Revert "Update submodule (again)" (#7730)

This commit is contained in:
metalgearsloth
2022-04-24 02:26:00 +10:00
committed by GitHub
parent 7feea724fd
commit ecaad9c349
36 changed files with 151 additions and 292 deletions

View File

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