Files
tbd-station-14/Content.Server/Atmos/Piping/Binary/EntitySystems/GasPressurePumpSystem.cs
Pieter-Jan Briers a242af506e Adds the thermo-electric generator (#18840)
* Basic TEG start.

Connects via node group.

* Basic TEG test map

* Sensor monitoring basics, TEG circulator flow

* Basic power generation (it doesn't work)

* More sensor monitoring work

* Battery (SMES) monitoring system.

* Sensor monitoring fixes

Make it work properly when mapped.

* Test map improvements

* Revise TEG power output mechanism.

Now uses a fixed supplier with a custom ramping system.

* TEG test map fixes

* Make air alarms and pumps open UI on activate.

* Clean up thermo machines power switch.

Removed separate Enabled bool from the component that always matched the power receiver's state.

This enables adding a PowerSwitch component to give us alt click/verb menu.

* TEG but now fancy

* Make sensor monitoring console obviously WiP to mappers.

* Vending machine sound, because of course.

* Terrible, terrible graph background color

* Examine improvements for the TEG.

* Account for electrical power when equalizing gas mixtures.

* Get rid of the TegCirculatorArrow logic.

Use TimedDespawn instead. The "no show in right-click menuu" goes into a new general-purpose component.

Thanks Julian.

* Put big notice of "not ready, here's why" on the sensor monitoring console.

* TryGetComponent -> TryComp

* Lol there's a HideContextMenu tag

* Test fixes

* Guidebook for TEG

Fixed rotation on GuideEntityEmbed not working correctly.

Added Margin property to GuideEntityEmbed

* Make TEG power bar default to invisible.

So it doesn't appear in the guidebook and spawn menu.
2023-08-12 15:41:55 -05:00

156 lines
7.0 KiB
C#

using Content.Server.Administration.Logs;
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.EntitySystems;
using Content.Server.NodeContainer.Nodes;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Piping;
using Content.Shared.Atmos.Piping.Binary.Components;
using Content.Shared.Audio;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
namespace Content.Server.Atmos.Piping.Binary.EntitySystems
{
[UsedImplicitly]
public sealed class GasPressurePumpSystem : EntitySystem
{
[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[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<GasPressurePumpComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<GasPressurePumpComponent, AtmosDeviceUpdateEvent>(OnPumpUpdated);
SubscribeLocalEvent<GasPressurePumpComponent, AtmosDeviceDisabledEvent>(OnPumpLeaveAtmosphere);
SubscribeLocalEvent<GasPressurePumpComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<GasPressurePumpComponent, ActivateInWorldEvent>(OnPumpActivate);
// Bound UI subscriptions
SubscribeLocalEvent<GasPressurePumpComponent, GasPressurePumpChangeOutputPressureMessage>(OnOutputPressureChangeMessage);
SubscribeLocalEvent<GasPressurePumpComponent, GasPressurePumpToggleStatusMessage>(OnToggleStatusMessage);
}
private void OnInit(EntityUid uid, GasPressurePumpComponent pump, ComponentInit args)
{
UpdateAppearance(uid, pump);
}
private void OnExamined(EntityUid uid, GasPressurePumpComponent pump, ExaminedEvent args)
{
if (!EntityManager.GetComponent<TransformComponent>(pump.Owner).Anchored || !args.IsInDetailsRange) // Not anchored? Out of range? No status.
return;
if (Loc.TryGetString("gas-pressure-pump-system-examined", out var str,
("statusColor", "lightblue"), // TODO: change with pressure?
("pressure", pump.TargetPressure)
))
args.PushMarkup(str);
}
private void OnPumpUpdated(EntityUid uid, GasPressurePumpComponent pump, AtmosDeviceUpdateEvent args)
{
if (!pump.Enabled
|| !EntityManager.TryGetComponent(uid, out NodeContainerComponent? nodeContainer)
|| !_nodeContainer.TryGetNode(nodeContainer, pump.InletName, out PipeNode? inlet)
|| !_nodeContainer.TryGetNode(nodeContainer, pump.OutletName, out PipeNode? outlet))
{
_ambientSoundSystem.SetAmbience(pump.Owner, false);
return;
}
var outputStartingPressure = outlet.Air.Pressure;
if (outputStartingPressure >= pump.TargetPressure)
{
_ambientSoundSystem.SetAmbience(pump.Owner, false);
return; // No need to pump gas if target has been reached.
}
if (inlet.Air.TotalMoles > 0 && inlet.Air.Temperature > 0)
{
// We calculate the necessary moles to transfer using our good ol' friend PV=nRT.
var pressureDelta = pump.TargetPressure - outputStartingPressure;
var transferMoles = (pressureDelta * outlet.Air.Volume) / (inlet.Air.Temperature * Atmospherics.R);
var removed = inlet.Air.Remove(transferMoles);
_atmosphereSystem.Merge(outlet.Air, removed);
_ambientSoundSystem.SetAmbience(pump.Owner, removed.TotalMoles > 0f);
}
}
private void OnPumpLeaveAtmosphere(EntityUid uid, GasPressurePumpComponent pump, AtmosDeviceDisabledEvent args)
{
pump.Enabled = false;
UpdateAppearance(uid, pump);
DirtyUI(uid, pump);
_userInterfaceSystem.TryCloseAll(uid, GasPressurePumpUiKey.Key);
}
private void OnPumpActivate(EntityUid uid, GasPressurePumpComponent pump, ActivateInWorldEvent args)
{
if (!EntityManager.TryGetComponent(args.User, out ActorComponent? actor))
return;
if (EntityManager.GetComponent<TransformComponent>(pump.Owner).Anchored)
{
_userInterfaceSystem.TryOpen(uid, GasPressurePumpUiKey.Key, actor.PlayerSession);
DirtyUI(uid, pump);
}
else
{
args.User.PopupMessageCursor(Loc.GetString("comp-gas-pump-ui-needs-anchor"));
}
args.Handled = true;
}
private void OnToggleStatusMessage(EntityUid uid, GasPressurePumpComponent pump, GasPressurePumpToggleStatusMessage args)
{
pump.Enabled = args.Enabled;
_adminLogger.Add(LogType.AtmosPowerChanged, LogImpact.Medium,
$"{ToPrettyString(args.Session.AttachedEntity!.Value):player} set the power on {ToPrettyString(uid):device} to {args.Enabled}");
DirtyUI(uid, pump);
UpdateAppearance(uid, pump);
}
private void OnOutputPressureChangeMessage(EntityUid uid, GasPressurePumpComponent pump, GasPressurePumpChangeOutputPressureMessage args)
{
pump.TargetPressure = Math.Clamp(args.Pressure, 0f, Atmospherics.MaxOutputPressure);
_adminLogger.Add(LogType.AtmosPressureChanged, LogImpact.Medium,
$"{ToPrettyString(args.Session.AttachedEntity!.Value):player} set the pressure on {ToPrettyString(uid):device} to {args.Pressure}kPa");
DirtyUI(uid, pump);
}
private void DirtyUI(EntityUid uid, GasPressurePumpComponent? pump)
{
if (!Resolve(uid, ref pump))
return;
_userInterfaceSystem.TrySetUiState(uid, GasPressurePumpUiKey.Key,
new GasPressurePumpBoundUserInterfaceState(EntityManager.GetComponent<MetaDataComponent>(pump.Owner).EntityName, pump.TargetPressure, pump.Enabled));
}
private void UpdateAppearance(EntityUid uid, GasPressurePumpComponent? pump = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref pump, ref appearance, false))
return;
_appearance.SetData(uid, PumpVisuals.Enabled, pump.Enabled, appearance);
}
}
}