using Content.Server.Atmos.Components;
using Content.Server.Shuttles.EntitySystems;
using Content.Shared.Maps;
using Robust.Shared.Map;
namespace Content.Server.Atmos.EntitySystems;
///
/// Handles automatically adding a grid atmosphere to grids that become large enough, allowing players to build shuttles
/// with a sealed atmosphere from scratch.
///
public sealed class AutomaticAtmosSystem : EntitySystem
{
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnTileChanged);
}
private void OnTileChanged(TileChangedEvent ev)
{
// Only if a atmos-holding tile has been added or removed.
// Also, these calls are surprisingly slow.
// 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(ev.Entity))
return;
if (!TryComp(ev.Entity, 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)
{
AddComp(ev.Entity);
Logger.InfoS("atmos", $"Giving grid {ev.Entity} 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.
}
}