using Content.Server.Atmos.EntitySystems; using Content.Server.Atmos.Piping.Components; using Content.Server.Atmos.Piping.Trinary.Components; using Content.Server.NodeContainer; using Content.Server.NodeContainer.EntitySystems; using Content.Server.NodeContainer.Nodes; using Content.Shared.Atmos.Piping; using Content.Shared.Audio; using JetBrains.Annotations; namespace Content.Server.Atmos.Piping.Trinary.EntitySystems { [UsedImplicitly] public sealed class PressureControlledValveSystem : EntitySystem { [Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!; [Dependency] private readonly SharedAmbientSoundSystem _ambientSoundSystem = default!; [Dependency] private readonly SharedAppearanceSystem _appearance = default!; [Dependency] private readonly NodeContainerSystem _nodeContainer = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnInit); SubscribeLocalEvent(OnUpdate); SubscribeLocalEvent(OnFilterLeaveAtmosphere); } private void OnInit(EntityUid uid, PressureControlledValveComponent comp, ComponentInit args) { UpdateAppearance(uid, comp); } private void OnUpdate(EntityUid uid, PressureControlledValveComponent comp, ref AtmosDeviceUpdateEvent args) { if (!_nodeContainer.TryGetNodes(uid, comp.InletName, comp.ControlName, comp.OutletName, out PipeNode? inletNode, out PipeNode? controlNode, out PipeNode? outletNode)) { _ambientSoundSystem.SetAmbience(uid, false); comp.Enabled = false; return; } // If output is higher than input, flip input/output to enable bidirectional flow. if (outletNode.Air.Pressure > inletNode.Air.Pressure) { PipeNode temp = outletNode; outletNode = inletNode; inletNode = temp; } float control = (controlNode.Air.Pressure - outletNode.Air.Pressure) - comp.Threshold; float transferRate; if (control < 0) { comp.Enabled = false; transferRate = 0; } else { comp.Enabled = true; transferRate = Math.Min(control * comp.Gain, comp.MaxTransferRate * _atmosphereSystem.PumpSpeedup()); } UpdateAppearance(uid, comp); // We multiply the transfer rate in L/s by the seconds passed since the last process to get the liters. var transferVolume = transferRate * args.dt; if (transferVolume <= 0) { _ambientSoundSystem.SetAmbience(uid, false); return; } _ambientSoundSystem.SetAmbience(uid, true); var removed = inletNode.Air.RemoveVolume(transferVolume); _atmosphereSystem.Merge(outletNode.Air, removed); } private void OnFilterLeaveAtmosphere(EntityUid uid, PressureControlledValveComponent comp, ref AtmosDeviceDisabledEvent args) { comp.Enabled = false; UpdateAppearance(uid, comp); _ambientSoundSystem.SetAmbience(uid, false); } private void UpdateAppearance(EntityUid uid, PressureControlledValveComponent? comp = null, AppearanceComponent? appearance = null) { if (!Resolve(uid, ref comp, ref appearance, false)) return; _appearance.SetData(uid, FilterVisuals.Enabled, comp.Enabled, appearance); } } }