using Content.Server.Atmos.Components;
using Content.Server.Shuttles.Systems;
-using Content.Shared.Maps;
-using Robust.Shared.Map;
-using Robust.Shared.Physics.Components;
+using Robust.Shared.Map.Components;
+using Robust.Shared.Physics.Events;
namespace Content.Server.Atmos.EntitySystems;
/// </summary>
public sealed class AutomaticAtmosSystem : EntitySystem
{
- [Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
public override void Initialize()
{
base.Initialize();
- SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
+ SubscribeLocalEvent<MapGridComponent, MassDataChangedEvent>(OnMassDataChanged);
}
- private void OnTileChanged(ref TileChangedEvent ev)
+ private void OnMassDataChanged(Entity<MapGridComponent> ent, ref MassDataChangedEvent ev)
{
- if (_atmosphereSystem.HasAtmosphere(ev.Entity) || !TryComp<PhysicsComponent>(ev.Entity, out var physics))
+ if (_atmosphereSystem.HasAtmosphere(ent))
return;
- foreach (var change in ev.Changes)
+ // We can't actually count how many tiles there are efficiently, so instead estimate with the mass.
+ if (ev.NewMass / ShuttleSystem.TileDensityMultiplier >= 7.0f)
{
- // Only if a atmos-holding tile has been added or removed.
- // Also, these calls are surprisingly slow.
- // TODO: Make tiledefmanager cache the IsSpace property, and turn this lookup-through-two-interfaces into
- // TODO: a simple array lookup, as tile IDs are likely contiguous, and there's at most 2^16 possibilities anyway.
-
- var oldSpace = change.OldTile.IsSpace(_tileDefinitionManager);
- var newSpace = change.NewTile.IsSpace(_tileDefinitionManager);
-
- if (!(oldSpace && !newSpace ||
- !oldSpace && newSpace))
- {
- continue;
- }
+ AddComp<GridAtmosphereComponent>(ent);
+ Log.Info($"Giving grid {ent} GridAtmosphereComponent.");
+ }
- // We can't actually count how many tiles there are efficiently, so instead estimate with the mass.
- if (physics.Mass / ShuttleSystem.TileMassMultiplier >= 7.0f)
- {
- AddComp<GridAtmosphereComponent>(ev.Entity);
- Log.Info($"Giving grid {ev.Entity} GridAtmosphereComponent.");
- }
+ // It's not super important to remove it should the grid become too small again.
+ // If explosions ever gain the ability to outright shatter grids, do rethink this.
- // It's not super important to remove it should the grid become too small again.
- // If explosions ever gain the ability to outright shatter grids, do rethink this.
- return;
- }
+ return;
}
}
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<TransformComponent> _xformQuery;
- public const float TileMassMultiplier = 0.5f;
+ public const float TileDensityMultiplier = 0.5f;
public override void Initialize()
{
{
foreach (var fixture in args.NewFixtures)
{
- _physics.SetDensity(uid, fixture.Key, fixture.Value, TileMassMultiplier, false, manager);
+ _physics.SetDensity(uid, fixture.Key, fixture.Value, TileDensityMultiplier, false, manager);
_fixtures.SetRestitution(uid, fixture.Key, fixture.Value, 0.1f, false, manager);
}
}