Files
Delta-v/Content.Server/Singularity/EntitySystems/RadiationCollectorSystem.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>

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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>

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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

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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

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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

235 lines
9.4 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Atmos.Components;
using Content.Server.Popups;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Singularity.Components;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Radiation.Events;
using Content.Shared.Singularity.Components;
using Content.Shared.Timing;
using Robust.Shared.Containers;
using Robust.Shared.Timing;
namespace Content.Server.Singularity.EntitySystems;
public sealed class RadiationCollectorSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
private const string GasTankContainer = "gas_tank";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RadiationCollectorComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<RadiationCollectorComponent, OnIrradiatedEvent>(OnRadiation);
SubscribeLocalEvent<RadiationCollectorComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<RadiationCollectorComponent, GasAnalyzerScanEvent>(OnAnalyzed);
SubscribeLocalEvent<RadiationCollectorComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<RadiationCollectorComponent, EntInsertedIntoContainerMessage>(OnTankChanged);
SubscribeLocalEvent<RadiationCollectorComponent, EntRemovedFromContainerMessage>(OnTankChanged);
SubscribeLocalEvent<NetworkBatteryPostSync>(PostSync);
}
private bool TryGetLoadedGasTank(EntityUid uid, [NotNullWhen(true)] out GasTankComponent? gasTankComponent)
{
gasTankComponent = null;
if (!_containerSystem.TryGetContainer(uid, GasTankContainer, out var container) || container.ContainedEntities.Count == 0)
return false;
if (!TryComp(container.ContainedEntities.First(), out gasTankComponent))
return false;
return true;
}
private void OnMapInit(EntityUid uid, RadiationCollectorComponent component, MapInitEvent args)
{
TryGetLoadedGasTank(uid, out var gasTank);
UpdateTankAppearance(uid, component, gasTank);
}
private void OnTankChanged(EntityUid uid, RadiationCollectorComponent component, ContainerModifiedMessage args)
{
TryGetLoadedGasTank(uid, out var gasTank);
UpdateTankAppearance(uid, component, gasTank);
}
private void OnActivate(EntityUid uid, RadiationCollectorComponent component, ActivateInWorldEvent args)
{
if (!args.Complex)
return;
if (TryComp(uid, out UseDelayComponent? useDelay) && !_useDelay.TryResetDelay((uid, useDelay), true))
return;
ToggleCollector(uid, args.User, component);
}
private void OnRadiation(EntityUid uid, RadiationCollectorComponent component, OnIrradiatedEvent args)
{
if (!component.Enabled || component.RadiationReactiveGases == null)
return;
if (!TryGetLoadedGasTank(uid, out var gasTankComponent))
return;
var charge = 0f;
foreach (var gas in component.RadiationReactiveGases)
{
float reactantMol = gasTankComponent.Air.GetMoles(gas.ReactantPrototype);
float delta = args.TotalRads * reactantMol * gas.ReactantBreakdownRate;
// We need to offset the huge power gains possible when using very cold gases
// (they allow you to have a much higher molar concentrations of gas in the tank).
// Hence power output is modified using the Michaelis-Menten equation,
// it will heavily penalise the power output of low temperature reactions:
// 300K = 100% power output, 73K = 49% power output, 1K = 1% power output
float temperatureMod = 1.5f * gasTankComponent.Air.Temperature / (150f + gasTankComponent.Air.Temperature);
charge += args.TotalRads * reactantMol * component.ChargeModifier * gas.PowerGenerationEfficiency * temperatureMod;
if (delta > 0)
{
gasTankComponent.Air.AdjustMoles(gas.ReactantPrototype, -Math.Min(delta, reactantMol));
}
if (gas.Byproduct != null)
{
gasTankComponent.Air.AdjustMoles((int)gas.Byproduct, delta * gas.MolarRatio);
}
}
if (TryComp<PowerSupplierComponent>(uid, out var comp))
{
int powerHoldoverTicks = _gameTiming.TickRate * 2; // number of ticks to hold radiation
component.PowerTicksLeft = powerHoldoverTicks;
comp.MaxSupply = component.Enabled ? charge : 0;
}
// Update appearance
UpdatePressureIndicatorAppearance(uid, component, gasTankComponent);
}
private void PostSync(NetworkBatteryPostSync ev)
{
// This is run every power tick. Used to decrement the PowerTicksLeft counter.
var query = EntityQueryEnumerator<RadiationCollectorComponent>();
while (query.MoveNext(out var uid, out var component))
{
if (component.PowerTicksLeft > 0)
{
component.PowerTicksLeft -= 1;
}
else if (TryComp<PowerSupplierComponent>(uid, out var comp))
{
comp.MaxSupply = 0;
}
}
}
private void OnExamined(EntityUid uid, RadiationCollectorComponent component, ExaminedEvent args)
{
using (args.PushGroup(nameof(RadiationCollectorComponent)))
{
args.PushMarkup(Loc.GetString("power-radiation-collector-enabled", ("state", component.Enabled)));
if (!TryGetLoadedGasTank(uid, out var gasTank))
{
args.PushMarkup(Loc.GetString("power-radiation-collector-gas-tank-missing"));
}
else
{
_appearance.TryGetData<int>(uid, RadiationCollectorVisuals.PressureState, out var state);
args.PushMarkup(Loc.GetString("power-radiation-collector-gas-tank-present",
("fullness", state)));
}
}
}
private void OnAnalyzed(EntityUid uid, RadiationCollectorComponent component, GasAnalyzerScanEvent args)
{
if (!TryGetLoadedGasTank(uid, out var gasTankComponent))
return;
args.GasMixtures ??= new List<(string, GasMixture?)>();
args.GasMixtures.Add((Name(uid), gasTankComponent.Air));
}
public void ToggleCollector(EntityUid uid, EntityUid? user = null, RadiationCollectorComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
SetCollectorEnabled(uid, !component.Enabled, user, component);
}
public void SetCollectorEnabled(EntityUid uid, bool enabled, EntityUid? user = null, RadiationCollectorComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
component.Enabled = enabled;
// Show message to the player
if (user != null)
{
var msg = component.Enabled ? "radiation-collector-component-use-on" : "radiation-collector-component-use-off";
_popupSystem.PopupEntity(Loc.GetString(msg), uid);
}
// Update appearance
UpdateMachineAppearance(uid, component);
}
private void UpdateMachineAppearance(EntityUid uid, RadiationCollectorComponent component, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref appearance))
return;
var state = component.Enabled ? RadiationCollectorVisualState.Active : RadiationCollectorVisualState.Deactive;
_appearance.SetData(uid, RadiationCollectorVisuals.VisualState, state, appearance);
}
private void UpdatePressureIndicatorAppearance(EntityUid uid, RadiationCollectorComponent component, GasTankComponent? gasTank = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref appearance, false))
return;
// gas canisters can fill tanks up to 10 atm, so we set the warning level thresholds 1/3 and 2/3 of that
if (gasTank == null || gasTank.Air.Pressure < 10)
_appearance.SetData(uid, RadiationCollectorVisuals.PressureState, 0, appearance);
else if (gasTank.Air.Pressure < 3.33f * Atmospherics.OneAtmosphere)
_appearance.SetData(uid, RadiationCollectorVisuals.PressureState, 1, appearance);
else if (gasTank.Air.Pressure < 6.66f * Atmospherics.OneAtmosphere)
_appearance.SetData(uid, RadiationCollectorVisuals.PressureState, 2, appearance);
else
_appearance.SetData(uid, RadiationCollectorVisuals.PressureState, 3, appearance);
}
private void UpdateTankAppearance(EntityUid uid, RadiationCollectorComponent component, GasTankComponent? gasTank = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref appearance, false))
return;
_appearance.SetData(uid, RadiationCollectorVisuals.TankInserted, gasTank != null, appearance);
UpdatePressureIndicatorAppearance(uid, component, gasTank, appearance);
}
}