Files
Delta-v/Content.Server/Spreader/SpreaderSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

353 lines
13 KiB
C#

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