using Content.Server.Atmos.EntitySystems;
using Content.Server.Atmos.Piping.Components;
using Content.Server.NodeContainer;
+using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NodeContainer.Nodes;
using Content.Server.Popups;
using Content.Shared.Atmos;
using Content.Shared.Destructible;
using Content.Shared.Popups;
using JetBrains.Annotations;
-using Robust.Shared.Player;
namespace Content.Server.Atmos.Piping.EntitySystems
{
public sealed class AtmosUnsafeUnanchorSystem : EntitySystem
{
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
+ [Dependency] private readonly NodeGroupSystem _group = default!;
[Dependency] private readonly PopupSystem _popup = default!;
public override void Initialize()
{
- SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, BeforeUnanchoredEvent>(OnBeforeUnanchored);
+ SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, UserUnanchoredEvent>(OnUserUnanchored);
SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, BreakageEventArgs>(OnBreak);
}
}
}
- private void OnBeforeUnanchored(EntityUid uid, AtmosUnsafeUnanchorComponent component, BeforeUnanchoredEvent args)
+ // When unanchoring a pipe, leak the gas that was inside the pipe element.
+ // At this point the pipe has been scheduled to be removed from the group, but that won't happen until the next Update() call in NodeGroupSystem,
+ // so we have to force an update.
+ // This way the gas inside other connected pipes stays unchanged, while the removed pipe is completely emptied.
+ private void OnUserUnanchored(EntityUid uid, AtmosUnsafeUnanchorComponent component, UserUnanchoredEvent args)
{
if (component.Enabled)
+ {
+ _group.ForceUpdate();
LeakGas(uid);
+ }
}
private void OnBreak(EntityUid uid, AtmosUnsafeUnanchorComponent component, BreakageEventArgs args)
{
- LeakGas(uid);
+ LeakGas(uid, false);
// Can't use DoActsBehavior["Destruction"] in the same trigger because that would prevent us
// from leaking. So we make up for this by queueing deletion here.
QueueDel(uid);
/// <summary>
/// Leak gas from the uid's NodeContainer into the tile atmosphere.
+ /// Setting removeFromPipe to false will duplicate the gas inside the pipe intead of moving it.
+ /// This is needed to properly handle the gas in the pipe getting deleted with the pipe.
/// </summary>
- public void LeakGas(EntityUid uid)
+ public void LeakGas(EntityUid uid, bool removeFromPipe = true)
{
if (!EntityManager.TryGetComponent(uid, out NodeContainerComponent? nodes))
return;
- if (_atmosphere.GetContainingMixture(uid, true, true) is not {} environment)
+ if (_atmosphere.GetContainingMixture(uid, true, true) is not { } environment)
environment = GasMixture.SpaceGas;
- var lost = 0f;
- var timesLost = 0;
-
- foreach (var node in nodes.Nodes.Values)
- {
- if (node is not PipeNode pipe)
- continue;
-
- var difference = pipe.Air.Pressure - environment.Pressure;
- lost += Math.Min(
- pipe.Volume / pipe.Air.Volume * pipe.Air.TotalMoles,
- difference * environment.Volume / (environment.Temperature * Atmospherics.R)
- );
- timesLost++;
- }
-
- var sharedLoss = lost / timesLost;
var buffer = new GasMixture();
foreach (var node in nodes.Nodes.Values)
if (node is not PipeNode pipe)
continue;
- _atmosphere.Merge(buffer, pipe.Air.Remove(sharedLoss));
+ if (removeFromPipe)
+ _atmosphere.Merge(buffer, pipe.Air.RemoveVolume(pipe.Volume));
+ else
+ {
+ var copy = new GasMixture(pipe.Air); //clone, then remove to keep the original untouched
+ _atmosphere.Merge(buffer, copy.RemoveVolume(pipe.Volume));
+ }
}
_atmosphere.Merge(environment, buffer);