ECS Atmos Part 3: Removes AtmosHelpers, add many methods to AtmosphereSystem. (#4285)
* ECS Atmos Part 3: Removes AtmosHelpers, add many methods to AtmosphereSystem * Adds API for adding/removing active tiles. * Adds API for FixVacuum. * Adds API for UpdateAdjacent. * Adds API for IsTileAirBlocked. * Re-organize hotspot code * Adds API for IsTileSpace. * RemoveGasCommand uses AtmosphereSystem * AddGasCommand uses AtmosphereSystem. * SetTemperatureCommand uses AtmosphereSystem. * Adds API for IsSimulatedGrid. * GasLeak uses AtmosphereSystem. * Makes Spark method in GasLeak ALSO use AtmosphereSystem. * GasPassiveVentSystem uses AtmosphereSystem. * GasMinerSystem uses AtmosphereSystem. * GasOutletInjectorSystem uses AtmosphereSystem. * GasVentPumpSystem uses AtmosphereSystem. * GasDualPortVentPumpSystem uses AtmosphereSystem. * GasVolumePumpSystem uses AtmosphereSystem. * GasAnalyzerComponent uses AtmosphereSystem. * Add API for GetAdjacentTileMixtures. * GasVentScrubberSystem uses AtmosphereSystem. * AirtightComponent uses AtmosphereSystem. * GasLeaks's TryFindRandomTile uses AtmosphereSystem. * Adds API for GetAdjacentTiles. * FirelockComponent's IsHoldingFire uses AtmosphereSystem. * Adds API for GetAllTileMixtures. * DeleteGasCommand uses AtmosphereSystem. * FixGridAtmos uses AtmosphereSystem. * FillGasCommand uses AtmosphereSystem. * SetAtmosTemperatureCommand uses AtmosphereSystem.
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@@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Atmos;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules;
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using Content.Server.Hands.Components;
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@@ -162,10 +163,12 @@ namespace Content.Server.GameTicking.Presets
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_robustRandom.Shuffle(ents);
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var foundATarget = false;
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bestTarget = EntityCoordinates.Invalid;
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var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
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foreach (var entity in ents)
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{
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if (!entity.Transform.Coordinates.IsTileAirProbablySafe())
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if (!atmosphereSystem.IsTileMixtureProbablySafe(entity.Transform.Coordinates))
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continue;
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var distanceFromNearest = float.PositiveInfinity;
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foreach (var existing in existingPlayerPoints)
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{
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