Navmap rework (#26713)
* Optimized the drawing of lines and tracked entities * Optimized nav map updating and added thin wall support * Added support for thin doors * Removed floor tile seams, more line drawing optimizations * Fixed split grids not updating correctly * Cleaned up NavMapControl code * Fix nav map header * Converted nav map updates from system network messages to delta-states * Addressed review comments * Fixed timing issue where NavMapSystem would update before AirtightSystem did
This commit is contained in:
@@ -1,13 +1,38 @@
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Numerics;
|
||||
using Content.Shared.Atmos;
|
||||
using Content.Shared.Tag;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Shared.Pinpointer;
|
||||
|
||||
public abstract class SharedNavMapSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly TagSystem _tagSystem = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
public const byte ChunkSize = 4;
|
||||
|
||||
public readonly NavMapChunkType[] EntityChunkTypes =
|
||||
{
|
||||
NavMapChunkType.Invalid,
|
||||
NavMapChunkType.Wall,
|
||||
NavMapChunkType.Airlock,
|
||||
};
|
||||
|
||||
private readonly string[] _wallTags = ["Wall", "Window"];
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
// Data handling events
|
||||
SubscribeLocalEvent<NavMapComponent, ComponentGetState>(OnGetState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts the chunk's tile into a bitflag for the slot.
|
||||
/// </summary>
|
||||
@@ -31,19 +56,236 @@ public abstract class SharedNavMapSystem : EntitySystem
|
||||
return new Vector2i(x, y);
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
protected sealed class NavMapComponentState : ComponentState
|
||||
public NavMapChunk SetAllEdgesForChunkTile(NavMapChunk chunk, Vector2i tile)
|
||||
{
|
||||
public Dictionary<Vector2i, int> TileData = new();
|
||||
var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
|
||||
var flag = (ushort) GetFlag(relative);
|
||||
|
||||
public List<NavMapBeacon> Beacons = new();
|
||||
foreach (var (direction, _) in chunk.TileData)
|
||||
chunk.TileData[direction] |= flag;
|
||||
|
||||
public List<NavMapAirlock> Airlocks = new();
|
||||
return chunk;
|
||||
}
|
||||
|
||||
public NavMapChunk UnsetAllEdgesForChunkTile(NavMapChunk chunk, Vector2i tile)
|
||||
{
|
||||
var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
|
||||
var flag = (ushort) GetFlag(relative);
|
||||
var invFlag = (ushort) ~flag;
|
||||
|
||||
foreach (var (direction, _) in chunk.TileData)
|
||||
chunk.TileData[direction] &= invFlag;
|
||||
|
||||
return chunk;
|
||||
}
|
||||
|
||||
public ushort GetCombinedEdgesForChunk(Dictionary<AtmosDirection, ushort> tile)
|
||||
{
|
||||
ushort combined = 0;
|
||||
|
||||
foreach (var kvp in tile)
|
||||
combined |= kvp.Value;
|
||||
|
||||
return combined;
|
||||
}
|
||||
|
||||
public bool AllTileEdgesAreOccupied(Dictionary<AtmosDirection, ushort> tileData, Vector2i tile)
|
||||
{
|
||||
var flag = (ushort) GetFlag(tile);
|
||||
|
||||
foreach (var kvp in tileData)
|
||||
{
|
||||
if ((kvp.Value & flag) == 0)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public NavMapChunkType GetAssociatedEntityChunkType(EntityUid uid)
|
||||
{
|
||||
var category = NavMapChunkType.Invalid;
|
||||
|
||||
if (HasComp<NavMapDoorComponent>(uid))
|
||||
category = NavMapChunkType.Airlock;
|
||||
|
||||
else if (_tagSystem.HasAnyTag(uid, _wallTags))
|
||||
category = NavMapChunkType.Wall;
|
||||
|
||||
return category;
|
||||
}
|
||||
|
||||
protected bool TryCreateNavMapBeaconData(EntityUid uid, NavMapBeaconComponent component, TransformComponent xform, [NotNullWhen(true)] out NavMapBeacon? beaconData)
|
||||
{
|
||||
beaconData = null;
|
||||
|
||||
if (!component.Enabled || xform.GridUid == null || !xform.Anchored)
|
||||
return false;
|
||||
|
||||
string? name = component.Text;
|
||||
var meta = MetaData(uid);
|
||||
|
||||
if (string.IsNullOrEmpty(name))
|
||||
name = meta.EntityName;
|
||||
|
||||
beaconData = new NavMapBeacon(meta.NetEntity, component.Color, name, xform.LocalPosition)
|
||||
{
|
||||
LastUpdate = _gameTiming.CurTick
|
||||
};
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#region: Event handling
|
||||
|
||||
private void OnGetState(EntityUid uid, NavMapComponent component, ref ComponentGetState args)
|
||||
{
|
||||
var chunks = new Dictionary<(NavMapChunkType, Vector2i), Dictionary<AtmosDirection, ushort>>();
|
||||
var beacons = new HashSet<NavMapBeacon>();
|
||||
|
||||
// Should this be a full component state or a delta-state?
|
||||
if (args.FromTick <= component.CreationTick)
|
||||
{
|
||||
foreach (var ((category, origin), chunk) in component.Chunks)
|
||||
{
|
||||
var chunkDatum = new Dictionary<AtmosDirection, ushort>(chunk.TileData.Count);
|
||||
|
||||
foreach (var (direction, tileData) in chunk.TileData)
|
||||
chunkDatum[direction] = tileData;
|
||||
|
||||
chunks.Add((category, origin), chunkDatum);
|
||||
}
|
||||
|
||||
var beaconQuery = AllEntityQuery<NavMapBeaconComponent, TransformComponent>();
|
||||
|
||||
while (beaconQuery.MoveNext(out var beaconUid, out var beacon, out var xform))
|
||||
{
|
||||
if (xform.GridUid != uid)
|
||||
continue;
|
||||
|
||||
if (!TryCreateNavMapBeaconData(beaconUid, beacon, xform, out var beaconData))
|
||||
continue;
|
||||
|
||||
beacons.Add(beaconData.Value);
|
||||
}
|
||||
|
||||
args.State = new NavMapComponentState(chunks, beacons);
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var ((category, origin), chunk) in component.Chunks)
|
||||
{
|
||||
if (chunk.LastUpdate < args.FromTick)
|
||||
continue;
|
||||
|
||||
var chunkDatum = new Dictionary<AtmosDirection, ushort>(chunk.TileData.Count);
|
||||
|
||||
foreach (var (direction, tileData) in chunk.TileData)
|
||||
chunkDatum[direction] = tileData;
|
||||
|
||||
chunks.Add((category, origin), chunkDatum);
|
||||
}
|
||||
|
||||
foreach (var beacon in component.Beacons)
|
||||
{
|
||||
if (beacon.LastUpdate < args.FromTick)
|
||||
continue;
|
||||
|
||||
beacons.Add(beacon);
|
||||
}
|
||||
|
||||
args.State = new NavMapComponentState(chunks, beacons)
|
||||
{
|
||||
AllChunks = new(component.Chunks.Keys),
|
||||
AllBeacons = new(component.Beacons)
|
||||
};
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region: System messages
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
protected sealed class NavMapComponentState : ComponentState, IComponentDeltaState
|
||||
{
|
||||
public Dictionary<(NavMapChunkType, Vector2i), Dictionary<AtmosDirection, ushort>> Chunks = new();
|
||||
public HashSet<NavMapBeacon> Beacons = new();
|
||||
|
||||
// Required to infer deleted/missing chunks for delta states
|
||||
public HashSet<(NavMapChunkType, Vector2i)>? AllChunks;
|
||||
public HashSet<NavMapBeacon>? AllBeacons;
|
||||
|
||||
public NavMapComponentState(Dictionary<(NavMapChunkType, Vector2i), Dictionary<AtmosDirection, ushort>> chunks, HashSet<NavMapBeacon> beacons)
|
||||
{
|
||||
Chunks = chunks;
|
||||
Beacons = beacons;
|
||||
}
|
||||
|
||||
public bool FullState => (AllChunks == null || AllBeacons == null);
|
||||
|
||||
public void ApplyToFullState(IComponentState fullState)
|
||||
{
|
||||
DebugTools.Assert(!FullState);
|
||||
var state = (NavMapComponentState) fullState;
|
||||
DebugTools.Assert(state.FullState);
|
||||
|
||||
// Update chunks
|
||||
foreach (var key in state.Chunks.Keys)
|
||||
{
|
||||
if (!AllChunks!.Contains(key))
|
||||
state.Chunks.Remove(key);
|
||||
}
|
||||
|
||||
foreach (var (chunk, data) in Chunks)
|
||||
state.Chunks[chunk] = new(data);
|
||||
|
||||
// Update beacons
|
||||
foreach (var beacon in state.Beacons)
|
||||
{
|
||||
if (!AllBeacons!.Contains(beacon))
|
||||
state.Beacons.Remove(beacon);
|
||||
}
|
||||
|
||||
foreach (var beacon in Beacons)
|
||||
state.Beacons.Add(beacon);
|
||||
}
|
||||
|
||||
public IComponentState CreateNewFullState(IComponentState fullState)
|
||||
{
|
||||
DebugTools.Assert(!FullState);
|
||||
var state = (NavMapComponentState) fullState;
|
||||
DebugTools.Assert(state.FullState);
|
||||
|
||||
var chunks = new Dictionary<(NavMapChunkType, Vector2i), Dictionary<AtmosDirection, ushort>>();
|
||||
var beacons = new HashSet<NavMapBeacon>();
|
||||
|
||||
foreach (var (chunk, data) in Chunks)
|
||||
chunks[chunk] = new(data);
|
||||
|
||||
foreach (var (chunk, data) in state.Chunks)
|
||||
{
|
||||
if (AllChunks!.Contains(chunk))
|
||||
chunks.TryAdd(chunk, new(data));
|
||||
}
|
||||
|
||||
foreach (var beacon in Beacons)
|
||||
beacons.Add(new NavMapBeacon(beacon.NetEnt, beacon.Color, beacon.Text, beacon.Position));
|
||||
|
||||
foreach (var beacon in state.Beacons)
|
||||
{
|
||||
if (AllBeacons!.Contains(beacon))
|
||||
beacons.Add(new NavMapBeacon(beacon.NetEnt, beacon.Color, beacon.Text, beacon.Position));
|
||||
}
|
||||
|
||||
return new NavMapComponentState(chunks, beacons);
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public readonly record struct NavMapBeacon(Color Color, string Text, Vector2 Position);
|
||||
public record struct NavMapBeacon(NetEntity NetEnt, Color Color, string Text, Vector2 Position)
|
||||
{
|
||||
public GameTick LastUpdate;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public readonly record struct NavMapAirlock(Vector2 Position);
|
||||
#endregion
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user