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OldThink/Content.Server/Pinpointer/NavMapSystem.cs

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using Content.Server.Administration.Logs;
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using Content.Server.Station.Systems;
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using Content.Server.Warps;
using Content.Shared.Database;
using Content.Shared.Examine;
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using Content.Shared.Pinpointer;
using Content.Shared.Tag;
using Robust.Server.GameObjects;
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using Robust.Shared.GameStates;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
namespace Content.Server.Pinpointer;
/// <summary>
/// Handles data to be used for in-grid map displays.
/// </summary>
public sealed class NavMapSystem : SharedNavMapSystem
{
[Dependency] private readonly IAdminLogManager _adminLog = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly TagSystem _tags = default!;
[Dependency] private readonly MapSystem _map = default!;
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private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<TagComponent> _tagQuery;
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public override void Initialize()
{
base.Initialize();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
_tagQuery = GetEntityQuery<TagComponent>();
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SubscribeLocalEvent<AnchorStateChangedEvent>(OnAnchorChange);
SubscribeLocalEvent<ReAnchorEvent>(OnReAnchor);
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SubscribeLocalEvent<StationGridAddedEvent>(OnStationInit);
SubscribeLocalEvent<NavMapComponent, ComponentStartup>(OnNavMapStartup);
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SubscribeLocalEvent<NavMapComponent, ComponentGetState>(OnGetState);
Power monitoring console overhaul (#20927) * Prototyping whole station wire map * More prototyping * Added icons for the different power distributors and toggleable cable displays * Power cable layouts are now only sent to the client when the power monitor is open * UI prototyping * Power monitors can now see the sprites of distant entities, long entity names are truncated * Updated how network devices are added to the player's PVS * More feature prototypes * Added source / load symbols * Final prototype! Time to actually code it properly... * Start of code clean up * Continuing code clean up * Fixed UI appearance * Code clean up complete * Removed unnecessary changes * Updated how power values are calculated, added UI warnings for power sinks and power net checks * Updated how power values are calculated again, added support for portable generators * Removed unnecessary files * Map beacons start toggled off, console map now works outside the station, fixed substation icon * Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected * Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap * Updated the colors/positions of HV cables and SMESes to improve contrast * Fixed SMES color in map legend * Partially fixed auto-scrolling on device selection, made sublists alphabetical * Changed how auto-scroll is handled * Changed the font color of the console warning messages * Reduced the font size of beacon labels * Added the station name to the console * Organized references * Removed unwanted changes to RobustToolbox * Fix merge conflict * Fix merge conflict, maybe * Fix merge conflict * Updated outdated reference * Fixed portable_generator.yml * Implemented a number of requested changes, move bit masks to a shared component * Navigate listings via the navmap * First attempt at improving efficiency * Second attempt at optimization, entity grouping added for solar panels * Finished solar panel entity joining * Finished major revisions, code clean up needed * Finializing optimizations * Made requested changes * Bug fix, removed obsolete code * Bug fixes * Bug fixes * STarted revisions * Further revisions * More revision * Finalizing revisions. Need to make RT PR * Code tidying * More code tidying * Trying to avoid merge conflicts * Trying to avoid merge conflicts * Removed use of PVS * Improving efficiency * Addressed a bunch of outstanding issues * Clear old data on console refresh * UI adjustments * Made node comparison more robust. More devices can be combined into one entry * Added missing component 'dirty'
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SubscribeLocalEvent<GridSplitEvent>(OnNavMapSplit);
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SubscribeLocalEvent<NavMapBeaconComponent, ComponentStartup>(OnNavMapBeaconStartup);
SubscribeLocalEvent<NavMapBeaconComponent, AnchorStateChangedEvent>(OnNavMapBeaconAnchor);
SubscribeLocalEvent<NavMapDoorComponent, ComponentStartup>(OnNavMapDoorStartup);
SubscribeLocalEvent<NavMapDoorComponent, AnchorStateChangedEvent>(OnNavMapDoorAnchor);
SubscribeLocalEvent<ConfigurableNavMapBeaconComponent, NavMapBeaconConfigureBuiMessage>(OnConfigureMessage);
SubscribeLocalEvent<ConfigurableNavMapBeaconComponent, MapInitEvent>(OnConfigurableMapInit);
SubscribeLocalEvent<ConfigurableNavMapBeaconComponent, ExaminedEvent>(OnConfigurableExamined);
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}
private void OnStationInit(StationGridAddedEvent ev)
{
var comp = EnsureComp<NavMapComponent>(ev.GridId);
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RefreshGrid(comp, Comp<MapGridComponent>(ev.GridId));
}
private void OnNavMapBeaconStartup(EntityUid uid, NavMapBeaconComponent component, ComponentStartup args)
{
RefreshNavGrid(uid);
}
private void OnNavMapBeaconAnchor(EntityUid uid, NavMapBeaconComponent component, ref AnchorStateChangedEvent args)
{
UpdateBeaconEnabledVisuals((uid, component));
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RefreshNavGrid(uid);
}
private void OnNavMapDoorStartup(Entity<NavMapDoorComponent> ent, ref ComponentStartup args)
{
RefreshNavGrid(ent);
}
private void OnNavMapDoorAnchor(Entity<NavMapDoorComponent> ent, ref AnchorStateChangedEvent args)
{
RefreshNavGrid(ent);
}
private void OnConfigureMessage(Entity<ConfigurableNavMapBeaconComponent> ent, ref NavMapBeaconConfigureBuiMessage args)
{
if (args.Session.AttachedEntity is not { } user)
return;
if (!TryComp<NavMapBeaconComponent>(ent, out var navMap))
return;
if (navMap.Text == args.Text &&
navMap.Color == args.Color &&
navMap.Enabled == args.Enabled)
return;
_adminLog.Add(LogType.Action, LogImpact.Medium,
$"{ToPrettyString(user):player} configured NavMapBeacon \'{ToPrettyString(ent):entity}\' with text \'{args.Text}\', color {args.Color.ToHexNoAlpha()}, and {(args.Enabled ? "enabled" : "disabled")} it.");
if (TryComp<WarpPointComponent>(ent, out var warpPoint))
{
warpPoint.Location = args.Text;
}
navMap.Text = args.Text;
navMap.Color = args.Color;
navMap.Enabled = args.Enabled;
UpdateBeaconEnabledVisuals((ent, navMap));
Dirty(ent, navMap);
RefreshNavGrid(ent);
}
private void OnConfigurableMapInit(Entity<ConfigurableNavMapBeaconComponent> ent, ref MapInitEvent args)
{
if (!TryComp<NavMapBeaconComponent>(ent, out var navMap))
return;
// We set this on mapinit just in case the text was edited via VV or something.
if (TryComp<WarpPointComponent>(ent, out var warpPoint))
{
warpPoint.Location = navMap.Text;
}
UpdateBeaconEnabledVisuals((ent, navMap));
}
private void OnConfigurableExamined(Entity<ConfigurableNavMapBeaconComponent> ent, ref ExaminedEvent args)
{
if (!args.IsInDetailsRange || !TryComp<NavMapBeaconComponent>(ent, out var navMap))
return;
args.PushMarkup(Loc.GetString("nav-beacon-examine-text",
("enabled", navMap.Enabled),
("color", navMap.Color.ToHexNoAlpha()),
("label", navMap.Text ?? string.Empty)));
}
private void UpdateBeaconEnabledVisuals(Entity<NavMapBeaconComponent> ent)
{
_appearance.SetData(ent, NavMapBeaconVisuals.Enabled, ent.Comp.Enabled && Transform(ent).Anchored);
}
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/// <summary>
/// Refreshes the grid for the corresponding beacon.
/// </summary>
/// <param name="uid"></param>
private void RefreshNavGrid(EntityUid uid)
{
var xform = Transform(uid);
if (!TryComp<NavMapComponent>(xform.GridUid, out var navMap))
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return;
Dirty(xform.GridUid.Value, navMap);
}
private bool CanBeacon(EntityUid uid, TransformComponent? xform = null)
{
if (!Resolve(uid, ref xform))
return false;
return xform.GridUid != null && xform.Anchored;
}
private void OnNavMapStartup(EntityUid uid, NavMapComponent component, ComponentStartup args)
{
if (!TryComp<MapGridComponent>(uid, out var grid))
return;
RefreshGrid(component, grid);
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}
Power monitoring console overhaul (#20927) * Prototyping whole station wire map * More prototyping * Added icons for the different power distributors and toggleable cable displays * Power cable layouts are now only sent to the client when the power monitor is open * UI prototyping * Power monitors can now see the sprites of distant entities, long entity names are truncated * Updated how network devices are added to the player's PVS * More feature prototypes * Added source / load symbols * Final prototype! Time to actually code it properly... * Start of code clean up * Continuing code clean up * Fixed UI appearance * Code clean up complete * Removed unnecessary changes * Updated how power values are calculated, added UI warnings for power sinks and power net checks * Updated how power values are calculated again, added support for portable generators * Removed unnecessary files * Map beacons start toggled off, console map now works outside the station, fixed substation icon * Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected * Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap * Updated the colors/positions of HV cables and SMESes to improve contrast * Fixed SMES color in map legend * Partially fixed auto-scrolling on device selection, made sublists alphabetical * Changed how auto-scroll is handled * Changed the font color of the console warning messages * Reduced the font size of beacon labels * Added the station name to the console * Organized references * Removed unwanted changes to RobustToolbox * Fix merge conflict * Fix merge conflict, maybe * Fix merge conflict * Updated outdated reference * Fixed portable_generator.yml * Implemented a number of requested changes, move bit masks to a shared component * Navigate listings via the navmap * First attempt at improving efficiency * Second attempt at optimization, entity grouping added for solar panels * Finished solar panel entity joining * Finished major revisions, code clean up needed * Finializing optimizations * Made requested changes * Bug fix, removed obsolete code * Bug fixes * Bug fixes * STarted revisions * Further revisions * More revision * Finalizing revisions. Need to make RT PR * Code tidying * More code tidying * Trying to avoid merge conflicts * Trying to avoid merge conflicts * Removed use of PVS * Improving efficiency * Addressed a bunch of outstanding issues * Clear old data on console refresh * UI adjustments * Made node comparison more robust. More devices can be combined into one entry * Added missing component 'dirty'
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private void OnNavMapSplit(ref GridSplitEvent args)
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{
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if (!TryComp(args.Grid, out NavMapComponent? comp))
return;
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var gridQuery = GetEntityQuery<MapGridComponent>();
foreach (var grid in args.NewGrids)
{
var newComp = EnsureComp<NavMapComponent>(grid);
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RefreshGrid(newComp, gridQuery.GetComponent(grid));
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}
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RefreshGrid(comp, gridQuery.GetComponent(args.Grid));
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}
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private void RefreshGrid(NavMapComponent component, MapGridComponent grid)
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{
component.Chunks.Clear();
var tiles = grid.GetAllTilesEnumerator();
while (tiles.MoveNext(out var tile))
{
var chunkOrigin = SharedMapSystem.GetChunkIndices(tile.Value.GridIndices, ChunkSize);
if (!component.Chunks.TryGetValue(chunkOrigin, out var chunk))
{
chunk = new NavMapChunk(chunkOrigin);
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component.Chunks[chunkOrigin] = chunk;
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}
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RefreshTile(grid, component, chunk, tile.Value.GridIndices);
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}
}
private void OnGetState(EntityUid uid, NavMapComponent component, ref ComponentGetState args)
{
if (!TryComp<MapGridComponent>(uid, out var mapGrid))
return;
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var data = new Dictionary<Vector2i, int>(component.Chunks.Count);
foreach (var (index, chunk) in component.Chunks)
{
data.Add(index, chunk.TileData);
}
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var beaconQuery = AllEntityQuery<NavMapBeaconComponent, TransformComponent>();
var beacons = new List<NavMapBeacon>();
while (beaconQuery.MoveNext(out var beaconUid, out var beacon, out var xform))
{
if (!beacon.Enabled || xform.GridUid != uid || !CanBeacon(beaconUid, xform))
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continue;
// TODO: Make warp points use metadata name instead.
string? name = beacon.Text;
if (name == null)
{
if (TryComp<WarpPointComponent>(beaconUid, out var warpPoint) && warpPoint.Location != null)
{
name = warpPoint.Location;
}
else
{
name = MetaData(beaconUid).EntityName;
}
}
beacons.Add(new NavMapBeacon(beacon.Color, name, xform.LocalPosition));
}
var airlockQuery = EntityQueryEnumerator<NavMapDoorComponent, TransformComponent>();
var airlocks = new List<NavMapAirlock>();
while (airlockQuery.MoveNext(out _, out _, out var xform))
{
if (xform.GridUid != uid || !xform.Anchored)
continue;
var pos = _map.TileIndicesFor(uid, mapGrid, xform.Coordinates);
var enumerator = _map.GetAnchoredEntitiesEnumerator(uid, mapGrid, pos);
var wallPresent = false;
while (enumerator.MoveNext(out var ent))
{
if (!_physicsQuery.TryGetComponent(ent, out var body) ||
!body.CanCollide ||
!body.Hard ||
body.BodyType != BodyType.Static ||
!_tags.HasTag(ent.Value, "Wall", _tagQuery) &&
!_tags.HasTag(ent.Value, "Window", _tagQuery))
{
continue;
}
wallPresent = true;
break;
}
if (wallPresent)
continue;
airlocks.Add(new NavMapAirlock(xform.LocalPosition));
}
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// TODO: Diffs
args.State = new NavMapComponentState()
{
TileData = data,
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Beacons = beacons,
Airlocks = airlocks
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};
}
private void OnReAnchor(ref ReAnchorEvent ev)
{
if (TryComp<MapGridComponent>(ev.OldGrid, out var oldGrid) &&
TryComp<NavMapComponent>(ev.OldGrid, out var navMap))
{
var chunkOrigin = SharedMapSystem.GetChunkIndices(ev.TilePos, ChunkSize);
if (navMap.Chunks.TryGetValue(chunkOrigin, out var chunk))
{
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RefreshTile(oldGrid, navMap, chunk, ev.TilePos);
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}
}
HandleAnchor(ev.Xform);
}
private void OnAnchorChange(ref AnchorStateChangedEvent ev)
{
HandleAnchor(ev.Transform);
}
private void HandleAnchor(TransformComponent xform)
{
if (!TryComp<NavMapComponent>(xform.GridUid, out var navMap) ||
!TryComp<MapGridComponent>(xform.GridUid, out var grid))
return;
var tile = grid.LocalToTile(xform.Coordinates);
var chunkOrigin = SharedMapSystem.GetChunkIndices(tile, ChunkSize);
if (!navMap.Chunks.TryGetValue(chunkOrigin, out var chunk))
{
chunk = new NavMapChunk(chunkOrigin);
navMap.Chunks[chunkOrigin] = chunk;
}
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RefreshTile(grid, navMap, chunk, tile);
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}
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private void RefreshTile(MapGridComponent grid, NavMapComponent component, NavMapChunk chunk, Vector2i tile)
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{
var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
var existing = chunk.TileData;
var flag = GetFlag(relative);
chunk.TileData &= ~flag;
var enumerator = grid.GetAnchoredEntitiesEnumerator(tile);
// TODO: Use something to get convex poly.
while (enumerator.MoveNext(out var ent))
{
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if (!_physicsQuery.TryGetComponent(ent, out var body) ||
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!body.CanCollide ||
!body.Hard ||
body.BodyType != BodyType.Static ||
!_tags.HasTag(ent.Value, "Wall", _tagQuery) &&
!_tags.HasTag(ent.Value, "Window", _tagQuery))
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{
continue;
}
chunk.TileData |= flag;
break;
}
if (chunk.TileData == 0)
{
component.Chunks.Remove(chunk.Origin);
}
if (existing == chunk.TileData)
return;
Dirty(component);
}
/// <summary>
/// Sets the beacon's Enabled field and refreshes the grid.
/// </summary>
public void SetBeaconEnabled(EntityUid uid, bool enabled, NavMapBeaconComponent? comp = null)
{
if (!Resolve(uid, ref comp) || comp.Enabled == enabled)
return;
comp.Enabled = enabled;
UpdateBeaconEnabledVisuals((uid, comp));
Dirty(uid, comp);
RefreshNavGrid(uid);
}
/// <summary>
/// Toggles the beacon's Enabled field and refreshes the grid.
/// </summary>
public void ToggleBeacon(EntityUid uid, NavMapBeaconComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
SetBeaconEnabled(uid, !comp.Enabled, comp);
}
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}