@@ -4,148 +4,199 @@ 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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public sealed partial class AtmosphereSystem
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{
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{
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public sealed partial class AtmosphereSystem
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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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{
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{
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private void ExcitedGroupAddTile(ExcitedGroup excitedGroup, TileAtmosphere tile)
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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DebugTools.Assert(tile.ExcitedGroup == null, "Tried to add a tile to an excited group when it's already in another one!");
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excitedGroup.Tiles.Add(tile);
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tile.ExcitedGroup = excitedGroup;
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ExcitedGroupResetCooldowns(excitedGroup);
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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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{
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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DebugTools.Assert(tile.ExcitedGroup == excitedGroup, "Tried to remove a tile from an excited group it's not present in!");
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tile.ExcitedGroup = null;
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excitedGroup.Tiles.Remove(tile);
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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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{
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DebugTools.Assert(!ourGroup.Disposed, "Excited group is disposed!");
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DebugTools.Assert(!otherGroup.Disposed, "Excited group is disposed!");
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DebugTools.Assert(gridAtmosphere.ExcitedGroups.Contains(ourGroup), "Grid Atmosphere does not contain Excited Group!");
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DebugTools.Assert(gridAtmosphere.ExcitedGroups.Contains(otherGroup), "Grid Atmosphere does not contain Excited Group!");
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var ourSize = ourGroup.Tiles.Count;
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var otherSize = otherGroup.Tiles.Count;
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ExcitedGroup winner;
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ExcitedGroup loser;
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if (ourSize > otherSize)
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{
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{
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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winner = ourGroup;
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DebugTools.Assert(tile.ExcitedGroup == null, "Tried to add a tile to an excited group when it's already in another one!");
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loser = otherGroup;
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excitedGroup.Tiles.Add(tile);
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}
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tile.ExcitedGroup = excitedGroup;
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else
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ExcitedGroupResetCooldowns(excitedGroup);
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{
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winner = otherGroup;
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loser = ourGroup;
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}
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}
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private void ExcitedGroupRemoveTile(ExcitedGroup excitedGroup, TileAtmosphere tile)
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foreach (var tile in loser.Tiles)
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{
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tile.ExcitedGroup = winner;
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winner.Tiles.Add(tile);
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}
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loser.Tiles.Clear();
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ExcitedGroupDispose(gridAtmosphere, loser);
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ExcitedGroupResetCooldowns(winner);
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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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{
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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excitedGroup.BreakdownCooldown = 0;
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excitedGroup.DismantleCooldown = 0;
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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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Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
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ExcitedGroup excitedGroup)
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{
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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DebugTools.Assert(ent.Comp1.ExcitedGroups.Contains(excitedGroup), "Grid Atmosphere does not contain Excited Group!");
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var combined = new GasMixture(Atmospherics.CellVolume);
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var tileSize = excitedGroup.Tiles.Count;
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if (excitedGroup.Disposed)
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return;
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if (tileSize == 0)
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{
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ExcitedGroupDispose(ent.Comp1, excitedGroup);
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return;
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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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{
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if (tile?.Air == null)
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continue;
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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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continue;
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combined.Clear();
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break;
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}
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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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{
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if (tile?.Air == null)
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continue;
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tile.Air.CopyFrom(combined);
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InvalidateVisuals(ent, tile);
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}
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excitedGroup.BreakdownCooldown = 0;
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}
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/// <summary>
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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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/// <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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{
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foreach (var tile in excitedGroup.Tiles)
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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(tile.ExcitedGroup == excitedGroup, "Tried to remove a tile from an excited group it's not present in!");
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tile.ExcitedGroup = null;
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tile.ExcitedGroup = null;
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excitedGroup.Tiles.Remove(tile);
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RemoveActiveTile(gridAtmosphere, tile);
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}
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}
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private void ExcitedGroupMerge(GridAtmosphereComponent gridAtmosphere, ExcitedGroup ourGroup, ExcitedGroup otherGroup)
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excitedGroup.Tiles.Clear();
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}
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/// <summary>
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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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private void ExcitedGroupDispose(GridAtmosphereComponent gridAtmosphere, ExcitedGroup excitedGroup)
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{
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if (excitedGroup.Disposed)
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return;
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DebugTools.Assert(gridAtmosphere.ExcitedGroups.Contains(excitedGroup), "Grid Atmosphere does not contain Excited Group!");
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excitedGroup.Disposed = true;
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gridAtmosphere.ExcitedGroups.Remove(excitedGroup);
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foreach (var tile in excitedGroup.Tiles)
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{
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{
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DebugTools.Assert(!ourGroup.Disposed, "Excited group is disposed!");
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tile.ExcitedGroup = null;
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DebugTools.Assert(!otherGroup.Disposed, "Excited group is disposed!");
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DebugTools.Assert(gridAtmosphere.ExcitedGroups.Contains(ourGroup), "Grid Atmosphere does not contain Excited Group!");
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DebugTools.Assert(gridAtmosphere.ExcitedGroups.Contains(otherGroup), "Grid Atmosphere does not contain Excited Group!");
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var ourSize = ourGroup.Tiles.Count;
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var otherSize = otherGroup.Tiles.Count;
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ExcitedGroup winner;
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ExcitedGroup loser;
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if (ourSize > otherSize)
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{
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winner = ourGroup;
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loser = otherGroup;
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}
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else
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{
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winner = otherGroup;
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loser = ourGroup;
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}
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foreach (var tile in loser.Tiles)
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{
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tile.ExcitedGroup = winner;
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winner.Tiles.Add(tile);
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}
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loser.Tiles.Clear();
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ExcitedGroupDispose(gridAtmosphere, loser);
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ExcitedGroupResetCooldowns(winner);
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}
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}
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private void ExcitedGroupResetCooldowns(ExcitedGroup excitedGroup)
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excitedGroup.Tiles.Clear();
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{
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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excitedGroup.BreakdownCooldown = 0;
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excitedGroup.DismantleCooldown = 0;
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}
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private void ExcitedGroupSelfBreakdown(
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Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
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ExcitedGroup excitedGroup)
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{
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DebugTools.Assert(!excitedGroup.Disposed, "Excited group is disposed!");
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DebugTools.Assert(ent.Comp1.ExcitedGroups.Contains(excitedGroup), "Grid Atmosphere does not contain Excited Group!");
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var combined = new GasMixture(Atmospherics.CellVolume);
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var tileSize = excitedGroup.Tiles.Count;
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if (excitedGroup.Disposed)
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return;
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if (tileSize == 0)
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{
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||||||
ExcitedGroupDispose(ent.Comp1, excitedGroup);
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return;
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||||||
}
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foreach (var tile in excitedGroup.Tiles)
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{
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if (tile?.Air == null)
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continue;
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Merge(combined, tile.Air);
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if (!ExcitedGroupsSpaceIsAllConsuming || !tile.Space)
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continue;
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combined.Clear();
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break;
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}
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combined.Multiply(1 / (float)tileSize);
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foreach (var tile in excitedGroup.Tiles)
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{
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if (tile?.Air == null)
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continue;
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tile.Air.CopyFrom(combined);
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InvalidateVisuals(ent, tile);
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}
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|
||||||
excitedGroup.BreakdownCooldown = 0;
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|
||||||
}
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|
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|
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/// <summary>
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/// This de-activates and removes all tiles in an excited group.
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|
||||||
/// </summary>
|
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||||||
private void DeactivateGroupTiles(GridAtmosphereComponent gridAtmosphere, ExcitedGroup excitedGroup)
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||||||
{
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foreach (var tile in excitedGroup.Tiles)
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{
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||||||
tile.ExcitedGroup = null;
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||||||
RemoveActiveTile(gridAtmosphere, tile);
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||||||
}
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|
||||||
excitedGroup.Tiles.Clear();
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|
||||||
}
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|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// This removes an excited group without de-activating its tiles.
|
|
||||||
/// </summary>
|
|
||||||
private void ExcitedGroupDispose(GridAtmosphereComponent gridAtmosphere, ExcitedGroup excitedGroup)
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|
||||||
{
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|
||||||
if (excitedGroup.Disposed)
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|
||||||
return;
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|
||||||
|
|
||||||
DebugTools.Assert(gridAtmosphere.ExcitedGroups.Contains(excitedGroup), "Grid Atmosphere does not contain Excited Group!");
|
|
||||||
|
|
||||||
excitedGroup.Disposed = true;
|
|
||||||
gridAtmosphere.ExcitedGroups.Remove(excitedGroup);
|
|
||||||
|
|
||||||
foreach (var tile in excitedGroup.Tiles)
|
|
||||||
{
|
|
||||||
tile.ExcitedGroup = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
excitedGroup.Tiles.Clear();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -129,9 +129,16 @@ namespace Content.Server.Atmos.EntitySystems
|
|||||||
|
|
||||||
switch (tile.LastShare)
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switch (tile.LastShare)
|
||||||
{
|
{
|
||||||
|
// Refresh this tile's suspension cooldown if it had significant sharing.
|
||||||
case > Atmospherics.MinimumAirToSuspend:
|
case > Atmospherics.MinimumAirToSuspend:
|
||||||
ExcitedGroupResetCooldowns(tile.ExcitedGroup);
|
ExcitedGroupResetCooldowns(tile.ExcitedGroup);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
// If this tile moved a very small amount of air, but not enough to matter,
|
||||||
|
// we set the dismantle cooldown to 0.
|
||||||
|
// This dissolves the group without performing an equalization as we expect
|
||||||
|
// the group to be mostly equalized already if we're moving around miniscule
|
||||||
|
// amounts of air.
|
||||||
case > Atmospherics.MinimumMolesDeltaToMove:
|
case > Atmospherics.MinimumMolesDeltaToMove:
|
||||||
tile.ExcitedGroup.DismantleCooldown = 0;
|
tile.ExcitedGroup.DismantleCooldown = 0;
|
||||||
break;
|
break;
|
||||||
|
|||||||
@@ -365,7 +365,6 @@ namespace Content.Server.Atmos.EntitySystems
|
|||||||
ExcitedGroupSelfBreakdown(ent, excitedGroup);
|
ExcitedGroupSelfBreakdown(ent, excitedGroup);
|
||||||
else if (excitedGroup.DismantleCooldown > Atmospherics.ExcitedGroupsDismantleCycles)
|
else if (excitedGroup.DismantleCooldown > Atmospherics.ExcitedGroupsDismantleCycles)
|
||||||
DeactivateGroupTiles(gridAtmosphere, excitedGroup);
|
DeactivateGroupTiles(gridAtmosphere, excitedGroup);
|
||||||
// TODO ATMOS. What is the point of this? why is this only de-exciting the group? Shouldn't it also dismantle it?
|
|
||||||
|
|
||||||
if (number++ < LagCheckIterations)
|
if (number++ < LagCheckIterations)
|
||||||
continue;
|
continue;
|
||||||
|
|||||||
@@ -1,13 +1,44 @@
|
|||||||
namespace Content.Server.Atmos
|
namespace Content.Server.Atmos;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// <para>Internal Atmospherics class that stores data about a group of <see cref="TileAtmosphere"/>s
|
||||||
|
/// that are excited and need to be processed.</para>
|
||||||
|
///
|
||||||
|
/// <para>Excited Groups is an optimization routine executed during LINDA
|
||||||
|
/// that bunches small groups of active <see cref="TileAtmosphere"/>s
|
||||||
|
/// together and performs equalization processing on the entire group when the group dissolves.
|
||||||
|
/// Dissolution happens when LINDA operations between the tiles decrease to very low mole deltas.</para>
|
||||||
|
/// </summary>
|
||||||
|
public sealed class ExcitedGroup
|
||||||
{
|
{
|
||||||
public sealed class ExcitedGroup
|
/// <summary>
|
||||||
{
|
/// Whether this Active Group has been disposed of.
|
||||||
[ViewVariables] public bool Disposed = false;
|
/// Used to make sure we don't perform operations on active groups that
|
||||||
|
/// we've already dissolved.
|
||||||
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
|
public bool Disposed = false;
|
||||||
|
|
||||||
[ViewVariables] public readonly List<TileAtmosphere> Tiles = new(100);
|
/// <summary>
|
||||||
|
/// List of tiles that belong to this excited group.
|
||||||
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
|
public readonly List<TileAtmosphere> Tiles = new(100);
|
||||||
|
|
||||||
[ViewVariables] public int DismantleCooldown { get; set; } = 0;
|
/// <summary>
|
||||||
|
/// Cycles before this excited group will be queued for dismantling.
|
||||||
|
/// Dismantling is the process of equalizing the atmosphere
|
||||||
|
/// across all tiles in the excited group and removing the group.
|
||||||
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
|
public int DismantleCooldown = 0;
|
||||||
|
|
||||||
[ViewVariables] public int BreakdownCooldown { get; set; } = 0;
|
/// <summary>
|
||||||
}
|
/// Cycles before this excited group will be allowed to break down and deactivate.
|
||||||
|
/// Breakdown occurs when the excited group is small enough and inactive enough
|
||||||
|
/// to be safely removed without equalization. Used where the mole deltas across
|
||||||
|
/// the group are very low but not high enough for an equalization to occur.
|
||||||
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
|
public int BreakdownCooldown = 0;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user