Files
tbd-station-14/Content.Server/Atmos/EntitySystems/AutomaticAtmosSystem.cs
metalgearsloth 1e82d0c7ed Add docking window to shuttle consoles (#8756)
* lewd

* A

* Realtime

* Sleepy dork

* Draw radar position

* Accurate infiltrator

* experiments

* Better drawing

* Labels

* I need aan adult

* Cleanup

* Show toggles

* display I guess

* A

* fix

* fix

* cleanupsies

* Bit more polish

* Make sure mass scanners actually work

* Remove dummy state

* fren

* opposite

* aghost crash

* comment

* What's in a name

* woops

* Show docking ports

* Dock highlighting

* Drawing dock

* Shitty docks

* Lots of docking drawing

* Autodock working

* dork

* More graceful shutdown

* zoomies

* Lines and distance change

* revert

* Good enough

* cleanup

* Fix default range

* Dock UI and loc update

* Update on undock

* Loc fixes
2022-06-16 15:28:16 +10:00

46 lines
1.9 KiB
C#

using Content.Server.Atmos.Components;
using Content.Server.Shuttles.Systems;
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 ITileDefinitionManager _tileDefinitionManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TileChangedEvent>(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<IAtmosphereComponent>(ev.Entity))
return;
if (!TryComp<PhysicsComponent>(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<GridAtmosphereComponent>(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.
}
}