Shared subfloor system (#3590)
* Shared subfloor system Will also cull the broadphase for server a lot. * Nullable subfloor * Snapgrid nullable * Actually use ComponentDependency Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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108
Content.Shared/GameObjects/EntitySystems/SubFloorHideSystem.cs
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108
Content.Shared/GameObjects/EntitySystems/SubFloorHideSystem.cs
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#nullable enable
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using Content.Shared.GameObjects.Components;
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using Content.Shared.Maps;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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/// <summary>
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/// Entity system backing <see cref="SubFloorHideComponent"/>.
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/// </summary>
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public class SubFloorHideSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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private bool _showAll;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ShowAll
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{
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get => _showAll;
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set
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{
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if (_showAll == value) return;
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_showAll = value;
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UpdateAll();
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}
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}
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private void UpdateAll()
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{
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foreach (var comp in EntityManager.ComponentManager.EntityQuery<SubFloorHideComponent>(true))
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{
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if (!_mapManager.TryGetGrid(comp.Owner.Transform.GridID, out var grid)) return;
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var snapPos = comp.Owner.GetComponent<SnapGridComponent>();
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UpdateTile(grid, snapPos.Position);
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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IoCManager.InjectDependencies(this);
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_mapManager.GridChanged += MapManagerOnGridChanged;
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_mapManager.TileChanged += MapManagerOnTileChanged;
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SubscribeLocalEvent<SubFloorHideDirtyEvent>(HandleDirtyEvent);
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}
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private void HandleDirtyEvent(SubFloorHideDirtyEvent ev)
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{
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if (!_mapManager.TryGetGrid(ev.Sender.Transform.GridID, out var grid))
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{
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return;
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}
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var indices = grid.WorldToTile(ev.Sender.Transform.WorldPosition);
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UpdateTile(grid, indices);
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}
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private void MapManagerOnTileChanged(object? sender, TileChangedEventArgs e)
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{
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UpdateTile(_mapManager.GetGrid(e.NewTile.GridIndex), e.NewTile.GridIndices);
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}
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private void MapManagerOnGridChanged(object? sender, GridChangedEventArgs e)
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{
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foreach (var modified in e.Modified)
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{
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UpdateTile(e.Grid, modified.position);
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}
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}
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private void UpdateTile(IMapGrid grid, Vector2i position)
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{
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var tile = grid.GetTileRef(position);
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var tileDef = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
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foreach (var snapGridComponent in grid.GetSnapGridCell(position, SnapGridOffset.Center))
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{
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var entity = snapGridComponent.Owner;
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if (!entity.TryGetComponent(out SubFloorHideComponent? subFloorComponent))
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{
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continue;
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}
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// Show sprite
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if (entity.TryGetComponent(out SharedSpriteComponent? spriteComponent))
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{
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spriteComponent.Visible = ShowAll || !subFloorComponent.Running || tileDef.IsSubFloor;
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}
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// So for collision all we care about is that the component is running.
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if (entity.TryGetComponent(out PhysicsComponent? physicsComponent))
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{
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physicsComponent.CanCollide = !subFloorComponent.Running;
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}
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}
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}
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}
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}
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