Cleanup and document AirtightData/MonstermosInfo (#41258)

cleanup and document airtightdata/monstermosinfo
This commit is contained in:
ArtisticRoomba
2025-11-02 07:06:25 -08:00
committed by GitHub
parent 16cfbd3d14
commit 101a5bbc9f
2 changed files with 154 additions and 71 deletions

View File

@@ -61,7 +61,22 @@ public partial class AtmosphereSystem
return Atmospherics.CellVolume * mapGrid.TileSize * tiles;
}
public readonly record struct AirtightData(AtmosDirection BlockedDirections, bool NoAirWhenBlocked,
/// <summary>
/// Data on the airtightness of a <see cref="TileAtmosphere"/>.
/// Cached on the <see cref="TileAtmosphere"/> and updated during
/// <see cref="AtmosphereSystem.ProcessRevalidate"/> if it was invalidated.
/// </summary>
/// <param name="BlockedDirections">The current directions blocked on this tile.
/// This is where air cannot flow to.</param>
/// <param name="NoAirWhenBlocked">Whether the tile can have air when blocking directions.
/// Common for entities like thin windows which only block one face but can still have air in the residing tile.</param>
/// <param name="FixVacuum">If true, Atmospherics will generate air (yes, creating matter from nothing)
/// using the adjacent tiles as a seed if the airtightness is removed and the tile has no air.
/// This allows stuff like airlocks that void air when becoming airtight to keep opening/closing without
/// draining a room by continuously voiding air.</param>
public readonly record struct AirtightData(
AtmosDirection BlockedDirections,
bool NoAirWhenBlocked,
bool FixVacuum);
private void UpdateAirtightData(EntityUid uid, GridAtmosphereComponent atmos, MapGridComponent grid, TileAtmosphere tile)

View File

@@ -1,80 +1,148 @@
using Content.Shared.Atmos;
namespace Content.Server.Atmos
namespace Content.Server.Atmos;
/// <summary>
/// Atmospherics class that stores data on tiles for Monstermos calculations and operations.
/// </summary>
public struct MonstermosInfo
{
public struct MonstermosInfo
/// <summary>
/// The last cycle this tile was processed for monstermos calculations.
/// Used to determine if Monstermos has already processed this tile in the
/// current tick's processing run.
/// </summary>
[ViewVariables]
public int LastCycle;
/// <summary>
/// <para>The last global cycle (on the GridAtmosphereComponent) this tile was processed for
/// monstermos calculations.
/// Monstermos can process multiple groups, and these groups may intersect with each other.
/// This allows Monstermos to check if a tile belongs to another group that has already been processed,
/// and skip processing it again.</para>
///
/// <para>Used for exploring the current area for determining tiles that should be equalized
/// using a BFS fill (see https://en.wikipedia.org/wiki/Breadth-first_search)</para>
/// </summary>
[ViewVariables]
public long LastQueueCycle;
/// <summary>
/// Similar to <see cref="LastQueueCycle"/>. Monstermos performs a second slow pass after the main
/// BFS fill in order to build a gradient map to determine transfer directions and amounts.
/// This field also tracks if we've already processed this tile in that slow pass so we don't re-queue it.
/// </summary>
[ViewVariables]
public long LastSlowQueueCycle;
/// <summary>
/// Difference in the amount of moles in this tile compared to the tile's neighbors.
/// Used to determine "how strongly" air wants to flow in/out of this tile from/to its neighbors.
/// </summary>
[ViewVariables]
public float MoleDelta;
/// <summary>
/// Number of moles that are going to be transferred in this direction during final equalization.
/// </summary>
[ViewVariables]
public float TransferDirectionEast;
/// <summary>
/// Number of moles that are going to be transferred in this direction during final equalization.
/// </summary>
[ViewVariables]
public float TransferDirectionWest;
/// <summary>
/// Number of moles that are going to be transferred in this direction during final equalization.
/// </summary>
[ViewVariables]
public float TransferDirectionNorth;
/// <summary>
/// Number of moles that are going to be transferred in this direction during final equalization.
/// </summary>
[ViewVariables]
public float TransferDirectionSouth;
/// <summary>
/// <para>Number of moles that are going to be transferred to this tile during final equalization.
/// You can think of this as molar flow rate, or the amount of air currently flowing through this tile.
/// Used for space wind and airflow sounds during explosive decompression or big movements.</para>
///
/// <para>During equalization calculations, Monstermos determines how much air is going to be transferred
/// between tiles, and sums that up into this field. It then either
///
/// determines how many moles to transfer in the direction of <see cref="CurrentTransferDirection"/>, or
///
/// determines how many moles to move in each direction using <see cref="MoleDelta"/>,
/// setting the TransferDirection fields accordingly based on the ratio obtained
/// from <see cref="MoleDelta"/>.</para>
/// </summary>
[ViewVariables]
public float CurrentTransferAmount;
/// <summary>
/// A pointer from the current tile to the direction in which air is being transferred the most.
/// </summary>
[ViewVariables]
public AtmosDirection CurrentTransferDirection;
/// <summary>
/// Marks this tile as being equalized using the O(n log n) algorithm.
/// </summary>
[ViewVariables]
public bool FastDone;
/// <summary>
/// Gets or sets the TransferDirection in the given direction.
/// </summary>
/// <param name="direction"></param>
/// <exception cref="ArgumentOutOfRangeException">Thrown when an invalid direction is given
/// (a non-cardinal direction)</exception>
public float this[AtmosDirection direction]
{
[ViewVariables]
public int LastCycle;
[ViewVariables]
public long LastQueueCycle;
[ViewVariables]
public long LastSlowQueueCycle;
[ViewVariables]
public float MoleDelta;
[ViewVariables]
public float TransferDirectionEast;
[ViewVariables]
public float TransferDirectionWest;
[ViewVariables]
public float TransferDirectionNorth;
[ViewVariables]
public float TransferDirectionSouth;
[ViewVariables]
public float CurrentTransferAmount;
[ViewVariables]
public AtmosDirection CurrentTransferDirection;
[ViewVariables]
public bool FastDone;
public float this[AtmosDirection direction]
{
get =>
direction switch
{
AtmosDirection.East => TransferDirectionEast,
AtmosDirection.West => TransferDirectionWest,
AtmosDirection.North => TransferDirectionNorth,
AtmosDirection.South => TransferDirectionSouth,
_ => throw new ArgumentOutOfRangeException(nameof(direction))
};
set
get =>
direction switch
{
switch (direction)
{
case AtmosDirection.East:
TransferDirectionEast = value;
break;
case AtmosDirection.West:
TransferDirectionWest = value;
break;
case AtmosDirection.North:
TransferDirectionNorth = value;
break;
case AtmosDirection.South:
TransferDirectionSouth = value;
break;
default:
throw new ArgumentOutOfRangeException(nameof(direction));
}
AtmosDirection.East => TransferDirectionEast,
AtmosDirection.West => TransferDirectionWest,
AtmosDirection.North => TransferDirectionNorth,
AtmosDirection.South => TransferDirectionSouth,
_ => throw new ArgumentOutOfRangeException(nameof(direction))
};
set
{
switch (direction)
{
case AtmosDirection.East:
TransferDirectionEast = value;
break;
case AtmosDirection.West:
TransferDirectionWest = value;
break;
case AtmosDirection.North:
TransferDirectionNorth = value;
break;
case AtmosDirection.South:
TransferDirectionSouth = value;
break;
default:
throw new ArgumentOutOfRangeException(nameof(direction));
}
}
}
public float this[int index]
{
get => this[(AtmosDirection) (1 << index)];
set => this[(AtmosDirection) (1 << index)] = value;
}
/// <summary>
/// Gets or sets the TransferDirection by index.
/// </summary>
/// <param name="index">The index of the direction</param>
public float this[int index]
{
get => this[(AtmosDirection) (1 << index)];
set => this[(AtmosDirection) (1 << index)] = value;
}
}