Files
tbd-station-14/Content.Server/Atmos/EntitySystems/AutomaticAtmosSystem.cs
Leon Friedrich 18a35e7e83 Partial atmos refactor (#22521)
* Reduce atmos component queries

* Remove method events

* Cache airtight data

* Make MolesArchived nullable

* Fix airtight cache

* only get tile def once

* Immutable mixtures

* firelock queries

* misc

* misc cleanup

* Trim disconnected tiles

* Fix merge issues and bugs

* Why does the PR keep increasing in scope

* debug overlay

* Fix bugs

* Fix test, remove unused events

* Add setmapatmos command

* Fix overlays

* Add map check

* A

* Resolve conflicts with #26102

* Remove some obsolete methods
2024-03-24 03:34:56 +11:00

52 lines
2.0 KiB
C#

using Content.Server.Atmos.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.Maps;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
namespace Content.Server.Atmos.EntitySystems;
/// <summary>
/// Handles automatically adding a grid atmosphere to grids that become large enough, allowing players to build shuttles
/// with a sealed atmosphere from scratch.
/// </summary>
public sealed class AutomaticAtmosSystem : EntitySystem
{
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
}
private void OnTileChanged(ref TileChangedEvent ev)
{
// Only if a atmos-holding tile has been added or removed.
// Also, these calls are surprisingly slow.
// TODO: Make tiledefmanager cache the IsSpace property, and turn this lookup-through-two-interfaces into
// TODO: a simple array lookup, as tile IDs are likely contiguous, and there's at most 2^16 possibilities anyway.
var oldSpace = ev.OldTile.IsSpace(_tileDefinitionManager);
var newSpace = ev.NewTile.IsSpace(_tileDefinitionManager);
if (!(oldSpace && !newSpace ||
!oldSpace && newSpace) ||
_atmosphereSystem.HasAtmosphere(ev.Entity))
return;
if (!TryComp<PhysicsComponent>(ev.Entity, out var physics))
return;
// We can't actually count how many tiles there are efficiently, so instead estimate with the mass.
if (physics.Mass / ShuttleSystem.TileMassMultiplier >= 7.0f)
{
AddComp<GridAtmosphereComponent>(ev.Entity);
Log.Info($"Giving grid {ev.Entity} GridAtmosphereComponent.");
}
// It's not super important to remove it should the grid become too small again.
// If explosions ever gain the ability to outright shatter grids, do rethink this.
}
}