Revert "Update submodule (again)" (#7730)
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@@ -28,7 +28,6 @@ namespace Content.Server.Atmos.EntitySystems
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private void InitializeGrid()
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{
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SubscribeLocalEvent<GridAtmosphereComponent, ComponentInit>(OnGridAtmosphereInit);
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SubscribeLocalEvent<GridAtmosphereComponent, GridSplitEvent>(OnGridSplit);
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}
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private void OnGridAtmosphereInit(EntityUid uid, GridAtmosphereComponent gridAtmosphere, ComponentInit args)
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@@ -61,56 +60,6 @@ namespace Content.Server.Atmos.EntitySystems
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GridRepopulateTiles(mapGrid.Grid, gridAtmosphere);
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}
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private void OnGridSplit(EntityUid uid, GridAtmosphereComponent originalGridAtmos, ref GridSplitEvent args)
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{
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foreach (var newGrid in args.NewGrids)
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{
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// Make extra sure this is a valid grid.
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if (!_mapManager.TryGetGrid(newGrid, out var mapGrid))
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continue;
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var entity = mapGrid.GridEntityId;
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// If the new split grid has an atmosphere already somehow, use that. Otherwise, add a new one.
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if (!TryComp(entity, out GridAtmosphereComponent? newGridAtmos))
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newGridAtmos = AddComp<GridAtmosphereComponent>(entity);
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// We assume the tiles on the new grid have the same coordinates as they did on the old grid...
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var enumerator = mapGrid.GetAllTilesEnumerator();
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while (enumerator.MoveNext(out var tile))
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{
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var indices = tile.Value.GridIndices;
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// This split event happens *before* the spaced tiles have been invalidated, therefore we can still
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// access their gas data. On the next atmos update tick, these tiles will be spaced. Poof!
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if (!originalGridAtmos.Tiles.TryGetValue(indices, out var tileAtmosphere))
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continue;
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// The new grid atmosphere has been initialized, meaning it has all the needed TileAtmospheres...
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if (!newGridAtmos.Tiles.TryGetValue(indices, out var newTileAtmosphere))
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// Let's be honest, this is really not gonna happen, but just in case...!
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continue;
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// Copy a bunch of data over... Not great, maybe put this in TileAtmosphere?
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newTileAtmosphere.Air = tileAtmosphere.Air?.Clone() ?? null;
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newTileAtmosphere.Hotspot = tileAtmosphere.Hotspot;
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newTileAtmosphere.HeatCapacity = tileAtmosphere.HeatCapacity;
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newTileAtmosphere.Temperature = tileAtmosphere.Temperature;
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newTileAtmosphere.PressureDifference = tileAtmosphere.PressureDifference;
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newTileAtmosphere.PressureDirection = tileAtmosphere.PressureDirection;
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// TODO ATMOS: Somehow force GasTileOverlaySystem to perform an update *right now, right here.*
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// The reason why is that right now, gas will flicker until the next GasTileOverlay update.
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// That looks bad, of course. We want to avoid that! Anyway that's a bit more complicated so out of scope.
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// Invalidate the tile, it's redundant but redundancy is good! Also HashSet so really, no duplicates.
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InvalidateTile(originalGridAtmos, indices);
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InvalidateTile(newGridAtmos, indices);
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}
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}
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}
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#region Grid Is Simulated
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/// <summary>
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@@ -268,11 +217,10 @@ namespace Content.Server.Atmos.EntitySystems
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private AtmosDirection GetBlockedDirections(IMapGrid mapGrid, Vector2i indices)
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{
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var value = AtmosDirection.Invalid;
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var enumerator = GetObstructingComponentsEnumerator(mapGrid, indices);
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while (enumerator.MoveNext(out var airtightComponent))
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foreach (var airtightComponent in GetObstructingComponents(mapGrid, indices))
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{
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if (airtightComponent.AirBlocked)
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if(airtightComponent.AirBlocked)
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value |= airtightComponent.AirBlockedDirection;
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}
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