Files
Delta-v/Content.Server/Atmos/Piping/Unary/EntitySystems/GasVentPumpSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

424 lines
19 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Server.Atmos.Monitor.Systems;
using Content.Server.Atmos.Piping.Components;
using Content.Server.Atmos.Piping.Unary.Components;
using Content.Server.DeviceLinking.Systems;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NodeContainer.Nodes;
using Content.Server.Power.EntitySystems;
using Content.Shared.Administration.Logs;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Monitor;
using Content.Shared.Atmos.Piping.Components;
using Content.Shared.Atmos.Piping.Unary;
using Content.Shared.Atmos.Piping.Unary.Components;
using Content.Shared.Atmos.Visuals;
using Content.Shared.Audio;
using Content.Shared.Database;
using Content.Shared.DeviceLinking.Events;
using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Components;
using Content.Shared.DoAfter;
using Content.Shared.DeviceNetwork.Events;
using Content.Shared.Examine;
using Content.Shared.Power;
using Content.Shared.Tools.Systems;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Atmos.Piping.Unary.EntitySystems
{
[UsedImplicitly]
public sealed class GasVentPumpSystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetSystem = default!;
[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
[Dependency] private readonly NodeContainerSystem _nodeContainer = default!;
[Dependency] private readonly SharedAmbientSoundSystem _ambientSoundSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly WeldableSystem _weldable = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly PowerReceiverSystem _powerReceiverSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GasVentPumpComponent, AtmosDeviceUpdateEvent>(OnGasVentPumpUpdated);
SubscribeLocalEvent<GasVentPumpComponent, AtmosDeviceDisabledEvent>(OnGasVentPumpLeaveAtmosphere);
SubscribeLocalEvent<GasVentPumpComponent, AtmosDeviceEnabledEvent>(OnGasVentPumpEnterAtmosphere);
SubscribeLocalEvent<GasVentPumpComponent, AtmosAlarmEvent>(OnAtmosAlarm);
SubscribeLocalEvent<GasVentPumpComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<GasVentPumpComponent, DeviceNetworkPacketEvent>(OnPacketRecv);
SubscribeLocalEvent<GasVentPumpComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<GasVentPumpComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<GasVentPumpComponent, SignalReceivedEvent>(OnSignalReceived);
SubscribeLocalEvent<GasVentPumpComponent, GasAnalyzerScanEvent>(OnAnalyzed);
SubscribeLocalEvent<GasVentPumpComponent, WeldableChangedEvent>(OnWeldChanged);
SubscribeLocalEvent<GasVentPumpComponent, GetVerbsEvent<Verb>>(OnGetVerbs);
SubscribeLocalEvent<GasVentPumpComponent, VentScrewedDoAfterEvent>(OnVentScrewed);
}
private void OnGasVentPumpUpdated(EntityUid uid, GasVentPumpComponent vent, ref AtmosDeviceUpdateEvent args)
{
//Bingo waz here
if (_weldable.IsWelded(uid))
return;
if (!_powerReceiverSystem.IsPowered(uid))
return;
var nodeName = vent.PumpDirection switch
{
VentPumpDirection.Releasing => vent.Inlet,
VentPumpDirection.Siphoning => vent.Outlet,
_ => throw new ArgumentOutOfRangeException()
};
if (!vent.Enabled || !_nodeContainer.TryGetNode(uid, nodeName, out PipeNode? pipe))
{
return;
}
var environment = _atmosphereSystem.GetContainingMixture(uid, args.Grid, args.Map, true, true);
// We're in an air-blocked tile... Do nothing.
if (environment == null)
{
return;
}
// If the lockout has expired, disable it.
if (vent.IsPressureLockoutManuallyDisabled && _timing.CurTime >= vent.ManualLockoutReenabledAt)
{
vent.IsPressureLockoutManuallyDisabled = false;
}
var timeDelta = args.dt;
var pressureDelta = timeDelta * vent.TargetPressureChange;
var lockout = (environment.Pressure < vent.UnderPressureLockoutThreshold) && !vent.IsPressureLockoutManuallyDisabled;
if (vent.UnderPressureLockout != lockout) // update visuals only if this changes
{
vent.UnderPressureLockout = lockout;
UpdateState(uid, vent);
}
if (vent.PumpDirection == VentPumpDirection.Releasing && pipe.Air.Pressure > 0)
{
if (environment.Pressure > vent.MaxPressure)
return;
if ((vent.PressureChecks & VentPressureBound.ExternalBound) != 0)
{
// Vents cannot supply high pressures from an almost empty pipe, instead it's proportional to the pipe
// pressure, up to a limit.
// This also means supply pipe pressure indicates minimum pressure on the station, with lower pressure
// sections getting air first.
var supplyPressure = MathF.Min(pipe.Air.Pressure * vent.PumpPower, vent.ExternalPressureBound);
// Calculate the ratio of supply pressure to current pressure.
pressureDelta = MathF.Min(pressureDelta, supplyPressure - environment.Pressure);
}
if (pressureDelta <= 0)
return;
// how many moles to transfer to change external pressure by pressureDelta
// (ignoring temperature differences because I am lazy)
var transferMoles = pressureDelta * environment.Volume / (pipe.Air.Temperature * Atmospherics.R);
// Only run if the device is under lockout and not being overriden
if (vent.UnderPressureLockout & !vent.PressureLockoutOverride & !vent.IsPressureLockoutManuallyDisabled)
{
// Leak only a small amount of gas as a proportion of supply pipe pressure.
var pipeDelta = pipe.Air.Pressure - environment.Pressure;
transferMoles = (float)timeDelta * pipeDelta * vent.UnderPressureLockoutLeaking;
if (transferMoles < 0.0)
return;
}
// limit transferMoles so the source doesn't go below its bound.
if ((vent.PressureChecks & VentPressureBound.InternalBound) != 0)
{
var internalDelta = pipe.Air.Pressure - vent.InternalPressureBound;
if (internalDelta <= 0)
return;
var maxTransfer = internalDelta * pipe.Air.Volume / (pipe.Air.Temperature * Atmospherics.R);
transferMoles = MathF.Min(transferMoles, maxTransfer);
}
_atmosphereSystem.Merge(environment, pipe.Air.Remove(transferMoles));
}
else if (vent.PumpDirection == VentPumpDirection.Siphoning && environment.Pressure > 0)
{
if (pipe.Air.Pressure > vent.MaxPressure)
return;
if ((vent.PressureChecks & VentPressureBound.InternalBound) != 0)
pressureDelta = MathF.Min(pressureDelta, vent.InternalPressureBound - pipe.Air.Pressure);
if (pressureDelta <= 0)
return;
// how many moles to transfer to change internal pressure by pressureDelta
// (ignoring temperature differences because I am lazy)
var transferMoles = pressureDelta * pipe.Air.Volume / (environment.Temperature * Atmospherics.R);
// limit transferMoles so the source doesn't go below its bound.
if ((vent.PressureChecks & VentPressureBound.ExternalBound) != 0)
{
var externalDelta = environment.Pressure - vent.ExternalPressureBound;
if (externalDelta <= 0)
return;
var maxTransfer = externalDelta * environment.Volume / (environment.Temperature * Atmospherics.R);
transferMoles = MathF.Min(transferMoles, maxTransfer);
}
_atmosphereSystem.Merge(pipe.Air, environment.Remove(transferMoles));
}
}
private void OnGasVentPumpLeaveAtmosphere(EntityUid uid, GasVentPumpComponent component, ref AtmosDeviceDisabledEvent args)
{
UpdateState(uid, component);
}
private void OnGasVentPumpEnterAtmosphere(EntityUid uid, GasVentPumpComponent component, ref AtmosDeviceEnabledEvent args)
{
UpdateState(uid, component);
}
private void OnAtmosAlarm(EntityUid uid, GasVentPumpComponent component, AtmosAlarmEvent args)
{
if (args.AlarmType == AtmosAlarmType.Danger)
{
component.Enabled = false;
}
else if (args.AlarmType == AtmosAlarmType.Normal)
{
component.Enabled = true;
}
UpdateState(uid, component);
}
private void OnPowerChanged(EntityUid uid, GasVentPumpComponent component, ref PowerChangedEvent args)
{
UpdateState(uid, component);
}
private void OnPacketRecv(EntityUid uid, GasVentPumpComponent component, DeviceNetworkPacketEvent args)
{
if (!TryComp(uid, out DeviceNetworkComponent? netConn)
|| !args.Data.TryGetValue(DeviceNetworkConstants.Command, out var cmd))
return;
var payload = new NetworkPayload();
switch (cmd)
{
case AtmosDeviceNetworkSystem.SyncData:
payload.Add(DeviceNetworkConstants.Command, AtmosDeviceNetworkSystem.SyncData);
payload.Add(AtmosDeviceNetworkSystem.SyncData, component.ToAirAlarmData());
_deviceNetSystem.QueuePacket(uid, args.SenderAddress, payload, device: netConn);
return;
case DeviceNetworkConstants.CmdSetState:
if (!args.Data.TryGetValue(DeviceNetworkConstants.CmdSetState, out GasVentPumpData? setData))
break;
var previous = component.ToAirAlarmData();
if (previous.Enabled != setData.Enabled)
{
string enabled = setData.Enabled ? "enabled" : "disabled" ;
_adminLogger.Add(LogType.AtmosDeviceSetting, LogImpact.Medium, $"{ToPrettyString(uid)} {enabled}");
}
if (previous.PumpDirection != setData.PumpDirection)
_adminLogger.Add(LogType.AtmosDeviceSetting, LogImpact.Medium, $"{ToPrettyString(uid)} direction changed to {setData.PumpDirection}");
if (previous.PressureChecks != setData.PressureChecks)
_adminLogger.Add(LogType.AtmosDeviceSetting, LogImpact.Medium, $"{ToPrettyString(uid)} pressure check changed to {setData.PressureChecks}");
if (previous.ExternalPressureBound != setData.ExternalPressureBound)
{
_adminLogger.Add(
LogType.AtmosDeviceSetting,
LogImpact.Medium,
$"{ToPrettyString(uid)} external pressure bound changed from {previous.ExternalPressureBound} kPa to {setData.ExternalPressureBound} kPa"
);
}
if (previous.InternalPressureBound != setData.InternalPressureBound)
{
_adminLogger.Add(
LogType.AtmosDeviceSetting,
LogImpact.Medium,
$"{ToPrettyString(uid)} internal pressure bound changed from {previous.InternalPressureBound} kPa to {setData.InternalPressureBound} kPa"
);
}
if (previous.PressureLockoutOverride != setData.PressureLockoutOverride)
{
string enabled = setData.PressureLockoutOverride ? "enabled" : "disabled" ;
_adminLogger.Add(LogType.AtmosDeviceSetting, LogImpact.Medium, $"{ToPrettyString(uid)} pressure lockout override {enabled}");
}
component.FromAirAlarmData(setData);
UpdateState(uid, component);
return;
}
}
private void OnInit(EntityUid uid, GasVentPumpComponent component, ComponentInit args)
{
if (component.CanLink)
_signalSystem.EnsureSinkPorts(uid, component.PressurizePort, component.DepressurizePort);
}
private void OnSignalReceived(EntityUid uid, GasVentPumpComponent component, ref SignalReceivedEvent args)
{
if (!component.CanLink)
return;
if (args.Port == component.PressurizePort)
{
component.PumpDirection = VentPumpDirection.Releasing;
component.ExternalPressureBound = component.PressurizePressure;
component.PressureChecks = VentPressureBound.ExternalBound;
UpdateState(uid, component);
}
else if (args.Port == component.DepressurizePort)
{
component.PumpDirection = VentPumpDirection.Siphoning;
component.ExternalPressureBound = component.DepressurizePressure;
component.PressureChecks = VentPressureBound.ExternalBound;
UpdateState(uid, component);
}
}
private void UpdateState(EntityUid uid, GasVentPumpComponent vent, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref appearance, false))
return;
_ambientSoundSystem.SetAmbience(uid, true);
if (_weldable.IsWelded(uid))
{
_ambientSoundSystem.SetAmbience(uid, false);
_appearance.SetData(uid, VentPumpVisuals.State, VentPumpState.Welded, appearance);
}
else if (!_powerReceiverSystem.IsPowered(uid) || !vent.Enabled)
{
_ambientSoundSystem.SetAmbience(uid, false);
_appearance.SetData(uid, VentPumpVisuals.State, VentPumpState.Off, appearance);
}
else if (vent.PumpDirection == VentPumpDirection.Releasing)
{
if (vent.UnderPressureLockout & !vent.PressureLockoutOverride & !vent.IsPressureLockoutManuallyDisabled)
_appearance.SetData(uid, VentPumpVisuals.State, VentPumpState.Lockout, appearance);
else
_appearance.SetData(uid, VentPumpVisuals.State, VentPumpState.Out, appearance);
}
else if (vent.PumpDirection == VentPumpDirection.Siphoning)
{
_appearance.SetData(uid, VentPumpVisuals.State, VentPumpState.In, appearance);
}
}
private void OnExamine(EntityUid uid, GasVentPumpComponent component, ExaminedEvent args)
{
if (!TryComp<GasVentPumpComponent>(uid, out var pumpComponent))
return;
if (args.IsInDetailsRange)
{
if (pumpComponent.PumpDirection == VentPumpDirection.Releasing & pumpComponent.UnderPressureLockout & !pumpComponent.PressureLockoutOverride & !pumpComponent.IsPressureLockoutManuallyDisabled)
{
args.PushMarkup(Loc.GetString("gas-vent-pump-uvlo"));
}
}
}
/// <summary>
/// Returns the gas mixture for the gas analyzer
/// </summary>
private void OnAnalyzed(EntityUid uid, GasVentPumpComponent component, GasAnalyzerScanEvent args)
{
args.GasMixtures ??= new List<(string, GasMixture?)>();
// these are both called pipe, above it switches using this so I duplicated that...?
var nodeName = component.PumpDirection switch
{
VentPumpDirection.Releasing => component.Inlet,
VentPumpDirection.Siphoning => component.Outlet,
_ => throw new ArgumentOutOfRangeException()
};
// multiply by volume fraction to make sure to send only the gas inside the analyzed pipe element, not the whole pipe system
if (_nodeContainer.TryGetNode(uid, nodeName, out PipeNode? pipe) && pipe.Air.Volume != 0f)
{
var pipeAirLocal = pipe.Air.Clone();
pipeAirLocal.Multiply(pipe.Volume / pipe.Air.Volume);
pipeAirLocal.Volume = pipe.Volume;
args.GasMixtures.Add((nodeName, pipeAirLocal));
}
}
private void OnWeldChanged(EntityUid uid, GasVentPumpComponent component, ref WeldableChangedEvent args)
{
UpdateState(uid, component);
}
private void OnGetVerbs(Entity<GasVentPumpComponent> ent, ref GetVerbsEvent<Verb> args)
{
if (ent.Comp.UnderPressureLockout == false || !Transform(ent).Anchored)
return;
var user = args.User;
var v = new Verb
{
Priority = 1,
Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/unlock.svg.192dpi.png")),
Text = Loc.GetString("gas-vent-pump-release-lockout"),
Impact = LogImpact.Low,
DoContactInteraction = true,
Act = () =>
{
var doAfter = new DoAfterArgs(EntityManager, user, ent.Comp.ManualLockoutDisableDoAfter, new VentScrewedDoAfterEvent(), ent, ent)
{
BreakOnDamage = true,
NeedHand = true,
BreakOnMove = true,
BreakOnWeightlessMove = true,
};
_doAfterSystem.TryStartDoAfter(doAfter);
},
};
args.Verbs.Add(v);
}
private void OnVentScrewed(EntityUid uid, GasVentPumpComponent component, VentScrewedDoAfterEvent args)
{
if (args.Cancelled || args.Handled)
return;
component.ManualLockoutReenabledAt = _timing.CurTime + component.ManualLockoutDisabledDuration;
component.IsPressureLockoutManuallyDisabled = true;
}
}
}