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

@@ -27,20 +27,25 @@ namespace Content.Server.Atmos.Piping.EntitySystems
SubscribeLocalEvent<AtmosDeviceComponent, AnchorStateChangedEvent>(OnDeviceAnchorChanged);
}
private bool CanJoinAtmosphere(AtmosDeviceComponent component)
private bool CanJoinAtmosphere(AtmosDeviceComponent component, TransformComponent transform)
{
return !component.RequireAnchored || EntityManager.GetComponent<TransformComponent>(component.Owner).Anchored;
return (!component.RequireAnchored || transform.Anchored) && transform.GridUid != null;
}
public void JoinAtmosphere(AtmosDeviceComponent component)
{
if (!CanJoinAtmosphere(component))
var transform = Transform(component.Owner);
if (!CanJoinAtmosphere(component, transform))
{
return;
}
// TODO: low-hanging fruit for perf improvements around here
// GridUid is not null because we can join atmosphere.
// We try to add the device to a valid atmosphere, and if we can't, try to add it to the entity system.
if (!_atmosphereSystem.AddAtmosDevice(component))
if (!_atmosphereSystem.AddAtmosDevice(transform.GridUid!.Value, component))
{
if (component.JoinSystem)
{
@@ -62,7 +67,7 @@ namespace Content.Server.Atmos.Piping.EntitySystems
public void LeaveAtmosphere(AtmosDeviceComponent component)
{
// Try to remove the component from an atmosphere, and if not
if (component.JoinedGrid != null && !_atmosphereSystem.RemoveAtmosDevice(component))
if (component.JoinedGrid != null && !_atmosphereSystem.RemoveAtmosDevice(component.JoinedGrid.Value, component))
{
// The grid might have been removed but not us... This usually shouldn't happen.
component.JoinedGrid = null;