public partial class AtmosphereSystem
{
+ /*
+ Partial class that stores miscellaneous utility methods for Atmospherics.
+ */
+
/// <summary>
- /// Gets the particular price of an air mixture.
+ /// Gets the particular price of a <see cref="GasMixture"/>.
/// </summary>
+ /// <param name="mixture">The <see cref="GasMixture"/> to get the price of.</param>
+ /// <returns>The price of the gas mixture.</returns>
public double GetPrice(GasMixture mixture)
{
float basePrice = 0; // moles of gas * price/mole
maxComponent = Math.Max(maxComponent, mixture.Moles[i]);
}
- // Pay more for gas canisters that are more pure
+ // Pay more for gas canisters that are purer
float purity = 1;
if (totalMoles > 0)
{
return basePrice * purity;
}
+ /// <summary>
+ /// <para>Marks a tile's visual overlay as needing to be redetermined.</para>
+ ///
+ /// <para>A tile's overlay (how it looks like, ex. water vapor's texture)
+ /// is determined via determining how much gas there is on the tile.
+ /// This is expensive to do for every tile/gas that may have a custom overlay,
+ /// so its done once and only updated when it needs to be updated.</para>
+ /// </summary>
+ /// <param name="grid">The grid the tile is on.</param>
+ /// <param name="tile">The tile to invalidate.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void InvalidateVisuals(Entity<GasTileOverlayComponent?> grid, Vector2i tile)
{
_gasTileOverlaySystem.Invalidate(grid, tile);
}
+ /// <summary>
+ /// <para>Marks a tile's visual overlay as needing to be redetermined.</para>
+ ///
+ /// <para>A tile's overlay (how it looks like, ex. water vapor's texture)
+ /// is determined via determining how much gas there is on the tile.
+ /// This is expensive to do for every tile/gas that may have a custom overlay,
+ /// so its done once and only updated when it needs to be updated.</para>
+ /// </summary>
+ /// <param name="ent">The grid the tile is on.</param>
+ /// <param name="tile">The tile to invalidate.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void InvalidateVisuals(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
}
/// <summary>
- /// Gets the volume in liters for a number of tiles, on a specific grid.
+ /// Gets the volume in liters for a number of tiles, on a specific grid.
/// </summary>
/// <param name="mapGrid">The grid in question.</param>
/// <param name="tiles">The amount of tiles.</param>
bool NoAirWhenBlocked,
bool FixVacuum);
+ /// <summary>
+ /// Updates the <see cref="AirtightData"/> for a <see cref="TileAtmosphere"/>
+ /// immediately.
+ /// </summary>
+ /// <remarks>This method is extremely important if you are doing something in Atmospherics
+ /// that is time-sensitive! <see cref="AirtightData"/> is cached and invalidated on
+ /// a cycle, so airtight changes performed during or after an invalidation will
+ /// not take effect until the next Atmospherics tick!</remarks>
+ /// <param name="uid">The entity the grid is on.</param>
+ /// <param name="atmos">The <see cref="GridAtmosphereComponent"/> the tile is on.</param>
+ /// <param name="grid">The <see cref="MapGridComponent"/> the tile is on.</param>
+ /// <param name="tile">The <see cref="TileAtmosphere"/> to update.</param>
private void UpdateAirtightData(EntityUid uid, GridAtmosphereComponent atmos, MapGridComponent grid, TileAtmosphere tile)
{
var oldBlocked = tile.AirtightData.BlockedDirections;
ExcitedGroupDispose(atmos, tile.ExcitedGroup);
}
+ /// <summary>
+ /// Retrieves current <see cref="AirtightData"/> for a tile on a grid.
+ /// This is determined on-the-fly, not from cached data, so it will reflect
+ /// changes done in the current Atmospherics tick.
+ /// </summary>
+ /// <param name="uid">The entity the grid is on.</param>
+ /// <param name="grid">The <see cref="MapGridComponent"/> the tile is on.</param>
+ /// <param name="tile">The indices of the tile.</param>
+ /// <returns>The current <see cref="AirtightData"/> for the tile.</returns>
private AirtightData GetAirtightData(EntityUid uid, MapGridComponent grid, Vector2i tile)
{
var blockedDirs = AtmosDirection.Invalid;
}
/// <summary>
- /// Pries a tile in a grid.
+ /// Pries a tile in a grid.
/// </summary>
/// <param name="mapGrid">The grid in question.</param>
/// <param name="tile">The indices of the tile.</param>