AutomaticAtmosSystem uses MassDataChangedEvent, clarifies TileMassMultiplier (#37548)

* Initial commit, no tile changes, just mass

* Rename TileMassMultiplier to TileDensityMultiplier
This commit is contained in:
Krunklehorn
2025-05-17 21:57:50 -04:00
committed by GitHub
parent c70e06b2d7
commit abec27737e
2 changed files with 16 additions and 34 deletions

View File

@@ -1,8 +1,7 @@
using Content.Server.Atmos.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.Maps;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Events;
namespace Content.Server.Atmos.EntitySystems;
@@ -12,46 +11,29 @@ namespace Content.Server.Atmos.EntitySystems;
/// </summary>
public sealed class AutomaticAtmosSystem : EntitySystem
{
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
SubscribeLocalEvent<MapGridComponent, MassDataChangedEvent>(OnMassDataChanged);
}
private void OnTileChanged(ref TileChangedEvent ev)
private void OnMassDataChanged(Entity<MapGridComponent> ent, ref MassDataChangedEvent ev)
{
if (_atmosphereSystem.HasAtmosphere(ev.Entity) || !TryComp<PhysicsComponent>(ev.Entity, out var physics))
if (_atmosphereSystem.HasAtmosphere(ent))
return;
foreach (var change in ev.Changes)
{
// Only if a atmos-holding tile has been added or removed.
// Also, these calls are surprisingly slow.
// TODO: Make tiledefmanager cache the IsSpace property, and turn this lookup-through-two-interfaces into
// TODO: a simple array lookup, as tile IDs are likely contiguous, and there's at most 2^16 possibilities anyway.
var oldSpace = change.OldTile.IsSpace(_tileDefinitionManager);
var newSpace = change.NewTile.IsSpace(_tileDefinitionManager);
if (!(oldSpace && !newSpace ||
!oldSpace && newSpace))
{
continue;
}
// We can't actually count how many tiles there are efficiently, so instead estimate with the mass.
if (physics.Mass / ShuttleSystem.TileMassMultiplier >= 7.0f)
if (ev.NewMass / ShuttleSystem.TileDensityMultiplier >= 7.0f)
{
AddComp<GridAtmosphereComponent>(ev.Entity);
Log.Info($"Giving grid {ev.Entity} GridAtmosphereComponent.");
AddComp<GridAtmosphereComponent>(ent);
Log.Info($"Giving grid {ent} GridAtmosphereComponent.");
}
// It's not super important to remove it should the grid become too small again.
// If explosions ever gain the ability to outright shatter grids, do rethink this.
return;
}
}
}

View File

@@ -75,7 +75,7 @@ public sealed partial class ShuttleSystem : SharedShuttleSystem
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<TransformComponent> _xformQuery;
public const float TileMassMultiplier = 0.5f;
public const float TileDensityMultiplier = 0.5f;
public override void Initialize()
{
@@ -111,7 +111,7 @@ public sealed partial class ShuttleSystem : SharedShuttleSystem
{
foreach (var fixture in args.NewFixtures)
{
_physics.SetDensity(uid, fixture.Key, fixture.Value, TileMassMultiplier, false, manager);
_physics.SetDensity(uid, fixture.Key, fixture.Value, TileDensityMultiplier, false, manager);
_fixtures.SetRestitution(uid, fixture.Key, fixture.Value, 0.1f, false, manager);
}
}