mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-07 06:47:25 +00:00
* 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...
424 lines
19 KiB
C#
424 lines
19 KiB
C#
using Content.Server.Atmos.EntitySystems;
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using Content.Server.Atmos.Monitor.Systems;
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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.DeviceLinking.Systems;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NodeContainer.Nodes;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Monitor;
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using Content.Shared.Atmos.Piping.Components;
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using Content.Shared.Atmos.Piping.Unary;
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using Content.Shared.Atmos.Piping.Unary.Components;
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using Content.Shared.Atmos.Visuals;
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using Content.Shared.Audio;
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using Content.Shared.Database;
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using Content.Shared.DeviceLinking.Events;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.Examine;
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using Content.Shared.Power;
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using Content.Shared.Tools.Systems;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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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 sealed class GasVentPumpSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetSystem = default!;
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[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
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[Dependency] private readonly NodeContainerSystem _nodeContainer = default!;
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[Dependency] private readonly SharedAmbientSoundSystem _ambientSoundSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly WeldableSystem _weldable = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly PowerReceiverSystem _powerReceiverSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GasVentPumpComponent, AtmosDeviceUpdateEvent>(OnGasVentPumpUpdated);
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SubscribeLocalEvent<GasVentPumpComponent, AtmosDeviceDisabledEvent>(OnGasVentPumpLeaveAtmosphere);
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SubscribeLocalEvent<GasVentPumpComponent, AtmosDeviceEnabledEvent>(OnGasVentPumpEnterAtmosphere);
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SubscribeLocalEvent<GasVentPumpComponent, AtmosAlarmEvent>(OnAtmosAlarm);
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SubscribeLocalEvent<GasVentPumpComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<GasVentPumpComponent, DeviceNetworkPacketEvent>(OnPacketRecv);
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SubscribeLocalEvent<GasVentPumpComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<GasVentPumpComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<GasVentPumpComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<GasVentPumpComponent, GasAnalyzerScanEvent>(OnAnalyzed);
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SubscribeLocalEvent<GasVentPumpComponent, WeldableChangedEvent>(OnWeldChanged);
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SubscribeLocalEvent<GasVentPumpComponent, GetVerbsEvent<Verb>>(OnGetVerbs);
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SubscribeLocalEvent<GasVentPumpComponent, VentScrewedDoAfterEvent>(OnVentScrewed);
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}
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private void OnGasVentPumpUpdated(EntityUid uid, GasVentPumpComponent vent, ref AtmosDeviceUpdateEvent args)
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{
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//Bingo waz here
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if (_weldable.IsWelded(uid))
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return;
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if (!_powerReceiverSystem.IsPowered(uid))
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return;
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var nodeName = vent.PumpDirection switch
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{
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VentPumpDirection.Releasing => vent.Inlet,
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VentPumpDirection.Siphoning => vent.Outlet,
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_ => throw new ArgumentOutOfRangeException()
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};
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if (!vent.Enabled || !_nodeContainer.TryGetNode(uid, nodeName, out PipeNode? pipe))
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{
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return;
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}
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var environment = _atmosphereSystem.GetContainingMixture(uid, args.Grid, args.Map, true, true);
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// We're in an air-blocked tile... Do nothing.
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if (environment == null)
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{
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return;
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}
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// If the lockout has expired, disable it.
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if (vent.IsPressureLockoutManuallyDisabled && _timing.CurTime >= vent.ManualLockoutReenabledAt)
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{
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vent.IsPressureLockoutManuallyDisabled = false;
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}
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var timeDelta = args.dt;
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var pressureDelta = timeDelta * vent.TargetPressureChange;
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var lockout = (environment.Pressure < vent.UnderPressureLockoutThreshold) && !vent.IsPressureLockoutManuallyDisabled;
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if (vent.UnderPressureLockout != lockout) // update visuals only if this changes
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{
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vent.UnderPressureLockout = lockout;
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UpdateState(uid, vent);
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}
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if (vent.PumpDirection == VentPumpDirection.Releasing && pipe.Air.Pressure > 0)
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{
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if (environment.Pressure > vent.MaxPressure)
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return;
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if ((vent.PressureChecks & VentPressureBound.ExternalBound) != 0)
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{
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// Vents cannot supply high pressures from an almost empty pipe, instead it's proportional to the pipe
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// pressure, up to a limit.
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// This also means supply pipe pressure indicates minimum pressure on the station, with lower pressure
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// sections getting air first.
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var supplyPressure = MathF.Min(pipe.Air.Pressure * vent.PumpPower, vent.ExternalPressureBound);
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// Calculate the ratio of supply pressure to current pressure.
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pressureDelta = MathF.Min(pressureDelta, supplyPressure - environment.Pressure);
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}
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if (pressureDelta <= 0)
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return;
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// how many moles to transfer to change external pressure by pressureDelta
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// (ignoring temperature differences because I am lazy)
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var transferMoles = pressureDelta * environment.Volume / (pipe.Air.Temperature * Atmospherics.R);
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// Only run if the device is under lockout and not being overriden
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if (vent.UnderPressureLockout & !vent.PressureLockoutOverride & !vent.IsPressureLockoutManuallyDisabled)
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{
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// Leak only a small amount of gas as a proportion of supply pipe pressure.
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var pipeDelta = pipe.Air.Pressure - environment.Pressure;
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transferMoles = (float)timeDelta * pipeDelta * vent.UnderPressureLockoutLeaking;
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if (transferMoles < 0.0)
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return;
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}
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// limit transferMoles so the source doesn't go below its bound.
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if ((vent.PressureChecks & VentPressureBound.InternalBound) != 0)
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{
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var internalDelta = pipe.Air.Pressure - vent.InternalPressureBound;
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if (internalDelta <= 0)
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return;
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var maxTransfer = internalDelta * pipe.Air.Volume / (pipe.Air.Temperature * Atmospherics.R);
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transferMoles = MathF.Min(transferMoles, maxTransfer);
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}
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_atmosphereSystem.Merge(environment, pipe.Air.Remove(transferMoles));
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}
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else if (vent.PumpDirection == VentPumpDirection.Siphoning && environment.Pressure > 0)
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{
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if (pipe.Air.Pressure > vent.MaxPressure)
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return;
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if ((vent.PressureChecks & VentPressureBound.InternalBound) != 0)
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pressureDelta = MathF.Min(pressureDelta, vent.InternalPressureBound - pipe.Air.Pressure);
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if (pressureDelta <= 0)
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return;
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// how many moles to transfer to change internal pressure by pressureDelta
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// (ignoring temperature differences because I am lazy)
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var transferMoles = pressureDelta * pipe.Air.Volume / (environment.Temperature * Atmospherics.R);
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// limit transferMoles so the source doesn't go below its bound.
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if ((vent.PressureChecks & VentPressureBound.ExternalBound) != 0)
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{
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var externalDelta = environment.Pressure - vent.ExternalPressureBound;
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if (externalDelta <= 0)
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return;
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var maxTransfer = externalDelta * environment.Volume / (environment.Temperature * Atmospherics.R);
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transferMoles = MathF.Min(transferMoles, maxTransfer);
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}
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_atmosphereSystem.Merge(pipe.Air, environment.Remove(transferMoles));
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}
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}
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private void OnGasVentPumpLeaveAtmosphere(EntityUid uid, GasVentPumpComponent component, ref AtmosDeviceDisabledEvent args)
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{
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UpdateState(uid, component);
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}
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private void OnGasVentPumpEnterAtmosphere(EntityUid uid, GasVentPumpComponent component, ref AtmosDeviceEnabledEvent args)
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{
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UpdateState(uid, component);
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}
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private void OnAtmosAlarm(EntityUid uid, GasVentPumpComponent component, AtmosAlarmEvent args)
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{
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if (args.AlarmType == AtmosAlarmType.Danger)
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{
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component.Enabled = false;
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}
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else if (args.AlarmType == AtmosAlarmType.Normal)
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{
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component.Enabled = true;
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}
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UpdateState(uid, component);
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}
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private void OnPowerChanged(EntityUid uid, GasVentPumpComponent component, ref PowerChangedEvent args)
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{
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UpdateState(uid, component);
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}
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private void OnPacketRecv(EntityUid uid, GasVentPumpComponent component, DeviceNetworkPacketEvent args)
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{
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if (!TryComp(uid, out DeviceNetworkComponent? netConn)
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|| !args.Data.TryGetValue(DeviceNetworkConstants.Command, out var cmd))
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return;
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var payload = new NetworkPayload();
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switch (cmd)
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{
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case AtmosDeviceNetworkSystem.SyncData:
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payload.Add(DeviceNetworkConstants.Command, AtmosDeviceNetworkSystem.SyncData);
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payload.Add(AtmosDeviceNetworkSystem.SyncData, component.ToAirAlarmData());
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_deviceNetSystem.QueuePacket(uid, args.SenderAddress, payload, device: netConn);
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return;
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case DeviceNetworkConstants.CmdSetState:
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if (!args.Data.TryGetValue(DeviceNetworkConstants.CmdSetState, out GasVentPumpData? setData))
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break;
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var previous = component.ToAirAlarmData();
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if (previous.Enabled != setData.Enabled)
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{
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string enabled = setData.Enabled ? "enabled" : "disabled" ;
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_adminLogger.Add(LogType.AtmosDeviceSetting, LogImpact.Medium, $"{ToPrettyString(uid)} {enabled}");
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}
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if (previous.PumpDirection != setData.PumpDirection)
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_adminLogger.Add(LogType.AtmosDeviceSetting, LogImpact.Medium, $"{ToPrettyString(uid)} direction changed to {setData.PumpDirection}");
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if (previous.PressureChecks != setData.PressureChecks)
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_adminLogger.Add(LogType.AtmosDeviceSetting, LogImpact.Medium, $"{ToPrettyString(uid)} pressure check changed to {setData.PressureChecks}");
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if (previous.ExternalPressureBound != setData.ExternalPressureBound)
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{
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_adminLogger.Add(
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LogType.AtmosDeviceSetting,
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LogImpact.Medium,
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$"{ToPrettyString(uid)} external pressure bound changed from {previous.ExternalPressureBound} kPa to {setData.ExternalPressureBound} kPa"
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);
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}
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if (previous.InternalPressureBound != setData.InternalPressureBound)
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{
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_adminLogger.Add(
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LogType.AtmosDeviceSetting,
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LogImpact.Medium,
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$"{ToPrettyString(uid)} internal pressure bound changed from {previous.InternalPressureBound} kPa to {setData.InternalPressureBound} kPa"
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);
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}
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if (previous.PressureLockoutOverride != setData.PressureLockoutOverride)
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{
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string enabled = setData.PressureLockoutOverride ? "enabled" : "disabled" ;
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_adminLogger.Add(LogType.AtmosDeviceSetting, LogImpact.Medium, $"{ToPrettyString(uid)} pressure lockout override {enabled}");
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}
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component.FromAirAlarmData(setData);
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UpdateState(uid, component);
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return;
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}
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}
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private void OnInit(EntityUid uid, GasVentPumpComponent component, ComponentInit args)
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{
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if (component.CanLink)
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_signalSystem.EnsureSinkPorts(uid, component.PressurizePort, component.DepressurizePort);
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}
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private void OnSignalReceived(EntityUid uid, GasVentPumpComponent component, ref SignalReceivedEvent args)
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{
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if (!component.CanLink)
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return;
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if (args.Port == component.PressurizePort)
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{
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component.PumpDirection = VentPumpDirection.Releasing;
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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;
|
|
}
|
|
}
|
|
}
|