Files
tbd-station-14/Content.Server/Atmos/Components/AirtightComponent.cs
Acruid 15fb554c28 Engine Entity Anchoring Changes (#4195)
* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.

* Fixes power tests with new anchored requirements.

* Moved AnchorableComponent into construction.
AnchorableComponent now uses Transform.Anchored.

* Fixed bug with nodes, power works again.

* Adds lifetime stages to Component.

* Update Engine to v0.4.70.
2021-06-19 19:41:26 -07:00

175 lines
5.4 KiB
C#

#nullable enable
using Content.Server.Atmos.EntitySystems;
using Content.Shared.Atmos;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
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.Atmos.Components
{
[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]
[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;
protected 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);
UpdatePosition();
}
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;
}
public void MapInit()
{
UpdatePosition();
}
protected override void Shutdown()
{
base.Shutdown();
_airBlocked = false;
InvalidatePosition(_lastPosition.Item1, _lastPosition.Item2);
if (_fixVacuum)
{
_atmosphereSystem.GetGridAtmosphere(_lastPosition.Item1)?.FixVacuum(_lastPosition.Item2);
}
}
public void AnchorStateChanged()
{
var gridId = Owner.Transform.GridID;
var coords = Owner.Transform.Coordinates;
var grid = _mapManager.GetGrid(gridId);
var tilePos = grid.TileIndicesFor(coords);
// Update and invalidate new position.
_lastPosition = (gridId, tilePos);
InvalidatePosition(gridId, tilePos);
}
private void UpdatePosition()
{
if (!Owner.Transform.Anchored || !Owner.Transform.GridID.IsValid())
return;
var grid = _mapManager.GetGrid(Owner.Transform.GridID);
_lastPosition = (Owner.Transform.GridID, grid.TileIndicesFor(Owner.Transform.Coordinates));
InvalidatePosition(_lastPosition.Item1, _lastPosition.Item2);
}
private void InvalidatePosition(GridId gridId, Vector2i pos)
{
if (!gridId.IsValid())
return;
var gridAtmos = _atmosphereSystem.GetGridAtmosphere(gridId);
gridAtmos?.UpdateAdjacentBits(pos);
gridAtmos?.Invalidate(pos);
}
}
}