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# Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports https://github.com/space-wizards/space-station-14/pull/32294 Ports https://github.com/ss14-harmony/ss14-harmony/pull/310 (and everything needed for it to function) Early-merges https://github.com/space-wizards/space-station-14/pull/34302 Adds the ability for multiple central command maps that get randomly selected. Tested and works. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Several contributors - add: Added a new central command map that is randomly picked alongside the old one (thank you to Spanky from Harmony) - add: Added Advanced SMES for mappers. - add: Added the atmospheric network monitor for seeing what the temperature, moles, and pressure is on every pipe everywhere through a computer. - add: Nukie med bundle now contains a compact defibrillator. - add: Ported a better mapping editor. - add: Added the throngler plushie. - remove: Removed the Throngler as a possible loot spawn for gamble crates. --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 9272f65b64392f66a7cd4fd7c84bb152dc93b65a)
132 lines
4.6 KiB
C#
132 lines
4.6 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Shared.Atmos.EntitySystems;
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using Content.Shared.Decals;
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using Content.Shared.Doors.Components;
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using Content.Shared.Maps;
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using Content.Shared.Throwing;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using System.Linq;
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namespace Content.Server.Atmos.EntitySystems;
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/// <summary>
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/// This is our SSAir equivalent, if you need to interact with or query atmos in any way, go through this.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class AtmosphereSystem : SharedAtmosphereSystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IAdminLogManager _adminLog = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly InternalsSystem _internals = default!;
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[Dependency] private readonly SharedContainerSystem _containers = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly GasTileOverlaySystem _gasTileOverlaySystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly TileSystem _tile = default!;
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[Dependency] private readonly MapSystem _map = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] public readonly PuddleSystem Puddle = default!;
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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private const float ExposedUpdateDelay = 1f;
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private float _exposedTimer = 0f;
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private EntityQuery<GridAtmosphereComponent> _atmosQuery;
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private EntityQuery<MapAtmosphereComponent> _mapAtmosQuery;
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private EntityQuery<AirtightComponent> _airtightQuery;
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private EntityQuery<FirelockComponent> _firelockQuery;
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private HashSet<EntityUid> _entSet = new();
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private string[] _burntDecals = [];
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public override void Initialize()
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{
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base.Initialize();
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UpdatesAfter.Add(typeof(NodeGroupSystem));
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InitializeBreathTool();
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InitializeGases();
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InitializeCommands();
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InitializeCVars();
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InitializeGridAtmosphere();
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InitializeMap();
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_mapAtmosQuery = GetEntityQuery<MapAtmosphereComponent>();
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_atmosQuery = GetEntityQuery<GridAtmosphereComponent>();
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_airtightQuery = GetEntityQuery<AirtightComponent>();
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_firelockQuery = GetEntityQuery<FirelockComponent>();
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypesReloaded);
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CacheDecals();
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}
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public override void Shutdown()
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{
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base.Shutdown();
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ShutdownCommands();
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}
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private void OnTileChanged(ref TileChangedEvent ev)
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{
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InvalidateTile(ev.NewTile.GridUid, ev.NewTile.GridIndices);
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}
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private void OnPrototypesReloaded(PrototypesReloadedEventArgs ev)
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{
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if (ev.WasModified<DecalPrototype>())
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CacheDecals();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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UpdateProcessing(frameTime);
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UpdateHighPressure(frameTime);
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_exposedTimer += frameTime;
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if (_exposedTimer < ExposedUpdateDelay)
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return;
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var query = EntityQueryEnumerator<AtmosExposedComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out _, out var transform))
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{
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var air = GetContainingMixture((uid, transform));
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if (air == null)
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continue;
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var updateEvent = new AtmosExposedUpdateEvent(transform.Coordinates, air, transform);
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RaiseLocalEvent(uid, ref updateEvent);
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}
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_exposedTimer -= ExposedUpdateDelay;
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}
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private void CacheDecals()
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{
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_burntDecals = _prototypeManager.EnumeratePrototypes<DecalPrototype>().Where(x => x.Tags.Contains("burnt")).Select(x => x.ID).ToArray();
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}
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}
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