Optimise spreadersystem (#13329)

* Optimise spreadersystem

It makes entity spawning slower.

* Remove redundant airtightchangedevent

* oop
This commit is contained in:
metalgearsloth
2023-01-11 19:18:26 +11:00
committed by GitHub
parent fdc0c86fcf
commit 8900409956
3 changed files with 31 additions and 22 deletions

View File

@@ -3,6 +3,7 @@ using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Shared.Atmos;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Random;
namespace Content.Server.Kudzu;
@@ -28,9 +29,9 @@ public sealed class SpreaderSystem : EntitySystem
SubscribeLocalEvent<AirtightChanged>(OnAirtightChanged);
}
private void OnAirtightChanged(AirtightChanged e)
private void OnAirtightChanged(ref AirtightChanged ev)
{
UpdateNearbySpreaders((e.Airtight).Owner, e.Airtight);
UpdateNearbySpreaders(ev.Entity, ev.Airtight);
}
private void SpreaderAddHandler(EntityUid uid, SpreaderComponent component, ComponentAdd args)
@@ -46,15 +47,21 @@ public sealed class SpreaderSystem : EntitySystem
if (!_mapManager.TryGetGrid(transform.GridUid, out var grid)) return;
var spreaderQuery = GetEntityQuery<SpreaderComponent>();
var tile = grid.TileIndicesFor(transform.Coordinates);
for (var i = 0; i < Atmospherics.Directions; i++)
{
var direction = (AtmosDirection) (1 << i);
if (!comp.AirBlockedDirection.IsFlagSet(direction)) continue;
foreach (var ent in grid.GetInDir(transform.Coordinates, direction.ToDirection()))
var directionEnumerator =
grid.GetAnchoredEntitiesEnumerator(SharedMapSystem.GetDirection(tile, direction.ToDirection()));
while (directionEnumerator.MoveNext(out var ent))
{
if (EntityManager.TryGetComponent<SpreaderComponent>(ent, out var s) && s.Enabled)
_edgeGrowths.Add(ent);
if (spreaderQuery.TryGetComponent(ent, out var s) && s.Enabled)
_edgeGrowths.Add(ent.Value);
}
}
}