CatStation/Content.Server/Atmos/Piping/Binary/EntitySystems/GasVolumePumpSystem.cs
Rouden cc2c14f8e4
Device Network refactor part 1: API improvements (#44346)
* Refactor DeviceNetwork

* Singleton

* NetworkPayloads refactor

* Reorganize DeviceNetworkSystem

* Surveillance cameras

* Fix code

* Fix build

* Fix test fail by rewriting entire singleton logic

* Properly predict examine

* Update DeviceNetworkSystem.API.cs

* Update EntityTest.cs

* Update DeviceNetworkSystem.cs

* Alright I'll do this expensive check fine

* Fix disposals debug assert

* Implement device network static events support

* Use frozen dictionaries for performance

* Update SharedDeviceNetworkSystem.Payloads.cs

* Parallel payload handling support

* Fix some spagetti-code

* Optimize NetworkPayload cancellation

* Parallel payloads are now cancellable

* Fix screens

* Fix robotics console

* Allow new methods for shared

* Mail fix

* Turret fix

* Fix network system method usage + signal and borg fix

* finally fix atmos devices OH MY GOOOD

* Remove stupid parallelism from fax

* Fix surveiollance cameras

* Working on a single thing for 2 days straight award

* Fix the test?

* Update units.yml

* Add IDevice interface because why not

* Add more device network suffixes

* Fix camera router failing test

* yaml linter peak

* Improve docs for DeviceNetworkHandlers

* fix build

* Update CartridgeLoaderSystem.Relay.cs

* Remove parallel system and EntitySystem post init

* Add more docs and also events

* Remove unnecessary caching

* Update DevicePayloadComponentSystem.cs

* Back to entity events

* Implement DeviceData

* Remove serializable from payloads

* Update DeviceData.cs

* Add a prototype for a singleton

* Fix tests

* Fix air alarms

* Update DeviceNetworkSystem.cs

* Fix cameras

* Make camera router event-less

* Fix atmos sync payloads, add more docs

* Remove singleton + instant packets

* oops remove public access

* Fix tests?

* Why the hell overload effect makes puddle sparks

* Apparently it was redundant

* Update gates.yml

* Finish documentation

* Review

* Mark relay properties as obsolete

* Struct payloads support (#blazinglyfastmemorysafe)

* Update DeviceNetworkTest.cs

* Make device structs stuff better

* Move address prefix to DeviceNetworkComponent

* Locale fixes

* Fix tests

* Doesn't know boolean logic award

* Update AtmosAlarmableSystem.cs

* Fix address predicted examine

* Partial fix to air alarmables

* Fix deployable turrets UI

* Fix firelocks, maybe

* Apparently Activatable UI was enough lol

* Fix surveillance cameras

* Rename `QueuePacket` into `SendPacket`

* Simplify DeviceData as much as possible

* Update DeviceData.cs

* Update FaxMachineComponent.cs

* Remove DeviceData because its stupid

* Update ScreenSystem.cs

* Fix build (camera map broken still)

* Fix map

* fix usings

* Review changes

* Build fix
2026-08-31 19:42:56 +00:00

117 lines
4.9 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Server.Atmos.Monitor.Payloads;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NodeContainer.Nodes;
using Content.Server.Power.Components;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.Piping.Binary.Components;
using Content.Shared.Atmos.Piping.Binary.Systems;
using Content.Shared.Atmos.Piping.Components;
using Content.Shared.Audio;
using Content.Shared.DeviceNetwork.Events;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
namespace Content.Server.Atmos.Piping.Binary.EntitySystems
{
[UsedImplicitly]
public sealed partial class GasVolumePumpSystem : SharedGasVolumePumpSystem
{
[Dependency] private AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private UserInterfaceSystem _userInterfaceSystem = default!;
[Dependency] private SharedAmbientSoundSystem _ambientSoundSystem = default!;
[Dependency] private NodeContainerSystem _nodeContainer = default!;
[Dependency] private DeviceNetworkSystem _deviceNetwork = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GasVolumePumpComponent, AtmosDeviceUpdateEvent>(OnVolumePumpUpdated);
SubscribeLocalEvent<GasVolumePumpComponent, AtmosDeviceDisabledEvent>(OnVolumePumpLeaveAtmosphere);
}
private void OnVolumePumpUpdated(EntityUid uid, GasVolumePumpComponent pump, ref AtmosDeviceUpdateEvent args)
{
if (!pump.Enabled ||
(TryComp<ApcPowerReceiverComponent>(uid, out var power) && !power.Powered) ||
!_nodeContainer.TryGetNodes(uid, pump.InletName, pump.OutletName, out PipeNode? inlet, out PipeNode? outlet))
{
_ambientSoundSystem.SetAmbience(uid, false);
return;
}
var inputStartingPressure = inlet.Air.Pressure;
var outputStartingPressure = outlet.Air.Pressure;
var previouslyBlocked = pump.Blocked;
pump.Blocked = false;
// Pump mechanism won't do anything if the pressure is too high/too low unless you overclock it.
if ((inputStartingPressure <= pump.LowerThreshold) || (outputStartingPressure >= pump.HigherThreshold) && !pump.Overclocked)
{
pump.Blocked = true;
}
// Overclocked pumps can only force gas a certain amount.
if ((outputStartingPressure - inputStartingPressure >= pump.OverclockThreshold) && pump.Overclocked)
{
pump.Blocked = true;
}
if (previouslyBlocked != pump.Blocked)
UpdateAppearance(uid, pump);
if (pump.Blocked)
return;
// We multiply the transfer rate in L/s by the seconds passed since the last process to get the liters.
var transferVol = pump.TransferRate * _atmosphereSystem.PumpSpeedup() * args.dt;
var transferRatio = transferVol / inlet.Air.Volume;
// Make sure we don't pump over the pressure limit.
var limitRatio = AtmosphereSystem.FractionToMaxPressure(inlet.Air, outlet.Air, pump.HigherThreshold);
// This might end up negative under overclock conditions, but such cases are handled correctly by the
// `RemoveRatio` method
var removedRatio = Math.Min(transferRatio, limitRatio);
var removed = inlet.Air.RemoveRatio(removedRatio);
// Some of the gas from the mixture leaks when overclocked.
if (pump.Overclocked)
{
var tile = _atmosphereSystem.GetTileMixture(uid, excite: true);
if (tile != null)
{
var leaked = removed.RemoveRatio(pump.LeakRatio);
_atmosphereSystem.Merge(tile, leaked);
}
}
pump.LastMolesTransferred = removed.TotalMoles;
_atmosphereSystem.Merge(outlet.Air, removed);
_ambientSoundSystem.SetAmbience(uid, removed.TotalMoles > 0f);
}
private void OnVolumePumpLeaveAtmosphere(EntityUid uid, GasVolumePumpComponent pump, ref AtmosDeviceDisabledEvent args)
{
pump.Enabled = false;
Dirty(uid, pump);
UpdateAppearance(uid, pump);
_userInterfaceSystem.CloseUi(uid, GasVolumePumpUiKey.Key);
}
[SubscribeLocalEvent]
private void OnSyncPayload(Entity<GasVolumePumpComponent> ent, ref DeviceNetworkPacketEvent<AtmosSyncPayload> args)
{
var data = new GasVolumePumpDataPayload
{
LastMolesTransferred = ent.Comp.LastMolesTransferred,
};
_deviceNetwork.SendPacket(ent.Owner, args.SenderAddress, ref data);
}
}
}