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OldThink/Content.Server/Atmos/EntitySystems/GasTankSystem.cs

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using Content.Server.Atmos.Components;
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using Content.Server.Body.Components;
using Content.Server.Body.Systems;
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using Content.Server.Cargo.Systems;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.UserInterface;
using Content.Shared.Actions;
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using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Toggleable;
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using Content.Shared.Examine;
using JetBrains.Annotations;
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using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.Player;
namespace Content.Server.Atmos.EntitySystems
{
[UsedImplicitly]
public sealed class GasTankSystem : EntitySystem
{
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly ExplosionSystem _explosions = default!;
[Dependency] private readonly InternalsSystem _internals = default!;
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[Dependency] private readonly SharedAudioSystem _audioSys = default!;
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[Dependency] private readonly SharedContainerSystem _containers = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
private const float TimerDelay = 0.5f;
private float _timer = 0f;
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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public override void Initialize()
{
base.Initialize();
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SubscribeLocalEvent<GasTankComponent, ComponentShutdown>(OnGasShutdown);
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SubscribeLocalEvent<GasTankComponent, BeforeActivatableUIOpenEvent>(BeforeUiOpen);
SubscribeLocalEvent<GasTankComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<GasTankComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<GasTankComponent, ToggleActionEvent>(OnActionToggle);
SubscribeLocalEvent<GasTankComponent, EntParentChangedMessage>(OnParentChange);
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SubscribeLocalEvent<GasTankComponent, GasTankSetPressureMessage>(OnGasTankSetPressure);
SubscribeLocalEvent<GasTankComponent, GasTankToggleInternalsMessage>(OnGasTankToggleInternals);
SubscribeLocalEvent<GasTankComponent, GasAnalyzerScanEvent>(OnAnalyzed);
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SubscribeLocalEvent<GasTankComponent, PriceCalculationEvent>(OnGasTankPrice);
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}
private void OnGasShutdown(EntityUid uid, GasTankComponent component, ComponentShutdown args)
{
DisconnectFromInternals(component);
}
private void OnGasTankToggleInternals(EntityUid uid, GasTankComponent component, GasTankToggleInternalsMessage args)
{
if (args.Session is not IPlayerSession playerSession ||
playerSession.AttachedEntity is not {} player) return;
ToggleInternals(component);
}
private void OnGasTankSetPressure(EntityUid uid, GasTankComponent component, GasTankSetPressureMessage args)
{
component.OutputPressure = args.Pressure;
}
public void UpdateUserInterface(GasTankComponent component, bool initialUpdate = false)
{
var internals = GetInternalsComponent(component);
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_ui.TrySetUiState(component.Owner, SharedGasTankUiKey.Key,
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new GasTankBoundUserInterfaceState
{
TankPressure = component.Air?.Pressure ?? 0,
OutputPressure = initialUpdate ? component.OutputPressure : null,
InternalsConnected = component.IsConnected,
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CanConnectInternals = CanConnectToInternals(component)
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});
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}
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private void BeforeUiOpen(EntityUid uid, GasTankComponent component, BeforeActivatableUIOpenEvent args)
{
// Only initial update includes output pressure information, to avoid overwriting client-input as the updates come in.
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UpdateUserInterface(component, true);
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}
private void OnParentChange(EntityUid uid, GasTankComponent component, ref EntParentChangedMessage args)
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{
// When an item is moved from hands -> pockets, the container removal briefly dumps the item on the floor.
// So this is a shitty fix, where the parent check is just delayed. But this really needs to get fixed
// properly at some point.
component.CheckUser = true;
}
private void OnGetActions(EntityUid uid, GasTankComponent component, GetItemActionsEvent args)
{
args.Actions.Add(component.ToggleAction);
}
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private void OnExamined(EntityUid uid, GasTankComponent component, ExaminedEvent args)
{
if (args.IsInDetailsRange)
args.PushMarkup(Loc.GetString("comp-gas-tank-examine", ("pressure", Math.Round(component.Air?.Pressure ?? 0))));
if (component.IsConnected)
args.PushMarkup(Loc.GetString("comp-gas-tank-connected"));
}
private void OnActionToggle(EntityUid uid, GasTankComponent component, ToggleActionEvent args)
{
if (args.Handled)
return;
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ToggleInternals(component);
args.Handled = true;
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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}
public override void Update(float frameTime)
{
base.Update(frameTime);
_timer += frameTime;
if (_timer < TimerDelay) return;
_timer -= TimerDelay;
foreach (var gasTank in EntityManager.EntityQuery<GasTankComponent>())
{
if (gasTank.CheckUser)
{
gasTank.CheckUser = false;
if (Transform(gasTank.Owner).ParentUid != gasTank.User)
{
DisconnectFromInternals(gasTank);
continue;
}
}
_atmosphereSystem.React(gasTank.Air, gasTank);
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CheckStatus(gasTank);
if (_ui.IsUiOpen(gasTank.Owner, SharedGasTankUiKey.Key))
{
UpdateUserInterface(gasTank);
}
}
}
private void ToggleInternals(GasTankComponent component)
{
if (component.IsConnected)
{
DisconnectFromInternals(component);
}
else
{
ConnectToInternals(component);
}
}
public GasMixture? RemoveAir(GasTankComponent component, float amount)
{
var gas = component.Air?.Remove(amount);
CheckStatus(component);
return gas;
}
public GasMixture RemoveAirVolume(GasTankComponent component, float volume)
{
if (component.Air == null)
return new GasMixture(volume);
var molesNeeded = component.OutputPressure * volume / (Atmospherics.R * component.Air.Temperature);
var air = RemoveAir(component, molesNeeded);
if (air != null)
air.Volume = volume;
else
return new GasMixture(volume);
return air;
}
public bool CanConnectToInternals(GasTankComponent component)
{
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var internals = GetInternalsComponent(component);
return internals != null && internals.BreathToolEntity != null;
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}
public void ConnectToInternals(GasTankComponent component)
{
if (component.IsConnected || !CanConnectToInternals(component))
return;
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var internals = GetInternalsComponent(component);
if (internals == null)
return;
if (_internals.TryConnectTank(internals, component.Owner))
component.User = internals.Owner;
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_actions.SetToggled(component.ToggleAction, component.IsConnected);
// Couldn't toggle!
if (!component.IsConnected)
return;
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component.ConnectStream?.Stop();
if (component.ConnectSound != null)
component.ConnectStream = _audioSys.PlayPvs(component.ConnectSound, component.Owner);
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UpdateUserInterface(component);
}
public void DisconnectFromInternals(GasTankComponent component)
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{
if (component.User == null)
return;
var internals = GetInternalsComponent(component);
component.User = null;
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_actions.SetToggled(component.ToggleAction, false);
_internals.DisconnectTank(internals);
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component.DisconnectStream?.Stop();
if (component.DisconnectSound != null)
component.DisconnectStream = _audioSys.PlayPvs(component.DisconnectSound, component.Owner);
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UpdateUserInterface(component);
}
private InternalsComponent? GetInternalsComponent(GasTankComponent component, EntityUid? owner = null)
{
owner ??= component.User;
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if (Deleted(component.Owner)) return null;
if (owner != null) return CompOrNull<InternalsComponent>(owner.Value);
return _containers.TryGetContainingContainer(component.Owner, out var container)
? CompOrNull<InternalsComponent>(container.Owner)
: null;
}
public void AssumeAir(GasTankComponent component, GasMixture giver)
{
_atmosphereSystem.Merge(component.Air, giver);
CheckStatus(component);
}
public void CheckStatus(GasTankComponent component)
{
if (component.Air == null)
return;
var pressure = component.Air.Pressure;
if (pressure > component.TankFragmentPressure)
{
// Give the gas a chance to build up more pressure.
for (var i = 0; i < 3; i++)
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{
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_atmosphereSystem.React(component.Air, component);
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}
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pressure = component.Air.Pressure;
var range = MathF.Sqrt((pressure - component.TankFragmentPressure) / component.TankFragmentScale);
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// Let's cap the explosion, yeah?
// !1984
if (range > GasTankComponent.MaxExplosionRange)
{
range = GasTankComponent.MaxExplosionRange;
}
_explosions.TriggerExplosive(component.Owner, radius: range);
return;
}
if (pressure > component.TankRupturePressure)
{
if (component.Integrity <= 0)
{
var environment = _atmosphereSystem.GetContainingMixture(component.Owner, false, true);
if(environment != null)
_atmosphereSystem.Merge(environment, component.Air);
_audioSys.Play(component.RuptureSound, Filter.Pvs(component.Owner), Transform(component.Owner).Coordinates, true, AudioParams.Default.WithVariation(0.125f));
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QueueDel(component.Owner);
return;
}
component.Integrity--;
return;
}
if (pressure > component.TankLeakPressure)
{
if (component.Integrity <= 0)
{
var environment = _atmosphereSystem.GetContainingMixture(component.Owner, false, true);
if (environment == null)
return;
var leakedGas = component.Air.RemoveRatio(0.25f);
_atmosphereSystem.Merge(environment, leakedGas);
}
else
{
component.Integrity--;
}
return;
}
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if (component.Integrity < 3)
component.Integrity++;
}
/// <summary>
/// Returns the gas mixture for the gas analyzer
/// </summary>
private void OnAnalyzed(EntityUid uid, GasTankComponent component, GasAnalyzerScanEvent args)
{
args.GasMixtures = new Dictionary<string, GasMixture?> { {Name(uid), component.Air} };
}
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private void OnGasTankPrice(EntityUid uid, GasTankComponent component, ref PriceCalculationEvent args)
{
args.Price += _atmosphereSystem.GetPrice(component.Air);
}
}
}