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* Reduce atmos component queries
* Remove method events
* Cache airtight data
* Make MolesArchived nullable
* Fix airtight cache
* only get tile def once
* Immutable mixtures
* firelock queries
* misc
* misc cleanup
* Trim disconnected tiles
* Fix merge issues and bugs
* Why does the PR keep increasing in scope
* debug overlay
* Fix bugs
* Fix test, remove unused events
* Add setmapatmos command
* Fix overlays
* Add map check
* A
* Resolve conflicts with #26102
* Remove some obsolete methods
(cherry picked from commit 18a35e7e83)
52 lines
2.0 KiB
C#
52 lines
2.0 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Maps;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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namespace Content.Server.Atmos.EntitySystems;
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/// <summary>
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/// Handles automatically adding a grid atmosphere to grids that become large enough, allowing players to build shuttles
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/// with a sealed atmosphere from scratch.
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/// </summary>
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public sealed class AutomaticAtmosSystem : EntitySystem
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{
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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}
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private void OnTileChanged(ref TileChangedEvent ev)
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{
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// Only if a atmos-holding tile has been added or removed.
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// Also, these calls are surprisingly slow.
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// TODO: Make tiledefmanager cache the IsSpace property, and turn this lookup-through-two-interfaces into
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// TODO: a simple array lookup, as tile IDs are likely contiguous, and there's at most 2^16 possibilities anyway.
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var oldSpace = ev.OldTile.IsSpace(_tileDefinitionManager);
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var newSpace = ev.NewTile.IsSpace(_tileDefinitionManager);
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if (!(oldSpace && !newSpace ||
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!oldSpace && newSpace) ||
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_atmosphereSystem.HasAtmosphere(ev.Entity))
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return;
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if (!TryComp<PhysicsComponent>(ev.Entity, out var physics))
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return;
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// We can't actually count how many tiles there are efficiently, so instead estimate with the mass.
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if (physics.Mass / ShuttleSystem.TileMassMultiplier >= 7.0f)
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{
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AddComp<GridAtmosphereComponent>(ev.Entity);
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Log.Info($"Giving grid {ev.Entity} GridAtmosphereComponent.");
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}
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// It's not super important to remove it should the grid become too small again.
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// If explosions ever gain the ability to outright shatter grids, do rethink this.
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}
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}
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