* 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
68 lines
2.6 KiB
C#
68 lines
2.6 KiB
C#
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 Content.Shared.Atmos.Piping;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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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 GasPressurePumpSystem : 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<GasPressurePumpComponent, AtmosDeviceUpdateEvent>(OnPumpUpdated);
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SubscribeLocalEvent<GasPressurePumpComponent, AtmosDeviceDisabledEvent>(OnPumpLeaveAtmosphere);
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}
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private void OnPumpUpdated(EntityUid uid, GasPressurePumpComponent pump, AtmosDeviceUpdateEvent args)
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{
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var appearance = pump.Owner.GetComponentOrNull<AppearanceComponent>();
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appearance?.SetData(PressurePumpVisuals.Enabled, false);
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if (!pump.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(pump.InletName, out PipeNode? inlet)
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|| !nodeContainer.TryGetNode(pump.OutletName, out PipeNode? outlet))
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return;
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var outputStartingPressure = outlet.Air.Pressure;
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if (MathHelper.CloseTo(pump.TargetPressure, outputStartingPressure))
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return; // No need to pump gas if target has been reached.
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if (inlet.Air.TotalMoles > 0 && inlet.Air.Temperature > 0)
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{
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appearance?.SetData(PressurePumpVisuals.Enabled, true);
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// We calculate the necessary moles to transfer using our good ol' friend PV=nRT.
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var pressureDelta = pump.TargetPressure - outputStartingPressure;
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var transferMoles = pressureDelta * outlet.Air.Volume / inlet.Air.Temperature * Atmospherics.R;
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var removed = inlet.Air.Remove(transferMoles);
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outlet.AssumeAir(removed);
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}
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}
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private void OnPumpLeaveAtmosphere(EntityUid uid, GasPressurePumpComponent component, AtmosDeviceDisabledEvent args)
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{
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if (ComponentManager.TryGetComponent(uid, out AppearanceComponent? appearance))
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{
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appearance.SetData(PressurePumpVisuals.Enabled, false);
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}
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}
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}
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}
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