Move pipe visualizers to systems. (#6565)
This commit is contained in:
247
Content.Shared/SubFloor/TrayScannerSystem.cs
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247
Content.Shared/SubFloor/TrayScannerSystem.cs
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using Content.Shared.Interaction;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using System.Linq;
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namespace Content.Shared.SubFloor;
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public sealed class TrayScannerSystem : EntitySystem
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{
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[Dependency] private IMapManager _mapManager = default!;
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[Dependency] private IGameTiming _gameTiming = default!;
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[Dependency] private SharedSubFloorHideSystem _subfloorSystem = default!;
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[Dependency] private SharedContainerSystem _containerSystem = default!;
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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 Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TrayScannerComponent, ComponentShutdown>(OnComponentShutdown);
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SubscribeLocalEvent<TrayScannerComponent, ComponentGetState>(OnTrayScannerGetState);
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SubscribeLocalEvent<TrayScannerComponent, ComponentHandleState>(OnTrayScannerHandleState);
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SubscribeLocalEvent<TrayScannerComponent, ActivateInWorldEvent>(OnTrayScannerActivate);
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}
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private void OnTrayScannerActivate(EntityUid uid, TrayScannerComponent scanner, ActivateInWorldEvent args)
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{
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SetScannerEnabled(uid, !scanner.Enabled, scanner);
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}
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private void SetScannerEnabled(EntityUid uid, bool enabled, 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.Enabled = enabled;
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scanner.Dirty();
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if (scanner.Enabled)
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_activeScanners.Add(uid);
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// We don't remove from _activeScanners on disabled, because the update function will handle that, as well as
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// managing the revealed subfloor entities
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if (EntityManager.TryGetComponent<AppearanceComponent>(uid, out var appearance))
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{
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appearance.SetData(TrayScannerVisual.Visual, scanner.Enabled == true ? TrayScannerVisual.On : TrayScannerVisual.Off);
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}
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}
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private void OnTrayScannerGetState(EntityUid uid, TrayScannerComponent scanner, ref ComponentGetState args)
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{
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args.State = new TrayScannerState(scanner.Enabled);
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}
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private void OnTrayScannerHandleState(EntityUid uid, TrayScannerComponent scanner, ref ComponentHandleState args)
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{
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if (args.Current is not TrayScannerState state)
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return;
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SetScannerEnabled(uid, scanner.Enabled, scanner);
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// This is hacky and somewhat inefficient for the client. But when resetting predicted entities we have to unset
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// last position. This is because appearance data gets reset, but if the position isn't reset the scanner won't
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// re-reveal entities leading to odd visuals.
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scanner.LastLocation = null;
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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);
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_activeScanners.Remove(uid);
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}
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public override void Update(float frameTime)
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{
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if (!_gameTiming.IsFirstTimePredicted)
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return;
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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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_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 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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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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if (!Transform(entity).MapPosition.InRange(pos, scanner.Range))
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continue;
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hideComp.RevealedBy.Add(entity);
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scanner.RevealedSubfloors.Add(uid);
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}
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}
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/// <summary>
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/// Updates a T-Ray scanner. Should be called on immediate
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/// state change (turned on/off), or during the update
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/// loop.
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/// </summary>
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/// <returns>true if the update was successful, false otherwise</returns>
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private bool UpdateTrayScanner(EntityUid uid, TrayScannerComponent? scanner = null, TransformComponent? transform = null)
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{
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if (!Resolve(uid, ref scanner, ref transform))
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return false;
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// if the scanner was toggled off recently,
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// set all the known subfloor to invisible,
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// and return false so it's removed from
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// the active scanner list
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if (!scanner.Enabled || transform.MapID == MapId.Nullspace)
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{
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_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false);
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scanner.LastLocation = null;
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scanner.RevealedSubfloors.Clear();
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return false;
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}
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var pos = transform.LocalPosition;
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// zero vector implies container
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//
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// this means we should get the entity transform's parent
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if (pos == Vector2.Zero
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&& transform.Parent != null
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&& _containerSystem.ContainsEntity(transform.ParentUid, uid))
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{
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pos = transform.Parent.LocalPosition;
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// if this is also zero, we can check one more time
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//
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// could recurse through fully but i think that's useless,
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// just attempt to check through the gp's transform and if
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// that doesn't work, just don't bother any further
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if (pos == Vector2.Zero)
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{
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var gpTransform = transform.Parent.Parent;
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if (gpTransform != null
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&& _containerSystem.ContainsEntity(gpTransform.Owner, transform.ParentUid))
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{
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pos = gpTransform.LocalPosition;
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}
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}
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}
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// is the position still logically zero? just clear,
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// but we need to keep it as 'true' since this t-ray
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// is still technically on
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if (pos == Vector2.Zero)
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{
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_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false);
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scanner.RevealedSubfloors.Clear();
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return true;
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}
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// get the rounded position so that small movements don't cause this to
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// update every time
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var flooredPos = (Vector2i) pos;
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// MAYBE redo this. Currently different players can see different entities
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//
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// Here we avoid the entity lookup & return early if the scanner's position hasn't appreciably changed. However,
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// if a new player enters PVS-range, they will update the in-range entities on their end and use that to set
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// LastLocation. This means that different players can technically see different entities being revealed by the
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// same scanner. The correct fix for this is probably just to network the revealed entity set.... But I CBF
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// doing that right now....
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if (flooredPos == scanner.LastLocation
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|| float.IsNaN(flooredPos.X) && float.IsNaN(flooredPos.Y))
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return true;
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scanner.LastLocation = flooredPos;
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// Update entities in Range
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HashSet<EntityUid> nearby = new();
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var coords = transform.MapPosition;
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var worldBox = Box2.CenteredAround(coords.Position, (scanner.Range * 2, scanner.Range * 2));
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// For now, limiting to the scanner's own grid. We could do a grid-lookup, but then what do we do if one grid
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// flies away, while the scanner's local-position remains unchanged?
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if (_mapManager.TryGetGrid(transform.GridID, out var grid))
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{
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foreach (var entity in grid.GetAnchoredEntities(worldBox))
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{
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if (!Transform(entity).MapPosition.InRange(coords, scanner.Range))
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continue;
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if (!TryComp(entity, out SubFloorHideComponent? hideComp))
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continue; // Not a hide-able entity.
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nearby.Add(entity);
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if (scanner.RevealedSubfloors.Add(entity))
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_subfloorSystem.SetEntityRevealed(entity, uid, true, hideComp);
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}
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}
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// get all the old elements that are no longer detected
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HashSet<EntityUid> missing = new(scanner.RevealedSubfloors.Except(nearby));
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// remove those from the list
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scanner.RevealedSubfloors.ExceptWith(missing);
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// and hide them
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_subfloorSystem.SetEntitiesRevealed(missing, uid, false);
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return true;
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}
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}
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[Serializable, NetSerializable]
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public enum TrayScannerVisual : sbyte
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{
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Visual,
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On,
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Off
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}
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