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crystall-punk-14/Content.Server/GameObjects/Components/Atmos/GridAtmosphereComponent.cs

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#nullable enable
using System;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using Content.Server.Atmos;
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
using Content.Server.GameObjects.Components.Atmos.Piping;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.GameObjects.EntitySystems.Atmos;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
using Content.Shared.Atmos;
using Content.Shared.Maps;
using Robust.Server.GameObjects;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
using Robust.Shared.GameObjects;
2020-09-22 12:02:44 +02:00
using Robust.Shared.Log;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
using Robust.Shared.Map;
using Robust.Shared.Maths;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Atmos
{
/// <summary>
/// This is our SSAir equivalent.
/// </summary>
2020-08-04 16:11:41 +02:00
[ComponentReference(typeof(IGridAtmosphereComponent))]
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[RegisterComponent, Serializable]
public class GridAtmosphereComponent : Component, IGridAtmosphereComponent
{
[Robust.Shared.IoC.Dependency] private IMapManager _mapManager = default!;
[Robust.Shared.IoC.Dependency] private ITileDefinitionManager _tileDefinitionManager = default!;
[Robust.Shared.IoC.Dependency] private IServerEntityManager _serverEntityManager = default!;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
2020-09-12 20:15:13 +02:00
public GridTileLookupSystem GridTileLookupSystem { get; private set; } = default!;
internal GasTileOverlaySystem GasTileOverlaySystem { get; private set; } = default!;
public AtmosphereSystem AtmosphereSystem { get; private set; } = default!;
2020-09-12 20:10:56 +02:00
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
/// <summary>
/// Check current execution time every n instances processed.
/// </summary>
private const int LagCheckIterations = 30;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
public override string Name => "GridAtmosphere";
private bool _paused = false;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
private float _timer = 0f;
private Stopwatch _stopwatch = new();
2020-09-06 19:08:30 +02:00
private GridId _gridId;
[ComponentDependency] private IMapGridComponent? _mapGridComponent = default!;
[ViewVariables]
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
public int UpdateCounter { get; private set; } = 0;
[ViewVariables]
private double _tileEqualizeLastProcess;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[ViewVariables]
private readonly HashSet<ExcitedGroup> _excitedGroups = new(1000);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[ViewVariables]
private int ExcitedGroupCount => _excitedGroups.Count;
[ViewVariables]
private double _excitedGroupLastProcess;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[ViewVariables]
protected readonly Dictionary<Vector2i, TileAtmosphere> Tiles = new(1000);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[ViewVariables]
private readonly HashSet<TileAtmosphere> _activeTiles = new(1000);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[ViewVariables]
private int ActiveTilesCount => _activeTiles.Count;
[ViewVariables]
private double _activeTilesLastProcess;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[ViewVariables]
private readonly HashSet<TileAtmosphere> _hotspotTiles = new(1000);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[ViewVariables]
private int HotspotTilesCount => _hotspotTiles.Count;
[ViewVariables]
private double _hotspotsLastProcess;
2020-08-13 14:18:26 +02:00
[ViewVariables]
private readonly HashSet<TileAtmosphere> _superconductivityTiles = new(1000);
2020-08-13 14:18:26 +02:00
[ViewVariables]
private int SuperconductivityTilesCount => _superconductivityTiles.Count;
[ViewVariables]
private double _superconductivityLastProcess;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[ViewVariables]
private readonly HashSet<Vector2i> _invalidatedCoords = new(1000);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[ViewVariables]
private int InvalidatedCoordsCount => _invalidatedCoords.Count;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[ViewVariables]
private HashSet<TileAtmosphere> _highPressureDelta = new(1000);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
[ViewVariables]
private int HighPressureDeltaCount => _highPressureDelta.Count;
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
[ViewVariables]
private double _highPressureDeltaLastProcess;
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
[ViewVariables]
private readonly HashSet<IPipeNet> _pipeNets = new();
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
[ViewVariables]
private double _pipeNetLastProcess;
[ViewVariables]
private readonly HashSet<PipeNetDeviceComponent> _pipeNetDevices = new();
[ViewVariables]
private double _pipeNetDevicesLastProcess;
[ViewVariables]
private Queue<TileAtmosphere> _currentRunTiles = new();
[ViewVariables]
private Queue<ExcitedGroup> _currentRunExcitedGroups = new();
[ViewVariables]
private Queue<IPipeNet> _currentRunPipeNet = new();
[ViewVariables]
private Queue<PipeNetDeviceComponent> _currentRunPipeNetDevice = new();
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[ViewVariables]
private ProcessState _state = ProcessState.TileEqualize;
private enum ProcessState
{
TileEqualize,
ActiveTiles,
ExcitedGroups,
HighPressureDelta,
Hotspots,
2020-08-13 14:18:26 +02:00
Superconductivity,
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
PipeNet,
PipeNetDevices,
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
/// <inheritdoc />
public virtual void PryTile(Vector2i indices)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
if (IsSpace(indices) || IsAirBlocked(indices)) return;
2020-09-06 19:08:30 +02:00
indices.PryTile(_gridId, _mapManager, _tileDefinitionManager, _serverEntityManager);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
public override void Initialize()
{
base.Initialize();
2020-09-12 20:15:13 +02:00
GridTileLookupSystem = EntitySystem.Get<GridTileLookupSystem>();
GasTileOverlaySystem = EntitySystem.Get<GasTileOverlaySystem>();
AtmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
RepopulateTiles();
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
public override void OnAdd()
{
base.OnAdd();
2020-09-06 19:08:30 +02:00
if (Owner.TryGetComponent(out IMapGridComponent? mapGrid))
_gridId = mapGrid.GridIndex;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
public virtual void RepopulateTiles()
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
if (!Owner.TryGetComponent(out IMapGridComponent? mapGrid)) return;
foreach (var tile in mapGrid.Grid.GetAllTiles())
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
if(!Tiles.ContainsKey(tile.GridIndices))
Tiles.Add(tile.GridIndices, new TileAtmosphere(this, tile.GridIndex, tile.GridIndices, new GasMixture(GetVolumeForCells(1), AtmosphereSystem){Temperature = Atmospherics.T20C}));
2020-09-11 12:54:42 +02:00
Invalidate(tile.GridIndices);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
foreach (var (_, tile) in Tiles.ToArray())
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
tile.UpdateAdjacent();
tile.UpdateVisuals();
}
}
/// <inheritdoc />
public virtual void Invalidate(Vector2i indices)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
_invalidatedCoords.Add(indices);
}
protected virtual void Revalidate()
2020-08-30 13:20:08 +02:00
{
foreach (var indices in _invalidatedCoords)
2020-08-30 13:20:08 +02:00
{
2020-08-30 15:00:40 +02:00
var tile = GetTile(indices);
2020-08-30 15:00:40 +02:00
if (tile == null)
{
tile = new TileAtmosphere(this, _gridId, indices, new GasMixture(GetVolumeForCells(1), AtmosphereSystem){Temperature = Atmospherics.T20C});
Tiles[indices] = tile;
2020-08-30 15:00:40 +02:00
}
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
var isAirBlocked = IsAirBlocked(indices);
if (IsSpace(indices) && !isAirBlocked)
2020-08-30 15:00:40 +02:00
{
tile.Air = new GasMixture(GetVolumeForCells(1), AtmosphereSystem);
2020-08-30 15:00:40 +02:00
tile.Air.MarkImmutable();
Tiles[indices] = tile;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
} else if (isAirBlocked)
2020-08-30 15:00:40 +02:00
{
tile.Air = null;
}
else
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
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if (tile.Air == null && NeedsVacuumFixing(indices))
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{
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FixVacuum(tile.GridIndices);
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}
2020-08-30 15:00:40 +02:00
// Tile used to be space, but isn't anymore.
if (tile.Air?.Immutable ?? false)
{
tile.Air = null;
}
tile.Air ??= new GasMixture(GetVolumeForCells(1), AtmosphereSystem){Temperature = Atmospherics.T20C};
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
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// By removing the active tile, we effectively remove its excited group, if any.
RemoveActiveTile(tile);
// Then we activate the tile again.
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AddActiveTile(tile);
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tile.BlockedAirflow = GetBlockedDirections(indices);
// TODO ATMOS: Query all the contents of this tile (like walls) and calculate the correct thermal conductivity
tile.ThermalConductivity = tile.Tile?.Tile.GetContentTileDefinition().ThermalConductivity ?? 0.5f;
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tile.UpdateAdjacent();
GasTileOverlaySystem.Invalidate(_gridId, indices);
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for (var i = 0; i < Atmospherics.Directions; i++)
{
var direction = (AtmosDirection) (1 << i);
var otherIndices = indices.Offset(direction.ToDirection());
var otherTile = GetTile(otherIndices);
if (otherTile != null) AddActiveTile(otherTile);
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}
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
2020-08-30 15:00:40 +02:00
_invalidatedCoords.Clear();
}
2020-08-30 13:20:08 +02:00
2020-08-30 15:00:40 +02:00
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UpdateAdjacentBits(Vector2i indices)
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{
GetTile(indices)?.UpdateAdjacent();
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
/// <inheritdoc />
public virtual void FixVacuum(Vector2i indices)
{
var tile = GetTile(indices);
2020-09-06 19:08:30 +02:00
if (tile?.GridIndex != _gridId) return;
Canisters [ Continuation of clement-or #2544 ] (#2628) * Added atmos sprites from CEV-Eris * Moved canister sprites to appropriate dir * Removed unnecessary sprites, edited canisters prototype * Created Gas Canister UI and release pressure buttons * Changed GasMixture's pressure calculation (convert liters to cube meters) * Added relabeling Canisters * Reverted changes on GasMixture * Changed my name in the credits * Added valve opening on canisters * Change canister visual state when connected to a port * Added nullable to SharedGasCanisterComponent * Replaced nullable contexts * Changed again nullable annotation context * Moved name in the credits to correct alphabetical order * Canisters: Fix the most blatant issues with this PR (the added project interdependencies for no reason whatsoever) * Canisters: Stop crashes when canisters leave atmosphere * Canisters: Gas released into no atmosphere gets transferred "into space" (deleted) * Atmos: Nullability annotations on TileAtmosphere, explaination of the states of TileAtmosphere.Air * Canisters: If in an airblocked tile, do NOT release gas * Scrubbers: Fix typo leading to them not connecting properly. * Revert manual changes to credits file (sorry!) (1/2) This reverts commit 94f3b0e5df8d9c2fa189866a17a231920f99bdaf. * Revert manual changes to credits file (sorry!) (2/2) This reverts commit 1986fb094dfaa44060f08d280f36b755258d17a6. * Canisters: Apply @Zumorica 's reviews * Canisters: Add missing localization as suggested by PJB Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Canisters: Pressure lights! * Canisters: Light is now unshaded. * Canisters: Now using IActivate * Gas canisters (& air canister), now with their numbers properly calibrated (hopefully) * Canisters: Refactor how their layers are added to be more like ApcVisualizer * Canisters: Clean up of the tile invalidation/air release logic * Canisters: Some gas canister window improvements * Canisters: Clean up release pressure change button label code Co-authored-by: Clement-O <topy72.mine@gmail.com> Co-authored-by: Clément <clement.orlandini@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-12-08 19:45:24 +00:00
// includeAirBlocked is false, therefore all tiles in this have Air != null.
var adjacent = GetAdjacentTiles(indices);
tile.Air = new GasMixture(GetVolumeForCells(1), AtmosphereSystem){Temperature = Atmospherics.T20C};
Tiles[indices] = tile;
var ratio = 1f / adjacent.Count;
foreach (var (_, adj) in adjacent)
{
Canisters [ Continuation of clement-or #2544 ] (#2628) * Added atmos sprites from CEV-Eris * Moved canister sprites to appropriate dir * Removed unnecessary sprites, edited canisters prototype * Created Gas Canister UI and release pressure buttons * Changed GasMixture's pressure calculation (convert liters to cube meters) * Added relabeling Canisters * Reverted changes on GasMixture * Changed my name in the credits * Added valve opening on canisters * Change canister visual state when connected to a port * Added nullable to SharedGasCanisterComponent * Replaced nullable contexts * Changed again nullable annotation context * Moved name in the credits to correct alphabetical order * Canisters: Fix the most blatant issues with this PR (the added project interdependencies for no reason whatsoever) * Canisters: Stop crashes when canisters leave atmosphere * Canisters: Gas released into no atmosphere gets transferred "into space" (deleted) * Atmos: Nullability annotations on TileAtmosphere, explaination of the states of TileAtmosphere.Air * Canisters: If in an airblocked tile, do NOT release gas * Scrubbers: Fix typo leading to them not connecting properly. * Revert manual changes to credits file (sorry!) (1/2) This reverts commit 94f3b0e5df8d9c2fa189866a17a231920f99bdaf. * Revert manual changes to credits file (sorry!) (2/2) This reverts commit 1986fb094dfaa44060f08d280f36b755258d17a6. * Canisters: Apply @Zumorica 's reviews * Canisters: Add missing localization as suggested by PJB Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Canisters: Pressure lights! * Canisters: Light is now unshaded. * Canisters: Now using IActivate * Gas canisters (& air canister), now with their numbers properly calibrated (hopefully) * Canisters: Refactor how their layers are added to be more like ApcVisualizer * Canisters: Clean up of the tile invalidation/air release logic * Canisters: Some gas canister window improvements * Canisters: Clean up release pressure change button label code Co-authored-by: Clement-O <topy72.mine@gmail.com> Co-authored-by: Clément <clement.orlandini@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-12-08 19:45:24 +00:00
var mix = adj.Air!.RemoveRatio(ratio);
tile.Air.Merge(mix);
adj.Air.Merge(mix);
}
}
/// <inheritdoc />
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public virtual void AddActiveTile(TileAtmosphere tile)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
2020-09-06 19:08:30 +02:00
if (tile?.GridIndex != _gridId) return;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
tile.Excited = true;
_activeTiles.Add(tile);
}
/// <inheritdoc />
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public virtual void RemoveActiveTile(TileAtmosphere tile, bool disposeGroup = true)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
_activeTiles.Remove(tile);
tile.Excited = false;
if(disposeGroup)
tile.ExcitedGroup?.Dispose();
else
tile.ExcitedGroup?.RemoveTile(tile);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
/// <inheritdoc />
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public virtual void AddHotspotTile(TileAtmosphere tile)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
2020-09-06 19:08:30 +02:00
if (tile?.GridIndex != _gridId || tile?.Air == null) return;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
_hotspotTiles.Add(tile);
}
/// <inheritdoc />
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public virtual void RemoveHotspotTile(TileAtmosphere tile)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
_hotspotTiles.Remove(tile);
}
public virtual void AddSuperconductivityTile(TileAtmosphere tile)
2020-08-13 14:18:26 +02:00
{
2020-09-06 19:08:30 +02:00
if (tile?.GridIndex != _gridId) return;
2020-08-13 14:18:26 +02:00
_superconductivityTiles.Add(tile);
}
public virtual void RemoveSuperconductivityTile(TileAtmosphere tile)
2020-08-13 14:18:26 +02:00
{
_superconductivityTiles.Remove(tile);
}
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
/// <inheritdoc />
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public virtual void AddHighPressureDelta(TileAtmosphere tile)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
if (tile.GridIndex != _gridId) return;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
_highPressureDelta.Add(tile);
}
/// <inheritdoc />
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public virtual bool HasHighPressureDelta(TileAtmosphere tile)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
return _highPressureDelta.Contains(tile);
}
/// <inheritdoc />
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public virtual void AddExcitedGroup(ExcitedGroup excitedGroup)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
_excitedGroups.Add(excitedGroup);
}
/// <inheritdoc />
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public virtual void RemoveExcitedGroup(ExcitedGroup excitedGroup)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
_excitedGroups.Remove(excitedGroup);
}
public virtual void AddPipeNet(IPipeNet pipeNet)
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
{
_pipeNets.Add(pipeNet);
}
public virtual void RemovePipeNet(IPipeNet pipeNet)
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
{
_pipeNets.Remove(pipeNet);
}
public virtual void AddPipeNetDevice(PipeNetDeviceComponent pipeNetDevice)
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
{
_pipeNetDevices.Add(pipeNetDevice);
}
public virtual void RemovePipeNetDevice(PipeNetDeviceComponent pipeNetDevice)
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
{
_pipeNetDevices.Remove(pipeNetDevice);
}
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
/// <inheritdoc />
public virtual TileAtmosphere? GetTile(EntityCoordinates coordinates, bool createSpace = true)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
return GetTile(coordinates.ToVector2i(_serverEntityManager, _mapManager), createSpace);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
/// <inheritdoc />
public virtual TileAtmosphere? GetTile(Vector2i indices, bool createSpace = true)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
if (Tiles.TryGetValue(indices, out var tile)) return tile;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
// We don't have that tile!
if (IsSpace(indices) && createSpace)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
return new TileAtmosphere(this, _gridId, indices, new GasMixture(GetVolumeForCells(1), AtmosphereSystem){Temperature = Atmospherics.TCMB}, true);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
return null;
}
/// <inheritdoc />
public bool IsAirBlocked(Vector2i indices, AtmosDirection direction = AtmosDirection.All)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
var directions = AtmosDirection.Invalid;
2020-09-06 18:32:38 +02:00
foreach (var obstructingComponent in GetObstructingComponents(indices))
{
if (!obstructingComponent.AirBlocked)
continue;
// We set the directions that are air-blocked so far,
// as you could have a full obstruction with only 4 directional air blockers.
directions |= obstructingComponent.AirBlockedDirection;
if (directions.IsFlagSet(direction))
2020-09-06 18:32:38 +02:00
return true;
}
return false;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
/// <inheritdoc />
public virtual bool IsSpace(Vector2i indices)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
if (_mapGridComponent == null) return default;
return _mapGridComponent.Grid.GetTileRef(indices).IsSpace();
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
public Dictionary<AtmosDirection, TileAtmosphere> GetAdjacentTiles(Vector2i indices, bool includeAirBlocked = false)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
var sides = new Dictionary<AtmosDirection, TileAtmosphere>();
for (var i = 0; i < Atmospherics.Directions; i++)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
var direction = (AtmosDirection) (1 << i);
var side = indices.Offset(direction.ToDirection());
var tile = GetTile(side);
if (tile != null && (tile.Air != null || includeAirBlocked))
sides[direction] = tile;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
return sides;
}
public long EqualizationQueueCycleControl { get; set; }
/// <inheritdoc />
public float GetVolumeForCells(int cellCount)
{
if (_mapGridComponent == null) return default;
return _mapGridComponent.Grid.TileSize * cellCount * Atmospherics.CellVolume;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
/// <inheritdoc />
public virtual void Update(float frameTime)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
_timer += frameTime;
var atmosTime = 1f/AtmosphereSystem.AtmosTickRate;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
if (_invalidatedCoords.Count != 0)
Revalidate();
if (_timer < atmosTime)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
return;
// We subtract it so it takes lost time into account.
_timer -= atmosTime;
var maxProcessTime = AtmosphereSystem.AtmosMaxProcessTime;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
switch (_state)
{
case ProcessState.TileEqualize:
if (!ProcessTileEqualize(_paused, maxProcessTime))
{
_paused = true;
return;
}
_paused = false;
_state = ProcessState.ActiveTiles;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
return;
case ProcessState.ActiveTiles:
if (!ProcessActiveTiles(_paused, maxProcessTime))
{
_paused = true;
return;
}
_paused = false;
_state = ProcessState.ExcitedGroups;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
return;
case ProcessState.ExcitedGroups:
if (!ProcessExcitedGroups(_paused, maxProcessTime))
{
_paused = true;
return;
}
_paused = false;
_state = ProcessState.HighPressureDelta;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
return;
case ProcessState.HighPressureDelta:
if (!ProcessHighPressureDelta(_paused, maxProcessTime))
{
_paused = true;
return;
}
_paused = false;
_state = ProcessState.Hotspots;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
break;
case ProcessState.Hotspots:
if (!ProcessHotspots(_paused, maxProcessTime))
{
_paused = true;
return;
}
_paused = false;
2020-08-13 14:18:26 +02:00
_state = ProcessState.Superconductivity;
break;
case ProcessState.Superconductivity:
if (!ProcessSuperconductivity(_paused, maxProcessTime))
{
_paused = true;
return;
}
_paused = false;
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
_state = ProcessState.PipeNet;
break;
case ProcessState.PipeNet:
if (!ProcessPipeNets(_paused, maxProcessTime))
{
_paused = true;
return;
}
_paused = false;
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
_state = ProcessState.PipeNetDevices;
break;
case ProcessState.PipeNetDevices:
if (!ProcessPipeNetDevices(_paused, maxProcessTime))
{
_paused = true;
return;
}
_paused = false;
// Next state depends on whether monstermos equalization is enabled or not.
// Note: We do this here instead of on the tile equalization step to prevent ending it early.
// Therefore, a change to this CVar might only be applied after that step is over.
_state = AtmosphereSystem.MonstermosEqualization ? ProcessState.TileEqualize : ProcessState.ActiveTiles;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
break;
}
UpdateCounter++;
}
public virtual bool ProcessTileEqualize(bool resumed = false, float lagCheck = 5f)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
_stopwatch.Restart();
if(!resumed)
_currentRunTiles = new Queue<TileAtmosphere>(_activeTiles);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
var number = 0;
while (_currentRunTiles.Count > 0)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
var tile = _currentRunTiles.Dequeue();
2020-12-05 20:09:22 +01:00
tile.EqualizePressureInZone(UpdateCounter);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_tileEqualizeLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
}
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
_tileEqualizeLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return true;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
public virtual bool ProcessActiveTiles(bool resumed = false, float lagCheck = 5f)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
_stopwatch.Restart();
var spaceWind = AtmosphereSystem.SpaceWind;
if(!resumed)
_currentRunTiles = new Queue<TileAtmosphere>(_activeTiles);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
var number = 0;
while (_currentRunTiles.Count > 0)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
var tile = _currentRunTiles.Dequeue();
tile.ProcessCell(UpdateCounter, spaceWind);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_activeTilesLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
}
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
_activeTilesLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return true;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
public virtual bool ProcessExcitedGroups(bool resumed = false, float lagCheck = 5f)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
_stopwatch.Restart();
var spaceIsAllConsuming = AtmosphereSystem.ExcitedGroupsSpaceIsAllConsuming;
if(!resumed)
_currentRunExcitedGroups = new Queue<ExcitedGroup>(_excitedGroups);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
var number = 0;
while (_currentRunExcitedGroups.Count > 0)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
var excitedGroup = _currentRunExcitedGroups.Dequeue();
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
excitedGroup.BreakdownCooldown++;
excitedGroup.DismantleCooldown++;
if(excitedGroup.BreakdownCooldown > Atmospherics.ExcitedGroupBreakdownCycles)
excitedGroup.SelfBreakdown(spaceIsAllConsuming);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
else if(excitedGroup.DismantleCooldown > Atmospherics.ExcitedGroupsDismantleCycles)
excitedGroup.Dismantle();
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_excitedGroupLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
}
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
_excitedGroupLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return true;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
public virtual bool ProcessHighPressureDelta(bool resumed = false, float lagCheck = 5f)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
_stopwatch.Restart();
if(!resumed)
_currentRunTiles = new Queue<TileAtmosphere>(_highPressureDelta);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
var number = 0;
while (_currentRunTiles.Count > 0)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
var tile = _currentRunTiles.Dequeue();
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
tile.HighPressureMovements();
tile.PressureDifference = 0f;
tile.PressureSpecificTarget = null;
_highPressureDelta.Remove(tile);
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_highPressureDeltaLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
}
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
_highPressureDeltaLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return true;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
protected virtual bool ProcessHotspots(bool resumed = false, float lagCheck = 5f)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
_stopwatch.Restart();
if(!resumed)
_currentRunTiles = new Queue<TileAtmosphere>(_hotspotTiles);
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
var number = 0;
while (_currentRunTiles.Count > 0)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
var hotspot = _currentRunTiles.Dequeue();
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
hotspot.ProcessHotspot();
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_hotspotsLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
}
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
_hotspotsLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return true;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
protected virtual bool ProcessSuperconductivity(bool resumed = false, float lagCheck = 5f)
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{
_stopwatch.Restart();
if(!resumed)
_currentRunTiles = new Queue<TileAtmosphere>(_superconductivityTiles);
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var number = 0;
while (_currentRunTiles.Count > 0)
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{
var superconductivity = _currentRunTiles.Dequeue();
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superconductivity.Superconduct();
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_superconductivityLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
}
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}
_superconductivityLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return true;
2020-08-13 14:18:26 +02:00
}
protected virtual bool ProcessPipeNets(bool resumed = false, float lagCheck = 5f)
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
{
_stopwatch.Restart();
if(!resumed)
_currentRunPipeNet = new Queue<IPipeNet>(_pipeNets);
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
var number = 0;
while (_currentRunPipeNet.Count > 0)
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
{
var pipenet = _currentRunPipeNet.Dequeue();
pipenet.Update();
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_pipeNetLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
}
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
}
_pipeNetLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return true;
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
}
protected virtual bool ProcessPipeNetDevices(bool resumed = false, float lagCheck = 5f)
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
{
_stopwatch.Restart();
if(!resumed)
_currentRunPipeNetDevice = new Queue<PipeNetDeviceComponent>(_pipeNetDevices);
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
var number = 0;
while (_currentRunPipeNetDevice.Count > 0)
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
{
var device = _currentRunPipeNetDevice.Dequeue();
device.Update();
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_pipeNetDevicesLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
}
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
}
_pipeNetDevicesLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return true;
PipeNet (#1626) * PipeNode * Pipe prototypes * Fixes Default NodeGroup not being registered by NodeGroupFactory * GasNet * PumpComponent * IPipeNet * PipeComponent * misc naming, yaml * PipeComponent rework * PipeNet gas transfer from pipes * PipeNet correctly combines gas on combining with other group * Client ignores piping components * AfterRemake * PipeNet remake simplification * IGasMixtureHolder on PipeComponent, IPipeNet * PipeContainerComponent * BasePump * DebugPump * IgnoredComponent fix * Pipe LocalAir and Air * comments * Pump fix * PipeNet fix * name simplification * PipeDirection name changes * BaseVentComponent and DebugVentComponent * Moves Pipe to own file * DebugVentComponent moved to own file * BaseScrubberComponent * DebugScrubberComponent * IgnoredComponents update * scrubber prototype * vent prototype fix * comments * Removes vent and scrubber PipeDirection check * PipeContainer, Pipe, and PipeNode refactor * Yaml cleanup * pump prototype fix * Removes AssumeAir usage from old IGasMixtureHolders * Simplfies Vent & Scrubber to use AtmosHelper methods * Vents and scrubbers invalidate the coordinate they changed the gas of * UpdatedPipingComponent * ScrubberComponent renamed to SiphonComponent * Removes PumpSystem * Removes framTime from UpdatedPiping * PipeNetDevices * PipeNetDevice updated by GridAtmosphereComponent * PipeNets react from update in GridAtmosphereComponent * GridAtmosphereComponent stores PipeNets/PipeNetDevices to be updated in queue * diff fix * Removes debug gas starting in pipes * type safety in IPipeNet when combining groups * null checks * GridAtmos stores PipeNets and PipeNetDevices in List * comments * rogue curly bracket * ProcessPipeNets update fix * RemovePipeNet fix * PipeNet update() unique index * fix diff * Integration test fixes * Error Logging * error fix Co-authored-by: py01 <pyronetics01@gmail.com>
2020-08-27 09:45:27 -06:00
}
protected virtual IEnumerable<AirtightComponent> GetObstructingComponents(Vector2i indices)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
2020-09-06 18:32:38 +02:00
var gridLookup = EntitySystem.Get<GridTileLookupSystem>();
2020-09-06 19:08:30 +02:00
foreach (var v in gridLookup.GetEntitiesIntersecting(_gridId, indices))
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
2020-09-06 18:32:38 +02:00
if (v.TryGetComponent<AirtightComponent>(out var ac))
yield return ac;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
2020-09-06 18:32:38 +02:00
}
private bool NeedsVacuumFixing(Vector2i indices)
2020-09-06 18:32:38 +02:00
{
var value = false;
foreach (var airtightComponent in GetObstructingComponents(indices))
{
value |= airtightComponent.FixVacuum;
}
return value;
}
private AtmosDirection GetBlockedDirections(Vector2i indices)
2020-09-06 18:32:38 +02:00
{
var value = AtmosDirection.Invalid;
foreach (var airtightComponent in GetObstructingComponents(indices))
{
if(airtightComponent.AirBlocked)
value |= airtightComponent.AirBlockedDirection;
2020-09-06 18:32:38 +02:00
}
return value;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
public void Dispose()
{
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
if (serializer.Reading && Owner.TryGetComponent(out IMapGridComponent? mapGrid))
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
var gridId = mapGrid.Grid.Index;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
if (!serializer.TryReadDataField("uniqueMixes", out List<GasMixture>? uniqueMixes) ||
!serializer.TryReadDataField("tiles", out Dictionary<Vector2i, int>? tiles))
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
return;
Tiles.Clear();
foreach (var (indices, mix) in tiles!)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
2020-09-22 12:02:44 +02:00
try
{
Tiles.Add(indices, new TileAtmosphere(this, gridId, indices, (GasMixture)uniqueMixes![mix].Clone()));
}
catch (ArgumentOutOfRangeException)
2020-09-22 12:02:44 +02:00
{
Logger.Error($"Error during atmos serialization! Tile at {indices} points to an unique mix ({mix}) out of range!");
throw;
}
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
Invalidate(indices);
}
}
else if (serializer.Writing)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
var uniqueMixes = new List<GasMixture>();
var uniqueMixHash = new Dictionary<GasMixture, int>();
var tiles = new Dictionary<Vector2i, int>();
foreach (var (indices, tile) in Tiles)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
if (tile.Air == null) continue;
if (uniqueMixHash.TryGetValue(tile.Air, out var index))
{
tiles[indices] = index;
continue;
}
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
uniqueMixes.Add(tile.Air);
var newIndex = uniqueMixes.Count - 1;
uniqueMixHash[tile.Air] = newIndex;
tiles[indices] = newIndex;
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
serializer.DataField(ref uniqueMixes, "uniqueMixes", new List<GasMixture>());
serializer.DataField(ref tiles, "tiles", new Dictionary<Vector2i, int>());
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
}
public IEnumerator<TileAtmosphere> GetEnumerator()
{
return Tiles.Values.GetEnumerator();
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
/// <inheritdoc />
public virtual void BurnTile(Vector2i gridIndices)
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
{
// TODO ATMOS
}
}
}