* Removed SnapGridOffset, there is only center now. * SnapGridComponent methods are now static. * Removed SnapGridComponent.OnPositionChanged. * Refactored static functions off SnapGridComponent to MapGrid. Refactored away usages of SnapGridComponent.Position. * Added Transform.Anchored for checking if an entity is a tile entity. More refactoring for static MapGrid functions. * Static snapgrid methods on MapGrid are no longer static. * Add setter to ITransformComponent.Anchored. Removed direct references to SnapGridComponent from content. * Grid functions now deal with EntityUids instead of SnapGridComponents. Began renaming public API functions from SnapGrid to Anchor. * Remove the SnapGridComponent 'Offset' field from all yaml files. This was removed in code previously, so the yaml linter was upset. * Update engine submodule to v0.4.46.
179 lines
5.5 KiB
C#
179 lines
5.5 KiB
C#
#nullable enable
|
|
using Content.Server.GameObjects.EntitySystems;
|
|
using Content.Shared.Atmos;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Log;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Atmos
|
|
{
|
|
[RegisterComponent]
|
|
public class AirtightComponent : Component, IMapInit
|
|
{
|
|
[Dependency] private readonly IMapManager _mapManager = default!;
|
|
|
|
private (GridId, Vector2i) _lastPosition;
|
|
private AtmosphereSystem _atmosphereSystem = default!;
|
|
|
|
public override string Name => "Airtight";
|
|
|
|
[DataField("airBlockedDirection", customTypeSerializer: typeof(FlagSerializer<AtmosDirectionFlags>))]
|
|
[ViewVariables]
|
|
private int _initialAirBlockedDirection = (int) AtmosDirection.All;
|
|
|
|
[ViewVariables]
|
|
private int _currentAirBlockedDirection;
|
|
|
|
[DataField("airBlocked")]
|
|
private bool _airBlocked = true;
|
|
|
|
[DataField("fixVacuum")]
|
|
private bool _fixVacuum = true;
|
|
|
|
[ViewVariables]
|
|
[DataField("rotateAirBlocked")]
|
|
private bool _rotateAirBlocked = true;
|
|
|
|
[ViewVariables]
|
|
[DataField("fixAirBlockedDirectionInitialize")]
|
|
private bool _fixAirBlockedDirectionInitialize = true;
|
|
|
|
[ViewVariables]
|
|
[field: DataField("noAirWhenFullyAirBlocked")]
|
|
public bool NoAirWhenFullyAirBlocked { get; } = true;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public bool AirBlocked
|
|
{
|
|
get => _airBlocked;
|
|
set
|
|
{
|
|
_airBlocked = value;
|
|
|
|
UpdatePosition();
|
|
}
|
|
}
|
|
|
|
public AtmosDirection AirBlockedDirection
|
|
{
|
|
get => (AtmosDirection)_currentAirBlockedDirection;
|
|
set
|
|
{
|
|
_currentAirBlockedDirection = (int) value;
|
|
_initialAirBlockedDirection = (int)Rotate(AirBlockedDirection, -Owner.Transform.LocalRotation);
|
|
|
|
UpdatePosition();
|
|
}
|
|
}
|
|
|
|
[ViewVariables]
|
|
public bool FixVacuum => _fixVacuum;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
|
|
|
|
if (_fixAirBlockedDirectionInitialize)
|
|
RotateEvent(new RotateEvent(Owner, Angle.Zero, Owner.Transform.WorldRotation));
|
|
|
|
// Adding this component will immediately anchor the entity, because the atmos system
|
|
// requires airtight entities to be anchored for performance.
|
|
Owner.Transform.Anchored = true;
|
|
|
|
UpdatePosition();
|
|
}
|
|
|
|
public void RotateEvent(RotateEvent ev)
|
|
{
|
|
if (!_rotateAirBlocked || ev.Sender != Owner || _initialAirBlockedDirection == (int)AtmosDirection.Invalid)
|
|
return;
|
|
|
|
_currentAirBlockedDirection = (int) Rotate((AtmosDirection)_initialAirBlockedDirection, ev.NewRotation);
|
|
}
|
|
|
|
private AtmosDirection Rotate(AtmosDirection myDirection, Angle myAngle)
|
|
{
|
|
var newAirBlockedDirs = AtmosDirection.Invalid;
|
|
|
|
if (myAngle == Angle.Zero)
|
|
return myDirection;
|
|
|
|
// TODO ATMOS MULTIZ When we make multiZ atmos, special case this.
|
|
for (var i = 0; i < Atmospherics.Directions; i++)
|
|
{
|
|
var direction = (AtmosDirection) (1 << i);
|
|
if (!myDirection.IsFlagSet(direction)) continue;
|
|
var angle = direction.ToAngle();
|
|
angle += myAngle;
|
|
newAirBlockedDirs |= angle.ToAtmosDirectionCardinal();
|
|
}
|
|
|
|
return newAirBlockedDirs;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public void MapInit()
|
|
{
|
|
if (Owner.Transform.Anchored)
|
|
{
|
|
var grid = _mapManager.GetGrid(Owner.Transform.GridID);
|
|
_lastPosition = (Owner.Transform.GridID, grid.TileIndicesFor(Owner.Transform.Coordinates));
|
|
}
|
|
|
|
UpdatePosition();
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void Shutdown()
|
|
{
|
|
base.Shutdown();
|
|
|
|
_airBlocked = false;
|
|
|
|
UpdatePosition(_lastPosition.Item1, _lastPosition.Item2);
|
|
|
|
if (_fixVacuum)
|
|
{
|
|
_atmosphereSystem.GetGridAtmosphere(_lastPosition.Item1)?.FixVacuum(_lastPosition.Item2);
|
|
}
|
|
}
|
|
|
|
public void OnTransformMove()
|
|
{
|
|
UpdatePosition(_lastPosition.Item1, _lastPosition.Item2);
|
|
UpdatePosition();
|
|
|
|
if (Owner.Transform.Anchored)
|
|
{
|
|
var grid = _mapManager.GetGrid(Owner.Transform.GridID);
|
|
_lastPosition = (Owner.Transform.GridID, grid.TileIndicesFor(Owner.Transform.Coordinates));
|
|
}
|
|
}
|
|
|
|
private void UpdatePosition()
|
|
{
|
|
if (Owner.Transform.Anchored)
|
|
{
|
|
var grid = _mapManager.GetGrid(Owner.Transform.GridID);
|
|
UpdatePosition(Owner.Transform.GridID, grid.TileIndicesFor(Owner.Transform.Coordinates));
|
|
}
|
|
}
|
|
|
|
private void UpdatePosition(GridId gridId, Vector2i pos)
|
|
{
|
|
var gridAtmos = _atmosphereSystem.GetGridAtmosphere(gridId);
|
|
|
|
gridAtmos?.UpdateAdjacentBits(pos);
|
|
gridAtmos?.Invalidate(pos);
|
|
}
|
|
}
|
|
}
|