Move pipe visualizers to systems. (#6565)
This commit is contained in:
@@ -0,0 +1,83 @@
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using Content.Client.SubFloor;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Atmos.Piping;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.ResourceManagement;
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namespace Content.Client.Atmos.EntitySystems;
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[UsedImplicitly]
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public sealed class AtmosPipeAppearanceSystem : EntitySystem
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{
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[Dependency] private readonly IResourceCache _resCache = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PipeAppearanceComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<PipeAppearanceComponent, AppearanceChangeEvent>(OnAppearanceChanged, after: new[] { typeof(SubFloorHideSystem) });
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}
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private void OnInit(EntityUid uid, PipeAppearanceComponent component, ComponentInit args)
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{
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if (!TryComp(uid, out SpriteComponent? sprite))
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return;
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if (!_resCache.TryGetResource(SharedSpriteComponent.TextureRoot / component.RsiPath, out RSIResource? rsi))
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{
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Logger.Error($"{nameof(AtmosPipeAppearanceSystem)} could not load to load RSI {component.RsiPath}.");
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return;
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}
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foreach (PipeConnectionLayer layerKey in Enum.GetValues(typeof(PipeConnectionLayer)))
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{
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sprite.LayerMapReserveBlank(layerKey);
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var layer = sprite.LayerMapGet(layerKey);
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sprite.LayerSetRSI(layer, rsi.RSI);
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var layerState = component.BaseState + (PipeDirection) layerKey;
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sprite.LayerSetState(layer, layerState);
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}
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}
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private void OnAppearanceChanged(EntityUid uid, PipeAppearanceComponent component, ref AppearanceChangeEvent args)
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{
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if (!TryComp(uid, out SpriteComponent? sprite))
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return;
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if (!args.Component.TryGetData(PipeColorVisuals.Color, out Color color))
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color = Color.White;
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if (!args.Component.TryGetData(PipeVisuals.VisualState, out PipeDirection connectedDirections))
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return;
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var rotation = Transform(uid).LocalRotation;
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foreach (PipeConnectionLayer layerKey in Enum.GetValues(typeof(PipeConnectionLayer)))
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{
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if (!sprite.LayerMapTryGet(layerKey, out var key))
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continue;
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var layer = sprite[key];
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var dir = (PipeDirection) layerKey;
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var visible = connectedDirections.HasDirection(dir);
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layer.Visible &= visible;
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if (!visible) continue;
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layer.Rotation = -rotation;
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layer.Color = color;
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}
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}
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private enum PipeConnectionLayer : byte
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{
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NorthConnection = PipeDirection.North,
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SouthConnection = PipeDirection.South,
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EastConnection = PipeDirection.East,
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WestConnection = PipeDirection.West,
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}
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}
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@@ -1,14 +1,11 @@
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using Content.Shared.Atmos.Piping;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Client.Atmos.Visualizers
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{
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[UsedImplicitly]
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public class PipeColorVisualizer : AppearanceVisualizer
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public sealed class PipeColorVisualizer : AppearanceVisualizer
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{
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public override void OnChangeData(AppearanceComponent component)
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{
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@@ -19,7 +16,9 @@ namespace Content.Client.Atmos.Visualizers
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if (component.TryGetData(PipeColorVisuals.Color, out Color color))
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{
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sprite.LayerSetColor(Layers.Pipe, color);
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// T-ray scanner / sub floor runs after this visualizer. Lets not bulldoze transparency.
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var layer = sprite[Layers.Pipe];
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layer.Color = color.WithAlpha(layer.Color.A);
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}
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}
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@@ -1,105 +0,0 @@
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using System;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Piping;
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using Content.Shared.SubFloor;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Atmos.Visualizers
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{
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[UsedImplicitly]
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public class PipeConnectorVisualizer : AppearanceVisualizer, ISerializationHooks
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{
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[DataField("rsi")]
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private string _rsi = "Structures/Piping/Atmospherics/pipe.rsi";
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[DataField("baseState")]
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private string _baseState = "pipeConnector";
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private RSI? _connectorRsi;
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void ISerializationHooks.AfterDeserialization()
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{
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var rsiString = SharedSpriteComponent.TextureRoot / _rsi;
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var resourceCache = IoCManager.Resolve<IResourceCache>();
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if (resourceCache.TryGetResource(rsiString, out RSIResource? rsi))
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_connectorRsi = rsi.RSI;
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else
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Logger.Error($"{nameof(PipeConnectorVisualizer)} could not load to load RSI {rsiString}.");
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}
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public override void InitializeEntity(EntityUid entity)
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{
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base.InitializeEntity(entity);
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var entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent<ISpriteComponent?>(entity, out var sprite))
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return;
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if (_connectorRsi == null)
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return;
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foreach (Layer layerKey in Enum.GetValues(typeof(Layer)))
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{
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sprite.LayerMapReserveBlank(layerKey);
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var layer = sprite.LayerMapGet(layerKey);
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sprite.LayerSetRSI(layer, _connectorRsi);
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var layerState = _baseState + ((PipeDirection) layerKey);
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sprite.LayerSetState(layer, layerState);
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}
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent<TransformComponent>(component.Owner, out var xform))
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return;
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if (!entities.TryGetComponent<ISpriteComponent>(component.Owner, out var sprite))
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return;
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if (!component.TryGetData(PipeColorVisuals.Color, out Color color))
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color = Color.White;
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if (!component.TryGetData(PipeVisuals.VisualState, out PipeDirection connectedDirections))
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return;
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if(!component.TryGetData(SubFloorVisuals.SubFloor, out bool subfloor))
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subfloor = true;
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var rotation = xform.LocalRotation;
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foreach (Layer layerKey in Enum.GetValues(typeof(Layer)))
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{
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var layer = sprite.LayerMapGet(layerKey);
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var dir = (PipeDirection) layerKey;
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var visible = subfloor && connectedDirections.HasDirection(dir);
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sprite.LayerSetVisible(layer, visible);
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if (!visible) continue;
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sprite.LayerSetRotation(layer, -rotation);
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sprite.LayerSetColor(layer, color);
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}
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}
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private enum Layer : byte
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{
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NorthConnection = PipeDirection.North,
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SouthConnection = PipeDirection.South,
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EastConnection = PipeDirection.East,
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WestConnection = PipeDirection.West,
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}
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}
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}
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@@ -1,11 +1,9 @@
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using System;
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using Content.Client.Markers;
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using Content.Client.Popups;
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using Content.Client.SubFloor;
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using Content.Shared.SubFloor;
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using Robust.Client.GameObjects;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Client.Commands
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@@ -33,8 +31,7 @@ namespace Content.Client.Commands
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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EntitySystem.Get<SubFloorHideSystem>()
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.ShowAll ^= true;
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EntitySystem.Get<SubFloorHideSystem>().ShowAll ^= true;
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}
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}
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@@ -47,8 +44,7 @@ namespace Content.Client.Commands
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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EntitySystem.Get<SubFloorHideSystem>()
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.ShowAll = true;
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EntitySystem.Get<SubFloorHideSystem>().ShowAll = true;
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var entMan = IoCManager.Resolve<IEntityManager>();
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var components = entMan.EntityQuery<SubFloorHideComponent>(true);
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@@ -2,6 +2,7 @@ using System;
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using Content.Client.Decals.UI;
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using Content.Client.HUD;
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using Content.Client.Markers;
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using Content.Client.SubFloor;
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using Content.Shared.Input;
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using Content.Shared.Sandbox;
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using Content.Shared.SubFloor;
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80
Content.Client/SubFloor/SubFloorHideSystem.cs
Normal file
80
Content.Client/SubFloor/SubFloorHideSystem.cs
Normal file
@@ -0,0 +1,80 @@
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using Content.Shared.SubFloor;
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using Robust.Client.GameObjects;
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namespace Content.Client.SubFloor;
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public sealed class SubFloorHideSystem : SharedSubFloorHideSystem
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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private bool _showAll;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ShowAll
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{
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get => _showAll;
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set
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{
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if (_showAll == value) return;
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_showAll = value;
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UpdateAll();
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SubFloorHideComponent, AppearanceChangeEvent>(OnAppearanceChanged);
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}
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private void OnAppearanceChanged(EntityUid uid, SubFloorHideComponent component, ref AppearanceChangeEvent args)
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{
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if (!TryComp(uid, out SpriteComponent? sprite))
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return;
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args.Component.TryGetData(SubFloorVisuals.Covered, out bool covered);
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args.Component.TryGetData(SubFloorVisuals.ScannerRevealed, out bool scannerRevealed);
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scannerRevealed &= !ShowAll; // no transparency for show-subfloor mode.
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var revealed = !covered || ShowAll || scannerRevealed;
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var transparency = scannerRevealed ? component.ScannerTransparency : 1f;
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// set visibility & color of each layer
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foreach (var layer in sprite.AllLayers)
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{
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// pipe connection visuals are updated AFTER this, and may re-hide some layers
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layer.Visible = revealed;
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if (layer.Visible)
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layer.Color = layer.Color.WithAlpha(transparency);
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}
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// Is there some layer that is always visible?
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if (sprite.LayerMapTryGet(SubfloorLayers.FirstLayer, out var firstLayer))
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{
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var layer = sprite[firstLayer];
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layer.Visible = true;
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layer.Color = layer.Color.WithAlpha(1f);
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sprite.Visible = true;
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return;
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}
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sprite.Visible = revealed;
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}
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private void UpdateAll()
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{
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foreach (var (_, appearance) in EntityManager.EntityQuery<SubFloorHideComponent, AppearanceComponent>(true))
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{
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_appearanceSystem.MarkDirty(appearance);
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}
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}
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}
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public enum SubfloorLayers : byte
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{
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FirstLayer, // always visible. E.g. vent part of a vent..
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}
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@@ -1,44 +0,0 @@
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using Content.Shared.SubFloor;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.SubFloor
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{
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[UsedImplicitly]
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public class SubFloorShowLayerVisualizer : AppearanceVisualizer
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{
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent(component.Owner, out SpriteComponent? sprite))
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return;
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if (!component.TryGetData(SubFloorVisuals.SubFloor, out bool subfloor))
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return;
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foreach (var layer in sprite.AllLayers)
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{
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layer.Visible = subfloor;
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}
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if (!sprite.LayerMapTryGet(Layers.FirstLayer, out var firstLayer))
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{
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sprite.Visible = subfloor;
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return;
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}
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// show the top part of the sprite. E.g. the grille-part of a vent, but not the connecting pipes.
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sprite.LayerSetVisible(firstLayer, true);
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sprite.Visible = true;
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}
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public enum Layers : byte
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{
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FirstLayer,
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}
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}
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}
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@@ -1,45 +0,0 @@
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Client.SubFloor;
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public class TrayScannerSubFloorVisualizer : AppearanceVisualizer
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{
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[Dependency] IEntityManager _entityManager = default!;
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public override void InitializeEntity(EntityUid uid)
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{
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base.InitializeEntity(uid);
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IoCManager.InjectDependencies(this);
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (!_entityManager.TryGetComponent(component.Owner, out SpriteComponent? sprite))
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return;
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if (!component.TryGetData(TrayScannerTransparency.Key, out bool transparent))
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return;
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foreach (var layer in sprite.AllLayers)
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{
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var transparency = transparent == true ? 0.8f : 1f;
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layer.Color = layer.Color.WithAlpha(transparency);
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}
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if (sprite.LayerMapTryGet(SubFloorShowLayerVisualizer.Layers.FirstLayer, out var firstLayer))
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{
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sprite.LayerSetColor(firstLayer, Color.White);
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}
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}
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}
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public enum TrayScannerTransparency
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{
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Key,
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}
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@@ -1,210 +0,0 @@
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using System.Linq;
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using Content.Shared.SubFloor;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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namespace Content.Client.SubFloor;
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public sealed class TrayScannerSystem : SharedTrayScannerSystem
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{
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[Dependency] private IMapManager _mapManager = default!;
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[Dependency] private SubFloorHideSystem _subfloorSystem = default!;
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[Dependency] private SharedContainerSystem _containerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<TrayScannerComponent, ComponentShutdown>(OnComponentShutdown);
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}
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public void OnComponentShutdown(EntityUid uid, TrayScannerComponent scanner, ComponentShutdown args)
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{
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_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false, _visualizerKeys);
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_invalidScanners.Add(uid);
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}
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public override void ToggleTrayScanner(EntityUid uid, bool toggle, TrayScannerComponent? scanner = null)
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{
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if (!Resolve(uid, ref scanner))
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return;
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scanner.Toggled = toggle;
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UpdateTrayScanner(uid, scanner);
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if (toggle) _activeScanners.Add(uid);
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}
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private HashSet<EntityUid> _activeScanners = new();
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private RemQueue<EntityUid> _invalidScanners = new();
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public override void Update(float frameTime)
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{
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if (!_activeScanners.Any()) return;
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foreach (var scanner in _activeScanners)
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{
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if (_invalidScanners.List != null
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&& _invalidScanners.List.Contains(scanner))
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continue;
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if (!UpdateTrayScanner(scanner))
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_invalidScanners.Add(scanner);
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}
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foreach (var invalidScanner in _invalidScanners)
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_activeScanners.Remove(invalidScanner);
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if (_invalidScanners.List != null) _invalidScanners.List.Clear();
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}
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/// <summary>
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||||
/// When a subfloor entity gets anchored (which includes spawning & coming into PVS range), Check for nearby scanners.
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/// </summary>
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||||
public override void OnSubfloorAnchored(EntityUid uid, SubFloorHideComponent? hideComp = null, TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref hideComp, ref xform))
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return;
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||||
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||||
var pos = xform.MapPosition;
|
||||
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||||
foreach (var entity in _activeScanners)
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||||
{
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||||
if (!TryComp(entity, out TrayScannerComponent? scanner))
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||||
continue;
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||||
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||||
if (!Transform(entity).MapPosition.InRange(pos, scanner.Range))
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||||
continue;
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||||
|
||||
hideComp.RevealedBy.Add(entity);
|
||||
scanner.RevealedSubfloors.Add(uid);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a T-Ray scanner. Should be called on immediate
|
||||
/// state change (turned on/off), or during the update
|
||||
/// loop.
|
||||
/// </summary>
|
||||
/// <returns>true if the update was successful, false otherwise</returns>
|
||||
private bool UpdateTrayScanner(EntityUid uid, TrayScannerComponent? scanner = null, TransformComponent? transform = null)
|
||||
{
|
||||
// whoops?
|
||||
if (!Resolve(uid, ref scanner, ref transform))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// if the scanner was toggled off recently,
|
||||
// set all the known subfloor to invisible,
|
||||
// and return false so it's removed from
|
||||
// the active scanner list
|
||||
if (!scanner.Toggled || transform.MapID == MapId.Nullspace)
|
||||
{
|
||||
_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false, _visualizerKeys);
|
||||
scanner.LastLocation = Vector2.Zero;
|
||||
scanner.RevealedSubfloors.Clear();
|
||||
return false;
|
||||
}
|
||||
|
||||
// get the rounded position so that small movements don't cause this to
|
||||
// update every time
|
||||
Vector2 flooredPos;
|
||||
|
||||
// zero vector implies container
|
||||
//
|
||||
// this means we should get the entity transform's parent
|
||||
if (transform.LocalPosition == Vector2.Zero
|
||||
&& transform.Parent != null
|
||||
&& _containerSystem.ContainsEntity(transform.ParentUid, uid))
|
||||
{
|
||||
flooredPos = transform.Parent.LocalPosition.Rounded();
|
||||
|
||||
// if this is also zero, we can check one more time
|
||||
//
|
||||
// could recurse through fully but i think that's useless,
|
||||
// just attempt to check through the gp's transform and if
|
||||
// that doesn't work, just don't bother any further
|
||||
if (flooredPos == Vector2.Zero)
|
||||
{
|
||||
var gpTransform = transform.Parent.Parent;
|
||||
if (gpTransform != null
|
||||
&& _containerSystem.ContainsEntity(gpTransform.Owner, transform.ParentUid))
|
||||
{
|
||||
flooredPos = gpTransform.LocalPosition.Rounded();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
flooredPos = transform.LocalPosition.Rounded();
|
||||
}
|
||||
|
||||
// is the position still logically zero? just clear,
|
||||
// but we need to keep it as 'true' since this t-ray
|
||||
// is still technically on
|
||||
if (flooredPos == Vector2.Zero)
|
||||
{
|
||||
_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false, _visualizerKeys);
|
||||
scanner.RevealedSubfloors.Clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
// MAYBE redo this. Currently different players can see different entities
|
||||
//
|
||||
// Here we avoid the entity lookup & return early if the scanner's position hasn't appreciably changed. However,
|
||||
// if a new player enters PVS-range, they will update the in-range entities on their end and use that to set
|
||||
// LastLocation. This means that different players can technically see different entities being revealed by the
|
||||
// same scanner. The correct fix for this is probably just to network the revealed entity set.... But I CBF
|
||||
// doing that right now....
|
||||
if (flooredPos == scanner.LastLocation
|
||||
|| (float.IsNaN(flooredPos.X) && float.IsNaN(flooredPos.Y)))
|
||||
return true;
|
||||
|
||||
scanner.LastLocation = flooredPos;
|
||||
|
||||
// Update entities in Range
|
||||
HashSet<EntityUid> nearby = new();
|
||||
var coords = transform.MapPosition;
|
||||
var worldBox = Box2.CenteredAround(coords.Position, (scanner.Range * 2, scanner.Range * 2));
|
||||
|
||||
// For now, limiting to the scanner's own grid. We could do a grid-lookup, but then what do we do if one grid
|
||||
// flies away, while the scanner's local-position remains unchanged?
|
||||
if (_mapManager.TryGetGrid(transform.GridID, out var grid))
|
||||
{
|
||||
foreach (var entity in grid.GetAnchoredEntities(worldBox))
|
||||
{
|
||||
if (!Transform(entity).MapPosition.InRange(coords, scanner.Range))
|
||||
continue;
|
||||
|
||||
if (!TryComp(entity, out SubFloorHideComponent? hideComp))
|
||||
continue; // Not a hide-able entity.
|
||||
|
||||
nearby.Add(entity);
|
||||
|
||||
if (scanner.RevealedSubfloors.Add(entity))
|
||||
_subfloorSystem.SetEntityRevealed(entity, uid, true, hideComp, _visualizerKeys);
|
||||
}
|
||||
}
|
||||
|
||||
// get all the old elements that are no longer detected
|
||||
HashSet<EntityUid> missing = new(scanner.RevealedSubfloors.Except(nearby));
|
||||
|
||||
// remove those from the list
|
||||
scanner.RevealedSubfloors.ExceptWith(missing);
|
||||
|
||||
// and hide them
|
||||
_subfloorSystem.SetEntitiesRevealed(missing, uid, false, _visualizerKeys);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private static IEnumerable<object> _visualizerKeys = new List<object>
|
||||
{
|
||||
SubFloorVisuals.SubFloor,
|
||||
TrayScannerTransparency.Key
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user