Atmos optimizations (#1944)
* Adds IFireAct, ITemperatureExpose * Use AtmosDirection instead of Direction for Atmos * Refactor atmos to heavily rely on arrays and bitflags. Adds F A S T M O S and reduces atmos tech debt heavily. * Optimize and fix more stuff * Kinda improve superconduction * Pipenet is a word * T U R B O M O S * Address reviews * Small optimization * Superconduct is also a word * Remove check * Cleanup tile atmosphere * Correct a comment
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@@ -13,11 +13,6 @@ namespace Content.Server.Atmos
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/// </summary>
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int UpdateCounter { get; }
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/// <summary>
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/// How many tiles have high pressure delta.
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/// </summary>
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int HighPressureDeltaCount { get; }
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/// <summary>
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/// Control variable for equalization.
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/// </summary>
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@@ -115,14 +110,14 @@ namespace Content.Server.Atmos
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/// </summary>
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/// <param name="indices"></param>
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/// <returns></returns>
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TileAtmosphere GetTile(MapIndices indices);
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TileAtmosphere GetTile(MapIndices indices, bool createSpace = true);
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/// <summary>
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/// Returns a tile.
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/// </summary>
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/// <param name="coordinates"></param>
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/// <returns></returns>
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TileAtmosphere GetTile(GridCoordinates coordinates);
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TileAtmosphere GetTile(GridCoordinates coordinates, bool createSpace = true);
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/// <summary>
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/// Returns if the tile in question is air-blocked.
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