[ViewVariables]
public bool IsConnected => User != null;
[ViewVariables]
public EntityUid? User;
///
/// True if this entity was recently moved out of a container. This might have been a hand -> inventory
/// transfer, or it might have been the user dropping the tank. This indicates the tank needs to be checked.
///
[ViewVariables]
public bool CheckUser;
///
/// Pressure at which tanks start leaking.
///
[DataField("tankLeakPressure"), ViewVariables(VVAccess.ReadWrite)]
public float TankLeakPressure = 30 * Atmospherics.OneAtmosphere;
///
/// Pressure at which tank spills all contents into atmosphere.
///
[DataField("tankRupturePressure"), ViewVariables(VVAccess.ReadWrite)]
public float TankRupturePressure = 40 * Atmospherics.OneAtmosphere;
///
/// Base 3x3 explosion.
///
[DataField("tankFragmentPressure"), ViewVariables(VVAccess.ReadWrite)]
public float TankFragmentPressure = 50 * Atmospherics.OneAtmosphere;
///
/// Increases explosion for each scale kPa above threshold.
///
[DataField("tankFragmentScale"), ViewVariables(VVAccess.ReadWrite)]
public float TankFragmentScale = 2 * Atmospherics.OneAtmosphere;
[DataField("toggleAction", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string ToggleAction = "ActionToggleInternals";
[DataField("toggleActionEntity")] public EntityUid? ToggleActionEntity;
///
/// Valve to release gas from tank
///
[DataField("isValveOpen"), ViewVariables(VVAccess.ReadWrite)]
public bool IsValveOpen = false;
///
/// Gas release rate in L/s
///
[DataField("valveOutputRate"), ViewVariables(VVAccess.ReadWrite)]
public float ValveOutputRate = 100f;
[DataField("valveSound"), ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier ValveSound =
new SoundCollectionSpecifier("valveSqueak")
{
Params = AudioParams.Default.WithVolume(-5f),
};
}
}