Files
wwdpublic/Content.Server/Atmos/EntitySystems/AtmosphereSystem.GridAtmosphere.cs
VMSolidus edf9b969f3 Pretty Big Atmos Fixes PR (#2486)
# Description

This PR ports some fixes to the order of operations for air pressure
processing, which will help fix issues with temperature not correctly
diffusing, as well as errors in the order of operations processing that
made it so that Space Wind was receiving wildly incorrect pressure
values.

Additionally, this fixes a math error that made it so that the diagonal
airflows were contributing 41% more to airflows, making diagonal motion
unusually harsh. There's still two more bugs I need to fix though.
2025-07-20 13:21:40 +10:00

342 lines
12 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;
// 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 );
tile.AirArchived = null;
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;
}
}