Makes grids that pass a certain size airtight. (#6934)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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52
Content.Server/Atmos/EntitySystems/AutomaticAtmosSystem.cs
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52
Content.Server/Atmos/EntitySystems/AutomaticAtmosSystem.cs
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using Content.Server.Atmos.Components;
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using Content.Server.Shuttles.EntitySystems;
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using Content.Shared.Maps;
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using Robust.Shared.Map;
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namespace Content.Server.Atmos.EntitySystems;
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/// <summary>
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/// Handles automatically adding a grid atmosphere to grids that become large enough, allowing players to build shuttles
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/// with a sealed atmosphere from scratch.
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/// </summary>
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public sealed class AutomaticAtmosSystem : EntitySystem
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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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public override void Initialize()
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{
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base.Initialize();
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_mapManager.TileChanged += MapManagerOnTileChanged;
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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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_mapManager.TileChanged -= MapManagerOnTileChanged;
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}
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private void MapManagerOnTileChanged(object? sender, TileChangedEventArgs e)
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{
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// Only if a atmos-holding tile has been added or removed.
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// Also, these calls are surprisingly slow.
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// TODO: Make tiledefmanager cache the IsSpace property, and turn this lookup-through-two-interfaces into
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// TODO: a simple array lookup, as tile IDs are likely contiguous, and there's at most 2^16 possibilities anyway.
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if (!((e.OldTile.IsSpace(_tileDefinitionManager) && !e.NewTile.IsSpace(_tileDefinitionManager)) ||
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(!e.OldTile.IsSpace(_tileDefinitionManager) && e.NewTile.IsSpace(_tileDefinitionManager))))
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return;
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var uid = _mapManager.GetGridEuid(e.NewTile.GridIndex);
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if (!TryComp<PhysicsComponent>(uid, out var physics))
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return;
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// We can't actually count how many tiles there are efficiently, so instead estimate with the mass.
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if (physics.Mass / ShuttleSystem.TileMassMultiplier >= 7.0f && !HasComp<IAtmosphereComponent>(uid))
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{
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AddComp<GridAtmosphereComponent>(uid);
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Logger.InfoS("atmos", $"Giving grid {uid} GridAtmosphereComponent.");
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}
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// It's not super important to remove it should the grid become too small again.
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// If explosions ever gain the ability to outright shatter grids, do rethink this.
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}
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}
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