* 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>
188 lines
5.9 KiB
C#
188 lines
5.9 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using Content.Shared.Tag;
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using Robust.Shared.GameStates;
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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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namespace Content.Shared.Pinpointer;
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public abstract class SharedNavMapSystem : EntitySystem
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{
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public const int Categories = 3;
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public const int Directions = 4; // Not directly tied to number of atmos directions
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public const int ChunkSize = 8;
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public const int ArraySize = ChunkSize* ChunkSize;
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public const int AllDirMask = (1 << Directions) - 1;
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public const int AirlockMask = AllDirMask << (int) NavMapChunkType.Airlock;
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public const int WallMask = AllDirMask << (int) NavMapChunkType.Wall;
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public const int FloorMask = AllDirMask << (int) NavMapChunkType.Floor;
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[Robust.Shared.IoC.Dependency] private readonly TagSystem _tagSystem = default!;
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private readonly string[] _wallTags = ["Wall", "Window"];
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private EntityQuery<NavMapDoorComponent> _doorQuery;
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public override void Initialize()
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{
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base.Initialize();
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// Data handling events
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SubscribeLocalEvent<NavMapComponent, ComponentGetState>(OnGetState);
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_doorQuery = GetEntityQuery<NavMapDoorComponent>();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int GetTileIndex(Vector2i relativeTile)
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{
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return relativeTile.X * ChunkSize + relativeTile.Y;
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}
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/// <summary>
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/// Inverse of <see cref="GetTileIndex"/>
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector2i GetTileFromIndex(int index)
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{
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var x = index / ChunkSize;
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var y = index % ChunkSize;
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return new Vector2i(x, y);
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}
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public NavMapChunkType GetEntityType(EntityUid uid)
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{
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if (_doorQuery.HasComp(uid))
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return NavMapChunkType.Airlock;
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if (_tagSystem.HasAnyTag(uid, _wallTags))
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return NavMapChunkType.Wall;
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return NavMapChunkType.Invalid;
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}
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protected bool TryCreateNavMapBeaconData(EntityUid uid, NavMapBeaconComponent component, TransformComponent xform, MetaDataComponent meta, [NotNullWhen(true)] out NavMapBeacon? beaconData)
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{
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beaconData = null;
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if (!component.Enabled || xform.GridUid == null || !xform.Anchored)
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return false;
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var name = component.Text;
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if (string.IsNullOrEmpty(name))
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name = meta.EntityName;
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beaconData = new NavMapBeacon(meta.NetEntity, component.Color, name, xform.LocalPosition);
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return true;
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}
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#region: Event handling
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private void OnGetState(EntityUid uid, NavMapComponent component, ref ComponentGetState args)
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{
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Dictionary<Vector2i, int[]> chunks;
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// Should this be a full component state or a delta-state?
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if (args.FromTick <= component.CreationTick)
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{
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// Full state
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chunks = new(component.Chunks.Count);
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foreach (var (origin, chunk) in component.Chunks)
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{
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chunks.Add(origin, chunk.TileData);
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}
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args.State = new NavMapState(chunks, component.Beacons);
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return;
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}
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chunks = new();
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foreach (var (origin, chunk) in component.Chunks)
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{
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if (chunk.LastUpdate < args.FromTick)
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continue;
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chunks.Add(origin, chunk.TileData);
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}
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args.State = new NavMapDeltaState(chunks, component.Beacons, new(component.Chunks.Keys));
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}
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#endregion
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#region: System messages
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[Serializable, NetSerializable]
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protected sealed class NavMapState(
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Dictionary<Vector2i, int[]> chunks,
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Dictionary<NetEntity, NavMapBeacon> beacons)
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: ComponentState
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{
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public Dictionary<Vector2i, int[]> Chunks = chunks;
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public Dictionary<NetEntity, NavMapBeacon> Beacons = beacons;
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}
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[Serializable, NetSerializable]
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protected sealed class NavMapDeltaState(
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Dictionary<Vector2i, int[]> modifiedChunks,
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Dictionary<NetEntity, NavMapBeacon> beacons,
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HashSet<Vector2i> allChunks)
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: ComponentState, IComponentDeltaState<NavMapState>
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{
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public Dictionary<Vector2i, int[]> ModifiedChunks = modifiedChunks;
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public Dictionary<NetEntity, NavMapBeacon> Beacons = beacons;
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public HashSet<Vector2i> AllChunks = allChunks;
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public void ApplyToFullState(NavMapState state)
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{
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foreach (var key in state.Chunks.Keys)
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{
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if (!AllChunks!.Contains(key))
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state.Chunks.Remove(key);
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}
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foreach (var (index, data) in ModifiedChunks)
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{
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if (!state.Chunks.TryGetValue(index, out var stateValue))
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state.Chunks[index] = stateValue = new int[data.Length];
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Array.Copy(data, stateValue, data.Length);
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}
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state.Beacons.Clear();
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foreach (var (nuid, beacon) in Beacons)
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{
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state.Beacons.Add(nuid, beacon);
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}
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}
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public NavMapState CreateNewFullState(NavMapState state)
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{
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var chunks = new Dictionary<Vector2i, int[]>(state.Chunks.Count);
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foreach (var (index, data) in state.Chunks)
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{
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if (!AllChunks!.Contains(index))
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continue;
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var newData = chunks[index] = new int[ArraySize];
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if (ModifiedChunks.TryGetValue(index, out var updatedData))
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Array.Copy(newData, updatedData, ArraySize);
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else
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Array.Copy(newData, data, ArraySize);
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}
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return new NavMapState(chunks, new(Beacons));
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}
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}
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[Serializable, NetSerializable]
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public record struct NavMapBeacon(NetEntity NetEnt, Color Color, string Text, Vector2 Position);
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#endregion
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}
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