Water vapor now makes puddles under 100ºC above 1 moles (#3489)
* Water vapor now makes puddles under 100ºC above 1 moles * serv3 moment * Update Content.Server/Atmos/Reactions/GasReactionPrototype.cs Co-authored-by: Clyybber <darkmine956@gmail.com> Co-authored-by: Clyybber <darkmine956@gmail.com>
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@@ -36,6 +36,12 @@ namespace Content.Server.Atmos.Reactions
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[DataField("minimumRequirements")]
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public float[] MinimumRequirements { get; private set; } = new float[Atmospherics.TotalNumberOfGases];
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/// <summary>
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/// Maximum temperature requirement.
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/// </summary>
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[DataField("maximumTemperature")]
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public float MaximumTemperatureRequirement { get; private set; }
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/// <summary>
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/// Minimum temperature requirement.
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/// </summary>
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@@ -42,7 +42,7 @@ namespace Content.Server.Atmos.Reactions
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if (burnedFuel > 0)
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{
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energyReleased += (Atmospherics.FireHydrogenEnergyReleased * burnedFuel);
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// TODO ATMOS Radiation pulse here!
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// Conservation of mass is important.
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44
Content.Server/Atmos/Reactions/WaterVaporReaction.cs
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44
Content.Server/Atmos/Reactions/WaterVaporReaction.cs
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@@ -0,0 +1,44 @@
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#nullable enable
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using Content.Server.GameObjects.Components.Fluids;
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using Content.Server.Interfaces;
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using Content.Shared.Chemistry;
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using Content.Shared.Maps;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Atmos.Reactions
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{
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[UsedImplicitly]
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public class WaterVaporReaction : IGasReactionEffect
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{
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[field: DataField("reagent")] public string? Reagent { get; } = null;
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[field: DataField("gas")] public int GasId { get; } = 0;
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[field: DataField("molesPerUnit")] public float MolesPerUnit { get; } = 1;
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[field: DataField("puddlePrototype")] public string? PuddlePrototype { get; } = "PuddleSmear";
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public ReactionResult React(GasMixture mixture, IGasMixtureHolder? holder, GridTileLookupSystem gridTileLookup)
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{
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// If any of the prototypes is invalid, we do nothing.
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if (string.IsNullOrEmpty(Reagent) || string.IsNullOrEmpty(PuddlePrototype)) return ReactionResult.NoReaction;
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// If we're not reacting on a tile, do nothing.
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if (holder is not TileAtmosphere tile) return ReactionResult.NoReaction;
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// If we don't have enough moles of the specified gas, do nothing.
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if (mixture.GetMoles(GasId) < MolesPerUnit) return ReactionResult.NoReaction;
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// Remove the moles from the mixture...
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mixture.AdjustMoles(GasId, -MolesPerUnit);
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var tileRef = tile.GridIndices.GetTileRef(tile.GridIndex);
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tileRef.SpillAt(new Solution(Reagent, ReagentUnit.New(MolesPerUnit)), PuddlePrototype, sound: false);
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return ReactionResult.Reacting;
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}
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}
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}
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