The comparison for doing gas exchange used current and not archived moles. This could lead to update order-dependent gas spreading effects. To fix this, convert TileAtmosphere's MolesArchived and TemperatureArchived to a AirArchived, and use that in the comparison method. --------- Co-authored-by: PraxisMapper <praxismapper@gmail.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
344 lines
13 KiB
C#
344 lines
13 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Atmos.Reactions;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Atmos.Reactions;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Utility;
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namespace Content.Server.Atmos.EntitySystems;
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public sealed partial class AtmosphereSystem
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{
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private void InitializeGridAtmosphere()
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{
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SubscribeLocalEvent<GridAtmosphereComponent, ComponentInit>(OnGridAtmosphereInit);
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SubscribeLocalEvent<GridAtmosphereComponent, ComponentStartup>(OnGridAtmosphereStartup);
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SubscribeLocalEvent<GridAtmosphereComponent, ComponentRemove>(OnAtmosphereRemove);
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SubscribeLocalEvent<GridAtmosphereComponent, GridSplitEvent>(OnGridSplit);
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#region Atmos API Subscriptions
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SubscribeLocalEvent<GridAtmosphereComponent, IsSimulatedGridMethodEvent>(GridIsSimulated);
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SubscribeLocalEvent<GridAtmosphereComponent, GetAllMixturesMethodEvent>(GridGetAllMixtures);
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SubscribeLocalEvent<GridAtmosphereComponent, ReactTileMethodEvent>(GridReactTile);
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SubscribeLocalEvent<GridAtmosphereComponent, HotspotExtinguishMethodEvent>(GridHotspotExtinguish);
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SubscribeLocalEvent<GridAtmosphereComponent, IsHotspotActiveMethodEvent>(GridIsHotspotActive);
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#endregion
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}
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private void OnAtmosphereRemove(EntityUid uid, GridAtmosphereComponent component, ComponentRemove args)
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{
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for (var i = 0; i < _currentRunAtmosphere.Count; i++)
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{
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if (_currentRunAtmosphere[i].Owner != uid)
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continue;
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_currentRunAtmosphere.RemoveAt(i);
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if (_currentRunAtmosphereIndex > i)
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_currentRunAtmosphereIndex--;
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}
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}
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private void OnGridAtmosphereInit(EntityUid uid, GridAtmosphereComponent component, ComponentInit args)
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{
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base.Initialize();
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EnsureComp<GasTileOverlayComponent>(uid);
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foreach (var tile in component.Tiles.Values)
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{
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tile.GridIndex = uid;
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}
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}
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private void OnGridAtmosphereStartup(EntityUid uid, GridAtmosphereComponent component, ComponentStartup args)
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{
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if (!TryComp(uid, out MapGridComponent? mapGrid))
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return;
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InvalidateAllTiles((uid, mapGrid, component));
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}
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private void OnGridSplit(EntityUid uid, GridAtmosphereComponent originalGridAtmos, ref GridSplitEvent args)
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{
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foreach (var newGrid in args.NewGrids)
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{
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// Make extra sure this is a valid grid.
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if (!TryComp(newGrid, out MapGridComponent? mapGrid))
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continue;
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// If the new split grid has an atmosphere already somehow, use that. Otherwise, add a new one.
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if (!TryComp(newGrid, out GridAtmosphereComponent? newGridAtmos))
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newGridAtmos = AddComp<GridAtmosphereComponent>(newGrid);
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// We assume the tiles on the new grid have the same coordinates as they did on the old grid...
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var enumerator = _mapSystem.GetAllTilesEnumerator(newGrid, mapGrid);
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while (enumerator.MoveNext(out var tile))
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{
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var indices = tile.Value.GridIndices;
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// This split event happens *before* the spaced tiles have been invalidated, therefore we can still
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// access their gas data. On the next atmos update tick, these tiles will be spaced. Poof!
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if (!originalGridAtmos.Tiles.TryGetValue(indices, out var tileAtmosphere))
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continue;
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// The new grid atmosphere has been initialized, meaning it has all the needed TileAtmospheres...
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if (!newGridAtmos.Tiles.TryGetValue(indices, out var newTileAtmosphere))
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// Let's be honest, this is really not gonna happen, but just in case...!
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continue;
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// Copy a bunch of data over... Not great, maybe put this in TileAtmosphere?
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newTileAtmosphere.Air = tileAtmosphere.Air?.Clone();
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newTileAtmosphere.Hotspot = tileAtmosphere.Hotspot;
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newTileAtmosphere.HeatCapacity = tileAtmosphere.HeatCapacity;
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newTileAtmosphere.Temperature = tileAtmosphere.Temperature;
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newTileAtmosphere.PressureDifference = tileAtmosphere.PressureDifference;
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newTileAtmosphere.PressureDirection = tileAtmosphere.PressureDirection;
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// TODO ATMOS: Somehow force GasTileOverlaySystem to perform an update *right now, right here.*
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// The reason why is that right now, gas will flicker until the next GasTileOverlay update.
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// That looks bad, of course. We want to avoid that! Anyway that's a bit more complicated so out of scope.
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// Invalidate the tile, it's redundant but redundancy is good! Also HashSet so really, no duplicates.
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originalGridAtmos.InvalidatedCoords.Add(indices);
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newGridAtmos.InvalidatedCoords.Add(indices);
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}
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}
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}
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private void GridIsSimulated(EntityUid uid, GridAtmosphereComponent component, ref IsSimulatedGridMethodEvent args)
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{
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if (args.Handled)
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return;
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args.Simulated = component.Simulated;
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args.Handled = true;
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}
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private void GridGetAllMixtures(EntityUid uid, GridAtmosphereComponent component,
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ref GetAllMixturesMethodEvent args)
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{
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if (args.Handled)
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return;
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IEnumerable<GasMixture> EnumerateMixtures(EntityUid gridUid, GridAtmosphereComponent grid, bool invalidate)
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{
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foreach (var (indices, tile) in grid.Tiles)
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{
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if (tile.Air == null)
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continue;
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if (invalidate)
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{
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//var ev = new InvalidateTileMethodEvent(gridUid, indices);
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//GridInvalidateTile(gridUid, grid, ref ev);
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AddActiveTile(grid, tile);
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}
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yield return tile.Air;
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}
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}
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// Return the enumeration over all the tiles in the atmosphere.
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args.Mixtures = EnumerateMixtures(uid, component, args.Excite);
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args.Handled = true;
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}
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private void GridReactTile(EntityUid uid, GridAtmosphereComponent component, ref ReactTileMethodEvent args)
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{
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if (args.Handled)
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return;
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if (!component.Tiles.TryGetValue(args.Tile, out var tile))
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return;
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args.Result = tile.Air is { } air ? React(air, tile) : ReactionResult.NoReaction;
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args.Handled = true;
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}
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/// <summary>
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/// Update array of adjacent tiles and the adjacency flags.
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/// </summary>
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private void UpdateAdjacentTiles(
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Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
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TileAtmosphere tile,
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bool activate = false)
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{
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var uid = ent.Owner;
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var atmos = ent.Comp1;
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var blockedDirs = tile.AirtightData.BlockedDirections;
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if (activate)
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AddActiveTile(atmos, tile);
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tile.AdjacentBits = AtmosDirection.Invalid;
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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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var adjacentIndices = tile.GridIndices.Offset(direction);
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TileAtmosphere? adjacent;
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if (!tile.NoGridTile)
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{
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adjacent = GetOrNewTile(uid, atmos, adjacentIndices);
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}
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else if (!atmos.Tiles.TryGetValue(adjacentIndices, out adjacent))
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{
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tile.AdjacentBits &= ~direction;
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tile.AdjacentTiles[i] = null;
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continue;
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}
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var adjBlockDirs = adjacent.AirtightData.BlockedDirections;
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if (activate)
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AddActiveTile(atmos, adjacent);
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var oppositeIndex = i.ToOppositeIndex();
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var oppositeDirection = (AtmosDirection)(1 << oppositeIndex);
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if (adjBlockDirs.IsFlagSet(oppositeDirection) || blockedDirs.IsFlagSet(direction))
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{
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// Adjacency is blocked by some airtight entity.
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tile.AdjacentBits &= ~direction;
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adjacent.AdjacentBits &= ~oppositeDirection;
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tile.AdjacentTiles[i] = null;
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adjacent.AdjacentTiles[oppositeIndex] = null;
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}
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else
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{
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// No airtight entity in the way.
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tile.AdjacentBits |= direction;
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adjacent.AdjacentBits |= oppositeDirection;
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tile.AdjacentTiles[i] = adjacent;
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adjacent.AdjacentTiles[oppositeIndex] = tile;
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}
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DebugTools.Assert(!(tile.AdjacentBits.IsFlagSet(direction) ^
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adjacent.AdjacentBits.IsFlagSet(oppositeDirection)));
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if (!adjacent.AdjacentBits.IsFlagSet(adjacent.MonstermosInfo.CurrentTransferDirection))
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adjacent.MonstermosInfo.CurrentTransferDirection = AtmosDirection.Invalid;
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}
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if (!tile.AdjacentBits.IsFlagSet(tile.MonstermosInfo.CurrentTransferDirection))
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tile.MonstermosInfo.CurrentTransferDirection = AtmosDirection.Invalid;
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}
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private (GasMixture Air, bool IsSpace) GetDefaultMapAtmosphere(MapAtmosphereComponent? map)
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{
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if (map == null)
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return (GasMixture.SpaceGas, true);
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var air = map.Mixture;
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DebugTools.Assert(air.Immutable);
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return (air, map.Space);
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}
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private void GridHotspotExtinguish(EntityUid uid, GridAtmosphereComponent component,
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ref HotspotExtinguishMethodEvent args)
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{
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if (args.Handled)
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return;
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if (!component.Tiles.TryGetValue(args.Tile, out var tile))
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return;
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tile.Hotspot = new Hotspot();
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args.Handled = true;
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//var ev = new InvalidateTileMethodEvent(uid, args.Tile);
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//GridInvalidateTile(uid, component, ref ev);
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AddActiveTile(component, tile);
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}
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private void GridIsHotspotActive(EntityUid uid, GridAtmosphereComponent component,
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ref IsHotspotActiveMethodEvent args)
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{
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if (args.Handled)
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return;
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if (!component.Tiles.TryGetValue(args.Tile, out var tile))
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return;
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args.Result = tile.Hotspot.Valid;
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args.Handled = true;
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}
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private void GridFixTileVacuum(TileAtmosphere tile)
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{
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DebugTools.AssertNotNull(tile.Air);
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DebugTools.Assert(tile.Air?.Immutable == false);
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tile.AirArchived = null;
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tile.ArchivedCycle = 0;
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var count = 0;
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foreach (var adj in tile.AdjacentTiles)
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{
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if (adj?.Air != null)
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count++;
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}
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if (count == 0)
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return;
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var ratio = 1f / count;
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var totalTemperature = 0f;
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foreach (var adj in tile.AdjacentTiles)
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{
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if (adj?.Air == null)
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continue;
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totalTemperature += adj.Temperature;
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// TODO ATMOS. Why is this removing and then re-adding air to the neighbouring tiles?
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// Is it some rounding issue to do with Atmospherics.GasMinMoles? because otherwise this is just unnecessary.
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// if we get rid of this, then this could also just add moles and then multiply by ratio at the end, rather
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// than having to iterate over adjacent tiles twice.
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// Remove a bit of gas from the adjacent ratio...
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var mix = adj.Air.RemoveRatio(ratio);
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// And merge it to the new tile air.
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Merge(tile.Air, mix);
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// Return removed gas to its original mixture.
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Merge(adj.Air, mix);
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}
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// New temperature is the arithmetic mean of the sum of the adjacent temperatures...
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tile.Air.Temperature = totalTemperature / count;
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}
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/// <summary>
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/// Repopulates all tiles on a grid atmosphere.
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/// </summary>
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public void InvalidateAllTiles(Entity<MapGridComponent?, GridAtmosphereComponent?> entity)
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{
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var (uid, grid, atmos) = entity;
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if (!Resolve(uid, ref grid, ref atmos))
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return;
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foreach (var indices in atmos.Tiles.Keys)
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{
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atmos.InvalidatedCoords.Add(indices);
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}
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var enumerator = _map.GetAllTilesEnumerator(uid, grid);
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while (enumerator.MoveNext(out var tile))
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{
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atmos.InvalidatedCoords.Add(tile.Value.GridIndices);
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}
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}
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public TileRef GetTileRef(TileAtmosphere tile)
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{
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if (!TryComp(tile.GridIndex, out MapGridComponent? grid))
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return default;
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_map.TryGetTileRef(tile.GridIndex, grid, tile.GridIndices, out var tileRef);
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return tileRef;
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}
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}
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