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* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * fix the tests I broke * Remove methods that the client shouldn't be calling. Hamburger. * light cleanup for now * review * whoop * docs updates and misc changes --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
156 lines
5.5 KiB
C#
156 lines
5.5 KiB
C#
using System.Collections.Concurrent;
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using Content.Shared.Atmos.EntitySystems;
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using Content.Shared.Atmos.Serialization;
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using Content.Shared.NodeContainer.NodeGroups;
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namespace Content.Shared.Atmos.Components;
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/// <summary>
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/// Internal <see cref="SharedAtmosphereSystem"/> class for storing all grid data.
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/// If you need to access this data, use the API methods in the <see cref="SharedAtmosphereSystem"/>/server
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/// instead of trying to scour this component or others for the data you need.
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/// </summary>
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[RegisterComponent, Serializable,
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Access(typeof(SharedAtmosphereSystem), typeof(SharedGasTileOverlaySystem), typeof(SharedAtmosDebugOverlaySystem))]
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public sealed partial class GridAtmosphereComponent : Component
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{
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/// <summary>
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/// Whether the grid is being updated by Atmospherics.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Simulated = true;
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/// <summary>
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/// Indicator for if Atmospherics has delegated the processing of this
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/// grid to another tick due to the time budget running out.
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/// </summary>
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/// <example>If true, Atmospherics is not finished
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/// processing the current stage and has yielded processing
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/// to the next tick.</example>
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[ViewVariables]
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public bool ProcessingPaused;
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/// <summary>
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/// Timer used to delay processing for every AtmosTick.
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/// No, Atmospherics cannot tick every frame.
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/// </summary>
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/// TODO: Replace with TimeSpan please.
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[ViewVariables]
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public float Timer;
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/// <summary>
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/// Integer that is incremented every time the grid is processed by Atmospherics.
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/// Used in multiple subsystems to prevent double-copy/processing of data.
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/// </summary>
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/// <remarks>Do not set to zero by default.
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/// You will break roundstart atmos otherwise.</remarks>
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[ViewVariables]
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public int UpdateCounter = 1;
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[ViewVariables]
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[IncludeDataField(customTypeSerializer:typeof(TileAtmosCollectionSerializer))]
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public Dictionary<Vector2i, TileAtmosphere> Tiles = new(1000);
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[ViewVariables]
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public HashSet<TileAtmosphere> MapTiles = new(1000);
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[ViewVariables]
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public readonly HashSet<TileAtmosphere> ActiveTiles = new(1000);
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[ViewVariables]
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public int ActiveTilesCount => ActiveTiles.Count;
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[ViewVariables]
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public readonly HashSet<ExcitedGroup> ExcitedGroups = new(1000);
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[ViewVariables]
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public int ExcitedGroupCount => ExcitedGroups.Count;
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[ViewVariables]
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public readonly HashSet<TileAtmosphere> HotspotTiles = new(1000);
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[ViewVariables]
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public int HotspotTilesCount => HotspotTiles.Count;
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[ViewVariables]
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public readonly HashSet<TileAtmosphere> SuperconductivityTiles = new(1000);
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[ViewVariables]
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public int SuperconductivityTilesCount => SuperconductivityTiles.Count;
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[ViewVariables]
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public HashSet<TileAtmosphere> HighPressureDelta = new(1000);
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[ViewVariables]
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public int HighPressureDeltaCount => HighPressureDelta.Count;
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/// <summary>
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/// A list of entities that have a <see cref="DeltaPressureComponent"/> and are to
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/// be processed by the <see cref="DeltaPressureSystem"/>, if enabled.
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///
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/// To prevent massive bookkeeping overhead, this list is processed in-place,
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/// with add/remove/find operations helped via a dict.
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/// </summary>
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/// <remarks>If you want to add/remove/find entities in this list,
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/// use the API methods in the Atmospherics API.</remarks>
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[ViewVariables]
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public readonly List<Entity<DeltaPressureComponent>> DeltaPressureEntities =
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new(SharedAtmosphereSystem.DeltaPressurePreAllocateLength);
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/// <summary>
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/// An index lookup for the <see cref="DeltaPressureEntities"/> list.
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/// Used for add/remove/find operations to speed up processing.
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/// </summary>
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public readonly Dictionary<EntityUid, int> DeltaPressureEntityLookup =
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new(SharedAtmosphereSystem.DeltaPressurePreAllocateLength);
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/// <summary>
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/// Integer that indicates the current position in the
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/// <see cref="DeltaPressureEntities"/> list that is being processed.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public int DeltaPressureCursor;
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/// <summary>
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/// Queue of entities that need to have damage applied to them.
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/// </summary>
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[ViewVariables]
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public readonly ConcurrentQueue<DeltaPressureDamageResult> DeltaPressureDamageResults = new();
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[ViewVariables]
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public readonly HashSet<IPipeNet> PipeNets = new();
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[ViewVariables]
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public readonly HashSet<Entity<AtmosDeviceComponent>> AtmosDevices = new();
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[ViewVariables]
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public readonly Queue<TileAtmosphere> CurrentRunTiles = new();
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[ViewVariables]
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public readonly Queue<ExcitedGroup> CurrentRunExcitedGroups = new();
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[ViewVariables]
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public readonly Queue<IPipeNet> CurrentRunPipeNet = new();
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[ViewVariables]
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public readonly Queue<Entity<AtmosDeviceComponent>> CurrentRunAtmosDevices = new();
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[ViewVariables]
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public readonly HashSet<Vector2i> InvalidatedCoords = new(1000);
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[ViewVariables]
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public readonly Queue<TileAtmosphere> CurrentRunInvalidatedTiles = new();
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[ViewVariables]
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public readonly List<TileAtmosphere> PossiblyDisconnectedTiles = new(100);
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[ViewVariables]
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public int InvalidatedCoordsCount => InvalidatedCoords.Count;
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[ViewVariables]
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public long EqualizationQueueCycleControl { get; set; }
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[ViewVariables]
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public AtmosphereProcessingState State { get; set; } = AtmosphereProcessingState.Revalidate;
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}
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