Files
tbd-station-14/Content.Server/Power/Generator/GasPowerReceiverSystem.cs
metalgearsloth afd0618a60 Station AI (#30944)
* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

# Conflicts:
#	Content.Client/Silicons/StationAi/StationAiOverlay.cs

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes
2024-08-28 10:57:12 +10:00

81 lines
2.9 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Server.Atmos.Piping.Components;
using Content.Server.NodeContainer;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NodeContainer.Nodes;
using Content.Server.Power.Components;
using Content.Shared.Atmos;
using Content.Shared.Power;
namespace Content.Server.Power.Generator;
/// <summary>
/// This handles gas power receivers, allowing devices to accept power in the form of a gas.
/// </summary>
public sealed class GasPowerReceiverSystem : EntitySystem
{
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly NodeContainerSystem _nodeContainer = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<GasPowerReceiverComponent, AtmosDeviceUpdateEvent>(OnDeviceUpdated);
}
private void OnDeviceUpdated(EntityUid uid, GasPowerReceiverComponent component, ref AtmosDeviceUpdateEvent args)
{
var timeDelta = args.dt;
if (!_nodeContainer.TryGetNode(uid, "pipe", out PipeNode? pipe))
return;
// if we're below the max temperature, then we are simply consuming our target gas
if (pipe.Air.Temperature <= component.MaxTemperature)
{
// we have enough gas, so we consume it and are powered
if (pipe.Air[(int) component.TargetGas] > component.MolesConsumedSec * timeDelta)
{
pipe.Air.AdjustMoles(component.TargetGas, -component.MolesConsumedSec * timeDelta);
SetPowered(uid, component, true);
}
else // we do not have enough gas, so we power off
{
SetPowered(uid, component, false);
}
}
else // we are exceeding the max temp and are now operating in pressure mode
{
var pres = component.PressureConsumedSec * timeDelta;
if (pipe.Air.Pressure >= pres)
{
// remove gas from the pipe
var res = pipe.Air.Remove(pres * 100.0f / (Atmospherics.R * pipe.Air.Temperature));
if (component.OffVentGas)
{
// eject the gas into the atmosphere
var mix = _atmosphereSystem.GetContainingMixture(uid, args.Grid, args.Map, false, true);
if (mix is not null)
_atmosphereSystem.Merge(res, mix);
}
SetPowered(uid, component, true);
}
else // if we do not have high enough pressure to operate, power off
{
SetPowered(uid, component, false);
}
}
}
private void SetPowered(EntityUid uid, GasPowerReceiverComponent comp, bool state)
{
if (state != comp.Powered)
{
comp.Powered = state;
var ev = new PowerChangedEvent(state, 0);
RaiseLocalEvent(uid, ref ev);
}
}
}