* Utils docs * Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.Utils.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
180 lines
7.5 KiB
C#
180 lines
7.5 KiB
C#
using System.Runtime.CompilerServices;
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using Content.Server.Atmos.Components;
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using Content.Server.Maps;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Maps;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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namespace Content.Server.Atmos.EntitySystems;
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public partial class AtmosphereSystem
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{
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/*
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Partial class that stores miscellaneous utility methods for Atmospherics.
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*/
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/// <summary>
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/// Gets the particular price of a <see cref="GasMixture"/>.
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/// </summary>
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/// <param name="mixture">The <see cref="GasMixture"/> to get the price of.</param>
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/// <returns>The price of the gas mixture.</returns>
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public double GetPrice(GasMixture mixture)
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{
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float basePrice = 0; // moles of gas * price/mole
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float totalMoles = 0; // total number of moles in can
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float maxComponent = 0; // moles of the dominant gas
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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basePrice += mixture.Moles[i] * GetGas(i).PricePerMole;
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totalMoles += mixture.Moles[i];
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maxComponent = Math.Max(maxComponent, mixture.Moles[i]);
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}
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// Pay more for gas canisters that are purer
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float purity = 1;
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if (totalMoles > 0)
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{
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purity = maxComponent / totalMoles;
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}
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return basePrice * purity;
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}
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/// <summary>
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/// <para>Marks a tile's visual overlay as needing to be redetermined.</para>
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///
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/// <para>A tile's overlay (how it looks like, ex. water vapor's texture)
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/// is determined via determining how much gas there is on the tile.
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/// This is expensive to do for every tile/gas that may have a custom overlay,
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/// so its done once and only updated when it needs to be updated.</para>
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/// </summary>
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/// <param name="grid">The grid the tile is on.</param>
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/// <param name="tile">The tile to invalidate.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void InvalidateVisuals(Entity<GasTileOverlayComponent?> grid, Vector2i tile)
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{
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_gasTileOverlaySystem.Invalidate(grid, tile);
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}
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/// <summary>
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/// <para>Marks a tile's visual overlay as needing to be redetermined.</para>
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///
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/// <para>A tile's overlay (how it looks like, ex. water vapor's texture)
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/// is determined via determining how much gas there is on the tile.
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/// This is expensive to do for every tile/gas that may have a custom overlay,
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/// so its done once and only updated when it needs to be updated.</para>
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/// </summary>
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/// <param name="ent">The grid the tile is on.</param>
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/// <param name="tile">The tile to invalidate.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void InvalidateVisuals(
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Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
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TileAtmosphere tile)
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{
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_gasTileOverlaySystem.Invalidate((ent.Owner, ent.Comp2), tile.GridIndices);
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}
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/// <summary>
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/// Gets the volume in liters for a number of tiles, on a specific grid.
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/// </summary>
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/// <param name="mapGrid">The grid in question.</param>
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/// <param name="tiles">The amount of tiles.</param>
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/// <returns>The volume in liters that the tiles occupy.</returns>
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private float GetVolumeForTiles(MapGridComponent mapGrid, int tiles = 1)
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{
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return Atmospherics.CellVolume * mapGrid.TileSize * tiles;
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}
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/// <summary>
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/// Data on the airtightness of a <see cref="TileAtmosphere"/>.
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/// Cached on the <see cref="TileAtmosphere"/> and updated during
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/// <see cref="AtmosphereSystem.ProcessRevalidate"/> if it was invalidated.
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/// </summary>
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/// <param name="BlockedDirections">The current directions blocked on this tile.
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/// This is where air cannot flow to.</param>
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/// <param name="NoAirWhenBlocked">Whether the tile can have air when blocking directions.
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/// Common for entities like thin windows which only block one face but can still have air in the residing tile.</param>
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/// <param name="FixVacuum">If true, Atmospherics will generate air (yes, creating matter from nothing)
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/// using the adjacent tiles as a seed if the airtightness is removed and the tile has no air.
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/// This allows stuff like airlocks that void air when becoming airtight to keep opening/closing without
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/// draining a room by continuously voiding air.</param>
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public readonly record struct AirtightData(
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AtmosDirection BlockedDirections,
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bool NoAirWhenBlocked,
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bool FixVacuum);
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/// <summary>
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/// Updates the <see cref="AirtightData"/> for a <see cref="TileAtmosphere"/>
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/// immediately.
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/// </summary>
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/// <remarks>This method is extremely important if you are doing something in Atmospherics
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/// that is time-sensitive! <see cref="AirtightData"/> is cached and invalidated on
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/// a cycle, so airtight changes performed during or after an invalidation will
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/// not take effect until the next Atmospherics tick!</remarks>
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/// <param name="uid">The entity the grid is on.</param>
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/// <param name="atmos">The <see cref="GridAtmosphereComponent"/> the tile is on.</param>
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/// <param name="grid">The <see cref="MapGridComponent"/> the tile is on.</param>
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/// <param name="tile">The <see cref="TileAtmosphere"/> to update.</param>
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private void UpdateAirtightData(EntityUid uid, GridAtmosphereComponent atmos, MapGridComponent grid, TileAtmosphere tile)
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{
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var oldBlocked = tile.AirtightData.BlockedDirections;
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tile.AirtightData = tile.NoGridTile
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? default
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: GetAirtightData(uid, grid, tile.GridIndices);
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if (tile.AirtightData.BlockedDirections != oldBlocked && tile.ExcitedGroup != null)
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ExcitedGroupDispose(atmos, tile.ExcitedGroup);
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}
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/// <summary>
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/// Retrieves current <see cref="AirtightData"/> for a tile on a grid.
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/// This is determined on-the-fly, not from cached data, so it will reflect
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/// changes done in the current Atmospherics tick.
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/// </summary>
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/// <param name="uid">The entity the grid is on.</param>
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/// <param name="grid">The <see cref="MapGridComponent"/> the tile is on.</param>
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/// <param name="tile">The indices of the tile.</param>
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/// <returns>The current <see cref="AirtightData"/> for the tile.</returns>
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private AirtightData GetAirtightData(EntityUid uid, MapGridComponent grid, Vector2i tile)
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{
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var blockedDirs = AtmosDirection.Invalid;
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var noAirWhenBlocked = false;
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var fixVacuum = false;
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foreach (var ent in _map.GetAnchoredEntities(uid, grid, tile))
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{
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if (!_airtightQuery.TryGetComponent(ent, out var airtight))
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continue;
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fixVacuum |= airtight.FixVacuum;
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if (!airtight.AirBlocked)
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continue;
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blockedDirs |= airtight.AirBlockedDirection;
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noAirWhenBlocked |= airtight.NoAirWhenFullyAirBlocked;
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if (blockedDirs == AtmosDirection.All && noAirWhenBlocked && fixVacuum)
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break;
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}
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return new AirtightData(blockedDirs, noAirWhenBlocked, fixVacuum);
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}
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/// <summary>
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/// Pries a tile in a grid.
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/// </summary>
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/// <param name="mapGrid">The grid in question.</param>
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/// <param name="tile">The indices of the tile.</param>
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private void PryTile(Entity<MapGridComponent> mapGrid, Vector2i tile)
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{
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if (!_mapSystem.TryGetTileRef(mapGrid.Owner, mapGrid.Comp, tile, out var tileRef))
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return;
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_tile.PryTile(tileRef);
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}
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}
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