AutomaticAtmosSystem uses MassDataChangedEvent, clarifies TileMassMultiplier (#37548)
* Initial commit, no tile changes, just mass * Rename TileMassMultiplier to TileDensityMultiplier
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@@ -1,8 +1,7 @@
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Maps;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Components;
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namespace Content.Server.Atmos.EntitySystems;
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namespace Content.Server.Atmos.EntitySystems;
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@@ -12,46 +11,29 @@ namespace Content.Server.Atmos.EntitySystems;
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/// </summary>
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/// </summary>
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public sealed class AutomaticAtmosSystem : EntitySystem
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public sealed class AutomaticAtmosSystem : EntitySystem
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{
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{
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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public override void Initialize()
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public override void Initialize()
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{
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{
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base.Initialize();
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base.Initialize();
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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SubscribeLocalEvent<MapGridComponent, MassDataChangedEvent>(OnMassDataChanged);
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}
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}
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private void OnTileChanged(ref TileChangedEvent ev)
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private void OnMassDataChanged(Entity<MapGridComponent> ent, ref MassDataChangedEvent ev)
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{
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{
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if (_atmosphereSystem.HasAtmosphere(ev.Entity) || !TryComp<PhysicsComponent>(ev.Entity, out var physics))
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if (_atmosphereSystem.HasAtmosphere(ent))
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return;
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return;
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foreach (var change in ev.Changes)
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// We can't actually count how many tiles there are efficiently, so instead estimate with the mass.
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if (ev.NewMass / ShuttleSystem.TileDensityMultiplier >= 7.0f)
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{
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{
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// Only if a atmos-holding tile has been added or removed.
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AddComp<GridAtmosphereComponent>(ent);
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// Also, these calls are surprisingly slow.
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Log.Info($"Giving grid {ent} GridAtmosphereComponent.");
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// TODO: Make tiledefmanager cache the IsSpace property, and turn this lookup-through-two-interfaces into
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// TODO: a simple array lookup, as tile IDs are likely contiguous, and there's at most 2^16 possibilities anyway.
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var oldSpace = change.OldTile.IsSpace(_tileDefinitionManager);
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var newSpace = change.NewTile.IsSpace(_tileDefinitionManager);
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if (!(oldSpace && !newSpace ||
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!oldSpace && newSpace))
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{
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continue;
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}
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// We can't actually count how many tiles there are efficiently, so instead estimate with the mass.
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if (physics.Mass / ShuttleSystem.TileMassMultiplier >= 7.0f)
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{
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AddComp<GridAtmosphereComponent>(ev.Entity);
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Log.Info($"Giving grid {ev.Entity} GridAtmosphereComponent.");
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}
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// It's not super important to remove it should the grid become too small again.
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// If explosions ever gain the ability to outright shatter grids, do rethink this.
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return;
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}
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}
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// It's not super important to remove it should the grid become too small again.
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// If explosions ever gain the ability to outright shatter grids, do rethink this.
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return;
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}
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}
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}
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}
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@@ -75,7 +75,7 @@ public sealed partial class ShuttleSystem : SharedShuttleSystem
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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public const float TileMassMultiplier = 0.5f;
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public const float TileDensityMultiplier = 0.5f;
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public override void Initialize()
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public override void Initialize()
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{
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{
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@@ -111,7 +111,7 @@ public sealed partial class ShuttleSystem : SharedShuttleSystem
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{
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{
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foreach (var fixture in args.NewFixtures)
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foreach (var fixture in args.NewFixtures)
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{
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{
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_physics.SetDensity(uid, fixture.Key, fixture.Value, TileMassMultiplier, false, manager);
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_physics.SetDensity(uid, fixture.Key, fixture.Value, TileDensityMultiplier, false, manager);
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_fixtures.SetRestitution(uid, fixture.Key, fixture.Value, 0.1f, false, manager);
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_fixtures.SetRestitution(uid, fixture.Key, fixture.Value, 0.1f, false, manager);
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}
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}
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}
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}
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