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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102
Content.Shared/Atmos/GasOverlayChunk.cs
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102
Content.Shared/Atmos/GasOverlayChunk.cs
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#nullable enable
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using System.Collections.Generic;
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using Content.Shared.Atmos.EntitySystems;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Atmos
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{
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public sealed class GasOverlayChunk
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{
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/// <summary>
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/// Grid for this chunk
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/// </summary>
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public GridId GridIndices { get; }
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/// <summary>
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/// Origin of this chunk
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/// </summary>
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public Vector2i Vector2i { get; }
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public SharedGasTileOverlaySystem.GasOverlayData[,] TileData = new SharedGasTileOverlaySystem.GasOverlayData[SharedGasTileOverlaySystem.ChunkSize, SharedGasTileOverlaySystem.ChunkSize];
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public GameTick LastUpdate { get; private set; }
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public GasOverlayChunk(GridId gridIndices, Vector2i vector2i)
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{
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GridIndices = gridIndices;
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Vector2i = vector2i;
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}
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public void Dirty(GameTick currentTick)
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{
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LastUpdate = currentTick;
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}
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/// <summary>
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/// Flags Dirty if the data is different.
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/// </summary>
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/// <param name="data"></param>
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/// <param name="indices"></param>
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public void Update(SharedGasTileOverlaySystem.GasOverlayData data, Vector2i indices)
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{
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DebugTools.Assert(InBounds(indices));
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var (offsetX, offsetY) = (indices.X - Vector2i.X,
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indices.Y - Vector2i.Y);
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TileData[offsetX, offsetY] = data;
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}
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public void Update(SharedGasTileOverlaySystem.GasOverlayData data, byte x, byte y)
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{
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DebugTools.Assert(x < SharedGasTileOverlaySystem.ChunkSize && y < SharedGasTileOverlaySystem.ChunkSize);
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TileData[x, y] = data;
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}
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public IEnumerable<SharedGasTileOverlaySystem.GasOverlayData> GetAllData()
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{
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for (var x = 0; x < SharedGasTileOverlaySystem.ChunkSize; x++)
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{
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for (var y = 0; y < SharedGasTileOverlaySystem.ChunkSize; y++)
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{
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yield return TileData[x, y];
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}
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}
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}
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public void GetData(List<(Vector2i, SharedGasTileOverlaySystem.GasOverlayData)> existingData, HashSet<Vector2i> indices)
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{
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foreach (var index in indices)
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{
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existingData.Add((index, GetData(index)));
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}
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}
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public IEnumerable<Vector2i> GetAllIndices()
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{
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for (var x = 0; x < SharedGasTileOverlaySystem.ChunkSize; x++)
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{
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for (var y = 0; y < SharedGasTileOverlaySystem.ChunkSize; y++)
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{
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yield return new Vector2i(Vector2i.X + x, Vector2i.Y + y);
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}
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}
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}
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public SharedGasTileOverlaySystem.GasOverlayData GetData(Vector2i indices)
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{
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DebugTools.Assert(InBounds(indices));
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return TileData[indices.X - Vector2i.X, indices.Y - Vector2i.Y];
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}
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private bool InBounds(Vector2i indices)
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{
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if (indices.X < Vector2i.X || indices.Y < Vector2i.Y) return false;
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if (indices.X >= Vector2i.X + SharedGasTileOverlaySystem.ChunkSize || indices.Y >= Vector2i.Y + SharedGasTileOverlaySystem.ChunkSize) return false;
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return true;
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}
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}
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}
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