Refactors the AtmosphereSystem public-facing API to allow for multiple atmos backends. (#8134)

* Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends.

* actually compiles

* Remove commented out code

* funny bracket

* Move archived moles, temperature from GasMixture to TileAtmosphere.

* WIP customizable map default mixture
still VERY buggy

* broken mess
aaaaaaaaaaaaa

* Fix lattice, etc not being considered space

* visualization for "IsSpace"

* help

* Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs

Co-authored-by: Moony <moonheart08@users.noreply.github.com>

* Holy SHIT it compiles AGAIN

* Fix AtmosDeviceSystem crash at shutdown

* Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate.

* Use space instead of gasmixture immutable for heat capacity calculations

* Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead.

* Fix roundstart tiles not processing

* Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs

Changed Files tab is so large I can't commit both suggestions at once mfw

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Vera Aguilera Puerto
2022-07-04 16:51:34 +02:00
committed by GitHub
parent 43216a000f
commit aa9281d667
74 changed files with 1764 additions and 2141 deletions

View File

@@ -9,6 +9,7 @@ using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Monitor;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
@@ -24,6 +25,7 @@ namespace Content.Server.Atmos.Monitor.Systems
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly AtmosDeviceSystem _atmosDeviceSystem = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetSystem = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
// Commands
@@ -118,27 +120,31 @@ namespace Content.Server.Atmos.Monitor.Systems
if (!Resolve(uid, ref component, ref appearance)) return;
var transform = Transform(component.Owner);
if (transform.GridUid == null)
return;
// atmos alarms will first attempt to get the air
// directly underneath it - if not, then it will
// instead place itself directly in front of the tile
// it is facing, and then visually shift itself back
// via sprite offsets (SS13 style but fuck it)
var coords = transform.Coordinates;
var pos = _transformSystem.GetGridOrMapTilePosition(uid, transform);
if (_atmosphereSystem.IsTileAirBlocked(coords))
if (_atmosphereSystem.IsTileAirBlocked(transform.GridUid.Value, pos))
{
var rotPos = transform.LocalRotation.RotateVec(new Vector2(0, -1));
transform.Anchored = false;
coords = coords.Offset(rotPos);
transform.Coordinates = coords;
appearance.SetData("offset", - new Vector2(0, -1));
appearance.SetData("offset", - new Vector2i(0, -1));
transform.Anchored = true;
}
GasMixture? air = _atmosphereSystem.GetTileMixture(coords);
GasMixture? air = _atmosphereSystem.GetContainingMixture(uid, true);
component.TileGas = air;
_checkPos.Remove(uid);
@@ -214,8 +220,7 @@ namespace Content.Server.Atmos.Monitor.Systems
if (atmosDeviceComponent.JoinedGrid == null)
{
_atmosDeviceSystem.JoinAtmosphere(atmosDeviceComponent);
var coords = Transform(component.Owner).Coordinates;
var air = _atmosphereSystem.GetTileMixture(coords);
var air = _atmosphereSystem.GetContainingMixture(uid, true);
component.TileGas = air;
}
}