* ECS Atmos Part 3: Removes AtmosHelpers, add many methods to AtmosphereSystem * Adds API for adding/removing active tiles. * Adds API for FixVacuum. * Adds API for UpdateAdjacent. * Adds API for IsTileAirBlocked. * Re-organize hotspot code * Adds API for IsTileSpace. * RemoveGasCommand uses AtmosphereSystem * AddGasCommand uses AtmosphereSystem. * SetTemperatureCommand uses AtmosphereSystem. * Adds API for IsSimulatedGrid. * GasLeak uses AtmosphereSystem. * Makes Spark method in GasLeak ALSO use AtmosphereSystem. * GasPassiveVentSystem uses AtmosphereSystem. * GasMinerSystem uses AtmosphereSystem. * GasOutletInjectorSystem uses AtmosphereSystem. * GasVentPumpSystem uses AtmosphereSystem. * GasDualPortVentPumpSystem uses AtmosphereSystem. * GasVolumePumpSystem uses AtmosphereSystem. * GasAnalyzerComponent uses AtmosphereSystem. * Add API for GetAdjacentTileMixtures. * GasVentScrubberSystem uses AtmosphereSystem. * AirtightComponent uses AtmosphereSystem. * GasLeaks's TryFindRandomTile uses AtmosphereSystem. * Adds API for GetAdjacentTiles. * FirelockComponent's IsHoldingFire uses AtmosphereSystem. * Adds API for GetAllTileMixtures. * DeleteGasCommand uses AtmosphereSystem. * FixGridAtmos uses AtmosphereSystem. * FillGasCommand uses AtmosphereSystem. * SetAtmosTemperatureCommand uses AtmosphereSystem.
73 lines
2.8 KiB
C#
73 lines
2.8 KiB
C#
using Content.Server.Atmos.EntitySystems;
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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.NodeContainer;
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using Content.Server.NodeContainer.Nodes;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Timing;
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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 GasVolumePumpSystem : EntitySystem
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{
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[Dependency] private IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GasVolumePumpComponent, AtmosDeviceUpdateEvent>(OnVolumePumpUpdated);
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}
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private void OnVolumePumpUpdated(EntityUid uid, GasVolumePumpComponent pump, AtmosDeviceUpdateEvent args)
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{
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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 (!ComponentManager.TryGetComponent(uid, out AtmosDeviceComponent? device))
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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 inputStartingPressure = inlet.Air.Pressure;
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var outputStartingPressure = outlet.Air.Pressure;
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// Pump mechanism won't do anything if the pressure is too high/too low unless you overclock it.
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if ((inputStartingPressure < pump.LowerThreshold) || (outputStartingPressure > pump.HigherThreshold) && !pump.Overclocked)
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return;
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// Overclocked pumps can only force gas a certain amount.
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if ((outputStartingPressure - inputStartingPressure > pump.OverclockThreshold) && pump.Overclocked)
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return;
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// We multiply the transfer rate in L/s by the seconds passed since the last process to get the liters.
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var transferRatio = (float)(pump.TransferRate * (_gameTiming.CurTime - device.LastProcess).TotalSeconds) / inlet.Air.Volume;
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var removed = inlet.Air.RemoveRatio(transferRatio);
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// Some of the gas from the mixture leaks when overclocked.
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if (pump.Overclocked)
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{
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var atmosphereSystem = Get<AtmosphereSystem>();
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var tile = atmosphereSystem.GetTileMixture(pump.Owner.Transform.Coordinates, true);
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if (tile != null)
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{
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var leaked = removed.RemoveRatio(pump.LeakRatio);
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atmosphereSystem.Merge(tile, leaked);
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}
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}
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outlet.AssumeAir(removed);
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}
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}
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}
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