Files
tbd-station-14/Content.Server/Atmos/Piping/Binary/EntitySystems/GasPassiveGateSystem.cs
Vera Aguilera Puerto a2b737d945 Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00

54 lines
2.1 KiB
C#

using System;
using Content.Server.Atmos.Piping.Binary.Components;
using Content.Server.Atmos.Piping.Components;
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
using Content.Server.NodeContainer;
using Content.Shared.Atmos;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Server.Atmos.Piping.Binary.EntitySystems
{
[UsedImplicitly]
public class GasPassiveGateSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GasPassiveGateComponent, AtmosDeviceUpdateEvent>(OnPassiveGateUpdated);
}
private void OnPassiveGateUpdated(EntityUid uid, GasPassiveGateComponent gate, AtmosDeviceUpdateEvent args)
{
if (!gate.Enabled)
return;
if (!ComponentManager.TryGetComponent(uid, out NodeContainerComponent? nodeContainer))
return;
if (!nodeContainer.TryGetNode(gate.InletName, out PipeNode? inlet)
|| !nodeContainer.TryGetNode(gate.OutletName, out PipeNode? outlet))
return;
var outputStartingPressure = outlet.Air.Pressure;
var inputStartingPressure = inlet.Air.Pressure;
if (outputStartingPressure >= MathF.Min(gate.TargetPressure, inputStartingPressure - gate.FrictionPressureDifference))
return; // No need to pump gas, target reached or input pressure too low.
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 = MathF.Min(gate.TargetPressure - outputStartingPressure, (inputStartingPressure - outputStartingPressure)/2);
// We can't have a pressure delta that would cause outlet pressure > inlet pressure.
var transferMoles = pressureDelta * outlet.Air.Volume / (inlet.Air.Temperature * Atmospherics.R);
// Actually transfer the gas.
outlet.AssumeAir(inlet.Air.Remove(transferMoles));
}
}
}
}