GasTileOverlay now uses a struct enumerator for enumerating overlays for a given tile. (#4844)

This commit is contained in:
Vera Aguilera Puerto
2021-10-12 17:20:32 +02:00
committed by GitHub
parent 88bee5b878
commit 26c77a0d0b
3 changed files with 96 additions and 56 deletions

View File

@@ -1,5 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Content.Client.Atmos.Overlays;
using Content.Shared.Atmos;
using Content.Shared.Atmos.EntitySystems;
@@ -22,19 +24,19 @@ namespace Content.Client.Atmos.EntitySystems
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
// Gas overlays
private readonly float[] _timer = new float[Atmospherics.TotalNumberOfGases];
private readonly float[][] _frameDelays = new float[Atmospherics.TotalNumberOfGases][];
private readonly int[] _frameCounter = new int[Atmospherics.TotalNumberOfGases];
private readonly Texture[][] _frames = new Texture[Atmospherics.TotalNumberOfGases][];
public readonly float[] Timer = new float[Atmospherics.TotalNumberOfGases];
public readonly float[][] FrameDelays = new float[Atmospherics.TotalNumberOfGases][];
public readonly int[] FrameCounter = new int[Atmospherics.TotalNumberOfGases];
public readonly Texture[][] Frames = new Texture[Atmospherics.TotalNumberOfGases][];
// Fire overlays
private const int FireStates = 3;
private const string FireRsiPath = "/Textures/Effects/fire.rsi";
public const int FireStates = 3;
public const string FireRsiPath = "/Textures/Effects/fire.rsi";
private readonly float[] _fireTimer = new float[FireStates];
private readonly float[][] _fireFrameDelays = new float[FireStates][];
private readonly int[] _fireFrameCounter = new int[FireStates];
private readonly Texture[][] _fireFrames = new Texture[FireStates][];
public readonly float[] FireTimer = new float[FireStates];
public readonly float[][] FireFrameDelays = new float[FireStates][];
public readonly int[] FireFrameCounter = new int[FireStates];
public readonly Texture[][] FireFrames = new Texture[FireStates][];
private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _tileData =
new();
@@ -56,17 +58,17 @@ namespace Content.Client.Atmos.EntitySystems
if(!rsi.TryGetState(stateId, out var state)) continue;
_frames[i] = state.GetFrames(RSI.State.Direction.South);
_frameDelays[i] = state.GetDelays();
_frameCounter[i] = 0;
Frames[i] = state.GetFrames(RSI.State.Direction.South);
FrameDelays[i] = state.GetDelays();
FrameCounter[i] = 0;
break;
case SpriteSpecifier.Texture texture:
_frames[i] = new[] {texture.Frame0()};
_frameDelays[i] = Array.Empty<float>();
Frames[i] = new[] {texture.Frame0()};
FrameDelays[i] = Array.Empty<float>();
break;
case null:
_frames[i] = Array.Empty<Texture>();
_frameDelays[i] = Array.Empty<float>();
Frames[i] = Array.Empty<Texture>();
FrameDelays[i] = Array.Empty<float>();
break;
}
}
@@ -78,9 +80,9 @@ namespace Content.Client.Atmos.EntitySystems
if (!fire.TryGetState((i+1).ToString(), out var state))
throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
_fireFrames[i] = state.GetFrames(RSI.State.Direction.South);
_fireFrameDelays[i] = state.GetDelays();
_fireFrameCounter[i] = 0;
FireFrames[i] = state.GetFrames(RSI.State.Direction.South);
FireFrameDelays[i] = state.GetDelays();
FireFrameCounter[i] = 0;
}
var overlayManager = IoCManager.Resolve<IOverlayManager>();
@@ -139,35 +141,18 @@ namespace Content.Client.Atmos.EntitySystems
return _tileData.ContainsKey(gridId);
}
public IEnumerable<(Texture, Color)> GetOverlays(GridId gridIndex, Vector2i indices)
public GasOverlayEnumerator GetOverlays(GridId gridIndex, Vector2i indices)
{
if (!_tileData.TryGetValue(gridIndex, out var chunks))
yield break;
return default;
var chunkIndex = GetGasChunkIndices(indices);
if (!chunks.TryGetValue(chunkIndex, out var chunk))
yield break;
return default;
var overlays = chunk.GetData(indices);
if (overlays.Gas == null)
yield break;
var fire = overlays.FireState != 0;
foreach (var gasData in overlays.Gas)
{
var frames = _frames[gasData.Index];
yield return (frames[_frameCounter[gasData.Index]], Color.White.WithAlpha(gasData.Opacity));
}
if (fire)
{
var state = overlays.FireState - 1;
var frames = _fireFrames[state];
// TODO ATMOS Set color depending on temperature
yield return (frames[_fireFrameCounter[state]], Color.White);
}
return new GasOverlayEnumerator(overlays, this);
}
public override void FrameUpdate(float frameTime)
@@ -176,26 +161,80 @@ namespace Content.Client.Atmos.EntitySystems
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var delays = _frameDelays[i];
var delays = FrameDelays[i];
if (delays.Length == 0) continue;
var frameCount = _frameCounter[i];
_timer[i] += frameTime;
if (!(_timer[i] >= delays[frameCount])) continue;
_timer[i] = 0f;
_frameCounter[i] = (frameCount + 1) % _frames[i].Length;
var frameCount = FrameCounter[i];
Timer[i] += frameTime;
if (!(Timer[i] >= delays[frameCount])) continue;
Timer[i] = 0f;
FrameCounter[i] = (frameCount + 1) % Frames[i].Length;
}
for (var i = 0; i < FireStates; i++)
{
var delays = _fireFrameDelays[i];
var delays = FireFrameDelays[i];
if (delays.Length == 0) continue;
var frameCount = _fireFrameCounter[i];
_fireTimer[i] += frameTime;
if (!(_fireTimer[i] >= delays[frameCount])) continue;
_fireTimer[i] = 0f;
_fireFrameCounter[i] = (frameCount + 1) % _fireFrames[i].Length;
var frameCount = FireFrameCounter[i];
FireTimer[i] += frameTime;
if (!(FireTimer[i] >= delays[frameCount])) continue;
FireTimer[i] = 0f;
FireFrameCounter[i] = (frameCount + 1) % FireFrames[i].Length;
}
}
public struct GasOverlayEnumerator : IDisposable
{
private readonly GasTileOverlaySystem _system;
private readonly GasData[]? _data;
private byte _fireState;
// TODO: Take Fire Temperature into account, when we code fire color
private readonly int _length; // We cache the length so we can avoid a pointer dereference, for speed. Brrr.
private int _current;
public GasOverlayEnumerator(in GasOverlayData data, GasTileOverlaySystem system)
{
// Gas can't be null, as the caller to this constructor already ensured it wasn't.
_data = data.Gas;
_fireState = data.FireState;
_system = system;
_length = _data?.Length ?? 0;
_current = 0;
}
public bool MoveNext(out (Texture Texture, Color Color) overlay)
{
if (_current < _length)
{
// Data can't be null here unless length/current are incorrect
var gas = _data![_current++];
var frames = _system.Frames[gas.Index];
overlay = (frames[_system.FrameCounter[gas.Index]], Color.White.WithAlpha(gas.Opacity));
return true;
}
if (_fireState != 0)
{
var state = _fireState - 1;
var frames = _system.FireFrames[state];
// TODO ATMOS Set color depending on temperature
overlay = (frames[_system.FireFrameCounter[state]], Color.White);
// Setting this to zero so we don't get stuck in an infinite loop.
_fireState = 0;
return true;
}
overlay = default;
return false;
}
public void Dispose()
{
}
}
}

View File

@@ -40,9 +40,10 @@ namespace Content.Client.Atmos.Overlays
foreach (var tile in mapGrid.GetTilesIntersecting(worldBounds))
{
foreach (var (texture, color) in _gasTileOverlaySystem.GetOverlays(mapGrid.Index, tile.GridIndices))
var enumerator = _gasTileOverlaySystem.GetOverlays(mapGrid.Index, tile.GridIndices);
while (enumerator.MoveNext(out var tuple))
{
drawHandle.DrawTexture(texture, new Vector2(tile.X, tile.Y), color);
drawHandle.DrawTexture(tuple.Texture, new Vector2(tile.X, tile.Y), tuple.Color);
}
}
}

View File

@@ -45,7 +45,7 @@ namespace Content.Shared.Atmos.EntitySystems
{
public readonly byte FireState;
public readonly float FireTemperature;
public readonly GasData[] Gas;
public readonly GasData[]? Gas;
public readonly int HashCode;
public GasOverlayData(byte fireState, float fireTemperature, GasData[] gas)