Files
tbd-station-14/Content.Server/Atmos/EntitySystems/AtmosphereSystem.Monstermos.cs
TemporalOroboros f99d00cf5f Fix for obsolete method warning in AtmosphericsSystem (#37897)
* Make PryTile use Entity<T>
Converts the old parameters into an obsolete overload

* Make HandleDecompressionFloorRip use Entity<T>
Converts the old parameters into an obsolete overload

* Convert the one use to use Entity<T>

* Delete obsolete private methods
2025-05-28 11:16:54 +02:00

714 lines
34 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Server.Atmos.Components;
using Content.Server.Doors.Systems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Database;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Atmos.EntitySystems
{
public sealed partial class AtmosphereSystem
{
[Dependency] private readonly FirelockSystem _firelockSystem = default!;
private readonly TileAtmosphereComparer _monstermosComparer = new();
private readonly TileAtmosphere?[] _equalizeTiles = new TileAtmosphere[Atmospherics.MonstermosHardTileLimit];
private readonly TileAtmosphere[] _equalizeGiverTiles = new TileAtmosphere[Atmospherics.MonstermosTileLimit];
private readonly TileAtmosphere[] _equalizeTakerTiles = new TileAtmosphere[Atmospherics.MonstermosTileLimit];
private readonly TileAtmosphere[] _equalizeQueue = new TileAtmosphere[Atmospherics.MonstermosTileLimit];
private readonly TileAtmosphere[] _depressurizeTiles = new TileAtmosphere[Atmospherics.MonstermosHardTileLimit];
private readonly TileAtmosphere[] _depressurizeSpaceTiles = new TileAtmosphere[Atmospherics.MonstermosHardTileLimit];
private readonly TileAtmosphere[] _depressurizeProgressionOrder = new TileAtmosphere[Atmospherics.MonstermosHardTileLimit * 2];
private void EqualizePressureInZone(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
TileAtmosphere tile,
int cycleNum)
{
if (tile.Air == null || (tile.MonstermosInfo.LastCycle >= cycleNum))
return; // Already done.
tile.MonstermosInfo = new MonstermosInfo();
var startingMoles = tile.Air.TotalMoles;
var runAtmos = false;
// We need to figure if this is necessary
for (var i = 0; i < Atmospherics.Directions; i++)
{
var direction = (AtmosDirection) (1 << i);
if (!tile.AdjacentBits.IsFlagSet(direction)) continue;
var other = tile.AdjacentTiles[i];
if (other?.Air == null) continue;
var comparisonMoles = other.Air.TotalMoles;
if (!(MathF.Abs(comparisonMoles - startingMoles) > Atmospherics.MinimumMolesDeltaToMove)) continue;
runAtmos = true;
break;
}
if (!runAtmos) // There's no need so we don't bother.
{
tile.MonstermosInfo.LastCycle = cycleNum;
return;
}
var gridAtmosphere = ent.Comp1;
var queueCycle = ++gridAtmosphere.EqualizationQueueCycleControl;
var totalMoles = 0f;
_equalizeTiles[0] = tile;
tile.MonstermosInfo.LastQueueCycle = queueCycle;
var tileCount = 1;
for (var i = 0; i < tileCount; i++)
{
if (i > Atmospherics.MonstermosHardTileLimit) break;
var exploring = _equalizeTiles[i]!;
if (i < Atmospherics.MonstermosTileLimit)
{
// Tiles in the _equalizeTiles array cannot have null air.
var tileMoles = exploring.Air!.TotalMoles;
exploring.MonstermosInfo.MoleDelta = tileMoles;
totalMoles += tileMoles;
}
for (var j = 0; j < Atmospherics.Directions; j++)
{
var direction = (AtmosDirection) (1 << j);
if (!exploring.AdjacentBits.IsFlagSet(direction)) continue;
var adj = exploring.AdjacentTiles[j];
if (adj?.Air == null) continue;
if(adj.MonstermosInfo.LastQueueCycle == queueCycle) continue;
adj.MonstermosInfo = new MonstermosInfo {LastQueueCycle = queueCycle};
if(tileCount < Atmospherics.MonstermosHardTileLimit)
_equalizeTiles[tileCount++] = adj;
if (adj.Space && MonstermosDepressurization)
{
// Looks like someone opened an airlock to space!
ExplosivelyDepressurize(ent, tile, cycleNum);
return;
}
}
}
if (tileCount > Atmospherics.MonstermosTileLimit)
{
for (var i = Atmospherics.MonstermosTileLimit; i < tileCount; i++)
{
//We unmark them. We shouldn't be pushing/pulling gases to/from them.
var otherTile = _equalizeTiles[i];
if (otherTile == null)
continue;
otherTile.MonstermosInfo.LastQueueCycle = 0;
}
tileCount = Atmospherics.MonstermosTileLimit;
}
var averageMoles = totalMoles / (tileCount);
var giverTilesLength = 0;
var takerTilesLength = 0;
for (var i = 0; i < tileCount; i++)
{
var otherTile = _equalizeTiles[i]!;
otherTile.MonstermosInfo.LastCycle = cycleNum;
otherTile.MonstermosInfo.MoleDelta -= averageMoles;
if (otherTile.MonstermosInfo.MoleDelta > 0)
{
_equalizeGiverTiles[giverTilesLength++] = otherTile;
}
else
{
_equalizeTakerTiles[takerTilesLength++] = otherTile;
}
}
var logN = MathF.Log2(tileCount);
// Optimization - try to spread gases using an O(n log n) algorithm that has a chance of not working first to avoid O(n^2)
if (giverTilesLength > logN && takerTilesLength > logN)
{
// Even if it fails, it will speed up the next part.
Array.Sort(_equalizeTiles, 0, tileCount, _monstermosComparer);
for (var i = 0; i < tileCount; i++)
{
var otherTile = _equalizeTiles[i]!;
otherTile.MonstermosInfo.FastDone = true;
if (!(otherTile.MonstermosInfo.MoleDelta > 0)) continue;
var eligibleDirections = AtmosDirection.Invalid;
var eligibleDirectionCount = 0;
for (var j = 0; j < Atmospherics.Directions; j++)
{
var direction = (AtmosDirection) (1 << j);
if (!otherTile.AdjacentBits.IsFlagSet(direction)) continue;
var tile2 = otherTile.AdjacentTiles[j]!;
DebugTools.Assert(tile2.AdjacentBits.IsFlagSet(direction.GetOpposite()));
// skip anything that isn't part of our current processing block.
if (tile2.MonstermosInfo.FastDone || tile2.MonstermosInfo.LastQueueCycle != queueCycle)
continue;
eligibleDirections |= direction;
eligibleDirectionCount++;
}
if (eligibleDirectionCount <= 0)
continue; // Oof we've painted ourselves into a corner. Bad luck. Next part will handle this.
var molesToMove = otherTile.MonstermosInfo.MoleDelta / eligibleDirectionCount;
for (var j = 0; j < Atmospherics.Directions; j++)
{
var direction = (AtmosDirection) (1 << j);
if (!eligibleDirections.IsFlagSet(direction)) continue;
AdjustEqMovement(otherTile, direction, molesToMove);
otherTile.MonstermosInfo.MoleDelta -= molesToMove;
otherTile.AdjacentTiles[j]!.MonstermosInfo.MoleDelta += molesToMove;
}
}
giverTilesLength = 0;
takerTilesLength = 0;
for (var i = 0; i < tileCount; i++)
{
var otherTile = _equalizeTiles[i]!;
if (otherTile.MonstermosInfo.MoleDelta > 0)
{
_equalizeGiverTiles[giverTilesLength++] = otherTile;
}
else
{
_equalizeTakerTiles[takerTilesLength++] = otherTile;
}
}
}
// This is the part that can become O(n^2).
if (giverTilesLength < takerTilesLength)
{
// as an optimization, we choose one of two methods based on which list is smaller. We really want to avoid O(n^2) if we can.
for (var j = 0; j < giverTilesLength; j++)
{
var giver = _equalizeGiverTiles[j];
giver.MonstermosInfo.CurrentTransferDirection = AtmosDirection.Invalid;
giver.MonstermosInfo.CurrentTransferAmount = 0;
var queueCycleSlow = ++gridAtmosphere.EqualizationQueueCycleControl;
var queueLength = 0;
_equalizeQueue[queueLength++] = giver;
giver.MonstermosInfo.LastSlowQueueCycle = queueCycleSlow;
for (var i = 0; i < queueLength; i++)
{
if (giver.MonstermosInfo.MoleDelta <= 0)
break; // We're done here now. Let's not do more work than needed.
var otherTile = _equalizeQueue[i];
for (var k = 0; k < Atmospherics.Directions; k++)
{
var direction = (AtmosDirection) (1 << k);
if (!otherTile.AdjacentBits.IsFlagSet(direction))
continue;
if (giver.MonstermosInfo.MoleDelta <= 0)
break; // We're done here now. Let's not do more work than needed.
var otherTile2 = otherTile.AdjacentTiles[k];
if (otherTile2 == null || otherTile2.MonstermosInfo.LastQueueCycle != queueCycle) continue;
DebugTools.Assert(otherTile2.AdjacentBits.IsFlagSet(direction.GetOpposite()));
if (otherTile2.MonstermosInfo.LastSlowQueueCycle == queueCycleSlow) continue;
_equalizeQueue[queueLength++] = otherTile2;
otherTile2.MonstermosInfo.LastSlowQueueCycle = queueCycleSlow;
otherTile2.MonstermosInfo.CurrentTransferDirection = k.ToOppositeDir();
otherTile2.MonstermosInfo.CurrentTransferAmount = 0;
if (otherTile2.MonstermosInfo.MoleDelta < 0)
{
// This tile needs gas. Let's give it to 'em.
if (-otherTile2.MonstermosInfo.MoleDelta > giver.MonstermosInfo.MoleDelta)
{
// We don't have enough gas!
otherTile2.MonstermosInfo.CurrentTransferAmount -= giver.MonstermosInfo.MoleDelta;
otherTile2.MonstermosInfo.MoleDelta += giver.MonstermosInfo.MoleDelta;
giver.MonstermosInfo.MoleDelta = 0;
}
else
{
// We have enough gas.
otherTile2.MonstermosInfo.CurrentTransferAmount += otherTile2.MonstermosInfo.MoleDelta;
giver.MonstermosInfo.MoleDelta += otherTile2.MonstermosInfo.MoleDelta;
otherTile2.MonstermosInfo.MoleDelta = 0;
}
}
}
}
// Putting this loop here helps make it O(n^2) over O(n^3)
for (var i = queueLength - 1; i >= 0; i--)
{
var otherTile = _equalizeQueue[i];
if (otherTile.MonstermosInfo.CurrentTransferAmount != 0 && otherTile.MonstermosInfo.CurrentTransferDirection != AtmosDirection.Invalid)
{
AdjustEqMovement(otherTile, otherTile.MonstermosInfo.CurrentTransferDirection, otherTile.MonstermosInfo.CurrentTransferAmount);
otherTile.AdjacentTiles[otherTile.MonstermosInfo.CurrentTransferDirection.ToIndex()]!
.MonstermosInfo.CurrentTransferAmount += otherTile.MonstermosInfo.CurrentTransferAmount;
otherTile.MonstermosInfo.CurrentTransferAmount = 0;
}
}
}
}
else
{
for (var j = 0; j < takerTilesLength; j++)
{
var taker = _equalizeTakerTiles[j];
taker.MonstermosInfo.CurrentTransferDirection = AtmosDirection.Invalid;
taker.MonstermosInfo.CurrentTransferAmount = 0;
var queueCycleSlow = ++gridAtmosphere.EqualizationQueueCycleControl;
var queueLength = 0;
_equalizeQueue[queueLength++] = taker;
taker.MonstermosInfo.LastSlowQueueCycle = queueCycleSlow;
for (var i = 0; i < queueLength; i++)
{
if (taker.MonstermosInfo.MoleDelta >= 0)
break; // We're done here now. Let's not do more work than needed.
var otherTile = _equalizeQueue[i];
for (var k = 0; k < Atmospherics.Directions; k++)
{
var direction = (AtmosDirection) (1 << k);
if (!otherTile.AdjacentBits.IsFlagSet(direction)) continue;
var otherTile2 = otherTile.AdjacentTiles[k];
if (taker.MonstermosInfo.MoleDelta >= 0) break; // We're done here now. Let's not do more work than needed.
if (otherTile2 == null || otherTile2.AdjacentBits == 0 || otherTile2.MonstermosInfo.LastQueueCycle != queueCycle) continue;
DebugTools.Assert(otherTile2.AdjacentBits.IsFlagSet(direction.GetOpposite()));
if (otherTile2.MonstermosInfo.LastSlowQueueCycle == queueCycleSlow) continue;
_equalizeQueue[queueLength++] = otherTile2;
otherTile2.MonstermosInfo.LastSlowQueueCycle = queueCycleSlow;
otherTile2.MonstermosInfo.CurrentTransferDirection = k.ToOppositeDir();
otherTile2.MonstermosInfo.CurrentTransferAmount = 0;
if (otherTile2.MonstermosInfo.MoleDelta > 0)
{
// This tile has gas we can suck, so let's
if (otherTile2.MonstermosInfo.MoleDelta > -taker.MonstermosInfo.MoleDelta)
{
// They have enough gas
otherTile2.MonstermosInfo.CurrentTransferAmount -= taker.MonstermosInfo.MoleDelta;
otherTile2.MonstermosInfo.MoleDelta += taker.MonstermosInfo.MoleDelta;
taker.MonstermosInfo.MoleDelta = 0;
}
else
{
// They don't have enough gas!
otherTile2.MonstermosInfo.CurrentTransferAmount += otherTile2.MonstermosInfo.MoleDelta;
taker.MonstermosInfo.MoleDelta += otherTile2.MonstermosInfo.MoleDelta;
otherTile2.MonstermosInfo.MoleDelta = 0;
}
}
}
}
for (var i = queueLength - 1; i >= 0; i--)
{
var otherTile = _equalizeQueue[i];
if (otherTile.MonstermosInfo.CurrentTransferAmount == 0 || otherTile.MonstermosInfo.CurrentTransferDirection == AtmosDirection.Invalid)
continue;
AdjustEqMovement(otherTile, otherTile.MonstermosInfo.CurrentTransferDirection, otherTile.MonstermosInfo.CurrentTransferAmount);
otherTile.AdjacentTiles[otherTile.MonstermosInfo.CurrentTransferDirection.ToIndex()]!
.MonstermosInfo.CurrentTransferAmount += otherTile.MonstermosInfo.CurrentTransferAmount;
otherTile.MonstermosInfo.CurrentTransferAmount = 0;
}
}
}
for (var i = 0; i < tileCount; i++)
{
var otherTile = _equalizeTiles[i]!;
FinalizeEq(ent, otherTile);
}
for (var i = 0; i < tileCount; i++)
{
var otherTile = _equalizeTiles[i]!;
for (var j = 0; j < Atmospherics.Directions; j++)
{
var direction = (AtmosDirection) (1 << j);
if (!otherTile.AdjacentBits.IsFlagSet(direction))
continue;
var otherTile2 = otherTile.AdjacentTiles[j]!;
if (otherTile2.AdjacentBits == 0)
continue;
DebugTools.Assert(otherTile2.AdjacentBits.IsFlagSet(direction.GetOpposite()));
if (otherTile2.Air != null && CompareExchange(otherTile2, tile) == GasCompareResult.NoExchange)
continue;
AddActiveTile(gridAtmosphere, otherTile2);
break;
}
}
// We do cleanup.
Array.Clear(_equalizeTiles, 0, Atmospherics.MonstermosHardTileLimit);
Array.Clear(_equalizeGiverTiles, 0, Atmospherics.MonstermosTileLimit);
Array.Clear(_equalizeTakerTiles, 0, Atmospherics.MonstermosTileLimit);
Array.Clear(_equalizeQueue, 0, Atmospherics.MonstermosTileLimit);
}
private void ExplosivelyDepressurize(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
TileAtmosphere tile,
int cycleNum)
{
// Check if explosive depressurization is enabled and if the tile is valid.
if (!MonstermosDepressurization || tile.Air == null)
return;
const int limit = Atmospherics.MonstermosHardTileLimit;
var totalMolesRemoved = 0f;
var (owner, gridAtmosphere, visuals, mapGrid, _) = ent;
var queueCycle = ++gridAtmosphere.EqualizationQueueCycleControl;
var tileCount = 0;
var spaceTileCount = 0;
_depressurizeTiles[tileCount++] = tile;
tile.MonstermosInfo = new MonstermosInfo {LastQueueCycle = queueCycle};
for (var i = 0; i < tileCount; i++)
{
var otherTile = _depressurizeTiles[i];
otherTile.MonstermosInfo.LastCycle = cycleNum;
otherTile.MonstermosInfo.CurrentTransferDirection = AtmosDirection.Invalid;
// Tiles in the _depressurizeTiles array cannot have null air.
if (!otherTile.Space)
{
for (var j = 0; j < Atmospherics.Directions; j++)
{
var otherTile2 = otherTile.AdjacentTiles[j];
if (otherTile2?.Air == null)
continue;
if (otherTile2.MonstermosInfo.LastQueueCycle == queueCycle)
continue;
var direction = (AtmosDirection) (1 << j);
DebugTools.Assert(otherTile.AdjacentBits.IsFlagSet(direction));
DebugTools.Assert(otherTile2.AdjacentBits.IsFlagSet(direction.GetOpposite()));
ConsiderFirelocks(ent, otherTile, otherTile2);
// The firelocks might have closed on us.
if (!otherTile.AdjacentBits.IsFlagSet(direction))
continue;
otherTile2.MonstermosInfo = new MonstermosInfo { LastQueueCycle = queueCycle };
_depressurizeTiles[tileCount++] = otherTile2;
if (tileCount >= limit)
break;
}
}
else
{
_depressurizeSpaceTiles[spaceTileCount++] = otherTile;
otherTile.PressureSpecificTarget = otherTile;
}
if (tileCount < limit && spaceTileCount < limit)
continue;
break;
}
var queueCycleSlow = ++gridAtmosphere.EqualizationQueueCycleControl;
var progressionCount = 0;
for (var i = 0; i < spaceTileCount; i++)
{
var otherTile = _depressurizeSpaceTiles[i];
_depressurizeProgressionOrder[progressionCount++] = otherTile;
otherTile.MonstermosInfo.LastSlowQueueCycle = queueCycleSlow;
otherTile.MonstermosInfo.CurrentTransferDirection = AtmosDirection.Invalid;
}
// Moving into the room from the breach or airlock
for (var i = 0; i < progressionCount; i++)
{
// From a tile exposed to space
var otherTile = _depressurizeProgressionOrder[i];
for (var j = 0; j < Atmospherics.Directions; j++)
{
// Flood fill into this new direction
var direction = (AtmosDirection) (1 << j);
// Tiles in _depressurizeProgressionOrder cannot have null air.
if (!otherTile.AdjacentBits.IsFlagSet(direction) && !otherTile.Space)
continue;
var tile2 = otherTile.AdjacentTiles[j];
if (tile2?.MonstermosInfo.LastQueueCycle != queueCycle)
continue;
DebugTools.Assert(tile2.AdjacentBits.IsFlagSet(direction.GetOpposite()));
// If flood fill has already reached this tile, continue.
if (tile2.MonstermosInfo.LastSlowQueueCycle == queueCycleSlow)
continue;
if(tile2.Space)
continue;
tile2.MonstermosInfo.CurrentTransferDirection = j.ToOppositeDir();
tile2.MonstermosInfo.CurrentTransferAmount = 0.0f;
tile2.PressureSpecificTarget = otherTile.PressureSpecificTarget;
tile2.MonstermosInfo.LastSlowQueueCycle = queueCycleSlow;
_depressurizeProgressionOrder[progressionCount++] = tile2;
}
}
// Moving towards the breach from the edges of the flood filled region
for (var i = progressionCount - 1; i >= 0; i--)
{
var otherTile = _depressurizeProgressionOrder[i];
if (otherTile?.Air == null) { continue;}
if (otherTile.MonstermosInfo.CurrentTransferDirection == AtmosDirection.Invalid) continue;
gridAtmosphere.HighPressureDelta.Add(otherTile);
AddActiveTile(gridAtmosphere, otherTile);
var otherTile2 = otherTile.AdjacentTiles[otherTile.MonstermosInfo.CurrentTransferDirection.ToIndex()];
if (otherTile2?.Air == null)
{
// The tile connecting us to space is spaced already. So just space this tile now.
otherTile.Air!.Clear();
otherTile.Air.Temperature = Atmospherics.TCMB;
continue;
}
var sum = otherTile.Air.TotalMoles;
if (SpacingEscapeRatio < 1f)
{
sum *= SpacingEscapeRatio;
if (sum < SpacingMinGas)
{
// Boost the last bit of air draining from the tile.
sum = Math.Min(SpacingMinGas, otherTile.Air.TotalMoles);
}
if (sum + otherTile.MonstermosInfo.CurrentTransferAmount > SpacingMaxWind)
{
// Limit the flow of air out of tiles which have air flowing into them from elsewhere.
sum = Math.Max(SpacingMinGas, SpacingMaxWind - otherTile.MonstermosInfo.CurrentTransferAmount);
}
}
totalMolesRemoved += sum;
otherTile.MonstermosInfo.CurrentTransferAmount += sum;
otherTile2.MonstermosInfo.CurrentTransferAmount += otherTile.MonstermosInfo.CurrentTransferAmount;
otherTile.PressureDifference = otherTile.MonstermosInfo.CurrentTransferAmount;
otherTile.PressureDirection = otherTile.MonstermosInfo.CurrentTransferDirection;
if (otherTile2.MonstermosInfo.CurrentTransferDirection == AtmosDirection.Invalid)
{
otherTile2.PressureDifference = otherTile2.MonstermosInfo.CurrentTransferAmount;
otherTile2.PressureDirection = otherTile.MonstermosInfo.CurrentTransferDirection;
}
if (otherTile.Air != null && otherTile.Air.Pressure - sum > SpacingMinGas * 0.1f)
{
// Transfer the air into the other tile (space wind :)
ReleaseGasTo(otherTile.Air!, otherTile2.Air!, sum);
// And then some magically into space
ReleaseGasTo(otherTile2.Air!, null, sum * 0.3f);
if (otherTile.Air.Temperature > 280.0f)
{
// Temperature reduces as air drains. But nerf the real temperature reduction a bit
// Also, limit the temperature loss to remain > 10 Deg.C for convenience
float realtemploss = (otherTile.Air.TotalMoles - sum) / otherTile.Air.TotalMoles;
otherTile.Air.Temperature *= 0.9f + 0.1f * realtemploss;
}
}
else
{
// This gas mixture cannot be null, no tile in _depressurizeProgressionOrder can have a null gas mixture
otherTile.Air!.Clear();
// This is a little hacky, but hear me out. It makes sense. We have just vacuumed all of the tile's air
// therefore there is no more gas in the tile, therefore the tile should be as cold as space!
otherTile.Air.Temperature = Atmospherics.TCMB;
}
InvalidateVisuals(ent, otherTile);
HandleDecompressionFloorRip((owner, mapGrid), otherTile, otherTile.MonstermosInfo.CurrentTransferAmount);
}
if (GridImpulse && tileCount > 0)
{
var direction = ((Vector2)_depressurizeTiles[tileCount - 1].GridIndices - tile.GridIndices).Normalized();
var gridPhysics = Comp<PhysicsComponent>(owner);
// TODO ATMOS: Come up with better values for these.
_physics.ApplyLinearImpulse(owner, direction * totalMolesRemoved * gridPhysics.Mass, body: gridPhysics);
_physics.ApplyAngularImpulse(owner, Vector2Helpers.Cross(tile.GridIndices - gridPhysics.LocalCenter, direction) * totalMolesRemoved, body: gridPhysics);
}
if (tileCount > 10 && (totalMolesRemoved / tileCount) > 10)
_adminLog.Add(LogType.ExplosiveDepressurization, LogImpact.High,
$"Explosive depressurization removed {totalMolesRemoved} moles from {tileCount} tiles starting from position {tile.GridIndices:position} on grid ID {tile.GridIndex:grid}");
Array.Clear(_depressurizeTiles, 0, Atmospherics.MonstermosHardTileLimit);
Array.Clear(_depressurizeSpaceTiles, 0, Atmospherics.MonstermosHardTileLimit);
Array.Clear(_depressurizeProgressionOrder, 0, Atmospherics.MonstermosHardTileLimit * 2);
}
private void ConsiderFirelocks(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
TileAtmosphere tile,
TileAtmosphere other)
{
var reconsiderAdjacent = false;
var mapGrid = ent.Comp3;
foreach (var entity in _map.GetAnchoredEntities(ent.Owner, mapGrid, tile.GridIndices))
{
if (_firelockQuery.TryGetComponent(entity, out var firelock))
reconsiderAdjacent |= _firelockSystem.EmergencyPressureStop(entity, firelock);
}
foreach (var entity in _map.GetAnchoredEntities(ent.Owner, mapGrid, other.GridIndices))
{
if (_firelockQuery.TryGetComponent(entity, out var firelock))
reconsiderAdjacent |= _firelockSystem.EmergencyPressureStop(entity, firelock);
}
if (!reconsiderAdjacent)
return;
UpdateAdjacentTiles(ent, tile);
UpdateAdjacentTiles(ent, other);
InvalidateVisuals(ent, tile);
InvalidateVisuals(ent, other);
}
private void FinalizeEq(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
TileAtmosphere tile)
{
Span<float> transferDirections = stackalloc float[Atmospherics.Directions];
var hasTransferDirs = false;
for (var i = 0; i < Atmospherics.Directions; i++)
{
var amount = tile.MonstermosInfo[i];
if (amount == 0) continue;
transferDirections[i] = amount;
tile.MonstermosInfo[i] = 0; // Set them to 0 to prevent infinite recursion.
hasTransferDirs = true;
}
if (!hasTransferDirs) return;
for(var i = 0; i < Atmospherics.Directions; i++)
{
var direction = (AtmosDirection) (1 << i);
if (!tile.AdjacentBits.IsFlagSet(direction)) continue;
var amount = transferDirections[i];
var otherTile = tile.AdjacentTiles[i];
if (otherTile?.Air == null) continue;
DebugTools.Assert(otherTile.AdjacentBits.IsFlagSet(direction.GetOpposite()));
if (amount <= 0) continue;
// Everything that calls this method already ensures that Air will not be null.
if (tile.Air!.TotalMoles < amount)
FinalizeEqNeighbors(ent, tile, transferDirections);
otherTile.MonstermosInfo[i.ToOppositeDir()] = 0;
Merge(otherTile.Air, tile.Air.Remove(amount));
InvalidateVisuals(ent, tile);
InvalidateVisuals(ent, otherTile);
ConsiderPressureDifference(ent, tile, direction, amount);
}
}
private void FinalizeEqNeighbors(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
TileAtmosphere tile, ReadOnlySpan<float> transferDirs)
{
for (var i = 0; i < Atmospherics.Directions; i++)
{
var direction = (AtmosDirection) (1 << i);
var amount = transferDirs[i];
// Since AdjacentBits is set, AdjacentTiles[i] wouldn't be null, and neither would its air.
if(amount < 0 && tile.AdjacentBits.IsFlagSet(direction))
FinalizeEq(ent, tile.AdjacentTiles[i]!); // A bit of recursion if needed.
}
}
private void AdjustEqMovement(TileAtmosphere tile, AtmosDirection direction, float amount)
{
DebugTools.AssertNotNull(tile);
DebugTools.Assert(tile.AdjacentBits.IsFlagSet(direction));
DebugTools.Assert(tile.AdjacentTiles[direction.ToIndex()] != null);
// Every call to this method already ensures that the adjacent tile won't be null.
// Turns out: no they don't. Temporary debug checks to figure out which caller is causing problems:
if (tile == null)
{
Log.Error($"Encountered null-tile in {nameof(AdjustEqMovement)}. Trace: {Environment.StackTrace}");
return;
}
var idx = direction.ToIndex();
var adj = tile.AdjacentTiles[idx];
if (adj == null)
{
var nonNull = tile.AdjacentTiles.Where(x => x != null).Count();
Log.Error($"Encountered null adjacent tile in {nameof(AdjustEqMovement)}. Dir: {direction}, Tile: ({tile.GridIndex}, {tile.GridIndices}), non-null adj count: {nonNull}, Trace: {Environment.StackTrace}");
return;
}
tile.MonstermosInfo[direction] += amount;
adj.MonstermosInfo[idx.ToOppositeDir()] -= amount;
}
private void HandleDecompressionFloorRip(Entity<MapGridComponent> mapGrid, TileAtmosphere tile, float sum)
{
if (!MonstermosRipTiles)
return;
var chance = MathHelper.Clamp(0.01f + (sum / SpacingMaxWind) * 0.3f, 0.003f, 0.3f);
if (sum > 20 && _random.Prob(chance))
PryTile(mapGrid, tile.GridIndices);
}
private sealed class TileAtmosphereComparer : IComparer<TileAtmosphere?>
{
public int Compare(TileAtmosphere? a, TileAtmosphere? b)
{
if (a == null && b == null)
return 0;
if (a == null)
return -1;
if (b == null)
return 1;
return a.MonstermosInfo.MoleDelta.CompareTo(b.MonstermosInfo.MoleDelta);
}
}
}
}