* 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
54 lines
2.1 KiB
C#
54 lines
2.1 KiB
C#
using System;
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using Content.Server.Atmos.Piping.Binary.Components;
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using Content.Server.Atmos.Piping.Components;
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Server.NodeContainer;
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using Content.Shared.Atmos;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Atmos.Piping.Binary.EntitySystems
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{
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[UsedImplicitly]
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public class GasPassiveGateSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GasPassiveGateComponent, AtmosDeviceUpdateEvent>(OnPassiveGateUpdated);
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}
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private void OnPassiveGateUpdated(EntityUid uid, GasPassiveGateComponent gate, AtmosDeviceUpdateEvent args)
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{
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if (!gate.Enabled)
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return;
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if (!ComponentManager.TryGetComponent(uid, out NodeContainerComponent? nodeContainer))
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return;
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if (!nodeContainer.TryGetNode(gate.InletName, out PipeNode? inlet)
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|| !nodeContainer.TryGetNode(gate.OutletName, out PipeNode? outlet))
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return;
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var outputStartingPressure = outlet.Air.Pressure;
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var inputStartingPressure = inlet.Air.Pressure;
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if (outputStartingPressure >= MathF.Min(gate.TargetPressure, inputStartingPressure - gate.FrictionPressureDifference))
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return; // No need to pump gas, target reached or input pressure too low.
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if (inlet.Air.TotalMoles > 0 && inlet.Air.Temperature > 0)
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{
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// We calculate the necessary moles to transfer using our good ol' friend PV=nRT.
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var pressureDelta = MathF.Min(gate.TargetPressure - outputStartingPressure, (inputStartingPressure - outputStartingPressure)/2);
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// We can't have a pressure delta that would cause outlet pressure > inlet pressure.
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var transferMoles = pressureDelta * outlet.Air.Volume / (inlet.Air.Temperature * Atmospherics.R);
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// Actually transfer the gas.
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outlet.AssumeAir(inlet.Air.Remove(transferMoles));
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}
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}
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}
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}
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