Replace MapIndices with Vector2i (#2228)
* Replace MapIndices with Vector2i * Update da submodule * AA EE II OO U U Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
@@ -26,15 +26,15 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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public TimeSpan LastUpdate { get; private set; }
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public GridId GridId { get; }
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public MapIndices Indices => _indices;
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private readonly MapIndices _indices;
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public Vector2i Indices => _indices;
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private readonly Vector2i _indices;
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// Nodes per chunk row
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public static int ChunkSize => 8;
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public PathfindingNode[,] Nodes => _nodes;
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private PathfindingNode[,] _nodes = new PathfindingNode[ChunkSize,ChunkSize];
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public PathfindingChunk(GridId gridId, MapIndices indices)
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public PathfindingChunk(GridId gridId, Vector2i indices)
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{
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GridId = gridId;
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_indices = indices;
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@@ -46,7 +46,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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{
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for (var y = 0; y < ChunkSize; y++)
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{
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var tileRef = mapGrid.GetTileRef(new MapIndices(x + _indices.X, y + _indices.Y));
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var tileRef = mapGrid.GetTileRef(new Vector2i(x + _indices.X, y + _indices.Y));
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CreateNode(tileRef);
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}
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}
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@@ -75,7 +75,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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{
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if (x == 0 && y == 0) continue;
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var (neighborX, neighborY) = (_indices.X + ChunkSize * x, _indices.Y + ChunkSize * y);
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if (chunkGrid.TryGetValue(new MapIndices(neighborX, neighborY), out var neighbor))
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if (chunkGrid.TryGetValue(new Vector2i(neighborX, neighborY), out var neighbor))
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{
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yield return neighbor;
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}
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@@ -83,10 +83,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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}
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}
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public bool InBounds(MapIndices mapIndices)
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public bool InBounds(Vector2i Vector2i)
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{
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if (mapIndices.X < _indices.X || mapIndices.Y < _indices.Y) return false;
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if (mapIndices.X >= _indices.X + ChunkSize || mapIndices.Y >= _indices.Y + ChunkSize) return false;
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if (Vector2i.X < _indices.X || Vector2i.Y < _indices.Y) return false;
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if (Vector2i.X >= _indices.X + ChunkSize || Vector2i.Y >= _indices.Y + ChunkSize) return false;
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return true;
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}
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@@ -199,7 +199,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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}
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intermediate = pathfindingSystem.GetNode(grid.GetTileRef(
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new MapIndices(intermediate.TileRef.X + xOffset, intermediate.TileRef.Y + yOffset)));
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new Vector2i(intermediate.TileRef.X + xOffset, intermediate.TileRef.Y + yOffset)));
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if (intermediate.TileRef != current.TileRef)
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{
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@@ -69,7 +69,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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for (var y = -1; y <= 1; y++)
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{
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if (x == 0 && y == 0) continue;
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var indices = new MapIndices(TileRef.X + x, TileRef.Y + y);
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var indices = new Vector2i(TileRef.X + x, TileRef.Y + y);
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if (ParentChunk.InBounds(indices))
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{
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var (relativeX, relativeY) = (indices.X - ParentChunk.Indices.X,
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@@ -100,7 +100,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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{
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var chunkXOffset = TileRef.X - ParentChunk.Indices.X;
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var chunkYOffset = TileRef.Y - ParentChunk.Indices.Y;
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MapIndices neighborMapIndices;
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Vector2i neighborVector2i;
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switch (direction)
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{
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@@ -110,13 +110,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset];
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}
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neighborMapIndices = new MapIndices(TileRef.X + 1, TileRef.Y);
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neighborVector2i = new Vector2i(TileRef.X + 1, TileRef.Y);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborMapIndices))
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
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neighborMapIndices.Y - neighbor.Indices.Y];
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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@@ -127,13 +127,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset + 1];
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}
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neighborMapIndices = new MapIndices(TileRef.X + 1, TileRef.Y + 1);
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neighborVector2i = new Vector2i(TileRef.X + 1, TileRef.Y + 1);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborMapIndices))
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
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neighborMapIndices.Y - neighbor.Indices.Y];
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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@@ -144,13 +144,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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return ParentChunk.Nodes[chunkXOffset, chunkYOffset + 1];
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}
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neighborMapIndices = new MapIndices(TileRef.X, TileRef.Y + 1);
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neighborVector2i = new Vector2i(TileRef.X, TileRef.Y + 1);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborMapIndices))
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
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neighborMapIndices.Y - neighbor.Indices.Y];
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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@@ -161,13 +161,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset + 1];
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}
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neighborMapIndices = new MapIndices(TileRef.X - 1, TileRef.Y + 1);
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neighborVector2i = new Vector2i(TileRef.X - 1, TileRef.Y + 1);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborMapIndices))
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
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neighborMapIndices.Y - neighbor.Indices.Y];
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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@@ -178,13 +178,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset];
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}
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neighborMapIndices = new MapIndices(TileRef.X - 1, TileRef.Y);
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neighborVector2i = new Vector2i(TileRef.X - 1, TileRef.Y);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborMapIndices))
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
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neighborMapIndices.Y - neighbor.Indices.Y];
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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@@ -195,13 +195,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset - 1];
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}
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neighborMapIndices = new MapIndices(TileRef.X - 1, TileRef.Y - 1);
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neighborVector2i = new Vector2i(TileRef.X - 1, TileRef.Y - 1);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborMapIndices))
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
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neighborMapIndices.Y - neighbor.Indices.Y];
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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@@ -212,13 +212,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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return ParentChunk.Nodes[chunkXOffset, chunkYOffset - 1];
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}
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neighborMapIndices = new MapIndices(TileRef.X, TileRef.Y - 1);
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neighborVector2i = new Vector2i(TileRef.X, TileRef.Y - 1);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborMapIndices))
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
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neighborMapIndices.Y - neighbor.Indices.Y];
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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@@ -229,13 +229,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset - 1];
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}
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neighborMapIndices = new MapIndices(TileRef.X + 1, TileRef.Y - 1);
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neighborVector2i = new Vector2i(TileRef.X + 1, TileRef.Y - 1);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborMapIndices))
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
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neighborMapIndices.Y - neighbor.Indices.Y];
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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@@ -13,6 +13,7 @@ using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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@@ -32,8 +33,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public IReadOnlyDictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> Graph => _graph;
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private readonly Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> _graph = new Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>>();
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public IReadOnlyDictionary<GridId, Dictionary<Vector2i, PathfindingChunk>> Graph => _graph;
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private readonly Dictionary<GridId, Dictionary<Vector2i, PathfindingChunk>> _graph = new Dictionary<GridId, Dictionary<Vector2i, PathfindingChunk>>();
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private readonly PathfindingJobQueue _pathfindingQueue = new PathfindingJobQueue();
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@@ -144,28 +145,28 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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{
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var chunkX = (int) (Math.Floor((float) tile.X / PathfindingChunk.ChunkSize) * PathfindingChunk.ChunkSize);
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var chunkY = (int) (Math.Floor((float) tile.Y / PathfindingChunk.ChunkSize) * PathfindingChunk.ChunkSize);
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var mapIndices = new MapIndices(chunkX, chunkY);
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var Vector2i = new Vector2i(chunkX, chunkY);
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if (_graph.TryGetValue(tile.GridIndex, out var chunks))
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{
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if (!chunks.ContainsKey(mapIndices))
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if (!chunks.ContainsKey(Vector2i))
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{
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CreateChunk(tile.GridIndex, mapIndices);
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CreateChunk(tile.GridIndex, Vector2i);
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}
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return chunks[mapIndices];
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return chunks[Vector2i];
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}
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var newChunk = CreateChunk(tile.GridIndex, mapIndices);
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var newChunk = CreateChunk(tile.GridIndex, Vector2i);
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return newChunk;
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}
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private PathfindingChunk CreateChunk(GridId gridId, MapIndices indices)
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private PathfindingChunk CreateChunk(GridId gridId, Vector2i indices)
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{
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var newChunk = new PathfindingChunk(gridId, indices);
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if (!_graph.ContainsKey(gridId))
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{
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_graph.Add(gridId, new Dictionary<MapIndices, PathfindingChunk>());
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_graph.Add(gridId, new Dictionary<Vector2i, PathfindingChunk>());
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}
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_graph[gridId].Add(indices, newChunk);
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@@ -603,10 +603,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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return Vector2.Zero;
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}
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if (target.TryGetComponent(out ICollidableComponent physicsComponent))
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if (target.TryGetComponent(out ICollidableComponent collidable))
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{
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var targetDistance = (targetPos.Position - entityPos.Position);
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targetPos = targetPos.Offset(physicsComponent.LinearVelocity * targetDistance);
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targetPos = targetPos.Offset(collidable.LinearVelocity * targetDistance);
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}
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return (targetPos.Position - entityPos.Position).Normalized;
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@@ -662,8 +662,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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// if we're moving in the same direction then ignore
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// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
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// i.e. towards the right
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if (physicsEntity.TryGetComponent(out ICollidableComponent physicsComponent) &&
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Vector2.Dot(physicsComponent.LinearVelocity, direction) > 0)
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if (physicsEntity.TryGetComponent(out ICollidableComponent collidable) &&
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Vector2.Dot(collidable.LinearVelocity, direction) > 0)
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{
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continue;
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}
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@@ -120,7 +120,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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if (!gridEnt.TryGetComponent<GridAtmosphereComponent>(out var gam)) continue;
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var entityTile = grid.GetTileRef(entity.Transform.Coordinates).GridIndices;
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var baseTile = new MapIndices(entityTile.X - (LocalViewRange / 2), entityTile.Y - (LocalViewRange / 2));
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var baseTile = new Vector2i(entityTile.X - (LocalViewRange / 2), entityTile.Y - (LocalViewRange / 2));
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var debugOverlayContent = new AtmosDebugOverlayData[LocalViewRange * LocalViewRange];
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var index = 0;
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@@ -128,8 +128,8 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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{
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for (var x = 0; x < LocalViewRange; x++)
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{
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var mapIndices = new MapIndices(baseTile.X + x, baseTile.Y + y);
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debugOverlayContent[index++] = ConvertTileToData(gam.GetTile(mapIndices));
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var Vector2i = new Vector2i(baseTile.X + x, baseTile.Y + y);
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debugOverlayContent[index++] = ConvertTileToData(gam.GetTile(Vector2i));
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}
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}
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@@ -31,7 +31,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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/// <summary>
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/// The tiles that have had their atmos data updated since last tick
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/// </summary>
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private Dictionary<GridId, HashSet<MapIndices>> _invalidTiles = new Dictionary<GridId, HashSet<MapIndices>>();
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private Dictionary<GridId, HashSet<Vector2i>> _invalidTiles = new Dictionary<GridId, HashSet<Vector2i>>();
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private Dictionary<IPlayerSession, PlayerGasOverlay> _knownPlayerChunks =
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new Dictionary<IPlayerSession, PlayerGasOverlay>();
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@@ -39,8 +39,8 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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/// <summary>
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/// Gas data stored in chunks to make PVS / bubbling easier.
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/// </summary>
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private Dictionary<GridId, Dictionary<MapIndices, GasOverlayChunk>> _overlay =
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new Dictionary<GridId, Dictionary<MapIndices, GasOverlayChunk>>();
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private Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _overlay =
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new Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>>();
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/// <summary>
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/// How far away do we update gas overlays (minimum; due to chunking further away tiles may also be updated).
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@@ -75,22 +75,22 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Invalidate(GridId gridIndex, MapIndices indices)
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public void Invalidate(GridId gridIndex, Vector2i indices)
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{
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if (!_invalidTiles.TryGetValue(gridIndex, out var existing))
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{
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existing = new HashSet<MapIndices>();
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existing = new HashSet<Vector2i>();
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_invalidTiles[gridIndex] = existing;
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}
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existing.Add(indices);
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}
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private GasOverlayChunk GetOrCreateChunk(GridId gridIndex, MapIndices indices)
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private GasOverlayChunk GetOrCreateChunk(GridId gridIndex, Vector2i indices)
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{
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if (!_overlay.TryGetValue(gridIndex, out var chunks))
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{
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chunks = new Dictionary<MapIndices, GasOverlayChunk>();
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chunks = new Dictionary<Vector2i, GasOverlayChunk>();
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_overlay[gridIndex] = chunks;
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}
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@@ -150,7 +150,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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/// <param name="indices"></param>
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/// <param name="overlayData"></param>
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/// <returns>true if updated</returns>
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private bool TryRefreshTile(GridAtmosphereComponent gam, GasOverlayData oldTile, MapIndices indices, out GasOverlayData overlayData)
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private bool TryRefreshTile(GridAtmosphereComponent gam, GasOverlayData oldTile, Vector2i indices, out GasOverlayData overlayData)
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{
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var tile = gam.GetTile(indices);
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@@ -214,7 +214,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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{
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for (var y = -maxYDiff; y <= maxYDiff; y++)
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{
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var chunkIndices = GetGasChunkIndices(new MapIndices(entityTile.X + x * ChunkSize, entityTile.Y + y * ChunkSize));
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var chunkIndices = GetGasChunkIndices(new Vector2i(entityTile.X + x * ChunkSize, entityTile.Y + y * ChunkSize));
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if (!chunks.TryGetValue(chunkIndices, out var chunk)) continue;
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@@ -261,7 +261,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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AccumulatedFrameTime -= _updateCooldown;
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var gridAtmosComponents = new Dictionary<GridId, GridAtmosphereComponent>();
|
||||
var updatedTiles = new Dictionary<GasOverlayChunk, HashSet<MapIndices>>();
|
||||
var updatedTiles = new Dictionary<GasOverlayChunk, HashSet<Vector2i>>();
|
||||
|
||||
// So up to this point we've been caching the updated tiles for multiple ticks.
|
||||
// Now we'll go through and check whether the update actually matters for the overlay or not,
|
||||
@@ -295,7 +295,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
|
||||
|
||||
if (!updatedTiles.TryGetValue(chunk, out var tiles))
|
||||
{
|
||||
tiles = new HashSet<MapIndices>();
|
||||
tiles = new HashSet<Vector2i>();
|
||||
updatedTiles[chunk] = tiles;
|
||||
}
|
||||
|
||||
@@ -355,7 +355,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
|
||||
overlay.RemoveChunk(chunk);
|
||||
}
|
||||
|
||||
var clientInvalids = new Dictionary<GridId, List<(MapIndices, GasOverlayData)>>();
|
||||
var clientInvalids = new Dictionary<GridId, List<(Vector2i, GasOverlayData)>>();
|
||||
|
||||
// Check for any dirty chunks in range and bundle the data to send to the client.
|
||||
foreach (var chunk in chunksInRange)
|
||||
@@ -364,7 +364,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
|
||||
|
||||
if (!clientInvalids.TryGetValue(chunk.GridIndices, out var existingData))
|
||||
{
|
||||
existingData = new List<(MapIndices, GasOverlayData)>();
|
||||
existingData = new List<(Vector2i, GasOverlayData)>();
|
||||
clientInvalids[chunk.GridIndices] = existingData;
|
||||
}
|
||||
|
||||
@@ -382,13 +382,13 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
|
||||
}
|
||||
private sealed class PlayerGasOverlay
|
||||
{
|
||||
private readonly Dictionary<GridId, Dictionary<MapIndices, GasOverlayChunk>> _data =
|
||||
new Dictionary<GridId, Dictionary<MapIndices, GasOverlayChunk>>();
|
||||
private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _data =
|
||||
new Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>>();
|
||||
|
||||
private readonly Dictionary<GasOverlayChunk, GameTick> _lastSent =
|
||||
new Dictionary<GasOverlayChunk, GameTick>();
|
||||
|
||||
public GasOverlayMessage UpdateClient(GridId grid, List<(MapIndices, GasOverlayData)> data)
|
||||
public GasOverlayMessage UpdateClient(GridId grid, List<(Vector2i, GasOverlayData)> data)
|
||||
{
|
||||
return new GasOverlayMessage(grid, data);
|
||||
}
|
||||
@@ -418,7 +418,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
|
||||
{
|
||||
if (!_data.TryGetValue(chunk.GridIndices, out var chunks))
|
||||
{
|
||||
chunks = new Dictionary<MapIndices, GasOverlayChunk>();
|
||||
chunks = new Dictionary<Vector2i, GasOverlayChunk>();
|
||||
_data[chunk.GridIndices] = chunks;
|
||||
}
|
||||
|
||||
@@ -441,9 +441,9 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
|
||||
return;
|
||||
}
|
||||
|
||||
if (chunks.ContainsKey(chunk.MapIndices))
|
||||
if (chunks.ContainsKey(chunk.Vector2i))
|
||||
{
|
||||
chunks.Remove(chunk.MapIndices);
|
||||
chunks.Remove(chunk.Vector2i);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -457,7 +457,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
|
||||
// Chunk data should already be up to date.
|
||||
// Only send relevant tiles to client.
|
||||
|
||||
var tileData = new List<(MapIndices, GasOverlayData)>();
|
||||
var tileData = new List<(Vector2i, GasOverlayData)>();
|
||||
|
||||
for (var x = 0; x < ChunkSize; x++)
|
||||
{
|
||||
@@ -470,7 +470,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
|
||||
continue;
|
||||
}
|
||||
|
||||
var indices = new MapIndices(chunk.MapIndices.X + x, chunk.MapIndices.Y + y);
|
||||
var indices = new Vector2i(chunk.Vector2i.X + x, chunk.Vector2i.Y + y);
|
||||
tileData.Add((indices, data));
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user