* Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends. * actually compiles * Remove commented out code * funny bracket * Move archived moles, temperature from GasMixture to TileAtmosphere. * WIP customizable map default mixture still VERY buggy * broken mess aaaaaaaaaaaaa * Fix lattice, etc not being considered space * visualization for "IsSpace" * help * Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Holy SHIT it compiles AGAIN * Fix AtmosDeviceSystem crash at shutdown * Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate. * Use space instead of gasmixture immutable for heat capacity calculations * Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead. * Fix roundstart tiles not processing * Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs Changed Files tab is so large I can't commit both suggestions at once mfw Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
47 lines
2.0 KiB
C#
47 lines
2.0 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Maps;
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using Robust.Shared.Map;
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namespace Content.Server.Atmos.EntitySystems;
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/// <summary>
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/// Handles automatically adding a grid atmosphere to grids that become large enough, allowing players to build shuttles
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/// with a sealed atmosphere from scratch.
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/// </summary>
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public sealed class AutomaticAtmosSystem : EntitySystem
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{
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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}
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private void OnTileChanged(TileChangedEvent ev)
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{
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// Only if a atmos-holding tile has been added or removed.
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// Also, these calls are surprisingly slow.
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// TODO: Make tiledefmanager cache the IsSpace property, and turn this lookup-through-two-interfaces into
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// TODO: a simple array lookup, as tile IDs are likely contiguous, and there's at most 2^16 possibilities anyway.
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if (!((ev.OldTile.IsSpace(_tileDefinitionManager) && !ev.NewTile.IsSpace(_tileDefinitionManager)) ||
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(!ev.OldTile.IsSpace(_tileDefinitionManager) && ev.NewTile.IsSpace(_tileDefinitionManager))) ||
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_atmosphereSystem.HasAtmosphere(ev.Entity))
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return;
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if (!TryComp<PhysicsComponent>(ev.Entity, out var physics))
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return;
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// We can't actually count how many tiles there are efficiently, so instead estimate with the mass.
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if (physics.Mass / ShuttleSystem.TileMassMultiplier >= 7.0f)
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{
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AddComp<GridAtmosphereComponent>(ev.Entity);
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Logger.InfoS("atmos", $"Giving grid {ev.Entity} GridAtmosphereComponent.");
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}
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// It's not super important to remove it should the grid become too small again.
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// If explosions ever gain the ability to outright shatter grids, do rethink this.
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}
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}
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