Refactors the AtmosphereSystem public-facing API to allow for multiple atmos backends. (#8134)

* Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends.

* actually compiles

* Remove commented out code

* funny bracket

* Move archived moles, temperature from GasMixture to TileAtmosphere.

* WIP customizable map default mixture
still VERY buggy

* broken mess
aaaaaaaaaaaaa

* Fix lattice, etc not being considered space

* visualization for "IsSpace"

* help

* Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs

Co-authored-by: Moony <moonheart08@users.noreply.github.com>

* Holy SHIT it compiles AGAIN

* Fix AtmosDeviceSystem crash at shutdown

* Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate.

* Use space instead of gasmixture immutable for heat capacity calculations

* Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead.

* Fix roundstart tiles not processing

* Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs

Changed Files tab is so large I can't commit both suggestions at once mfw

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Vera Aguilera Puerto
2022-07-04 16:51:34 +02:00
committed by GitHub
parent 43216a000f
commit aa9281d667
74 changed files with 1764 additions and 2141 deletions

View File

@@ -141,16 +141,27 @@ namespace Content.Client.Atmos.Overlays
DrawPressureDirection(drawHandle, data.LastPressureDirection, tile, Color.LightGray);
}
var tilePos = new Vector2(tile.X, tile.Y);
// -- Excited Groups --
if (data.InExcitedGroup)
if (data.InExcitedGroup != 0)
{
var tilePos = new Vector2(tile.X, tile.Y);
var basisA = tilePos;
var basisB = tilePos + new Vector2(1.0f, 1.0f);
var basisC = tilePos + new Vector2(0.0f, 1.0f);
var basisD = tilePos + new Vector2(1.0f, 0.0f);
drawHandle.DrawLine(basisA, basisB, Color.Cyan);
drawHandle.DrawLine(basisC, basisD, Color.Cyan);
var color = Color.White // Use first three nibbles for an unique color... Good enough?
.WithRed( data.InExcitedGroup & 0x000F)
.WithGreen((data.InExcitedGroup & 0x00F0) >>4)
.WithBlue( (data.InExcitedGroup & 0x0F00) >>8);
drawHandle.DrawLine(basisA, basisB, color);
drawHandle.DrawLine(basisC, basisD, color);
}
// -- Space Tiles --
if (data.IsSpace)
{
drawHandle.DrawCircle(tilePos + Vector2.One/2, 0.125f, Color.Orange);
}
}
}