Content changes for SetTiles change (#37229)

* Content changes for SetTiles change

* Retest with new engine changes

* Derp

* Update for new engine PR changes
This commit is contained in:
Tayrtahn
2025-05-15 06:26:47 -04:00
committed by GitHub
parent 715165f9cc
commit 4dc1c4c3d6
9 changed files with 187 additions and 161 deletions

View File

@@ -23,29 +23,32 @@ public sealed class AutomaticAtmosSystem : EntitySystem
private void OnTileChanged(ref TileChangedEvent ev)
{
// Only if a atmos-holding tile has been added or removed.
// Also, these calls are surprisingly slow.
// TODO: Make tiledefmanager cache the IsSpace property, and turn this lookup-through-two-interfaces into
// TODO: a simple array lookup, as tile IDs are likely contiguous, and there's at most 2^16 possibilities anyway.
var oldSpace = ev.OldTile.IsSpace(_tileDefinitionManager);
var newSpace = ev.NewTile.IsSpace(_tileDefinitionManager);
if (!(oldSpace && !newSpace ||
!oldSpace && newSpace) ||
_atmosphereSystem.HasAtmosphere(ev.Entity))
return;
if (!TryComp<PhysicsComponent>(ev.Entity, out var physics))
return;
// We can't actually count how many tiles there are efficiently, so instead estimate with the mass.
if (physics.Mass / ShuttleSystem.TileMassMultiplier >= 7.0f)
foreach (var change in ev.Changes)
{
AddComp<GridAtmosphereComponent>(ev.Entity);
Log.Info($"Giving grid {ev.Entity} GridAtmosphereComponent.");
// Only if a atmos-holding tile has been added or removed.
// Also, these calls are surprisingly slow.
// TODO: Make tiledefmanager cache the IsSpace property, and turn this lookup-through-two-interfaces into
// TODO: a simple array lookup, as tile IDs are likely contiguous, and there's at most 2^16 possibilities anyway.
var oldSpace = change.OldTile.IsSpace(_tileDefinitionManager);
var newSpace = change.NewTile.IsSpace(_tileDefinitionManager);
if (!(oldSpace && !newSpace ||
!oldSpace && newSpace) ||
_atmosphereSystem.HasAtmosphere(ev.Entity))
continue;
if (!TryComp<PhysicsComponent>(ev.Entity, out var physics))
return;
// We can't actually count how many tiles there are efficiently, so instead estimate with the mass.
if (physics.Mass / ShuttleSystem.TileMassMultiplier >= 7.0f)
{
AddComp<GridAtmosphereComponent>(ev.Entity);
Log.Info($"Giving grid {ev.Entity} GridAtmosphereComponent.");
}
// It's not super important to remove it should the grid become too small again.
// If explosions ever gain the ability to outright shatter grids, do rethink this.
}
// It's not super important to remove it should the grid become too small again.
// If explosions ever gain the ability to outright shatter grids, do rethink this.
}
}