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