Gas tile overlay rejig (#9619)
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@@ -1,4 +1,4 @@
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using Content.Shared.Atmos.Prototypes;
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using Content.Shared.Atmos.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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@@ -10,22 +10,13 @@ namespace Content.Shared.Atmos.EntitySystems
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protected readonly GasPrototype[] GasPrototypes = new GasPrototype[Atmospherics.TotalNumberOfGases];
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private readonly SpriteSpecifier?[] _gasOverlays = new SpriteSpecifier[Atmospherics.TotalNumberOfGases];
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public override void Initialize()
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{
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base.Initialize();
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var gasPrototype = _prototypeManager.Index<GasPrototype>(i.ToString());
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GasPrototypes[i] = gasPrototype;
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if(string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayTexture))
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_gasOverlays[i] = new SpriteSpecifier.Texture(new ResourcePath(gasPrototype.GasOverlayTexture));
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if(!string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayState))
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_gasOverlays[i] = new SpriteSpecifier.Rsi(new ResourcePath(gasPrototype.GasOverlaySprite), gasPrototype.GasOverlayState);
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GasPrototypes[i] = _prototypeManager.Index<GasPrototype>(i.ToString());
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}
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}
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@@ -34,7 +25,5 @@ namespace Content.Shared.Atmos.EntitySystems
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public GasPrototype GetGas(Gas gasId) => GasPrototypes[(int) gasId];
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public IEnumerable<GasPrototype> Gases => GasPrototypes;
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public SpriteSpecifier? GetOverlay(int overlayId) => _gasOverlays[overlayId];
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}
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}
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@@ -1,4 +1,6 @@
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using Robust.Shared.Map;
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using Content.Shared.Atmos.Prototypes;
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using Content.Shared.GameTicking;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Atmos.EntitySystems
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@@ -8,91 +10,74 @@ namespace Content.Shared.Atmos.EntitySystems
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public const byte ChunkSize = 8;
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protected float AccumulatedFrameTime;
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public static Vector2i GetGasChunkIndices(Vector2i indices)
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[Dependency] protected readonly IPrototypeManager ProtoMan = default!;
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/// <summary>
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/// array of the ids of all visible gases.
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/// </summary>
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public int[] VisibleGasId = default!;
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public override void Initialize()
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{
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return new((int) Math.Floor((float) indices.X / ChunkSize) * ChunkSize, (int) MathF.Floor((float) indices.Y / ChunkSize) * ChunkSize);
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base.Initialize();
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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List<int> visibleGases = new();
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var gasPrototype = ProtoMan.Index<GasPrototype>(i.ToString());
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if (!string.IsNullOrEmpty(gasPrototype.GasOverlayTexture) || !string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayState))
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visibleGases.Add(i);
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}
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VisibleGasId = visibleGases.ToArray();
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}
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[Serializable, NetSerializable]
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public readonly struct GasData : IEquatable<GasData>
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public abstract void Reset(RoundRestartCleanupEvent ev);
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public static Vector2i GetGasChunkIndices(Vector2i indices)
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{
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public readonly byte Index;
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public readonly byte Opacity;
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public GasData(byte gasId, byte opacity)
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{
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Index = gasId;
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Opacity = opacity;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(Index, Opacity);
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}
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public bool Equals(GasData other)
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{
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return other.Index == Index && other.Opacity == Opacity;
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}
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return new((int) MathF.Floor((float) indices.X / ChunkSize), (int) MathF.Floor((float) indices.Y / ChunkSize));
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}
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[Serializable, NetSerializable]
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public readonly struct GasOverlayData : IEquatable<GasOverlayData>
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{
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public readonly byte FireState;
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public readonly float FireTemperature;
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public readonly GasData[]? Gas;
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public readonly int HashCode;
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public readonly byte[] Opacity;
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public GasOverlayData(byte fireState, float fireTemperature, GasData[] gas)
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// TODO change fire color based on temps
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// But also: dont dirty on a 0.01 kelvin change in temperatures.
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// Either have a temp tolerance, or map temperature -> byte levels
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public GasOverlayData(byte fireState, byte[] opacity)
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{
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FireState = fireState;
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FireTemperature = fireTemperature;
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Gas = gas;
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Array.Sort(Gas, (a, b) => a.Index.CompareTo(b.Index));
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var hash = new HashCode();
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hash.Add(FireState);
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hash.Add(FireTemperature);
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foreach (var gasData in Gas)
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{
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hash.Add(gasData);
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}
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HashCode = hash.ToHashCode();
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}
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public override int GetHashCode()
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{
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return HashCode;
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Opacity = opacity;
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}
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public bool Equals(GasOverlayData other)
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{
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// If you revert this then you need to make sure the hash comparison between
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// our Gas[] and the other.Gas[] works.
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return HashCode == other.HashCode;
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if (FireState != other.FireState)
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return false;
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for (var i = 0; i < Opacity.Length; i++)
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{
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if (Opacity[i] != other.Opacity[i])
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return false;
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}
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return true;
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}
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}
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/// <summary>
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/// Invalid tiles for the gas overlay.
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/// No point re-sending every tile if only a subset might have been updated.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GasOverlayMessage : EntityEventArgs
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public sealed class GasOverlayUpdateEvent : EntityEventArgs
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{
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public EntityUid GridId { get; }
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public List<(Vector2i, GasOverlayData)> OverlayData { get; }
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public GasOverlayMessage(EntityUid gridIndices, List<(Vector2i,GasOverlayData)> overlayData)
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{
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GridId = gridIndices;
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OverlayData = overlayData;
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}
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public Dictionary<EntityUid, List<GasOverlayChunk>> UpdatedChunks = new();
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public Dictionary<EntityUid, HashSet<Vector2i>> RemovedChunks = new();
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}
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}
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}
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@@ -1,99 +1,97 @@
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using Content.Shared.Atmos.EntitySystems;
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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.Diagnostics.CodeAnalysis;
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using static Content.Shared.Atmos.EntitySystems.SharedGasTileOverlaySystem;
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namespace Content.Shared.Atmos
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{
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[Serializable, NetSerializable]
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[Access(typeof(SharedGasTileOverlaySystem))]
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public sealed class GasOverlayChunk
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{
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/// <summary>
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/// Grid for this chunk
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/// The index of this chunk
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/// </summary>
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public EntityUid GridIndices { get; }
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public readonly Vector2i Index;
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public readonly Vector2i Origin;
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/// <summary>
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/// Origin of this chunk
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/// </summary>
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public Vector2i Vector2i { get; }
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public GasOverlayData?[][] TileData = new GasOverlayData?[ChunkSize][];
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public SharedGasTileOverlaySystem.GasOverlayData[,] TileData = new SharedGasTileOverlaySystem.GasOverlayData[SharedGasTileOverlaySystem.ChunkSize, SharedGasTileOverlaySystem.ChunkSize];
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[NonSerialized]
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public GameTick LastUpdate;
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public GameTick LastUpdate { get; private set; }
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public GasOverlayChunk(EntityUid gridIndices, Vector2i vector2i)
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public GasOverlayChunk(Vector2i index)
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{
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GridIndices = gridIndices;
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Vector2i = vector2i;
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}
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Index = index;
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Origin = Index * ChunkSize;
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public void Dirty(GameTick currentTick)
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{
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LastUpdate = currentTick;
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}
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/// <summary>
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/// Flags Dirty if the data is different.
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/// </summary>
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/// <param name="data"></param>
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/// <param name="indices"></param>
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public void Update(SharedGasTileOverlaySystem.GasOverlayData data, Vector2i indices)
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{
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DebugTools.Assert(InBounds(indices));
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var (offsetX, offsetY) = (indices.X - Vector2i.X,
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indices.Y - Vector2i.Y);
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TileData[offsetX, offsetY] = data;
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}
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public void Update(SharedGasTileOverlaySystem.GasOverlayData data, byte x, byte y)
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{
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DebugTools.Assert(x < SharedGasTileOverlaySystem.ChunkSize && y < SharedGasTileOverlaySystem.ChunkSize);
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TileData[x, y] = data;
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}
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public IEnumerable<SharedGasTileOverlaySystem.GasOverlayData> GetAllData()
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{
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for (var x = 0; x < SharedGasTileOverlaySystem.ChunkSize; x++)
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// For whatever reason, net serialize does not like multi_D arrays. So Jagged it is.
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for (var i = 0; i < ChunkSize; i++)
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{
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for (var y = 0; y < SharedGasTileOverlaySystem.ChunkSize; y++)
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TileData[i] = new GasOverlayData?[ChunkSize];
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}
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}
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public GasOverlayData? GetData(Vector2i gridIndices)
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{
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DebugTools.Assert(InBounds(gridIndices));
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return TileData[gridIndices.X - Origin.X][gridIndices.Y - Origin.Y];
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}
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public GasOverlayData? SetData(Vector2i gridIndices, GasOverlayData? data)
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{
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DebugTools.Assert(InBounds(gridIndices));
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return TileData[gridIndices.X - Origin.X][gridIndices.Y - Origin.Y] = data;
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}
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private bool InBounds(Vector2i gridIndices)
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{
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return gridIndices.X >= Origin.X &&
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gridIndices.Y >= Origin.Y &&
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gridIndices.X < Origin.X + ChunkSize &&
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gridIndices.Y < Origin.Y + ChunkSize;
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}
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}
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public struct GasChunkEnumerator
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{
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private GasOverlayChunk _chunk;
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public int X = 0;
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public int Y = -1;
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private GasOverlayData?[] _column;
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public GasChunkEnumerator(GasOverlayChunk chunk)
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{
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_chunk = chunk;
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_column = _chunk.TileData[0];
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}
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public bool MoveNext([NotNullWhen(true)] out GasOverlayData? gas)
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{
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while (X < ChunkSize)
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{
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// We want to increment Y before returning, but we also want it to match the current Y coordinate for
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// the returned gas, so using a slightly different logic for the Y loop.
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while (Y < ChunkSize - 1)
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{
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yield return TileData[x, y];
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Y++;
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gas = _column[Y];
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if (gas != null)
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return true;
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}
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X++;
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if (X < ChunkSize)
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_column = _chunk.TileData[X];
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Y = -1;
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}
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}
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public void GetData(List<(Vector2i, SharedGasTileOverlaySystem.GasOverlayData)> existingData, HashSet<Vector2i> indices)
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{
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foreach (var index in indices)
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{
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existingData.Add((index, GetData(index)));
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}
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}
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public IEnumerable<Vector2i> GetAllIndices()
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{
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for (var x = 0; x < SharedGasTileOverlaySystem.ChunkSize; x++)
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{
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for (var y = 0; y < SharedGasTileOverlaySystem.ChunkSize; y++)
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{
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yield return new Vector2i(Vector2i.X + x, Vector2i.Y + y);
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}
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}
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}
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public SharedGasTileOverlaySystem.GasOverlayData GetData(Vector2i indices)
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{
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DebugTools.Assert(InBounds(indices));
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return TileData[indices.X - Vector2i.X, indices.Y - Vector2i.Y];
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}
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private bool InBounds(Vector2i indices)
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{
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if (indices.X < Vector2i.X || indices.Y < Vector2i.Y) return false;
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if (indices.X >= Vector2i.X + SharedGasTileOverlaySystem.ChunkSize || indices.Y >= Vector2i.Y + SharedGasTileOverlaySystem.ChunkSize) return false;
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return true;
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gas = null;
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return false;
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}
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}
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}
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