Revert "Update submodule (again)" (#7730)
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@@ -11,6 +11,7 @@ namespace Content.Server.Atmos.EntitySystems;
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/// </summary>
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public sealed class AutomaticAtmosSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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public override void Initialize()
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@@ -19,6 +20,7 @@ public sealed class AutomaticAtmosSystem : EntitySystem
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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}
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private void OnTileChanged(TileChangedEvent ev)
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{
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// Only if a atmos-holding tile has been added or removed.
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@@ -26,18 +28,18 @@ public sealed class AutomaticAtmosSystem : EntitySystem
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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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if (!((ev.OldTile.IsSpace(_tileDefinitionManager) && !ev.NewTile.IsSpace(_tileDefinitionManager)) ||
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(!ev.OldTile.IsSpace(_tileDefinitionManager) && ev.NewTile.IsSpace(_tileDefinitionManager))) ||
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HasComp<IAtmosphereComponent>(ev.Entity))
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(!ev.OldTile.IsSpace(_tileDefinitionManager) && ev.NewTile.IsSpace(_tileDefinitionManager))))
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return;
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if (!TryComp<PhysicsComponent>(ev.Entity, out var physics))
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var uid = _mapManager.GetGridEuid(ev.NewTile.GridIndex);
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if (!TryComp<PhysicsComponent>(uid, out var physics))
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return;
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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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if (physics.Mass / ShuttleSystem.TileMassMultiplier >= 7.0f && !HasComp<IAtmosphereComponent>(uid))
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{
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AddComp<GridAtmosphereComponent>(ev.Entity);
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Logger.InfoS("atmos", $"Giving grid {ev.Entity} GridAtmosphereComponent.");
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AddComp<GridAtmosphereComponent>(uid);
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Logger.InfoS("atmos", $"Giving grid {uid} 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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