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OldThink/Content.Server/Atmos/EntitySystems/AtmosphereSystem.Gases.cs

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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
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using System.Linq;
using System.Runtime.CompilerServices;
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
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using Content.Server.Atmos.Reactions;
using Content.Shared.Atmos;
using Robust.Shared.Prototypes;
using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
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
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namespace Content.Server.Atmos.EntitySystems
{
public sealed partial class AtmosphereSystem
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
{
[Dependency] private readonly IPrototypeManager _protoMan = default!;
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
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private GasReactionPrototype[] _gasReactions = Array.Empty<GasReactionPrototype>();
private float[] _gasSpecificHeats = new float[Atmospherics.TotalNumberOfGases];
/// <summary>
/// List of gas reactions ordered by priority.
/// </summary>
public IEnumerable<GasReactionPrototype> GasReactions => _gasReactions;
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/// <summary>
/// Cached array of gas specific heats.
/// </summary>
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
public float[] GasSpecificHeats => _gasSpecificHeats;
public string?[] GasReagents = new string[Atmospherics.TotalNumberOfGases];
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
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private void InitializeGases()
{
_gasReactions = _protoMan.EnumeratePrototypes<GasReactionPrototype>().ToArray();
Array.Sort(_gasReactions, (a, b) => b.Priority.CompareTo(a.Priority));
Array.Resize(ref _gasSpecificHeats, MathHelper.NextMultipleOf(Atmospherics.TotalNumberOfGases, 4));
for (var i = 0; i < GasPrototypes.Length; i++)
{
_gasSpecificHeats[i] = GasPrototypes[i].SpecificHeat;
GasReagents[i] = GasPrototypes[i].Reagent;
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
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}
}
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/// <summary>
/// Calculates the heat capacity for a gas mixture.
/// </summary>
public float GetHeatCapacity(GasMixture mixture)
{
return GetHeatCapacityCalculation(mixture.Moles, mixture.Immutable);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
Refactors the AtmosphereSystem public-facing API to allow for multiple atmos backends. (#8134) * Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends. * actually compiles * Remove commented out code * funny bracket * Move archived moles, temperature from GasMixture to TileAtmosphere. * WIP customizable map default mixture still VERY buggy * broken mess aaaaaaaaaaaaa * Fix lattice, etc not being considered space * visualization for "IsSpace" * help * Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Holy SHIT it compiles AGAIN * Fix AtmosDeviceSystem crash at shutdown * Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate. * Use space instead of gasmixture immutable for heat capacity calculations * Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead. * Fix roundstart tiles not processing * Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs Changed Files tab is so large I can't commit both suggestions at once mfw Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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private float GetHeatCapacityCalculation(float[] moles, bool space)
{
// Little hack to make space gas mixtures have heat capacity, therefore allowing them to cool down rooms.
Refactors the AtmosphereSystem public-facing API to allow for multiple atmos backends. (#8134) * Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends. * actually compiles * Remove commented out code * funny bracket * Move archived moles, temperature from GasMixture to TileAtmosphere. * WIP customizable map default mixture still VERY buggy * broken mess aaaaaaaaaaaaa * Fix lattice, etc not being considered space * visualization for "IsSpace" * help * Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Holy SHIT it compiles AGAIN * Fix AtmosDeviceSystem crash at shutdown * Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate. * Use space instead of gasmixture immutable for heat capacity calculations * Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead. * Fix roundstart tiles not processing * Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs Changed Files tab is so large I can't commit both suggestions at once mfw Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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if (space && MathHelper.CloseTo(NumericsHelpers.HorizontalAdd(moles), 0f))
{
return Atmospherics.SpaceHeatCapacity;
}
Span<float> tmp = stackalloc float[moles.Length];
NumericsHelpers.Multiply(moles, GasSpecificHeats, tmp);
return MathF.Max(NumericsHelpers.HorizontalAdd(tmp), Atmospherics.MinimumHeatCapacity);
}
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/// <summary>
/// Calculates the thermal energy for a gas mixture.
/// </summary>
public float GetThermalEnergy(GasMixture mixture)
{
return mixture.Temperature * GetHeatCapacity(mixture);
}
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/// <summary>
/// Calculates the thermal energy for a gas mixture, using a cached heat capacity value.
/// </summary>
public float GetThermalEnergy(GasMixture mixture, float cachedHeatCapacity)
{
return mixture.Temperature * cachedHeatCapacity;
}
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/// <summary>
/// Merges the <see cref="giver"/> gas mixture into the <see cref="receiver"/> gas mixture.
/// The <see cref="giver"/> gas mixture is not modified by this method.
/// </summary>
public void Merge(GasMixture receiver, GasMixture giver)
{
if (receiver.Immutable) return;
if (MathF.Abs(receiver.Temperature - giver.Temperature) > Atmospherics.MinimumTemperatureDeltaToConsider)
{
var receiverHeatCapacity = GetHeatCapacity(receiver);
var giverHeatCapacity = GetHeatCapacity(giver);
var combinedHeatCapacity = receiverHeatCapacity + giverHeatCapacity;
if (combinedHeatCapacity > 0f)
{
receiver.Temperature = (GetThermalEnergy(giver, giverHeatCapacity) + GetThermalEnergy(receiver, receiverHeatCapacity)) / combinedHeatCapacity;
}
}
NumericsHelpers.Add(receiver.Moles, giver.Moles);
}
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/// <summary>
/// Divides a source gas mixture into several recipient mixtures, scaled by their relative volumes. Does not
/// modify the source gas mixture. Used for pipe network splitting. Note that the total destination volume
/// may be larger or smaller than the source mixture.
/// </summary>
public void DivideInto(GasMixture source, List<GasMixture> receivers)
{
var totalVolume = 0f;
foreach (var receiver in receivers)
{
if (!receiver.Immutable)
totalVolume += receiver.Volume;
}
float? sourceHeatCapacity = null;
var buffer = new float[Atmospherics.AdjustedNumberOfGases];
foreach (var receiver in receivers)
{
if (receiver.Immutable)
continue;
var fraction = receiver.Volume / totalVolume;
// Set temperature, if necessary.
if (MathF.Abs(receiver.Temperature - source.Temperature) > Atmospherics.MinimumTemperatureDeltaToConsider)
{
// Often this divides a pipe net into new and completely empty pipe nets
Refactors the AtmosphereSystem public-facing API to allow for multiple atmos backends. (#8134) * Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends. * actually compiles * Remove commented out code * funny bracket * Move archived moles, temperature from GasMixture to TileAtmosphere. * WIP customizable map default mixture still VERY buggy * broken mess aaaaaaaaaaaaa * Fix lattice, etc not being considered space * visualization for "IsSpace" * help * Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Holy SHIT it compiles AGAIN * Fix AtmosDeviceSystem crash at shutdown * Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate. * Use space instead of gasmixture immutable for heat capacity calculations * Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead. * Fix roundstart tiles not processing * Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs Changed Files tab is so large I can't commit both suggestions at once mfw Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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if (receiver.TotalMoles == 0)
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receiver.Temperature = source.Temperature;
else
{
sourceHeatCapacity ??= GetHeatCapacity(source);
var receiverHeatCapacity = GetHeatCapacity(receiver);
var combinedHeatCapacity = receiverHeatCapacity + sourceHeatCapacity.Value * fraction;
if (combinedHeatCapacity > 0f)
receiver.Temperature = (GetThermalEnergy(source, sourceHeatCapacity.Value * fraction) + GetThermalEnergy(receiver, receiverHeatCapacity)) / combinedHeatCapacity;
}
}
// transfer moles
NumericsHelpers.Multiply(source.Moles, fraction, buffer);
NumericsHelpers.Add(receiver.Moles, buffer);
}
}
/// <summary>
/// Releases gas from this mixture to the output mixture.
/// If the output mixture is null, then this is being released into space.
/// It can't transfer air to a mixture with higher pressure.
/// </summary>
public bool ReleaseGasTo(GasMixture mixture, GasMixture? output, float targetPressure)
{
var outputStartingPressure = output?.Pressure ?? 0;
var inputStartingPressure = mixture.Pressure;
if (outputStartingPressure >= MathF.Min(targetPressure, inputStartingPressure - 10))
// No need to pump gas if the target is already reached or input pressure is too low.
// Need at least 10 kPa difference to overcome friction in the mechanism.
return false;
if (!(mixture.TotalMoles > 0) || !(mixture.Temperature > 0)) return false;
// We calculate the necessary moles to transfer with the ideal gas law.
var pressureDelta = MathF.Min(targetPressure - outputStartingPressure, (inputStartingPressure - outputStartingPressure) / 2f);
var transferMoles = pressureDelta * (output?.Volume ?? Atmospherics.CellVolume) / (mixture.Temperature * Atmospherics.R);
// And now we transfer the gas.
var removed = mixture.Remove(transferMoles);
if(output != null)
Merge(output, removed);
return true;
}
/// <summary>
/// Pump gas from this mixture to the output mixture.
/// Amount depends on target pressure.
/// </summary>
/// <param name="mixture">The mixture to pump the gas from</param>
/// <param name="output">The mixture to pump the gas to</param>
/// <param name="targetPressure">The target pressure to reach</param>
/// <returns>Whether we could pump air to the output or not</returns>
public bool PumpGasTo(GasMixture mixture, GasMixture output, float targetPressure)
{
var outputStartingPressure = output.Pressure;
var pressureDelta = targetPressure - outputStartingPressure;
if (pressureDelta < 0.01)
// No need to pump gas, we've reached the target.
return false;
if (!(mixture.TotalMoles > 0) || !(mixture.Temperature > 0)) return false;
// We calculate the necessary moles to transfer with the ideal gas law.
var transferMoles = pressureDelta * output.Volume / (mixture.Temperature * Atmospherics.R);
// And now we transfer the gas.
var removed = mixture.Remove(transferMoles);
Merge(output, removed);
return true;
}
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/// <summary>
/// Scrubs specified gases from a gas mixture into a <see cref="destination"/> gas mixture.
/// </summary>
public void ScrubInto(GasMixture mixture, GasMixture destination, IReadOnlyCollection<Gas> filterGases)
{
var buffer = new GasMixture(mixture.Volume){Temperature = mixture.Temperature};
foreach (var gas in filterGases)
{
buffer.AdjustMoles(gas, mixture.GetMoles(gas));
mixture.SetMoles(gas, 0f);
}
Merge(destination, buffer);
}
Refactors the AtmosphereSystem public-facing API to allow for multiple atmos backends. (#8134) * Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends. * actually compiles * Remove commented out code * funny bracket * Move archived moles, temperature from GasMixture to TileAtmosphere. * WIP customizable map default mixture still VERY buggy * broken mess aaaaaaaaaaaaa * Fix lattice, etc not being considered space * visualization for "IsSpace" * help * Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Holy SHIT it compiles AGAIN * Fix AtmosDeviceSystem crash at shutdown * Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate. * Use space instead of gasmixture immutable for heat capacity calculations * Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead. * Fix roundstart tiles not processing * Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs Changed Files tab is so large I can't commit both suggestions at once mfw Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-07-04 16:51:34 +02:00
/// <summary>
/// Checks whether a gas mixture is probably safe.
/// This only checks temperature and pressure, not gas composition.
/// </summary>
/// <param name="air">Mixture to be checked.</param>
/// <returns>Whether the mixture is probably safe.</returns>
public bool IsMixtureProbablySafe(GasMixture? air)
{
// Note that oxygen mix isn't checked, but survival boxes make that not necessary.
if (air == null)
return false;
switch (air.Pressure)
{
case <= Atmospherics.WarningLowPressure:
case >= Atmospherics.WarningHighPressure:
return false;
}
switch (air.Temperature)
{
case <= 260:
case >= 360:
return false;
}
return true;
}
/// <summary>
/// Compares two gas mixtures to see if they are within acceptable ranges for group processing to be enabled.
/// </summary>
public GasCompareResult CompareExchange(GasMixture sample, GasMixture otherSample)
{
var moles = 0f;
for(var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var gasMoles = sample.Moles[i];
var delta = MathF.Abs(gasMoles - otherSample.Moles[i]);
if (delta > Atmospherics.MinimumMolesDeltaToMove && (delta > gasMoles * Atmospherics.MinimumAirRatioToMove))
return (GasCompareResult)i; // We can move gases!
moles += gasMoles;
}
if (moles > Atmospherics.MinimumMolesDeltaToMove)
{
var tempDelta = MathF.Abs(sample.Temperature - otherSample.Temperature);
if (tempDelta > Atmospherics.MinimumTemperatureDeltaToSuspend)
return GasCompareResult.TemperatureExchange; // There can be temperature exchange.
}
// No exchange at all!
return GasCompareResult.NoExchange;
}
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/// <summary>
/// Performs reactions for a given gas mixture on an optional holder.
/// </summary>
public ReactionResult React(GasMixture mixture, IGasMixtureHolder? holder)
{
var reaction = ReactionResult.NoReaction;
var temperature = mixture.Temperature;
var energy = GetThermalEnergy(mixture);
foreach (var prototype in GasReactions)
{
if (energy < prototype.MinimumEnergyRequirement ||
temperature < prototype.MinimumTemperatureRequirement ||
temperature > prototype.MaximumTemperatureRequirement)
continue;
var doReaction = true;
for (var i = 0; i < prototype.MinimumRequirements.Length; i++)
{
2022-01-13 15:18:17 +01:00
if(i >= Atmospherics.TotalNumberOfGases)
throw new IndexOutOfRangeException("Reaction Gas Minimum Requirements Array Prototype exceeds total number of gases!");
var req = prototype.MinimumRequirements[i];
if (!(mixture.GetMoles(i) < req)) continue;
doReaction = false;
break;
}
if (!doReaction)
continue;
reaction = prototype.React(mixture, holder, this);
if(reaction.HasFlag(ReactionResult.StopReactions))
break;
}
return reaction;
}
Refactors the AtmosphereSystem public-facing API to allow for multiple atmos backends. (#8134) * Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends. * actually compiles * Remove commented out code * funny bracket * Move archived moles, temperature from GasMixture to TileAtmosphere. * WIP customizable map default mixture still VERY buggy * broken mess aaaaaaaaaaaaa * Fix lattice, etc not being considered space * visualization for "IsSpace" * help * Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Holy SHIT it compiles AGAIN * Fix AtmosDeviceSystem crash at shutdown * Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate. * Use space instead of gasmixture immutable for heat capacity calculations * Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead. * Fix roundstart tiles not processing * Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs Changed Files tab is so large I can't commit both suggestions at once mfw Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-07-04 16:51:34 +02:00
public enum GasCompareResult
{
NoExchange = -2,
TemperatureExchange = -1,
}
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
}
}