@@ -4,10 +4,31 @@ using Content.Shared.Atmos.Components;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Utility;
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using Robust.Shared.Utility;
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namespace Content.Server.Atmos.EntitySystems
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namespace Content.Server.Atmos.EntitySystems;
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{
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public sealed partial class AtmosphereSystem
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public sealed partial class AtmosphereSystem
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{
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{
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/*
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Handles Excited Groups, an optimization routine executed during LINDA
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that groups active tiles together.
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Groups of active tiles that have very low mole deltas between them
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are dissolved after a cooldown period, performing a final equalization
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on all tiles in the group before deactivating them.
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If tiles are so close together in pressure that the final equalization
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would result in negligible gas transfer, the group is dissolved without
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performing an equalization.
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This prevents LINDA from constantly transferring tiny amounts of gas
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between tiles that are already nearly equalized.
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*/
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/// <summary>
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/// Adds a tile to an <see cref="ExcitedGroups"/>, resetting the group's cooldowns in the process.
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/// </summary>
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/// <param name="excitedGroup">The <see cref="ExcitedGroups"/> to add the tile to.</param>
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/// <param name="tile">The <see cref="TileAtmosphere"/> to add.</param>
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private void ExcitedGroupAddTile(ExcitedGroup excitedGroup, TileAtmosphere tile)
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private void ExcitedGroupAddTile(ExcitedGroup excitedGroup, TileAtmosphere tile)
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{
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{
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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@@ -17,6 +38,11 @@ namespace Content.Server.Atmos.EntitySystems
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ExcitedGroupResetCooldowns(excitedGroup);
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ExcitedGroupResetCooldowns(excitedGroup);
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}
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}
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/// <summary>
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/// Removes a tile from an <see cref="ExcitedGroups"/>.
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/// </summary>
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/// <param name="excitedGroup">The <see cref="ExcitedGroups"/> to remove the tile from.</param>
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/// <param name="tile">The <see cref="TileAtmosphere"/> to remove.</param>
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private void ExcitedGroupRemoveTile(ExcitedGroup excitedGroup, TileAtmosphere tile)
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private void ExcitedGroupRemoveTile(ExcitedGroup excitedGroup, TileAtmosphere tile)
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{
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{
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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@@ -25,6 +51,14 @@ namespace Content.Server.Atmos.EntitySystems
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excitedGroup.Tiles.Remove(tile);
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excitedGroup.Tiles.Remove(tile);
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}
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}
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/// <summary>
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/// Merges two <see cref="ExcitedGroups"/>, transferring all tiles from one to the other.
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/// The larger group receives the tiles of the smaller group.
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/// The smaller group is then disposed of without deactivating its tiles.
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/// </summary>
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/// <param name="gridAtmosphere">The <see cref="GridAtmosphereComponent"/> of the grid.</param>
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/// <param name="ourGroup">The first <see cref="ExcitedGroups"/> to merge.</param>
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/// <param name="otherGroup">The second <see cref="ExcitedGroups"/> to merge.</param>
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private void ExcitedGroupMerge(GridAtmosphereComponent gridAtmosphere, ExcitedGroup ourGroup, ExcitedGroup otherGroup)
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private void ExcitedGroupMerge(GridAtmosphereComponent gridAtmosphere, ExcitedGroup ourGroup, ExcitedGroup otherGroup)
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{
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{
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DebugTools.Assert(!ourGroup.Disposed, "Excited group is disposed!");
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DebugTools.Assert(!ourGroup.Disposed, "Excited group is disposed!");
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@@ -59,6 +93,10 @@ namespace Content.Server.Atmos.EntitySystems
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ExcitedGroupResetCooldowns(winner);
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ExcitedGroupResetCooldowns(winner);
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}
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}
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/// <summary>
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/// Resets the cooldowns of an excited group.
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/// </summary>
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/// <param name="excitedGroup">The <see cref="ExcitedGroups"/> to reset cooldowns for.</param>
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private void ExcitedGroupResetCooldowns(ExcitedGroup excitedGroup)
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private void ExcitedGroupResetCooldowns(ExcitedGroup excitedGroup)
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{
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{
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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@@ -66,6 +104,11 @@ namespace Content.Server.Atmos.EntitySystems
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excitedGroup.DismantleCooldown = 0;
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excitedGroup.DismantleCooldown = 0;
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}
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}
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/// <summary>
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/// Performs a final equalization on all tiles in an excited group before deactivating it.
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/// </summary>
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/// <param name="ent">The grid.</param>
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/// <param name="excitedGroup">The <see cref="ExcitedGroups"/> to equalize and dissolve.</param>
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private void ExcitedGroupSelfBreakdown(
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private void ExcitedGroupSelfBreakdown(
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Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
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Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
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ExcitedGroup excitedGroup)
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ExcitedGroup excitedGroup)
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@@ -85,6 +128,8 @@ namespace Content.Server.Atmos.EntitySystems
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return;
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return;
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}
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}
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// Combine all gasses in the group into a single mixture
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// for distribution into each individual tile.
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foreach (var tile in excitedGroup.Tiles)
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foreach (var tile in excitedGroup.Tiles)
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{
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{
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if (tile?.Air == null)
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if (tile?.Air == null)
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@@ -92,6 +137,8 @@ namespace Content.Server.Atmos.EntitySystems
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Merge(combined, tile.Air);
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Merge(combined, tile.Air);
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// If this tile is space and space is all-consuming, the final equalization
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// will result in a vacuum, so we can skip the rest of the equalization.
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if (!ExcitedGroupsSpaceIsAllConsuming || !tile.Space)
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if (!ExcitedGroupsSpaceIsAllConsuming || !tile.Space)
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continue;
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continue;
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@@ -101,6 +148,7 @@ namespace Content.Server.Atmos.EntitySystems
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combined.Multiply(1 / (float)tileSize);
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combined.Multiply(1 / (float)tileSize);
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// Distribute the combined mixture evenly to all tiles in the group.
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foreach (var tile in excitedGroup.Tiles)
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foreach (var tile in excitedGroup.Tiles)
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{
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{
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if (tile?.Air == null)
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if (tile?.Air == null)
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@@ -114,8 +162,11 @@ namespace Content.Server.Atmos.EntitySystems
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}
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}
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/// <summary>
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/// <summary>
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/// This de-activates and removes all tiles in an excited group.
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/// Deactivates and removes all tiles from an excited group without performing a final equalization.
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/// Used when an excited group is expected to be nearly equalized already to avoid unnecessary processing.
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/// </summary>
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/// </summary>
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/// <param name="gridAtmosphere">The <see cref="GridAtmosphereComponent"/> of the grid.</param>
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/// <param name="excitedGroup">The <see cref="ExcitedGroups"/> to dissolve.</param>
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private void DeactivateGroupTiles(GridAtmosphereComponent gridAtmosphere, ExcitedGroup excitedGroup)
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private void DeactivateGroupTiles(GridAtmosphereComponent gridAtmosphere, ExcitedGroup excitedGroup)
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{
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{
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foreach (var tile in excitedGroup.Tiles)
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foreach (var tile in excitedGroup.Tiles)
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@@ -128,7 +179,8 @@ namespace Content.Server.Atmos.EntitySystems
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}
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}
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/// <summary>
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/// <summary>
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/// This removes an excited group without de-activating its tiles.
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/// Removes and disposes of an excited group without performing any final equalization
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/// or deactivation of its tiles.
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/// </summary>
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/// </summary>
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private void ExcitedGroupDispose(GridAtmosphereComponent gridAtmosphere, ExcitedGroup excitedGroup)
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private void ExcitedGroupDispose(GridAtmosphereComponent gridAtmosphere, ExcitedGroup excitedGroup)
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{
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{
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@@ -148,4 +200,3 @@ namespace Content.Server.Atmos.EntitySystems
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excitedGroup.Tiles.Clear();
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excitedGroup.Tiles.Clear();
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}
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}
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}
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}
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}
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@@ -129,9 +129,16 @@ namespace Content.Server.Atmos.EntitySystems
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switch (tile.LastShare)
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switch (tile.LastShare)
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{
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{
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// Refresh this tile's suspension cooldown if it had significant sharing.
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case > Atmospherics.MinimumAirToSuspend:
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case > Atmospherics.MinimumAirToSuspend:
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ExcitedGroupResetCooldowns(tile.ExcitedGroup);
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ExcitedGroupResetCooldowns(tile.ExcitedGroup);
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break;
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break;
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// If this tile moved a very small amount of air, but not enough to matter,
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// we set the dismantle cooldown to 0.
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// This dissolves the group without performing an equalization as we expect
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// the group to be mostly equalized already if we're moving around miniscule
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// amounts of air.
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case > Atmospherics.MinimumMolesDeltaToMove:
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case > Atmospherics.MinimumMolesDeltaToMove:
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tile.ExcitedGroup.DismantleCooldown = 0;
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tile.ExcitedGroup.DismantleCooldown = 0;
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break;
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break;
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@@ -365,7 +365,6 @@ namespace Content.Server.Atmos.EntitySystems
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ExcitedGroupSelfBreakdown(ent, excitedGroup);
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ExcitedGroupSelfBreakdown(ent, excitedGroup);
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else if (excitedGroup.DismantleCooldown > Atmospherics.ExcitedGroupsDismantleCycles)
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else if (excitedGroup.DismantleCooldown > Atmospherics.ExcitedGroupsDismantleCycles)
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DeactivateGroupTiles(gridAtmosphere, excitedGroup);
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DeactivateGroupTiles(gridAtmosphere, excitedGroup);
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// TODO ATMOS. What is the point of this? why is this only de-exciting the group? Shouldn't it also dismantle it?
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if (number++ < LagCheckIterations)
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if (number++ < LagCheckIterations)
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continue;
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continue;
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@@ -1,13 +1,44 @@
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namespace Content.Server.Atmos
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namespace Content.Server.Atmos;
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{
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/// <summary>
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/// <para>Internal Atmospherics class that stores data about a group of <see cref="TileAtmosphere"/>s
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/// that are excited and need to be processed.</para>
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///
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/// <para>Excited Groups is an optimization routine executed during LINDA
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/// that bunches small groups of active <see cref="TileAtmosphere"/>s
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/// together and performs equalization processing on the entire group when the group dissolves.
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/// Dissolution happens when LINDA operations between the tiles decrease to very low mole deltas.</para>
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/// </summary>
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public sealed class ExcitedGroup
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public sealed class ExcitedGroup
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{
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{
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[ViewVariables] public bool Disposed = false;
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/// <summary>
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/// Whether this Active Group has been disposed of.
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/// Used to make sure we don't perform operations on active groups that
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/// we've already dissolved.
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/// </summary>
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[ViewVariables]
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public bool Disposed = false;
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[ViewVariables] public readonly List<TileAtmosphere> Tiles = new(100);
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/// <summary>
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/// List of tiles that belong to this excited group.
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/// </summary>
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[ViewVariables]
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public readonly List<TileAtmosphere> Tiles = new(100);
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[ViewVariables] public int DismantleCooldown { get; set; } = 0;
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/// <summary>
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/// Cycles before this excited group will be queued for dismantling.
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/// Dismantling is the process of equalizing the atmosphere
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/// across all tiles in the excited group and removing the group.
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/// </summary>
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[ViewVariables]
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public int DismantleCooldown = 0;
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[ViewVariables] public int BreakdownCooldown { get; set; } = 0;
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/// <summary>
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}
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/// Cycles before this excited group will be allowed to break down and deactivate.
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/// Breakdown occurs when the excited group is small enough and inactive enough
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/// to be safely removed without equalization. Used where the mole deltas across
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/// the group are very low but not high enough for an equalization to occur.
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/// </summary>
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[ViewVariables]
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public int BreakdownCooldown = 0;
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}
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}
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Reference in New Issue
Block a user