mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-04 05:17:28 +00:00
* 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> --------- 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> --------- 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 --------- 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 --------- 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...
353 lines
13 KiB
C#
353 lines
13 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Shuttles.Components;
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using Content.Shared.Atmos;
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using Content.Shared.Maps;
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using Content.Shared.Spreader;
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using Content.Shared.Tag;
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using Robust.Shared.Collections;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Spreader;
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/// <summary>
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/// Handles generic spreading logic, where one anchored entity spreads to neighboring tiles.
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/// </summary>
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public sealed class SpreaderSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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/// <summary>
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/// Cached maximum number of updates per spreader prototype. This is applied per-grid.
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/// </summary>
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private Dictionary<string, int> _prototypeUpdates = default!;
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/// <summary>
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/// Remaining number of updates per grid & prototype.
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/// </summary>
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// TODO PERFORMANCE Assign each prototype to an index and convert dictionary to array
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private readonly Dictionary<EntityUid, Dictionary<string, int>> _gridUpdates = [];
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private EntityQuery<EdgeSpreaderComponent> _query;
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public const float SpreadCooldownSeconds = 1;
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private static readonly ProtoId<TagPrototype> IgnoredTag = "SpreaderIgnore";
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<AirtightChanged>(OnAirtightChanged);
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SubscribeLocalEvent<GridInitializeEvent>(OnGridInit);
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SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypeReload);
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SubscribeLocalEvent<EdgeSpreaderComponent, EntityTerminatingEvent>(OnTerminating);
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SetupPrototypes();
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_query = GetEntityQuery<EdgeSpreaderComponent>();
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}
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private void OnPrototypeReload(PrototypesReloadedEventArgs obj)
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{
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if (obj.WasModified<EdgeSpreaderPrototype>())
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SetupPrototypes();
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}
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private void SetupPrototypes()
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{
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_prototypeUpdates = [];
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foreach (var proto in _prototype.EnumeratePrototypes<EdgeSpreaderPrototype>())
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{
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_prototypeUpdates.Add(proto.ID, proto.UpdatesPerSecond);
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}
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}
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private void OnAirtightChanged(ref AirtightChanged ev)
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{
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ActivateSpreadableNeighbors(ev.Entity, ev.Position);
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}
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private void OnGridInit(GridInitializeEvent ev)
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{
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EnsureComp<SpreaderGridComponent>(ev.EntityUid);
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}
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private void OnTerminating(Entity<EdgeSpreaderComponent> entity, ref EntityTerminatingEvent args)
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{
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ActivateSpreadableNeighbors(entity);
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}
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/// <inheritdoc/>
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public override void Update(float frameTime)
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{
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// Check which grids are valid for spreading
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var spreadGrids = EntityQueryEnumerator<SpreaderGridComponent>();
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_gridUpdates.Clear();
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while (spreadGrids.MoveNext(out var uid, out var grid))
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{
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grid.UpdateAccumulator -= frameTime;
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if (grid.UpdateAccumulator > 0)
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continue;
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_gridUpdates[uid] = _prototypeUpdates.ShallowClone();
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grid.UpdateAccumulator += SpreadCooldownSeconds;
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}
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if (_gridUpdates.Count == 0)
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return;
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var query = EntityQueryEnumerator<ActiveEdgeSpreaderComponent>();
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var xforms = GetEntityQuery<TransformComponent>();
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var spreaderQuery = GetEntityQuery<EdgeSpreaderComponent>();
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var spreaders = new List<(EntityUid Uid, ActiveEdgeSpreaderComponent Comp)>(Count<ActiveEdgeSpreaderComponent>());
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// Build a list of all existing Edgespreaders, shuffle them
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while (query.MoveNext(out var uid, out var comp))
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{
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spreaders.Add((uid, comp));
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}
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_robustRandom.Shuffle(spreaders);
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// Remove the EdgeSpreaderComponent from any entity
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// that doesn't meet a few trivial prerequisites
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foreach (var (uid, comp) in spreaders)
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{
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// Get xform first, as entity may have been deleted due to interactions triggered by other spreaders.
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if (!xforms.TryGetComponent(uid, out var xform))
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continue;
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if (xform.GridUid == null)
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{
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RemComp(uid, comp);
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continue;
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}
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if (!_gridUpdates.TryGetValue(xform.GridUid.Value, out var groupUpdates))
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continue;
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if (!spreaderQuery.TryGetComponent(uid, out var spreader))
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{
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RemComp(uid, comp);
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continue;
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}
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if (!groupUpdates.TryGetValue(spreader.Id, out var updates) || updates < 1)
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continue;
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// Edge detection logic is to be handled
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// by the subscribing system, see KudzuSystem
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// for a simple example
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Spread(uid, xform, spreader.Id, ref updates);
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if (updates < 1)
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groupUpdates.Remove(spreader.Id);
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else
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groupUpdates[spreader.Id] = updates;
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}
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}
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private void Spread(EntityUid uid, TransformComponent xform, ProtoId<EdgeSpreaderPrototype> prototype, ref int updates)
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{
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GetNeighbors(uid, xform, prototype, out var freeTiles, out _, out var neighbors);
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var ev = new SpreadNeighborsEvent()
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{
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NeighborFreeTiles = freeTiles,
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Neighbors = neighbors,
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Updates = updates,
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};
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RaiseLocalEvent(uid, ref ev);
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updates = ev.Updates;
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}
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/// <summary>
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/// Gets the neighboring node data for the specified entity and the specified node group.
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/// </summary>
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public void GetNeighbors(EntityUid uid, TransformComponent comp, ProtoId<EdgeSpreaderPrototype> prototype, out ValueList<(MapGridComponent, TileRef)> freeTiles, out ValueList<Vector2i> occupiedTiles, out ValueList<EntityUid> neighbors)
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{
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freeTiles = [];
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occupiedTiles = [];
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neighbors = [];
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// TODO remove occupiedTiles -- its currently unused and just slows this method down.
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if (!_prototype.TryIndex(prototype, out var spreaderPrototype))
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return;
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if (!TryComp<MapGridComponent>(comp.GridUid, out var grid))
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return;
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var tile = _map.TileIndicesFor(comp.GridUid.Value, grid, comp.Coordinates);
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var spreaderQuery = GetEntityQuery<EdgeSpreaderComponent>();
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var airtightQuery = GetEntityQuery<AirtightComponent>();
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var dockQuery = GetEntityQuery<DockingComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var blockedAtmosDirs = AtmosDirection.Invalid;
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// Due to docking ports they may not necessarily be opposite directions.
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var neighborTiles = new ValueList<(EntityUid entity, MapGridComponent grid, Vector2i Indices, AtmosDirection OtherDir, AtmosDirection OurDir)>();
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// Check if anything on our own tile blocking that direction.
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var ourEnts = _map.GetAnchoredEntitiesEnumerator(comp.GridUid.Value, grid, tile);
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while (ourEnts.MoveNext(out var ent))
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{
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// Spread via docks in a special-case.
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if (dockQuery.TryGetComponent(ent, out var dock) &&
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dock.Docked &&
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xformQuery.TryGetComponent(ent, out var xform) &&
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xformQuery.TryGetComponent(dock.DockedWith, out var dockedXform) &&
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TryComp<MapGridComponent>(dockedXform.GridUid, out var dockedGrid))
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{
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neighborTiles.Add((dockedXform.GridUid.Value, dockedGrid, _map.CoordinatesToTile(dockedXform.GridUid.Value, dockedGrid, dockedXform.Coordinates), xform.LocalRotation.ToAtmosDirection(), dockedXform.LocalRotation.ToAtmosDirection()));
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}
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// If we're on a blocked tile work out which directions we can go.
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if (!airtightQuery.TryGetComponent(ent, out var airtight) || !airtight.AirBlocked ||
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_tag.HasTag(ent.Value, IgnoredTag))
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{
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continue;
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}
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foreach (var value in new[] { AtmosDirection.North, AtmosDirection.East, AtmosDirection.South, AtmosDirection.West })
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{
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if ((value & airtight.AirBlockedDirection) == 0x0)
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continue;
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blockedAtmosDirs |= value;
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break;
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}
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break;
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}
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// Add the normal neighbors.
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for (var i = 0; i < 4; i++)
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{
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var atmosDir = (AtmosDirection) (1 << i);
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var neighborPos = tile.Offset(atmosDir);
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neighborTiles.Add((comp.GridUid.Value, grid, neighborPos, atmosDir, i.ToOppositeDir()));
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}
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foreach (var (neighborEnt, neighborGrid, neighborPos, ourAtmosDir, otherAtmosDir) in neighborTiles)
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{
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// This tile is blocked to that direction.
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if ((blockedAtmosDirs & ourAtmosDir) != 0x0)
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continue;
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if (!_map.TryGetTileRef(neighborEnt, neighborGrid, neighborPos, out var tileRef) || tileRef.Tile.IsEmpty)
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continue;
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if (spreaderPrototype.PreventSpreadOnSpaced && _turf.IsSpace(tileRef))
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continue;
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var directionEnumerator = _map.GetAnchoredEntitiesEnumerator(neighborEnt, neighborGrid, neighborPos);
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var occupied = false;
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while (directionEnumerator.MoveNext(out var ent))
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{
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if (!airtightQuery.TryGetComponent(ent, out var airtight) || !airtight.AirBlocked || _tag.HasTag(ent.Value, IgnoredTag))
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{
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continue;
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}
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if ((airtight.AirBlockedDirection & otherAtmosDir) == 0x0)
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continue;
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occupied = true;
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break;
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}
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if (occupied)
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continue;
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var oldCount = occupiedTiles.Count;
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directionEnumerator = _map.GetAnchoredEntitiesEnumerator(neighborEnt, neighborGrid, neighborPos);
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while (directionEnumerator.MoveNext(out var ent))
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{
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if (!spreaderQuery.TryGetComponent(ent, out var spreader))
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continue;
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if (spreader.Id != prototype)
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continue;
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neighbors.Add(ent.Value);
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occupiedTiles.Add(neighborPos);
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break;
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}
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if (oldCount == occupiedTiles.Count)
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freeTiles.Add((neighborGrid, tileRef));
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}
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}
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/// <summary>
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/// This function activates all spreaders that are adjacent to a given entity. This also activates other spreaders
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/// on the same tile as the current entity (for thin airtight entities like windoors).
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/// </summary>
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public void ActivateSpreadableNeighbors(EntityUid uid, (EntityUid Grid, Vector2i Tile)? position = null)
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{
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Vector2i tile;
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EntityUid ent;
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MapGridComponent? grid;
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if (position == null)
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{
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var transform = Transform(uid);
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if (!TryComp(transform.GridUid, out grid) || TerminatingOrDeleted(transform.GridUid.Value))
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return;
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tile = _map.TileIndicesFor(transform.GridUid.Value, grid, transform.Coordinates);
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ent = transform.GridUid.Value;
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}
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else
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{
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if (!TryComp(position.Value.Grid, out grid))
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return;
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(ent, tile) = position.Value;
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}
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var anchored = _map.GetAnchoredEntitiesEnumerator(ent, grid, tile);
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while (anchored.MoveNext(out var entity))
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{
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if (entity == ent)
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continue;
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DebugTools.Assert(Transform(entity.Value).Anchored);
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if (_query.HasComponent(ent) && !TerminatingOrDeleted(entity.Value))
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EnsureComp<ActiveEdgeSpreaderComponent>(entity.Value);
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}
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for (var i = 0; i < Atmospherics.Directions; i++)
|
|
{
|
|
var direction = (AtmosDirection) (1 << i);
|
|
var adjacentTile = SharedMapSystem.GetDirection(tile, direction.ToDirection());
|
|
anchored = _map.GetAnchoredEntitiesEnumerator(ent, grid, adjacentTile);
|
|
|
|
while (anchored.MoveNext(out var entity))
|
|
{
|
|
DebugTools.Assert(Transform(entity.Value).Anchored);
|
|
if (_query.HasComponent(ent) && !TerminatingOrDeleted(entity.Value))
|
|
EnsureComp<ActiveEdgeSpreaderComponent>(entity.Value);
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool RequiresFloorToSpread(EntProtoId<EdgeSpreaderComponent> spreader)
|
|
{
|
|
if (!_prototype.Index(spreader).TryGetComponent<EdgeSpreaderComponent>(out var spreaderComp, EntityManager.ComponentFactory))
|
|
return false;
|
|
|
|
return _prototype.Index(spreaderComp.Id).PreventSpreadOnSpaced;
|
|
}
|
|
}
|