226 lines
9.3 KiB
C#
226 lines
9.3 KiB
C#
using Content.Server._NF.Manufacturing.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Power.Nodes;
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using Content.Shared._NF.Power;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Piping.Unary.Components;
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using Content.Shared.Examine;
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using Content.Shared.NodeContainer;
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using Content.Shared.Power;
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using Content.Shared.UserInterface;
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using Robust.Server.GameObjects;
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using Robust.Shared.Timing;
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namespace Content.Shared._NF.Manufacturing.EntitySystems;
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/// <summary>
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/// Consumes large quantities of power, scales excessive overage down to reasonable values.
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/// Spawns gas regularly depending on the amount of power received.
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/// </summary>
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public sealed partial class GasSpawnPowerConsumerSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly AtmosphereSystem _atmos = default!;
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[Dependency] private readonly NodeContainerSystem _node = default!;
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[Dependency] private readonly NodeGroupSystem _nodeGroup = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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private GasMixture _mixture = new();
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public override void Initialize()
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{
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base.Initialize();
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UpdatesAfter.Add(typeof(PowerNetSystem));
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SubscribeLocalEvent<GasSpawnPowerConsumerComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<GasSpawnPowerConsumerComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<GasSpawnPowerConsumerComponent, AfterActivatableUIOpenEvent>(OnUIOpen);
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Subs.BuiEvents<GasSpawnPowerConsumerComponent>(
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AdjustablePowerDrawUiKey.Key,
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subs =>
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{
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subs.Event<AdjustablePowerDrawSetEnabledMessage>(HandleSetEnabled);
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subs.Event<AdjustablePowerDrawSetLoadMessage>(HandleSetLoad);
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});
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}
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private void OnMapInit(Entity<GasSpawnPowerConsumerComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextSpawnCheck = _timing.CurTime + ent.Comp.SpawnCheckPeriod;
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if (TryComp(ent, out PowerConsumerComponent? power))
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power.DrawRate = Math.Clamp(power.DrawRate, ent.Comp.MinimumRequestablePower, ent.Comp.MaximumRequestablePower);
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}
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private void OnExamined(Entity<GasSpawnPowerConsumerComponent> ent, ref ExaminedEvent args)
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{
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if (TryComp(ent, out PowerConsumerComponent? power))
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{
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args.PushMarkup(Loc.GetString("gas-spawn-power-consumer-examine", ("actual", power.ReceivedPower), ("requested", power.DrawRate)));
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var powered = power.NetworkLoad.Enabled && power.NetworkLoad.ReceivingPower > 0;
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args.PushMarkup(
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Loc.GetString("power-receiver-component-on-examine-main",
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("stateText", Loc.GetString(powered
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? "power-receiver-component-on-examine-powered"
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: "power-receiver-component-on-examine-unpowered"))
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)
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);
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}
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}
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<GasSpawnPowerConsumerComponent, PowerConsumerComponent>();
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while (query.MoveNext(out var uid, out var spawn, out var power))
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{
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if (power.NetworkLoad.Enabled)
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spawn.AccumulatedSpawnCheckEnergy += power.NetworkLoad.ReceivingPower * frameTime;
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if (_timing.CurTime >= spawn.NextSpawnCheck)
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{
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spawn.NextSpawnCheck += spawn.SpawnCheckPeriod;
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if (!TryComp<GasCanisterComponent>(uid, out var canister))
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{
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spawn.AccumulatedSpawnCheckEnergy = 0;
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continue;
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}
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if (!float.IsFinite(spawn.AccumulatedSpawnCheckEnergy) || !float.IsPositive(spawn.AccumulatedSpawnCheckEnergy))
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{
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spawn.AccumulatedSpawnCheckEnergy = 0;
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continue;
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}
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// Ensure accumulated energy is never infinite.
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if (!float.IsFinite(spawn.AccumulatedEnergy) || !float.IsPositive(spawn.AccumulatedEnergy))
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spawn.AccumulatedEnergy = 0;
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// Adjust spawn check energy
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if (float.IsFinite(spawn.AccumulatedSpawnCheckEnergy) && float.IsPositive(spawn.AccumulatedSpawnCheckEnergy))
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{
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var totalPeriodSeconds = (float)spawn.SpawnCheckPeriod.TotalSeconds;
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var effectivePower = GetEffectivePower((uid, spawn), spawn.AccumulatedSpawnCheckEnergy / totalPeriodSeconds);
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spawn.AccumulatedEnergy += effectivePower * totalPeriodSeconds;
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}
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spawn.AccumulatedSpawnCheckEnergy = 0;
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// Require at least enough energy for one mole of gas before actually producing anything.
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if (spawn.AccumulatedEnergy >= spawn.EnergyPerMole)
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{
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_mixture.CopyFrom(spawn.SpawnMixture);
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// Figure out how many moles we can spawn with the energy we have.
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var molesToSpawn = spawn.AccumulatedEnergy / spawn.EnergyPerMole;
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molesToSpawn = MathF.Min(molesToSpawn, spawn.MaximumMolesPerSecond);
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// Figure out how many moles will fit in the canister.
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var deltaP = Atmospherics.MaxOutputPressure - canister.Air.Pressure;
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var maxMoles = deltaP * canister.Air.Volume / (_mixture.Temperature * Atmospherics.R);
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molesToSpawn = MathF.Min(molesToSpawn, maxMoles);
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_mixture.Multiply(molesToSpawn / _mixture.TotalMoles);
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_atmos.Merge(canister.Air, _mixture);
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spawn.AccumulatedEnergy = 0;
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}
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}
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_appearance.SetData(uid, PowerDeviceVisuals.Powered, power.NetworkLoad.Enabled && power.NetworkLoad.ReceivingPower > 0);
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}
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}
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/// <summary>
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/// Gets the actual effective power in watts for some amount of input power.
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/// No range check on power.
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/// </summary>
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/// <param name="power">Input power level, in watts.</param>
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/// <returns>Effective power, in watts.</returns>
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private float GetEffectivePower(Entity<GasSpawnPowerConsumerComponent> ent, float power)
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{
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float actualPower;
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if (power <= ent.Comp.LinearMaxValue)
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actualPower = power;
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else
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actualPower = ent.Comp.LogarithmCoefficient * MathF.Pow(ent.Comp.LogarithmRateBase, MathF.Log10(power) - ent.Comp.LogarithmSubtrahend);
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return actualPower;
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}
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/// <summary>
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/// Gets the expected gas generation rate in moles per second.
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/// </summary>
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/// <param name="power">Input power level, in watts</param>
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/// <returns>Expected item generation time in seconds</returns>
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public float GetGasSpawnRate(Entity<GasSpawnPowerConsumerComponent> ent, float power)
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{
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if (!float.IsFinite(power) || !float.IsPositive(power))
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{
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return 0.0f;
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}
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var numMoles = GetEffectivePower(ent, power) / ent.Comp.EnergyPerMole;
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return MathF.Min(numMoles, ent.Comp.MaximumMolesPerSecond);
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}
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private void OnUIOpen(Entity<GasSpawnPowerConsumerComponent> ent, ref AfterActivatableUIOpenEvent args)
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{
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if (TryComp(ent, out PowerConsumerComponent? power))
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UpdateUI(ent, power);
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}
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private void HandleSetEnabled(Entity<GasSpawnPowerConsumerComponent> ent, ref AdjustablePowerDrawSetEnabledMessage args)
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{
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if (TryComp(ent, out NodeContainerComponent? node) &&
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_node.TryGetNode<CableDeviceNode>(node, ent.Comp.PowerNodeName, out var deviceNode))
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{
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deviceNode.Enabled = args.On;
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if (deviceNode.Enabled)
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_nodeGroup.QueueReflood(deviceNode);
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else
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_nodeGroup.QueueNodeRemove(deviceNode);
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if (TryComp(ent, out PowerConsumerComponent? power))
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UpdateUI(ent, power);
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}
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}
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private void HandleSetLoad(Entity<GasSpawnPowerConsumerComponent> ent, ref AdjustablePowerDrawSetLoadMessage args)
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{
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if (args.Load >= 0 && TryComp(ent, out PowerConsumerComponent? power))
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{
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power.DrawRate = Math.Clamp(args.Load, ent.Comp.MinimumRequestablePower, ent.Comp.MaximumRequestablePower);
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UpdateUI(ent, power);
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}
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}
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private void UpdateUI(Entity<GasSpawnPowerConsumerComponent> ent, PowerConsumerComponent power)
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{
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if (!_ui.IsUiOpen(ent.Owner, AdjustablePowerDrawUiKey.Key))
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return;
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bool nodeEnabled = false;
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if (TryComp(ent, out NodeContainerComponent? node) &&
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_node.TryGetNode<CableDeviceNode>(node, ent.Comp.PowerNodeName, out var deviceNode))
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{
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nodeEnabled = deviceNode.Enabled;
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}
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_ui.SetUiState(
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ent.Owner,
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AdjustablePowerDrawUiKey.Key,
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new AdjustablePowerDrawBuiState
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{
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On = nodeEnabled,
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Load = power.DrawRate,
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Text = Loc.GetString("gas-spawn-power-consumer-value", ("value", GetGasSpawnRate(ent, power.DrawRate)))
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});
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}
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}
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