* 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>
138 lines
4.7 KiB
C#
138 lines
4.7 KiB
C#
using Content.Server.Atmos.EntitySystems;
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using Content.Server.Atmos.Piping.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Timing;
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namespace Content.Server.Atmos.Piping.EntitySystems
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{
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[UsedImplicitly]
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public sealed class AtmosDeviceSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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private readonly AtmosDeviceUpdateEvent _updateEvent = new();
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private float _timer = 0f;
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private readonly HashSet<AtmosDeviceComponent> _joinedDevices = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AtmosDeviceComponent, ComponentInit>(OnDeviceInitialize);
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SubscribeLocalEvent<AtmosDeviceComponent, ComponentShutdown>(OnDeviceShutdown);
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// Re-anchoring should be handled by the parent change.
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SubscribeLocalEvent<AtmosDeviceComponent, EntParentChangedMessage>(OnDeviceParentChanged);
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SubscribeLocalEvent<AtmosDeviceComponent, AnchorStateChangedEvent>(OnDeviceAnchorChanged);
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}
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private bool CanJoinAtmosphere(AtmosDeviceComponent component, TransformComponent transform)
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{
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return (!component.RequireAnchored || transform.Anchored) && transform.GridUid != null;
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}
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public void JoinAtmosphere(AtmosDeviceComponent component)
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{
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var transform = Transform(component.Owner);
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if (!CanJoinAtmosphere(component, transform))
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{
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return;
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}
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// TODO: low-hanging fruit for perf improvements around here
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// GridUid is not null because we can join atmosphere.
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// We try to add the device to a valid atmosphere, and if we can't, try to add it to the entity system.
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if (!_atmosphereSystem.AddAtmosDevice(transform.GridUid!.Value, component))
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{
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if (component.JoinSystem)
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{
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_joinedDevices.Add(component);
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component.JoinedSystem = true;
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}
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else
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{
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return;
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}
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}
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component.LastProcess = _gameTiming.CurTime;
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RaiseLocalEvent(component.Owner, new AtmosDeviceEnabledEvent(), false);
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}
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public void LeaveAtmosphere(AtmosDeviceComponent component)
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{
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// Try to remove the component from an atmosphere, and if not
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if (component.JoinedGrid != null && !_atmosphereSystem.RemoveAtmosDevice(component.JoinedGrid.Value, component))
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{
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// The grid might have been removed but not us... This usually shouldn't happen.
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component.JoinedGrid = null;
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return;
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}
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if (component.JoinedSystem)
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{
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_joinedDevices.Remove(component);
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component.JoinedSystem = false;
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}
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component.LastProcess = TimeSpan.Zero;
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RaiseLocalEvent(component.Owner, new AtmosDeviceDisabledEvent(), false);
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}
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public void RejoinAtmosphere(AtmosDeviceComponent component)
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{
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LeaveAtmosphere(component);
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JoinAtmosphere(component);
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}
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private void OnDeviceInitialize(EntityUid uid, AtmosDeviceComponent component, ComponentInit args)
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{
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JoinAtmosphere(component);
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}
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private void OnDeviceShutdown(EntityUid uid, AtmosDeviceComponent component, ComponentShutdown args)
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{
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LeaveAtmosphere(component);
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}
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private void OnDeviceAnchorChanged(EntityUid uid, AtmosDeviceComponent component, ref AnchorStateChangedEvent args)
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{
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// Do nothing if the component doesn't require being anchored to function.
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if (!component.RequireAnchored)
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return;
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if (args.Anchored)
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JoinAtmosphere(component);
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else
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LeaveAtmosphere(component);
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}
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private void OnDeviceParentChanged(EntityUid uid, AtmosDeviceComponent component, ref EntParentChangedMessage args)
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{
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RejoinAtmosphere(component);
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}
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public override void Update(float frameTime)
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{
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_timer += frameTime;
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if (_timer < _atmosphereSystem.AtmosTime)
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return;
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_timer -= _atmosphereSystem.AtmosTime;
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var time = _gameTiming.CurTime;
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foreach (var device in _joinedDevices)
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{
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RaiseLocalEvent(device.Owner, _updateEvent, false);
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device.LastProcess = time;
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}
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}
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}
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}
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