Fix T-ray scanner PVS issues (#6554)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
@@ -1,19 +1,14 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.SubFloor;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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namespace Content.Client.SubFloor;
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public class TrayScannerSystem : SharedTrayScannerSystem
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public sealed class TrayScannerSystem : SharedTrayScannerSystem
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{
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[Dependency] private IEntityLookup _entityLookup = default!;
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[Dependency] private IMapManager _mapManager = default!;
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[Dependency] private SubFloorHideSystem _subfloorSystem = default!;
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[Dependency] private SharedContainerSystem _containerSystem = default!;
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@@ -28,7 +23,7 @@ public class TrayScannerSystem : SharedTrayScannerSystem
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public void OnComponentShutdown(EntityUid uid, TrayScannerComponent scanner, ComponentShutdown args)
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{
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_subfloorSystem.ToggleSubfloorEntities(scanner.RevealedSubfloors, false, uid, _visualizerKeys);
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_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false, _visualizerKeys);
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_invalidScanners.Add(uid);
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}
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@@ -66,6 +61,29 @@ public class TrayScannerSystem : SharedTrayScannerSystem
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if (_invalidScanners.List != null) _invalidScanners.List.Clear();
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}
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/// <summary>
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/// When a subfloor entity gets anchored (which includes spawning & coming into PVS range), Check for nearby scanners.
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/// </summary>
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public override void OnSubfloorAnchored(EntityUid uid, SubFloorHideComponent? hideComp = null, TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref hideComp, ref xform))
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return;
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var pos = xform.MapPosition;
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foreach (var entity in _activeScanners)
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{
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if (!TryComp(entity, out TrayScannerComponent? scanner))
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continue;
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if (!Transform(entity).MapPosition.InRange(pos, scanner.Range))
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continue;
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hideComp.RevealedBy.Add(entity);
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scanner.RevealedSubfloors.Add(uid);
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}
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}
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/// <summary>
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/// Updates a T-Ray scanner. Should be called on immediate
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/// state change (turned on/off), or during the update
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@@ -84,9 +102,9 @@ public class TrayScannerSystem : SharedTrayScannerSystem
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// set all the known subfloor to invisible,
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// and return false so it's removed from
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// the active scanner list
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if (!scanner.Toggled)
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if (!scanner.Toggled || transform.MapID == MapId.Nullspace)
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{
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_subfloorSystem.ToggleSubfloorEntities(scanner.RevealedSubfloors, false, uid, _visualizerKeys);
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_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false, _visualizerKeys);
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scanner.LastLocation = Vector2.Zero;
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scanner.RevealedSubfloors.Clear();
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return false;
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@@ -130,36 +148,56 @@ public class TrayScannerSystem : SharedTrayScannerSystem
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// is still technically on
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if (flooredPos == Vector2.Zero)
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{
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_subfloorSystem.ToggleSubfloorEntities(scanner.RevealedSubfloors, false, uid, _visualizerKeys);
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_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false, _visualizerKeys);
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scanner.RevealedSubfloors.Clear();
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return true;
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}
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// MAYBE redo this. Currently different players can see different entities
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//
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// Here we avoid the entity lookup & return early if the scanner's position hasn't appreciably changed. However,
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// if a new player enters PVS-range, they will update the in-range entities on their end and use that to set
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// LastLocation. This means that different players can technically see different entities being revealed by the
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// same scanner. The correct fix for this is probably just to network the revealed entity set.... But I CBF
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// doing that right now....
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if (flooredPos == scanner.LastLocation
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|| (float.IsNaN(flooredPos.X) && float.IsNaN(flooredPos.Y)))
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return true;
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scanner.LastLocation = flooredPos;
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// get all entities in range by uid
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// but without using LINQ
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// Update entities in Range
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HashSet<EntityUid> nearby = new();
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var coords = transform.MapPosition;
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var worldBox = Box2.CenteredAround(coords.Position, (scanner.Range * 2, scanner.Range * 2));
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foreach (var entityInRange in _entityLookup.GetEntitiesInRange(uid, scanner.Range))
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if (FilterAnchored(entityInRange)) nearby.Add(entityInRange);
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// For now, limiting to the scanner's own grid. We could do a grid-lookup, but then what do we do if one grid
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// flies away, while the scanner's local-position remains unchanged?
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if (_mapManager.TryGetGrid(transform.GridID, out var grid))
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{
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foreach (var entity in grid.GetAnchoredEntities(worldBox))
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{
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if (!Transform(entity).MapPosition.InRange(coords, scanner.Range))
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continue;
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if (!TryComp(entity, out SubFloorHideComponent? hideComp))
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continue; // Not a hide-able entity.
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nearby.Add(entity);
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if (scanner.RevealedSubfloors.Add(entity))
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_subfloorSystem.SetEntityRevealed(entity, uid, true, hideComp, _visualizerKeys);
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}
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}
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// get all the old elements that are no longer detected
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scanner.RevealedSubfloors.ExceptWith(nearby);
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HashSet<EntityUid> missing = new(scanner.RevealedSubfloors.Except(nearby));
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// hide all of them, since they're no longer needed
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_subfloorSystem.ToggleSubfloorEntities(scanner.RevealedSubfloors, false, uid, _visualizerKeys);
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scanner.RevealedSubfloors.Clear();
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// remove those from the list
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scanner.RevealedSubfloors.ExceptWith(missing);
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// set the revealedsubfloor set to the new nearby set
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scanner.RevealedSubfloors.UnionWith(nearby);
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// show all the new subfloor
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_subfloorSystem.ToggleSubfloorEntities(scanner.RevealedSubfloors, true, uid, _visualizerKeys);
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// and hide them
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_subfloorSystem.SetEntitiesRevealed(missing, uid, false, _visualizerKeys);
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return true;
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}
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@@ -169,10 +207,4 @@ public class TrayScannerSystem : SharedTrayScannerSystem
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SubFloorVisuals.SubFloor,
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TrayScannerTransparency.Key
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};
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private bool FilterAnchored(EntityUid uid)
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{
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return EntityManager.TryGetComponent<TransformComponent>(uid, out var transform)
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&& transform.Anchored;
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}
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}
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