* Content changes for engine delta-state PR (#28134) * Update GasTileOverlayState * Update DecalGridState * Update NavMapState * poke * poke2 * poke3 * Poke dem tests * Update engine to v223.0.0 (#28239) * Update RobustToolbox * Improve InteractionSystem range & BUI checks (#27999) * Improve InteractionSystem range & BUI checks * Ghost fixes * AAA * Fix test * fix nullable * revert to broadcast event * Fixes for eengine PR * Ah buckle code * ) * Update engine to v223.0.0 * Update engine to v223.1.0 * Update engine to v223.1.1 * Hotfix for crashes from bad item names (#28256) * Fix weapon error logs (#28264) * Update engine to v223.1.2 (#28273) * Update RobustToolbox * Update RobustToolbox * Fix dud modular grenade visuals (#28265) * Fix not networking whitelist and blacklist in storage component (#28238) * fix id card console not updating records (#28237) * fix id card console not updating records * test --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Remove the network tab (#28231) It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command. * antag objective issuing refactor (#28216) * add AntagObjectives from GenericAntag * add AntagRandomObjectives that traitor and thief can use * make ObjectivesSystem use initial character name which AntagSelection passes * make thief and traitor use AntagRandomObjectives * remove now unused locale * make sleeper agents rule use baseTraitorRule * restore dragon rule oop * bandaid for genericantag * real * typo --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * move nukie profile loading into its own rule (#28208) * move profile loading out of nukeops rule * make BaseNukeopsRule and use AntagLoadProfileRule * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * fix antagSelect * Objects ordered through cargo system shouldn't start anchored (#28115) * Order normal space heater instead of anchored variant * Make sure ordered objects don't spawn anchored * Order space heater flatpack instead of a regular space heater * Remove obsolete TODO * Remove unnecessary name --------- Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Move PendingZombieComponent to Shared (#28143) * Move PendingZombieComponent to Shared * network me boy --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Make it possible to hide full health bars below a total damage threshold (#28127) * Make it possible to hide full health bars below a total damage threshold * Fix not setting state * Fix storage UI interactions (#28291) * Fix storage UI interactions * Add VV support * Fix stripping not marking interactions as handled (#28292) * Make NetworkConfigurator use BoundUserInterfaceCheckRangeEvent (#28293) * Fix hypodarts not injecting with people that have ANY outerclothing (#28301) Update darts.yml * fix borg ui mispredict opening (#28305) move borg ui junk to shared * Add loadout group check (#28311) Forgot to add it back in one of the rewrites. * fix mirror server crashes (#28318) * Remove bogus C# finalizers (#28315) Begging people to learn how this programming language works before throwing random syntax into a file. None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine. * Cleans up some entity-related spawnmenu stuff (#28234) * cleans up a lot of stuff in the spawnmenu * skibidi dode * spawners update * Revert "spawners update" This reverts commit bc27d9f556b29f6fb1f89cebbe0ac37e28319fd0. * fix antag selection being evil (#28197) * fix antag selection being evil * fix test * untroll the other tests * remove role timer troll * Allow tests to modify antag preferences * Fix antag selection * Misc test fixes * Add AntagPreferenceTest * Fix lazy mistakes * Test cleanup * Try stop players in lobbies from being assigned mid-round antags * ranting * I am going insane --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> * Revert "fix mirror server crashes (#28318)" This reverts commit bcb0e555b058a4049d0cdb32d64eaf86c35a67be. * fix * Update engine to 223.2.0 (#28329) * Update RobustToolbox * Update RobustToolbox --------- Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> Co-authored-by: Ady4ik <141335742+Ady4ik@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com>
182 lines
6.2 KiB
C#
182 lines
6.2 KiB
C#
using Content.Client.Decals.Overlays;
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using Content.Shared.Decals;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Utility;
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using static Content.Shared.Decals.DecalGridComponent;
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namespace Content.Client.Decals
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{
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public sealed class DecalSystem : SharedDecalSystem
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{
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly SpriteSystem _sprites = default!;
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private DecalOverlay _overlay = default!;
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private HashSet<uint> _removedUids = new();
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private readonly List<Vector2i> _removedChunks = new();
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public override void Initialize()
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{
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base.Initialize();
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_overlay = new DecalOverlay(_sprites, EntityManager, PrototypeManager);
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_overlayManager.AddOverlay(_overlay);
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SubscribeLocalEvent<DecalGridComponent, ComponentHandleState>(OnHandleState);
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SubscribeNetworkEvent<DecalChunkUpdateEvent>(OnChunkUpdate);
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}
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public void ToggleOverlay()
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{
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if (_overlayManager.HasOverlay<DecalOverlay>())
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{
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_overlayManager.RemoveOverlay(_overlay);
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}
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else
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{
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_overlayManager.AddOverlay(_overlay);
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}
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_overlayManager.RemoveOverlay(_overlay);
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}
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protected override void OnDecalRemoved(EntityUid gridId, uint decalId, DecalGridComponent component, Vector2i indices, DecalChunk chunk)
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{
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base.OnDecalRemoved(gridId, decalId, component, indices, chunk);
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DebugTools.Assert(chunk.Decals.ContainsKey(decalId));
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chunk.Decals.Remove(decalId);
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}
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private void OnHandleState(EntityUid gridUid, DecalGridComponent gridComp, ref ComponentHandleState args)
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{
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// is this a delta or full state?
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_removedChunks.Clear();
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Dictionary<Vector2i, DecalChunk> modifiedChunks;
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switch (args.Current)
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{
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case DecalGridDeltaState delta:
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{
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modifiedChunks = delta.ModifiedChunks;
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foreach (var key in gridComp.ChunkCollection.ChunkCollection.Keys)
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{
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if (!delta.AllChunks.Contains(key))
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_removedChunks.Add(key);
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}
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break;
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}
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case DecalGridState state:
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{
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modifiedChunks = state.Chunks;
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foreach (var key in gridComp.ChunkCollection.ChunkCollection.Keys)
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{
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if (!state.Chunks.ContainsKey(key))
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_removedChunks.Add(key);
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}
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break;
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}
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default:
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return;
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}
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if (_removedChunks.Count > 0)
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RemoveChunks(gridUid, gridComp, _removedChunks);
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if (modifiedChunks.Count > 0)
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UpdateChunks(gridUid, gridComp, modifiedChunks);
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}
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private void OnChunkUpdate(DecalChunkUpdateEvent ev)
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{
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foreach (var (netGrid, updatedGridChunks) in ev.Data)
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{
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if (updatedGridChunks.Count == 0)
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continue;
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var gridId = GetEntity(netGrid);
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if (!TryComp(gridId, out DecalGridComponent? gridComp))
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{
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Log.Error($"Received decal information for an entity without a decal component: {ToPrettyString(gridId)}");
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continue;
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}
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UpdateChunks(gridId, gridComp, updatedGridChunks);
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}
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// Now we'll cull old chunks out of range as the server will send them to us anyway.
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foreach (var (netGrid, chunks) in ev.RemovedChunks)
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{
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if (chunks.Count == 0)
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continue;
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var gridId = GetEntity(netGrid);
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if (!TryComp(gridId, out DecalGridComponent? gridComp))
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{
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Log.Error($"Received decal information for an entity without a decal component: {ToPrettyString(gridId)}");
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continue;
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}
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RemoveChunks(gridId, gridComp, chunks);
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}
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}
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private void UpdateChunks(EntityUid gridId, DecalGridComponent gridComp, Dictionary<Vector2i, DecalChunk> updatedGridChunks)
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{
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var chunkCollection = gridComp.ChunkCollection.ChunkCollection;
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// Update any existing data / remove decals we didn't receive data for.
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foreach (var (indices, newChunkData) in updatedGridChunks)
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{
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if (chunkCollection.TryGetValue(indices, out var chunk))
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{
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_removedUids.Clear();
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_removedUids.UnionWith(chunk.Decals.Keys);
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_removedUids.ExceptWith(newChunkData.Decals.Keys);
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foreach (var removedUid in _removedUids)
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{
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OnDecalRemoved(gridId, removedUid, gridComp, indices, chunk);
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gridComp.DecalIndex.Remove(removedUid);
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}
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}
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chunkCollection[indices] = newChunkData;
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foreach (var (uid, decal) in newChunkData.Decals)
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{
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gridComp.DecalIndex[uid] = indices;
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}
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}
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}
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private void RemoveChunks(EntityUid gridId, DecalGridComponent gridComp, IEnumerable<Vector2i> chunks)
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{
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var chunkCollection = gridComp.ChunkCollection.ChunkCollection;
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foreach (var index in chunks)
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{
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if (!chunkCollection.TryGetValue(index, out var chunk))
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continue;
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foreach (var decalId in chunk.Decals.Keys)
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{
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OnDecalRemoved(gridId, decalId, gridComp, index, chunk);
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gridComp.DecalIndex.Remove(decalId);
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}
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chunkCollection.Remove(index);
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}
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}
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}
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}
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