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- using Content.Server.Atmos.Components;
- using Content.Server.Shuttles.Systems;
- using Content.Shared.Maps;
- using Robust.Shared.Map;
- using Robust.Shared.Physics.Components;
- namespace Content.Server.Atmos.EntitySystems;
- /// <summary>
- /// Handles automatically adding a grid atmosphere to grids that become large enough, allowing players to build shuttles
- /// with a sealed atmosphere from scratch.
- /// </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);
- }
- private void OnTileChanged(ref TileChangedEvent ev)
- {
- // 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 = ev.OldTile.IsSpace(_tileDefinitionManager);
- var newSpace = ev.NewTile.IsSpace(_tileDefinitionManager);
- if (!(oldSpace && !newSpace ||
- !oldSpace && newSpace) ||
- _atmosphereSystem.HasAtmosphere(ev.Entity))
- return;
- if (!TryComp<PhysicsComponent>(ev.Entity, out var physics))
- return;
- // 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.
- }
- }
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