* ECS Atmos Part 3: Removes AtmosHelpers, add many methods to AtmosphereSystem * Adds API for adding/removing active tiles. * Adds API for FixVacuum. * Adds API for UpdateAdjacent. * Adds API for IsTileAirBlocked. * Re-organize hotspot code * Adds API for IsTileSpace. * RemoveGasCommand uses AtmosphereSystem * AddGasCommand uses AtmosphereSystem. * SetTemperatureCommand uses AtmosphereSystem. * Adds API for IsSimulatedGrid. * GasLeak uses AtmosphereSystem. * Makes Spark method in GasLeak ALSO use AtmosphereSystem. * GasPassiveVentSystem uses AtmosphereSystem. * GasMinerSystem uses AtmosphereSystem. * GasOutletInjectorSystem uses AtmosphereSystem. * GasVentPumpSystem uses AtmosphereSystem. * GasDualPortVentPumpSystem uses AtmosphereSystem. * GasVolumePumpSystem uses AtmosphereSystem. * GasAnalyzerComponent uses AtmosphereSystem. * Add API for GetAdjacentTileMixtures. * GasVentScrubberSystem uses AtmosphereSystem. * AirtightComponent uses AtmosphereSystem. * GasLeaks's TryFindRandomTile uses AtmosphereSystem. * Adds API for GetAdjacentTiles. * FirelockComponent's IsHoldingFire uses AtmosphereSystem. * Adds API for GetAllTileMixtures. * DeleteGasCommand uses AtmosphereSystem. * FixGridAtmos uses AtmosphereSystem. * FillGasCommand uses AtmosphereSystem. * SetAtmosTemperatureCommand uses AtmosphereSystem.
170 lines
5.3 KiB
C#
170 lines
5.3 KiB
C#
using Content.Server.Atmos.EntitySystems;
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using Content.Shared.Atmos;
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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.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos.Components
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{
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[RegisterComponent]
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public class AirtightComponent : Component, IMapInit
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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private (GridId, Vector2i) _lastPosition;
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public override string Name => "Airtight";
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[DataField("airBlockedDirection", customTypeSerializer: typeof(FlagSerializer<AtmosDirectionFlags>))]
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[ViewVariables]
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private int _initialAirBlockedDirection = (int) AtmosDirection.All;
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[ViewVariables]
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private int _currentAirBlockedDirection;
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[DataField("airBlocked")]
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private bool _airBlocked = true;
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[DataField("fixVacuum")]
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private bool _fixVacuum = true;
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[ViewVariables]
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[DataField("rotateAirBlocked")]
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private bool _rotateAirBlocked = true;
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[ViewVariables]
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[DataField("fixAirBlockedDirectionInitialize")]
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private bool _fixAirBlockedDirectionInitialize = true;
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[ViewVariables]
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[DataField("noAirWhenFullyAirBlocked")]
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public bool NoAirWhenFullyAirBlocked { get; } = true;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool AirBlocked
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{
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get => _airBlocked;
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set
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{
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_airBlocked = value;
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UpdatePosition();
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}
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}
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public AtmosDirection AirBlockedDirection
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{
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get => (AtmosDirection)_currentAirBlockedDirection;
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set
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{
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_currentAirBlockedDirection = (int) value;
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_initialAirBlockedDirection = (int)Rotate(AirBlockedDirection, -Owner.Transform.LocalRotation);
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UpdatePosition();
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}
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}
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[ViewVariables]
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public bool FixVacuum => _fixVacuum;
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protected override void Initialize()
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{
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base.Initialize();
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if (_fixAirBlockedDirectionInitialize)
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RotateEvent(new RotateEvent(Owner, Angle.Zero, Owner.Transform.WorldRotation));
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// Adding this component will immediately anchor the entity, because the atmos system
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// requires airtight entities to be anchored for performance.
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Owner.Transform.Anchored = true;
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UpdatePosition();
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}
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public void RotateEvent(RotateEvent ev)
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{
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if (!_rotateAirBlocked || ev.Sender != Owner || _initialAirBlockedDirection == (int)AtmosDirection.Invalid)
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return;
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_currentAirBlockedDirection = (int) Rotate((AtmosDirection)_initialAirBlockedDirection, ev.NewRotation);
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UpdatePosition();
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}
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private AtmosDirection Rotate(AtmosDirection myDirection, Angle myAngle)
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{
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var newAirBlockedDirs = AtmosDirection.Invalid;
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if (myAngle == Angle.Zero)
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return myDirection;
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// TODO ATMOS MULTIZ When we make multiZ atmos, special case this.
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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 (!myDirection.IsFlagSet(direction)) continue;
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var angle = direction.ToAngle();
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angle += myAngle;
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newAirBlockedDirs |= angle.ToAtmosDirectionCardinal();
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}
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return newAirBlockedDirs;
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}
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public void MapInit()
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{
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UpdatePosition();
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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_airBlocked = false;
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InvalidatePosition(_lastPosition.Item1, _lastPosition.Item2);
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if (_fixVacuum)
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{
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EntitySystem.Get<AtmosphereSystem>().FixVacuum(_lastPosition.Item1, _lastPosition.Item2);
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}
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}
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public void AnchorStateChanged()
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{
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var gridId = Owner.Transform.GridID;
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var coords = Owner.Transform.Coordinates;
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var grid = _mapManager.GetGrid(gridId);
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var tilePos = grid.TileIndicesFor(coords);
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// Update and invalidate new position.
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_lastPosition = (gridId, tilePos);
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InvalidatePosition(gridId, tilePos);
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}
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private void UpdatePosition()
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{
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if (!Owner.Transform.Anchored || !Owner.Transform.GridID.IsValid())
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return;
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var grid = _mapManager.GetGrid(Owner.Transform.GridID);
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_lastPosition = (Owner.Transform.GridID, grid.TileIndicesFor(Owner.Transform.Coordinates));
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InvalidatePosition(_lastPosition.Item1, _lastPosition.Item2);
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}
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private void InvalidatePosition(GridId gridId, Vector2i pos)
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{
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if (!gridId.IsValid())
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return;
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var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
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atmosphereSystem.UpdateAdjacent(gridId, pos);
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atmosphereSystem.InvalidateTile(gridId, pos);
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}
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}
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}
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