ECS Atmos Part 4: Moves all atmos logic from TileAtmosphere to AtmosphereSystem. (#4295)

* Moves all atmos logic from TileAtmosphere to AtmosphereSystem.

* Atmos uses grid anchoring to check for firelocks instead of grid tile lookups.

* CVar for space wind sound

* CVar for explosive depressurization
This commit is contained in:
Vera Aguilera Puerto
2021-07-20 18:03:49 +02:00
committed by GitHub
parent e1fdd902bb
commit fcafa8f439
17 changed files with 1165 additions and 1121 deletions

View File

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#nullable disable warnings
#nullable enable annotations
using Content.Server.Atmos.Components;
using Content.Shared.Atmos;
namespace Content.Server.Atmos.EntitySystems
{
public partial class AtmosphereSystem
{
private void ProcessCell(GridAtmosphereComponent gridAtmosphere, TileAtmosphere tile, int fireCount, bool spaceWind = true)
{
// Can't process a tile without air
if (tile.Air == null)
{
gridAtmosphere.RemoveActiveTile(tile);
return;
}
if (tile.ArchivedCycle < fireCount)
Archive(tile, fireCount);
tile.CurrentCycle = fireCount;
var adjacentTileLength = 0;
for (var i = 0; i < Atmospherics.Directions; i++)
{
var direction = (AtmosDirection) (1 << i);
if(tile.AdjacentBits.IsFlagSet(direction))
adjacentTileLength++;
}
for(var i = 0; i < Atmospherics.Directions; i++)
{
var direction = (AtmosDirection) (1 << i);
if (!tile.AdjacentBits.IsFlagSet(direction)) continue;
var enemyTile = tile.AdjacentTiles[i];
// If the tile is null or has no air, we don't do anything for it.
if(enemyTile?.Air == null) continue;
if (fireCount <= enemyTile.CurrentCycle) continue;
Archive(enemyTile, fireCount);
var shouldShareAir = false;
if (tile.ExcitedGroup != null && enemyTile.ExcitedGroup != null)
{
if (tile.ExcitedGroup != enemyTile.ExcitedGroup)
{
tile.ExcitedGroup.MergeGroups(enemyTile.ExcitedGroup);
}
shouldShareAir = true;
} else if (tile.Air!.Compare(enemyTile.Air!) != GasMixture.GasCompareResult.NoExchange)
{
if (!enemyTile.Excited)
{
gridAtmosphere.AddActiveTile(enemyTile);
}
var excitedGroup = tile.ExcitedGroup;
excitedGroup ??= enemyTile.ExcitedGroup;
if (excitedGroup == null)
{
excitedGroup = new ExcitedGroup();
excitedGroup.Initialize(gridAtmosphere);
}
if (tile.ExcitedGroup == null)
excitedGroup.AddTile(tile);
if(enemyTile.ExcitedGroup == null)
excitedGroup.AddTile(enemyTile);
shouldShareAir = true;
}
if (shouldShareAir)
{
var difference = Share(tile.Air!, enemyTile.Air!, adjacentTileLength);
if (spaceWind)
{
if (difference > 0)
{
ConsiderPressureDifference(gridAtmosphere, tile, enemyTile, difference);
}
else
{
ConsiderPressureDifference(gridAtmosphere, enemyTile, tile, -difference);
}
}
LastShareCheck(tile);
}
}
if(tile.Air != null)
React(tile.Air, tile);
tile.UpdateVisuals();
var remove = true;
if(tile.Air!.Temperature > Atmospherics.MinimumTemperatureStartSuperConduction)
if (ConsiderSuperconductivity(gridAtmosphere, tile, true))
remove = false;
if(tile.ExcitedGroup == null && remove)
gridAtmosphere.RemoveActiveTile(tile);
}
private void Archive(TileAtmosphere tile, int fireCount)
{
tile.Air?.Archive();
tile.ArchivedCycle = fireCount;
tile.TemperatureArchived = tile.Temperature;
}
private void LastShareCheck(TileAtmosphere tile)
{
if (tile.Air == null || tile.ExcitedGroup == null)
return;
switch (tile.Air.LastShare)
{
case > Atmospherics.MinimumAirToSuspend:
tile.ExcitedGroup.ResetCooldowns();
break;
case > Atmospherics.MinimumMolesDeltaToMove:
tile.ExcitedGroup.DismantleCooldown = 0;
break;
}
}
}
}