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;
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using Content.Server.Atmos.Piping.Components;
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using Content.Server.Atmos.Piping.Unary.Components;
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Server.NodeContainer;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Piping.Unary.Visuals;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Server.Atmos.Piping.Unary.EntitySystems
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{
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[UsedImplicitly]
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public class GasVentScrubberSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GasVentScrubberComponent, AtmosDeviceUpdateEvent>(OnVentScrubberUpdated);
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SubscribeLocalEvent<GasVentScrubberComponent, AtmosDeviceDisabledEvent>(OnVentScrubberLeaveAtmosphere);
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}
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private void OnVentScrubberUpdated(EntityUid uid, GasVentScrubberComponent scrubber, AtmosDeviceUpdateEvent args)
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{
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var appearance = scrubber.Owner.GetComponentOrNull<AppearanceComponent>();
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if (scrubber.Welded)
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{
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appearance?.SetData(ScrubberVisuals.State, ScrubberState.Welded);
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return;
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}
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appearance?.SetData(ScrubberVisuals.State, ScrubberState.Off);
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if (!scrubber.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 (!nodeContainer.TryGetNode(scrubber.OutletName, out PipeNode? outlet))
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return;
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var environment = args.Atmosphere.GetTile(scrubber.Owner.Transform.Coordinates)!;
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Scrub(scrubber, appearance, environment, outlet);
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if (!scrubber.WideNet) return;
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// Scrub adjacent tiles too.
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foreach (var adjacent in environment.AdjacentTiles)
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{
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// Pass null appearance, we don't need to set it there.
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Scrub(scrubber, null, adjacent, outlet);
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}
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}
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private void OnVentScrubberLeaveAtmosphere(EntityUid uid, GasVentScrubberComponent component, AtmosDeviceDisabledEvent args)
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{
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if (ComponentManager.TryGetComponent(uid, out AppearanceComponent? appearance))
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{
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appearance.SetData(ScrubberVisuals.State, ScrubberState.Off);
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}
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}
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private void Scrub(GasVentScrubberComponent scrubber, AppearanceComponent? appearance, TileAtmosphere? tile, PipeNode outlet)
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{
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// Cannot scrub if tile is null or air-blocked.
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if (tile?.Air == null)
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return;
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// Cannot scrub if pressure too high.
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if (outlet.Air.Pressure >= 50 * Atmospherics.OneAtmosphere)
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return;
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if (scrubber.PumpDirection == ScrubberPumpDirection.Scrubbing)
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{
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appearance?.SetData(ScrubberVisuals.State, scrubber.WideNet ? ScrubberState.WideScrub : ScrubberState.Scrub);
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var transferMoles = MathF.Min(1f, (scrubber.VolumeRate / tile.Air.Volume) * tile.Air.TotalMoles);
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// Take a gas sample.
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var removed = tile.Air.Remove(transferMoles);
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// Nothing left to remove from the tile.
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if (MathHelper.CloseTo(removed.TotalMoles, 0f))
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return;
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removed.ScrubInto(outlet.Air, scrubber.FilterGases);
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// Remix the gases.
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tile.AssumeAir(removed);
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}
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else if (scrubber.PumpDirection == ScrubberPumpDirection.Siphoning)
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{
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appearance?.SetData(ScrubberVisuals.State, ScrubberState.Siphon);
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var transferMoles = tile.Air.TotalMoles * (scrubber.VolumeRate / tile.Air.Volume);
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var removed = tile.Air.Remove(transferMoles);
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outlet.AssumeAir(removed);
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tile.Invalidate();
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}
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}
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}
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}
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