Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/AtmosphereSystem.cs
DrSmugleaf 74943a2770 Typo, redundant string interpolation, namespaces and imports cleanup (#2068)
* Readonly, typos and redundant string interpolations

* Namespaces

* Optimize imports

* Address reviews

* but actually

* Localize missing strings

* Remove redundant vars
2020-09-13 14:23:52 +02:00

87 lines
3.1 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Atmos;
using Content.Server.Atmos.Reactions;
using Content.Shared.GameObjects.EntitySystems.Atmos;
using JetBrains.Annotations;
using Robust.Server.Interfaces.Timing;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Map;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class AtmosphereSystem : SharedAtmosphereSystem
{
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPauseManager _pauseManager = default!;
[Dependency] private IEntityManager _entityManager = default!;
private GasReactionPrototype[] _gasReactions = Array.Empty<GasReactionPrototype>();
/// <summary>
/// List of gas reactions ordered by priority.
/// </summary>
public IEnumerable<GasReactionPrototype> GasReactions => _gasReactions!;
/// <summary>
/// EventBus reference for gas reactions.
/// </summary>
public IEventBus EventBus => _entityManager.EventBus;
public override void Initialize()
{
base.Initialize();
_gasReactions = _protoMan.EnumeratePrototypes<GasReactionPrototype>().ToArray();
Array.Sort(_gasReactions, (a, b) => b.Priority.CompareTo(a.Priority));
_mapManager.TileChanged += OnTileChanged;
}
public IGridAtmosphereComponent? GetGridAtmosphere(GridId gridId)
{
// TODO Return space grid atmosphere for invalid grids or grids with no atmos
var grid = _mapManager.GetGrid(gridId);
if (!EntityManager.TryGetEntity(grid.GridEntityId, out var gridEnt)) return null;
return gridEnt.TryGetComponent(out IGridAtmosphereComponent? atmos) ? atmos : null;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var (mapGridComponent, gridAtmosphereComponent) in EntityManager.ComponentManager.EntityQuery<IMapGridComponent, IGridAtmosphereComponent>())
{
if (_pauseManager.IsGridPaused(mapGridComponent.GridIndex)) continue;
gridAtmosphereComponent.Update(frameTime);
}
}
private void OnTileChanged(object? sender, TileChangedEventArgs eventArgs)
{
// When a tile changes, we want to update it only if it's gone from
// space -> not space or vice versa. So if the old tile is the
// same as the new tile in terms of space-ness, ignore the change
if (eventArgs.NewTile.Tile.IsEmpty == eventArgs.OldTile.IsEmpty)
{
return;
}
GetGridAtmosphere(eventArgs.NewTile.GridIndex)?.Invalidate(eventArgs.NewTile.GridIndices);
}
}
}