Content changes for mapgrid kill (#12567)
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@@ -3,6 +3,7 @@ using Content.Server.Atmos.Components;
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using Content.Server.Atmos.Reactions;
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using Content.Shared.Atmos;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Utility;
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namespace Content.Server.Atmos.EntitySystems;
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@@ -53,7 +54,7 @@ public sealed partial class AtmosphereSystem
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tile.GridIndex = uid;
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}
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GridRepopulateTiles(mapGrid.Grid, gridAtmosphere);
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GridRepopulateTiles(mapGrid, gridAtmosphere);
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}
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private void OnGridSplit(EntityUid uid, GridAtmosphereComponent originalGridAtmos, ref GridSplitEvent args)
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@@ -230,7 +231,7 @@ public sealed partial class AtmosphereSystem
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var directions = AtmosDirection.Invalid;
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var enumerator = GetObstructingComponentsEnumerator(mapGridComp.Grid, args.Tile);
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var enumerator = GetObstructingComponentsEnumerator(mapGridComp, args.Tile);
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while (enumerator.MoveNext(out var obstructingComponent))
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{
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@@ -332,7 +333,7 @@ public sealed partial class AtmosphereSystem
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return;
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tile.AdjacentBits = AtmosDirection.Invalid;
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tile.BlockedAirflow = GetBlockedDirections(mapGridComp.Grid, tile.GridIndices);
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tile.BlockedAirflow = GetBlockedDirections(mapGridComp, tile.GridIndices);
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for (var i = 0; i < Atmospherics.Directions; i++)
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{
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@@ -349,7 +350,7 @@ public sealed partial class AtmosphereSystem
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var oppositeDirection = direction.GetOpposite();
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adjacent.BlockedAirflow = GetBlockedDirections(mapGridComp.Grid, adjacent.GridIndices);
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adjacent.BlockedAirflow = GetBlockedDirections(mapGridComp, adjacent.GridIndices);
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// Pass in MapGridComponent so we don't have to resolve it for every adjacent direction.
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var tileBlockedEv = new IsTileAirBlockedMethodEvent(uid, tile.GridIndices, direction, mapGridComp);
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@@ -456,7 +457,7 @@ public sealed partial class AtmosphereSystem
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tile.Air = new GasMixture
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{
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Volume = GetVolumeForTiles(mapGridComp.Grid, 1),
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Volume = GetVolumeForTiles(mapGridComp, 1),
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Temperature = Atmospherics.T20C
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};
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@@ -533,7 +534,7 @@ public sealed partial class AtmosphereSystem
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/// </summary>
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/// <param name="mapGrid">The grid where to get all valid tiles from.</param>
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/// <param name="gridAtmosphere">The grid atmosphere where the tiles will be repopulated.</param>
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private void GridRepopulateTiles(IMapGrid mapGrid, GridAtmosphereComponent gridAtmosphere)
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private void GridRepopulateTiles(MapGridComponent mapGrid, GridAtmosphereComponent gridAtmosphere)
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{
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var volume = GetVolumeForTiles(mapGrid, 1);
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