Files
OldThink/Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs

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C#
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using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
Atmos pipe rework (#3833) * Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
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namespace Content.Shared.Atmos.EntitySystems
{
public abstract class SharedGasTileOverlaySystem : EntitySystem
{
public const byte ChunkSize = 8;
protected float AccumulatedFrameTime;
public static Vector2i GetGasChunkIndices(Vector2i indices)
{
return new((int) Math.Floor((float) indices.X / ChunkSize) * ChunkSize, (int) MathF.Floor((float) indices.Y / ChunkSize) * ChunkSize);
}
[Serializable, NetSerializable]
public readonly struct GasData : IEquatable<GasData>
{
public readonly byte Index;
public readonly byte Opacity;
public GasData(byte gasId, byte opacity)
{
Index = gasId;
Opacity = opacity;
}
public override int GetHashCode()
{
return HashCode.Combine(Index, Opacity);
}
public bool Equals(GasData other)
{
return other.Index == Index && other.Opacity == Opacity;
}
}
[Serializable, NetSerializable]
public readonly struct GasOverlayData : IEquatable<GasOverlayData>
{
public readonly byte FireState;
public readonly float FireTemperature;
public readonly GasData[]? Gas;
public readonly int HashCode;
public GasOverlayData(byte fireState, float fireTemperature, GasData[] gas)
{
FireState = fireState;
FireTemperature = fireTemperature;
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Gas = gas;
Array.Sort(Gas, (a, b) => a.Index.CompareTo(b.Index));
var hash = new HashCode();
hash.Add(FireState);
hash.Add(FireTemperature);
foreach (var gasData in Gas)
{
hash.Add(gasData);
}
HashCode = hash.ToHashCode();
}
public override int GetHashCode()
{
return HashCode;
}
public bool Equals(GasOverlayData other)
{
// If you revert this then you need to make sure the hash comparison between
// our Gas[] and the other.Gas[] works.
return HashCode == other.HashCode;
}
}
/// <summary>
/// Invalid tiles for the gas overlay.
/// No point re-sending every tile if only a subset might have been updated.
/// </summary>
[Serializable, NetSerializable]
public sealed class GasOverlayMessage : EntityEventArgs
{
public GridId GridId { get; }
public List<(Vector2i, GasOverlayData)> OverlayData { get; }
public GasOverlayMessage(GridId gridIndices, List<(Vector2i,GasOverlayData)> overlayData)
{
GridId = gridIndices;
OverlayData = overlayData;
}
}
}
}