Files
wwdpublic/Content.Server/Atmos/EntitySystems/AtmosphereSystem.GridAtmosphere.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

344 lines
13 KiB
C#

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