Atmos optimizations (#1944)

* Adds IFireAct, ITemperatureExpose

* Use AtmosDirection instead of Direction for Atmos

* Refactor atmos to heavily rely on arrays and bitflags.
Adds F A S T M O S and reduces atmos tech debt heavily.

* Optimize and fix more stuff

* Kinda improve superconduction

* Pipenet is a word

* T U R B O M O S

* Address reviews

* Small optimization

* Superconduct is also a word

* Remove check

* Cleanup tile atmosphere

* Correct a comment
This commit is contained in:
Víctor Aguilera Puerto
2020-08-28 14:32:56 +02:00
committed by GitHub
parent 3758eb1b60
commit fb0ac3d70e
16 changed files with 619 additions and 275 deletions

View File

@@ -0,0 +1,23 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.Atmos
{
public class TemperatureExposeEvent : EntitySystemMessage
{
public MapIndices Indices { get; }
public GridId Grid { get; }
public GasMixture Air { get; }
public float Temperature { get; }
public float Volume { get; }
public TemperatureExposeEvent(MapIndices indices, GridId gridId, GasMixture air, float temperature, float volume)
{
Indices = indices;
Grid = gridId;
Air = air;
Temperature = temperature;
Volume = volume;
}
}
}