* Revert "Remove atmos archiving."
This reverts commit 7fa10bd17b.
* Explosive Depressurization now brings tiles down to TCMB.
* Tiles now specify heat capacity.
* Do not serialize archived gas mixture values.
* Remove bad idea
* dumb typo
* Space gas mixtures now have a harcoded heat capacity.
This is a bit of a hack, but rooms exposed to space now cool down properly when monstermos is disabled.
Huge thanks to @LemonInTheDark for helping me with this!
* Clean up heat capacity methods
* Better logging based on the original monstermos' logging
* Comment explosive depressurization hack better
615 lines
30 KiB
C#
615 lines
30 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.Atmos.Components;
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using Content.Server.Doors.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Atmos;
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using Content.Shared.Database;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Atmos.EntitySystems
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{
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public partial class AtmosphereSystem
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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private readonly TileAtmosphereComparer _monstermosComparer = new();
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private readonly TileAtmosphere?[] _equalizeTiles = new TileAtmosphere[Atmospherics.MonstermosHardTileLimit];
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private readonly TileAtmosphere[] _equalizeGiverTiles = new TileAtmosphere[Atmospherics.MonstermosTileLimit];
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private readonly TileAtmosphere[] _equalizeTakerTiles = new TileAtmosphere[Atmospherics.MonstermosTileLimit];
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private readonly TileAtmosphere[] _equalizeQueue = new TileAtmosphere[Atmospherics.MonstermosTileLimit];
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private readonly TileAtmosphere[] _depressurizeTiles = new TileAtmosphere[Atmospherics.MonstermosHardTileLimit];
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private readonly TileAtmosphere[] _depressurizeSpaceTiles = new TileAtmosphere[Atmospherics.MonstermosHardTileLimit];
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private readonly TileAtmosphere[] _depressurizeProgressionOrder = new TileAtmosphere[Atmospherics.MonstermosHardTileLimit * 2];
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private void EqualizePressureInZone(IMapGrid mapGrid, GridAtmosphereComponent gridAtmosphere, TileAtmosphere tile, int cycleNum)
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{
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if (tile.Air == null || (tile.MonstermosInfo.LastCycle >= cycleNum))
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return; // Already done.
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tile.MonstermosInfo = new MonstermosInfo();
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var startingMoles = tile.Air.TotalMoles;
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var runAtmos = false;
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// We need to figure if this is necessary
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for (var i = 0; i < Atmospherics.Directions; i++)
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{
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var direction = (AtmosDirection) (1 << i);
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if (!tile.AdjacentBits.IsFlagSet(direction)) continue;
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var other = tile.AdjacentTiles[i];
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if (other?.Air == null) continue;
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var comparisonMoles = other.Air.TotalMoles;
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if (!(MathF.Abs(comparisonMoles - startingMoles) > Atmospherics.MinimumMolesDeltaToMove)) continue;
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runAtmos = true;
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break;
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}
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if (!runAtmos) // There's no need so we don't bother.
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{
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tile.MonstermosInfo.LastCycle = cycleNum;
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return;
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}
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var queueCycle = ++gridAtmosphere.EqualizationQueueCycleControl;
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var totalMoles = 0f;
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_equalizeTiles[0] = tile;
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tile.MonstermosInfo.LastQueueCycle = queueCycle;
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var tileCount = 1;
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for (var i = 0; i < tileCount; i++)
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{
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if (i > Atmospherics.MonstermosHardTileLimit) break;
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var exploring = _equalizeTiles[i]!;
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if (i < Atmospherics.MonstermosTileLimit)
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{
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// Tiles in the _equalizeTiles array cannot have null air.
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var tileMoles = exploring.Air!.TotalMoles;
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exploring.MonstermosInfo.MoleDelta = tileMoles;
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totalMoles += tileMoles;
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}
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for (var j = 0; j < Atmospherics.Directions; j++)
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{
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var direction = (AtmosDirection) (1 << j);
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if (!exploring.AdjacentBits.IsFlagSet(direction)) continue;
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var adj = exploring.AdjacentTiles[j];
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if (adj?.Air == null) continue;
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if(adj.MonstermosInfo.LastQueueCycle == queueCycle) continue;
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adj.MonstermosInfo = new MonstermosInfo {LastQueueCycle = queueCycle};
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if(tileCount < Atmospherics.MonstermosHardTileLimit)
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_equalizeTiles[tileCount++] = adj;
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if (adj.Air.Immutable && MonstermosDepressurization)
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{
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// Looks like someone opened an airlock to space!
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ExplosivelyDepressurize(mapGrid, gridAtmosphere, tile, cycleNum);
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return;
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}
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}
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}
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if (tileCount > Atmospherics.MonstermosTileLimit)
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{
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for (var i = Atmospherics.MonstermosTileLimit; i < tileCount; i++)
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{
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//We unmark them. We shouldn't be pushing/pulling gases to/from them.
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var otherTile = _equalizeTiles[i];
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if (otherTile == null)
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continue;
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otherTile.MonstermosInfo.LastQueueCycle = 0;
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}
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tileCount = Atmospherics.MonstermosTileLimit;
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}
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var averageMoles = totalMoles / (tileCount);
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var giverTilesLength = 0;
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var takerTilesLength = 0;
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for (var i = 0; i < tileCount; i++)
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{
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var otherTile = _equalizeTiles[i]!;
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otherTile.MonstermosInfo.LastCycle = cycleNum;
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otherTile.MonstermosInfo.MoleDelta -= averageMoles;
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if (otherTile.MonstermosInfo.MoleDelta > 0)
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{
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_equalizeGiverTiles[giverTilesLength++] = otherTile;
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}
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else
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{
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_equalizeTakerTiles[takerTilesLength++] = otherTile;
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}
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}
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var logN = MathF.Log2(tileCount);
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// Optimization - try to spread gases using an O(n log n) algorithm that has a chance of not working first to avoid O(n^2)
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if (giverTilesLength > logN && takerTilesLength > logN)
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{
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// Even if it fails, it will speed up the next part.
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Array.Sort(_equalizeTiles, 0, tileCount, _monstermosComparer);
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for (var i = 0; i < tileCount; i++)
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{
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var otherTile = _equalizeTiles[i]!;
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otherTile.MonstermosInfo.FastDone = true;
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if (!(otherTile.MonstermosInfo.MoleDelta > 0)) continue;
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var eligibleDirections = AtmosDirection.Invalid;
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var eligibleDirectionCount = 0;
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for (var j = 0; j < Atmospherics.Directions; j++)
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{
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var direction = (AtmosDirection) (1 << j);
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if (!otherTile.AdjacentBits.IsFlagSet(direction)) continue;
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var tile2 = otherTile.AdjacentTiles[j]!;
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// skip anything that isn't part of our current processing block.
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if (tile2.MonstermosInfo.FastDone || tile2.MonstermosInfo.LastQueueCycle != queueCycle)
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continue;
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eligibleDirections |= direction;
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eligibleDirectionCount++;
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}
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if (eligibleDirectionCount <= 0)
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continue; // Oof we've painted ourselves into a corner. Bad luck. Next part will handle this.
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var molesToMove = otherTile.MonstermosInfo.MoleDelta / eligibleDirectionCount;
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for (var j = 0; j < Atmospherics.Directions; j++)
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{
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var direction = (AtmosDirection) (1 << j);
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if (!eligibleDirections.IsFlagSet(direction)) continue;
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AdjustEqMovement(otherTile, direction, molesToMove);
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otherTile.MonstermosInfo.MoleDelta -= molesToMove;
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otherTile.AdjacentTiles[j]!.MonstermosInfo.MoleDelta += molesToMove;
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}
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}
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giverTilesLength = 0;
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takerTilesLength = 0;
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for (var i = 0; i < tileCount; i++)
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{
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var otherTile = _equalizeTiles[i]!;
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if (otherTile.MonstermosInfo.MoleDelta > 0)
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{
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_equalizeGiverTiles[giverTilesLength++] = otherTile;
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}
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else
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{
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_equalizeTakerTiles[takerTilesLength++] = otherTile;
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}
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}
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}
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// This is the part that can become O(n^2).
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if (giverTilesLength < takerTilesLength)
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{
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// as an optimization, we choose one of two methods based on which list is smaller. We really want to avoid O(n^2) if we can.
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for (var j = 0; j < giverTilesLength; j++)
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{
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var giver = _equalizeGiverTiles[j];
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giver.MonstermosInfo.CurrentTransferDirection = AtmosDirection.Invalid;
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giver.MonstermosInfo.CurrentTransferAmount = 0;
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var queueCycleSlow = ++gridAtmosphere.EqualizationQueueCycleControl;
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var queueLength = 0;
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_equalizeQueue[queueLength++] = giver;
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giver.MonstermosInfo.LastSlowQueueCycle = queueCycleSlow;
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for (var i = 0; i < queueLength; i++)
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{
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if (giver.MonstermosInfo.MoleDelta <= 0)
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break; // We're done here now. Let's not do more work than needed.
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var otherTile = _equalizeQueue[i];
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for (var k = 0; k < Atmospherics.Directions; k++)
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{
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var direction = (AtmosDirection) (1 << k);
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if (!otherTile.AdjacentBits.IsFlagSet(direction)) continue;
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var otherTile2 = otherTile.AdjacentTiles[k];
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if (giver.MonstermosInfo.MoleDelta <= 0) break; // We're done here now. Let's not do more work than needed.
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if (otherTile2 == null || otherTile2.MonstermosInfo.LastQueueCycle != queueCycle) continue;
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if (otherTile2.MonstermosInfo.LastSlowQueueCycle == queueCycleSlow) continue;
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_equalizeQueue[queueLength++] = otherTile2;
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otherTile2.MonstermosInfo.LastSlowQueueCycle = queueCycleSlow;
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otherTile2.MonstermosInfo.CurrentTransferDirection = direction.GetOpposite();
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otherTile2.MonstermosInfo.CurrentTransferAmount = 0;
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if (otherTile2.MonstermosInfo.MoleDelta < 0)
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{
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// This tile needs gas. Let's give it to 'em.
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if (-otherTile2.MonstermosInfo.MoleDelta > giver.MonstermosInfo.MoleDelta)
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{
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// We don't have enough gas!
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otherTile2.MonstermosInfo.CurrentTransferAmount -= giver.MonstermosInfo.MoleDelta;
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otherTile2.MonstermosInfo.MoleDelta += giver.MonstermosInfo.MoleDelta;
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giver.MonstermosInfo.MoleDelta = 0;
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}
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else
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{
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// We have enough gas.
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otherTile2.MonstermosInfo.CurrentTransferAmount += otherTile2.MonstermosInfo.MoleDelta;
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giver.MonstermosInfo.MoleDelta += otherTile2.MonstermosInfo.MoleDelta;
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otherTile2.MonstermosInfo.MoleDelta = 0;
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}
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}
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}
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}
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// Putting this loop here helps make it O(n^2) over O(n^3)
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for (var i = queueLength - 1; i >= 0; i--)
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{
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var otherTile = _equalizeQueue[i];
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if (otherTile.MonstermosInfo.CurrentTransferAmount != 0 && otherTile.MonstermosInfo.CurrentTransferDirection != AtmosDirection.Invalid)
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{
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AdjustEqMovement(otherTile, otherTile.MonstermosInfo.CurrentTransferDirection, otherTile.MonstermosInfo.CurrentTransferAmount);
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otherTile.AdjacentTiles[otherTile.MonstermosInfo.CurrentTransferDirection.ToIndex()]!
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.MonstermosInfo.CurrentTransferAmount += otherTile.MonstermosInfo.CurrentTransferAmount;
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otherTile.MonstermosInfo.CurrentTransferAmount = 0;
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}
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}
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}
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}
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else
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{
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for (var j = 0; j < takerTilesLength; j++)
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{
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var taker = _equalizeTakerTiles[j];
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taker.MonstermosInfo.CurrentTransferDirection = AtmosDirection.Invalid;
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taker.MonstermosInfo.CurrentTransferAmount = 0;
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var queueCycleSlow = ++gridAtmosphere.EqualizationQueueCycleControl;
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var queueLength = 0;
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_equalizeQueue[queueLength++] = taker;
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taker.MonstermosInfo.LastSlowQueueCycle = queueCycleSlow;
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for (var i = 0; i < queueLength; i++)
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{
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if (taker.MonstermosInfo.MoleDelta >= 0)
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break; // We're done here now. Let's not do more work than needed.
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var otherTile = _equalizeQueue[i];
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for (var k = 0; k < Atmospherics.Directions; k++)
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{
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var direction = (AtmosDirection) (1 << k);
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if (!otherTile.AdjacentBits.IsFlagSet(direction)) continue;
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var otherTile2 = otherTile.AdjacentTiles[k];
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if (taker.MonstermosInfo.MoleDelta >= 0) break; // We're done here now. Let's not do more work than needed.
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if (otherTile2 == null || otherTile2.MonstermosInfo.LastQueueCycle != queueCycle) continue;
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if (otherTile2.MonstermosInfo.LastSlowQueueCycle == queueCycleSlow) continue;
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_equalizeQueue[queueLength++] = otherTile2;
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otherTile2.MonstermosInfo.LastSlowQueueCycle = queueCycleSlow;
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otherTile2.MonstermosInfo.CurrentTransferDirection = direction.GetOpposite();
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otherTile2.MonstermosInfo.CurrentTransferAmount = 0;
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if (otherTile2.MonstermosInfo.MoleDelta > 0)
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{
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// This tile has gas we can suck, so let's
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if (otherTile2.MonstermosInfo.MoleDelta > -taker.MonstermosInfo.MoleDelta)
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{
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// They have enough gas
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otherTile2.MonstermosInfo.CurrentTransferAmount -= taker.MonstermosInfo.MoleDelta;
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otherTile2.MonstermosInfo.MoleDelta += taker.MonstermosInfo.MoleDelta;
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taker.MonstermosInfo.MoleDelta = 0;
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}
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else
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{
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// They don't have enough gas!
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otherTile2.MonstermosInfo.CurrentTransferAmount += otherTile2.MonstermosInfo.MoleDelta;
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taker.MonstermosInfo.MoleDelta += otherTile2.MonstermosInfo.MoleDelta;
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otherTile2.MonstermosInfo.MoleDelta = 0;
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}
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}
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}
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}
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for (var i = queueLength - 1; i >= 0; i--)
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{
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var otherTile = _equalizeQueue[i];
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if (otherTile.MonstermosInfo.CurrentTransferAmount == 0 || otherTile.MonstermosInfo.CurrentTransferDirection == AtmosDirection.Invalid)
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continue;
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AdjustEqMovement(otherTile, otherTile.MonstermosInfo.CurrentTransferDirection, otherTile.MonstermosInfo.CurrentTransferAmount);
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otherTile.AdjacentTiles[otherTile.MonstermosInfo.CurrentTransferDirection.ToIndex()]!
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.MonstermosInfo.CurrentTransferAmount += otherTile.MonstermosInfo.CurrentTransferAmount;
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otherTile.MonstermosInfo.CurrentTransferAmount = 0;
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}
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}
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}
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for (var i = 0; i < tileCount; i++)
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{
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var otherTile = _equalizeTiles[i]!;
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FinalizeEq(gridAtmosphere, otherTile);
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}
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for (var i = 0; i < tileCount; i++)
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{
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var otherTile = _equalizeTiles[i]!;
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for (var j = 0; j < Atmospherics.Directions; j++)
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{
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var direction = (AtmosDirection) (1 << j);
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if (!otherTile.AdjacentBits.IsFlagSet(direction)) continue;
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var otherTile2 = otherTile.AdjacentTiles[j]!;
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if (otherTile2.Air?.Compare(tile.Air) == GasMixture.GasCompareResult.NoExchange) continue;
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AddActiveTile(gridAtmosphere, otherTile2);
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break;
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}
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}
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// We do cleanup.
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Array.Clear(_equalizeTiles, 0, Atmospherics.MonstermosHardTileLimit);
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Array.Clear(_equalizeGiverTiles, 0, Atmospherics.MonstermosTileLimit);
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Array.Clear(_equalizeTakerTiles, 0, Atmospherics.MonstermosTileLimit);
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Array.Clear(_equalizeQueue, 0, Atmospherics.MonstermosTileLimit);
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}
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private void ExplosivelyDepressurize(IMapGrid mapGrid, GridAtmosphereComponent gridAtmosphere, TileAtmosphere tile, int cycleNum)
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{
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// Check if explosive depressurization is enabled and if the tile is valid.
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if (!MonstermosDepressurization || tile.Air == null)
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return;
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const int limit = Atmospherics.MonstermosHardTileLimit;
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var totalMolesRemoved = 0f;
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var queueCycle = ++gridAtmosphere.EqualizationQueueCycleControl;
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var tileCount = 0;
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var spaceTileCount = 0;
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_depressurizeTiles[tileCount++] = tile;
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tile.MonstermosInfo = new MonstermosInfo {LastQueueCycle = queueCycle};
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for (var i = 0; i < tileCount; i++)
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{
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var otherTile = _depressurizeTiles[i];
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otherTile.MonstermosInfo.LastCycle = cycleNum;
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otherTile.MonstermosInfo.CurrentTransferDirection = AtmosDirection.Invalid;
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// Tiles in the _depressurizeTiles array cannot have null air.
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if (!otherTile.Air!.Immutable)
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{
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for (var j = 0; j < Atmospherics.Directions; j++)
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{
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var direction = (AtmosDirection) (1 << j);
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if (!otherTile.AdjacentBits.IsFlagSet(direction)) continue;
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var otherTile2 = otherTile.AdjacentTiles[j];
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if (otherTile2?.Air == null) continue;
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if (otherTile2.MonstermosInfo.LastQueueCycle == queueCycle) continue;
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ConsiderFirelocks(gridAtmosphere, otherTile, otherTile2);
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// The firelocks might have closed on us.
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if (!otherTile.AdjacentBits.IsFlagSet(direction)) continue;
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otherTile2.MonstermosInfo = new MonstermosInfo { LastQueueCycle = queueCycle };
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_depressurizeTiles[tileCount++] = otherTile2;
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if (tileCount >= limit) break;
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}
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}
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else
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{
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_depressurizeSpaceTiles[spaceTileCount++] = otherTile;
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otherTile.PressureSpecificTarget = otherTile;
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}
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if (tileCount < limit && spaceTileCount < limit)
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continue;
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break;
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}
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var queueCycleSlow = ++gridAtmosphere.EqualizationQueueCycleControl;
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var progressionCount = 0;
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for (var i = 0; i < spaceTileCount; i++)
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{
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var otherTile = _depressurizeSpaceTiles[i];
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_depressurizeProgressionOrder[progressionCount++] = otherTile;
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otherTile.MonstermosInfo.LastSlowQueueCycle = queueCycleSlow;
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otherTile.MonstermosInfo.CurrentTransferDirection = AtmosDirection.Invalid;
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}
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for (var i = 0; i < progressionCount; i++)
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{
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var otherTile = _depressurizeProgressionOrder[i];
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for (var j = 0; j < Atmospherics.Directions; j++)
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{
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var direction = (AtmosDirection) (1 << j);
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// Tiles in _depressurizeProgressionOrder cannot have null air.
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if (!otherTile.AdjacentBits.IsFlagSet(direction) && !otherTile.Air!.Immutable) continue;
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var tile2 = otherTile.AdjacentTiles[j];
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if (tile2?.MonstermosInfo.LastQueueCycle != queueCycle) continue;
|
|
if (tile2.MonstermosInfo.LastSlowQueueCycle == queueCycleSlow) continue;
|
|
if(tile2.Air?.Immutable ?? false) continue;
|
|
tile2.MonstermosInfo.CurrentTransferDirection = direction.GetOpposite();
|
|
tile2.MonstermosInfo.CurrentTransferAmount = 0;
|
|
tile2.PressureSpecificTarget = otherTile.PressureSpecificTarget;
|
|
tile2.MonstermosInfo.LastSlowQueueCycle = queueCycleSlow;
|
|
_depressurizeProgressionOrder[progressionCount++] = tile2;
|
|
}
|
|
}
|
|
|
|
for (var i = progressionCount - 1; i >= 0; i--)
|
|
{
|
|
var otherTile = _depressurizeProgressionOrder[i];
|
|
if (otherTile.MonstermosInfo.CurrentTransferDirection == AtmosDirection.Invalid) continue;
|
|
gridAtmosphere.HighPressureDelta.Add(otherTile);
|
|
AddActiveTile(gridAtmosphere, otherTile);
|
|
var otherTile2 = otherTile.AdjacentTiles[otherTile.MonstermosInfo.CurrentTransferDirection.ToIndex()];
|
|
if (otherTile2?.Air == null) continue;
|
|
var sum = otherTile2.Air.TotalMoles;
|
|
totalMolesRemoved += sum;
|
|
otherTile.MonstermosInfo.CurrentTransferAmount += sum;
|
|
otherTile2.MonstermosInfo.CurrentTransferAmount += otherTile.MonstermosInfo.CurrentTransferAmount;
|
|
otherTile.PressureDifference = otherTile.MonstermosInfo.CurrentTransferAmount;
|
|
otherTile.PressureDirection = otherTile.MonstermosInfo.CurrentTransferDirection;
|
|
|
|
if (otherTile2.MonstermosInfo.CurrentTransferDirection == AtmosDirection.Invalid)
|
|
{
|
|
otherTile2.PressureDifference = otherTile2.MonstermosInfo.CurrentTransferAmount;
|
|
otherTile2.PressureDirection = otherTile.MonstermosInfo.CurrentTransferDirection;
|
|
}
|
|
|
|
|
|
// This gas mixture cannot be null, no tile in _depressurizeProgressionOrder can have a null gas mixture
|
|
otherTile.Air!.Clear();
|
|
|
|
// This is a little hacky, but hear me out. It makes sense. We have just vacuumed all of the tile's air
|
|
// therefore there is no more gas in the tile, therefore the tile should be as cold as space!
|
|
otherTile.Air.Temperature = Atmospherics.TCMB;
|
|
|
|
InvalidateVisuals(otherTile.GridIndex, otherTile.GridIndices);
|
|
HandleDecompressionFloorRip(mapGrid, otherTile, sum);
|
|
}
|
|
|
|
if (GridImpulse && tileCount > 0)
|
|
{
|
|
var direction = ((Vector2)_depressurizeTiles[tileCount - 1].GridIndices - tile.GridIndices).Normalized;
|
|
|
|
var gridPhysics = EntityManager.GetComponent<PhysicsComponent>(mapGrid.GridEntityId);
|
|
|
|
// TODO ATMOS: Come up with better values for these.
|
|
gridPhysics.ApplyLinearImpulse(direction * totalMolesRemoved * gridPhysics.Mass);
|
|
gridPhysics.ApplyAngularImpulse(Vector2.Cross(tile.GridIndices - gridPhysics.LocalCenter, direction) * totalMolesRemoved);
|
|
}
|
|
|
|
if(tileCount > 10 && (totalMolesRemoved / tileCount) > 20)
|
|
_adminLog.Add(LogType.ExplosiveDepressurization, LogImpact.High,
|
|
$"Explosive depressurization removed {totalMolesRemoved} moles from {tileCount} tiles starting from position {tile.GridIndices:position} on grid ID {tile.GridIndex:grid}");
|
|
|
|
Array.Clear(_depressurizeTiles, 0, Atmospherics.MonstermosHardTileLimit);
|
|
Array.Clear(_depressurizeSpaceTiles, 0, Atmospherics.MonstermosHardTileLimit);
|
|
Array.Clear(_depressurizeProgressionOrder, 0, Atmospherics.MonstermosHardTileLimit * 2);
|
|
}
|
|
|
|
private void ConsiderFirelocks(GridAtmosphereComponent gridAtmosphere, TileAtmosphere tile, TileAtmosphere other)
|
|
{
|
|
if (!_mapManager.TryGetGrid(tile.GridIndex, out var mapGrid))
|
|
return;
|
|
|
|
var reconsiderAdjacent = false;
|
|
|
|
foreach (var entity in mapGrid.GetAnchoredEntities(tile.GridIndices))
|
|
{
|
|
if (!EntityManager.TryGetComponent(entity, out FirelockComponent firelock))
|
|
continue;
|
|
|
|
reconsiderAdjacent |= firelock.EmergencyPressureStop();
|
|
}
|
|
|
|
foreach (var entity in mapGrid.GetAnchoredEntities(other.GridIndices))
|
|
{
|
|
if (!EntityManager.TryGetComponent(entity, out FirelockComponent firelock))
|
|
continue;
|
|
|
|
reconsiderAdjacent |= firelock.EmergencyPressureStop();
|
|
}
|
|
|
|
if (!reconsiderAdjacent)
|
|
return;
|
|
|
|
UpdateAdjacent(mapGrid, gridAtmosphere, tile);
|
|
UpdateAdjacent(mapGrid, gridAtmosphere, other);
|
|
InvalidateVisuals(tile.GridIndex, tile.GridIndices);
|
|
InvalidateVisuals(other.GridIndex, other.GridIndices);
|
|
}
|
|
|
|
private void FinalizeEq(GridAtmosphereComponent gridAtmosphere, TileAtmosphere tile)
|
|
{
|
|
Span<float> transferDirections = stackalloc float[Atmospherics.Directions];
|
|
var hasTransferDirs = false;
|
|
for (var i = 0; i < Atmospherics.Directions; i++)
|
|
{
|
|
var amount = tile.MonstermosInfo[i];
|
|
if (amount == 0) continue;
|
|
transferDirections[i] = amount;
|
|
tile.MonstermosInfo[i] = 0; // Set them to 0 to prevent infinite recursion.
|
|
hasTransferDirs = true;
|
|
}
|
|
|
|
if (!hasTransferDirs) return;
|
|
|
|
for(var i = 0; i < Atmospherics.Directions; i++)
|
|
{
|
|
var direction = (AtmosDirection) (1 << i);
|
|
if (!tile.AdjacentBits.IsFlagSet(direction)) continue;
|
|
var amount = transferDirections[i];
|
|
var otherTile = tile.AdjacentTiles[i];
|
|
if (otherTile?.Air == null) continue;
|
|
if (amount > 0)
|
|
{
|
|
// Everything that calls this method already ensures that Air will not be null.
|
|
if (tile.Air!.TotalMoles < amount)
|
|
FinalizeEqNeighbors(gridAtmosphere, tile, transferDirections);
|
|
|
|
otherTile.MonstermosInfo[direction.GetOpposite()] = 0;
|
|
Merge(otherTile.Air, tile.Air.Remove(amount));
|
|
InvalidateVisuals(tile.GridIndex, tile.GridIndices);
|
|
InvalidateVisuals(otherTile.GridIndex, otherTile.GridIndices);
|
|
ConsiderPressureDifference(gridAtmosphere, tile, otherTile, amount);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void FinalizeEqNeighbors(GridAtmosphereComponent gridAtmosphere, TileAtmosphere tile, ReadOnlySpan<float> transferDirs)
|
|
{
|
|
for (var i = 0; i < Atmospherics.Directions; i++)
|
|
{
|
|
var direction = (AtmosDirection) (1 << i);
|
|
var amount = transferDirs[i];
|
|
// Since AdjacentBits is set, AdjacentTiles[i] wouldn't be null, and neither would its air.
|
|
if(amount < 0 && tile.AdjacentBits.IsFlagSet(direction))
|
|
FinalizeEq(gridAtmosphere, tile.AdjacentTiles[i]!); // A bit of recursion if needed.
|
|
}
|
|
}
|
|
|
|
private void AdjustEqMovement(TileAtmosphere tile, AtmosDirection direction, float amount)
|
|
{
|
|
DebugTools.Assert(tile.AdjacentBits.IsFlagSet(direction));
|
|
DebugTools.Assert(tile.AdjacentTiles[direction.ToIndex()] != null);
|
|
tile.MonstermosInfo[direction] += amount;
|
|
// Every call to this method already ensures that the adjacent tile won't be null.
|
|
tile.AdjacentTiles[direction.ToIndex()]!.MonstermosInfo[direction.GetOpposite()] -= amount;
|
|
}
|
|
|
|
private void HandleDecompressionFloorRip(IMapGrid mapGrid, TileAtmosphere tile, float sum)
|
|
{
|
|
if (!MonstermosRipTiles)
|
|
return;
|
|
|
|
var chance = MathHelper.Clamp(sum / 500, 0.005f, 0.5f);
|
|
|
|
if (sum > 20 && _robustRandom.Prob(chance))
|
|
PryTile(mapGrid, tile.GridIndices);
|
|
}
|
|
|
|
private class TileAtmosphereComparer : IComparer<TileAtmosphere?>
|
|
{
|
|
public int Compare(TileAtmosphere? a, TileAtmosphere? b)
|
|
{
|
|
if (a == null && b == null)
|
|
return 0;
|
|
|
|
if (a == null)
|
|
return -1;
|
|
|
|
if (b == null)
|
|
return 1;
|
|
|
|
return a.MonstermosInfo.MoleDelta.CompareTo(b.MonstermosInfo.MoleDelta);
|
|
}
|
|
}
|
|
}
|
|
}
|