Files
tbd-station-14/Content.Server/Atmos/EntitySystems/AutomaticAtmosSystem.cs
2022-03-07 23:09:54 +11:00

53 lines
2.2 KiB
C#

using Content.Server.Atmos.Components;
using Content.Server.Shuttles.EntitySystems;
using Content.Shared.Maps;
using Robust.Shared.Map;
namespace Content.Server.Atmos.EntitySystems;
/// <summary>
/// Handles automatically adding a grid atmosphere to grids that become large enough, allowing players to build shuttles
/// with a sealed atmosphere from scratch.
/// </summary>
public sealed class AutomaticAtmosSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
public override void Initialize()
{
base.Initialize();
_mapManager.TileChanged += MapManagerOnTileChanged;
}
public override void Shutdown()
{
base.Shutdown();
_mapManager.TileChanged -= MapManagerOnTileChanged;
}
private void MapManagerOnTileChanged(object? sender, TileChangedEventArgs e)
{
// 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 (!((e.OldTile.IsSpace(_tileDefinitionManager) && !e.NewTile.IsSpace(_tileDefinitionManager)) ||
(!e.OldTile.IsSpace(_tileDefinitionManager) && e.NewTile.IsSpace(_tileDefinitionManager))))
return;
var uid = _mapManager.GetGridEuid(e.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 && !HasComp<IAtmosphereComponent>(uid))
{
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.
}
}