Make trays clientside (#14826)

This commit is contained in:
metalgearsloth
2023-03-31 14:40:38 +11:00
committed by GitHub
parent 3c6e67adee
commit 763089570d
9 changed files with 244 additions and 324 deletions

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@@ -40,16 +40,12 @@ public sealed class SubFloorHideSystem : SharedSubFloorHideSystem
scannerRevealed &= !ShowAll; // no transparency for show-subfloor mode.
var revealed = !covered || ShowAll || scannerRevealed;
var transparency = scannerRevealed ? component.ScannerTransparency : 1f;
// set visibility & color of each layer
foreach (var layer in args.Sprite.AllLayers)
{
// pipe connection visuals are updated AFTER this, and may re-hide some layers
layer.Visible = revealed;
if (layer.Visible)
layer.Color = layer.Color.WithAlpha(transparency);
}
// Is there some layer that is always visible?

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@@ -0,0 +1,10 @@
namespace Content.Client.SubFloor;
/// <summary>
/// Added clientside if an entity is revealed for TRay.
/// </summary>
[RegisterComponent]
public sealed class TrayRevealedComponent : Component
{
}

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@@ -0,0 +1,144 @@
using Content.Client.Hands;
using Content.Shared.SubFloor;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Client.SubFloor;
public sealed class TrayScannerSystem : SharedTrayScannerSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
private const string TRayAnimationKey = "trays";
private const double AnimationLength = 0.5;
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_timing.IsFirstTimePredicted)
return;
// TODO: Multiple viewports or w/e
var player = _player.LocalPlayer?.ControlledEntity;
var xformQuery = GetEntityQuery<TransformComponent>();
if (!xformQuery.TryGetComponent(player, out var playerXform))
return;
var playerPos = _transform.GetWorldPosition(playerXform, xformQuery);
var playerMap = playerXform.MapID;
var range = 0f;
if (TryComp<HandsComponent>(player, out var playerHands) &&
TryComp<TrayScannerComponent>(playerHands.ActiveHandEntity, out var scanner) && scanner.Enabled)
{
range = scanner.Range;
foreach (var comp in _lookup.GetComponentsInRange<SubFloorHideComponent>(playerMap, playerPos, range))
{
var uid = comp.Owner;
if (!comp.IsUnderCover || !comp.BlockAmbience | !comp.BlockInteractions)
continue;
EnsureComp<TrayRevealedComponent>(uid);
}
}
var revealedQuery = AllEntityQuery<TrayRevealedComponent, SpriteComponent, TransformComponent>();
var subfloorQuery = GetEntityQuery<SubFloorHideComponent>();
while (revealedQuery.MoveNext(out var uid, out _, out var sprite, out var xform))
{
var worldPos = _transform.GetWorldPosition(xform, xformQuery);
// Revealing
// Add buffer range to avoid flickers.
if (subfloorQuery.HasComponent(uid) &&
xform.MapID != MapId.Nullspace &&
xform.MapID == playerMap &&
xform.Anchored &&
range != 0f &&
(playerPos - worldPos).Length <= range + 0.5f)
{
// Due to the fact client is predicting this server states will reset it constantly
if ((!_appearance.TryGetData(uid, SubFloorVisuals.ScannerRevealed, out bool value) || !value) &&
sprite.Color.A > SubfloorRevealAlpha)
{
sprite.Color = sprite.Color.WithAlpha(0f);
}
SetRevealed(uid, true);
if (sprite.Color.A >= SubfloorRevealAlpha || _animation.HasRunningAnimation(uid, TRayAnimationKey))
continue;
_animation.Play(uid, new Animation()
{
Length = TimeSpan.FromSeconds(AnimationLength),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(SubfloorRevealAlpha), (float) AnimationLength)
}
}
}
}, TRayAnimationKey);
}
// Hiding
else
{
// Hidden completely so unreveal and reset the alpha.
if (sprite.Color.A <= 0f)
{
SetRevealed(uid, false);
RemCompDeferred<TrayRevealedComponent>(uid);
sprite.Color = sprite.Color.WithAlpha(1f);
continue;
}
SetRevealed(uid, true);
if (_animation.HasRunningAnimation(uid, TRayAnimationKey))
continue;
_animation.Play(uid, new Animation()
{
Length = TimeSpan.FromSeconds(AnimationLength),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), (float) AnimationLength)
}
}
}
}, TRayAnimationKey);
}
}
}
private void SetRevealed(EntityUid uid, bool value)
{
_appearance.SetData(uid, SubFloorVisuals.ScannerRevealed, value);
}
}

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@@ -0,0 +1,8 @@
using Content.Shared.SubFloor;
namespace Content.Server.SubFloor;
public sealed class TrayScannerSystem : SharedTrayScannerSystem
{
}

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@@ -16,7 +16,6 @@ namespace Content.Shared.SubFloor
{
[Dependency] protected readonly IMapManager MapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly TrayScannerSystem _trayScannerSystem = default!;
[Dependency] private readonly SharedAmbientSoundSystem _ambientSoundSystem = default!;
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
@@ -70,7 +69,6 @@ namespace Content.Shared.SubFloor
if (args.Anchored)
{
var xform = Transform(uid);
_trayScannerSystem.OnSubfloorAnchored(uid, component, xform);
UpdateFloorCover(uid, component, xform);
}
else if (component.IsUnderCover)
@@ -139,37 +137,6 @@ namespace Content.Shared.SubFloor
}
}
/// <summary>
/// This function is used by T-Ray scanners or other sub-floor revealing entities to toggle visibility.
/// </summary>
public void SetEntitiesRevealed(IEnumerable<EntityUid> entities, EntityUid revealer, bool visible)
{
foreach (var uid in entities)
{
SetEntityRevealed(uid, revealer, visible);
}
}
/// <summary>
/// This function is used by T-Ray scanners or other sub-floor revealing entities to toggle visibility.
/// </summary>
public void SetEntityRevealed(EntityUid uid, EntityUid revealer, bool visible, SubFloorHideComponent? hideComp = null)
{
if (!Resolve(uid, ref hideComp, false))
return;
if (visible)
{
if (hideComp.RevealedBy.Add(revealer) && hideComp.RevealedBy.Count == 1)
UpdateAppearance(uid, hideComp);
return;
}
if (hideComp.RevealedBy.Remove(revealer) && hideComp.RevealedBy.Count == 0)
UpdateAppearance(uid, hideComp);
}
public void UpdateAppearance(
EntityUid uid,
SubFloorHideComponent? hideComp = null,
@@ -186,7 +153,6 @@ namespace Content.Shared.SubFloor
if (Resolve(uid, ref appearance, false))
{
Appearance.SetData(uid, SubFloorVisuals.Covered, hideComp.IsUnderCover, appearance);
Appearance.SetData(uid, SubFloorVisuals.ScannerRevealed, hideComp.RevealedBy.Count != 0, appearance);
}
}
}
@@ -194,8 +160,15 @@ namespace Content.Shared.SubFloor
[Serializable, NetSerializable]
public enum SubFloorVisuals : byte
{
Covered, // is there a floor tile over this entity
ScannerRevealed, // is this entity revealed by a scanner or some other entity?
/// <summary>
/// Is there a floor tile over this entity
/// </summary>
Covered,
/// <summary>
/// Is this entity revealed by a scanner or some other entity?
/// </summary>
ScannerRevealed,
}
public enum SubfloorLayers : byte

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@@ -0,0 +1,69 @@
using Content.Shared.Interaction;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Linq;
namespace Content.Shared.SubFloor;
public abstract class SharedTrayScannerSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
public const float SubfloorRevealAlpha = 0.8f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TrayScannerComponent, ComponentGetState>(OnTrayScannerGetState);
SubscribeLocalEvent<TrayScannerComponent, ComponentHandleState>(OnTrayScannerHandleState);
SubscribeLocalEvent<TrayScannerComponent, ActivateInWorldEvent>(OnTrayScannerActivate);
}
private void OnTrayScannerActivate(EntityUid uid, TrayScannerComponent scanner, ActivateInWorldEvent args)
{
SetScannerEnabled(uid, !scanner.Enabled, scanner);
}
private void SetScannerEnabled(EntityUid uid, bool enabled, TrayScannerComponent? scanner = null)
{
if (!Resolve(uid, ref scanner) || scanner.Enabled == enabled)
return;
scanner.Enabled = enabled;
Dirty(scanner);
// We don't remove from _activeScanners on disabled, because the update function will handle that, as well as
// managing the revealed subfloor entities
if (TryComp<AppearanceComponent>(uid, out var appearance))
{
_appearance.SetData(uid, TrayScannerVisual.Visual, scanner.Enabled ? TrayScannerVisual.On : TrayScannerVisual.Off, appearance);
}
}
private void OnTrayScannerGetState(EntityUid uid, TrayScannerComponent scanner, ref ComponentGetState args)
{
args.State = new TrayScannerState(scanner.Enabled);
}
private void OnTrayScannerHandleState(EntityUid uid, TrayScannerComponent scanner, ref ComponentHandleState args)
{
if (args.Current is not TrayScannerState state)
return;
SetScannerEnabled(uid, state.Enabled, scanner);
}
}
[Serializable, NetSerializable]
public enum TrayScannerVisual : sbyte
{
Visual,
On,
Off
}

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@@ -39,24 +39,11 @@ namespace Content.Shared.SubFloor
[DataField("blockAmbience")]
public bool BlockAmbience { get; set; } = true;
/// <summary>
/// When revealed using some scanning tool, what transparency should be used to draw this item?
/// </summary>
[DataField("scannerTransparency")]
public float ScannerTransparency = 0.8f;
/// <summary>
/// Sprite layer keys for the layers that are always visible, even if the entity is below a floor tile. E.g.,
/// the vent part of a vent is always visible, even though the piping is hidden.
/// </summary>
[DataField("visibleLayers")]
public HashSet<Enum> VisibleLayers = new() { SubfloorLayers.FirstLayer };
/// <summary>
/// The entities this subfloor is revealed by.
/// </summary>
[ViewVariables]
[Access(typeof(SharedSubFloorHideSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public HashSet<EntityUid> RevealedBy { get; set; } = new();
}
}

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@@ -3,33 +3,19 @@ using Robust.Shared.Serialization;
namespace Content.Shared.SubFloor;
[RegisterComponent]
[NetworkedComponent]
[RegisterComponent, NetworkedComponent]
public sealed class TrayScannerComponent : Component
{
/// <summary>
/// Whether the scanner is currently on.
/// </summary>
[ViewVariables]
public bool Enabled { get; set; }
/// <summary>
/// Last position of the scanner. Rounded to integers to avoid excessive entity lookups when moving.
/// </summary>
[ViewVariables]
public Vector2i? LastLocation { get; set; }
[ViewVariables, DataField("enabled")] public bool Enabled;
/// <summary>
/// Radius in which the scanner will reveal entities. Centered on the <see cref="LastLocation"/>.
/// </summary>
[DataField("range")]
public float Range { get; set; } = 2.5f;
/// <summary>
/// The sub-floor entities that this scanner is currently revealing.
/// </summary>
[ViewVariables]
public HashSet<EntityUid> RevealedSubfloors = new();
[ViewVariables(VVAccess.ReadWrite), DataField("range")]
public float Range = 4f;
}
[Serializable, NetSerializable]

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@@ -1,253 +0,0 @@
using Content.Shared.Interaction;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Linq;
namespace Content.Shared.SubFloor;
public sealed class TrayScannerSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedSubFloorHideSystem _subfloorSystem = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
private HashSet<EntityUid> _activeScanners = new();
private RemQueue<EntityUid> _invalidScanners = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TrayScannerComponent, ComponentShutdown>(OnComponentShutdown);
SubscribeLocalEvent<TrayScannerComponent, ComponentGetState>(OnTrayScannerGetState);
SubscribeLocalEvent<TrayScannerComponent, ComponentHandleState>(OnTrayScannerHandleState);
SubscribeLocalEvent<TrayScannerComponent, ActivateInWorldEvent>(OnTrayScannerActivate);
}
private void OnTrayScannerActivate(EntityUid uid, TrayScannerComponent scanner, ActivateInWorldEvent args)
{
SetScannerEnabled(uid, !scanner.Enabled, scanner);
}
private void SetScannerEnabled(EntityUid uid, bool enabled, TrayScannerComponent? scanner = null)
{
if (!Resolve(uid, ref scanner))
return;
scanner.Enabled = enabled;
Dirty(scanner);
if (scanner.Enabled)
_activeScanners.Add(uid);
// We don't remove from _activeScanners on disabled, because the update function will handle that, as well as
// managing the revealed subfloor entities
if (EntityManager.TryGetComponent<AppearanceComponent>(uid, out var appearance))
{
_appearance.SetData(uid, TrayScannerVisual.Visual, scanner.Enabled ? TrayScannerVisual.On : TrayScannerVisual.Off, appearance);
}
}
private void OnTrayScannerGetState(EntityUid uid, TrayScannerComponent scanner, ref ComponentGetState args)
{
args.State = new TrayScannerState(scanner.Enabled);
}
private void OnTrayScannerHandleState(EntityUid uid, TrayScannerComponent scanner, ref ComponentHandleState args)
{
if (args.Current is not TrayScannerState state)
return;
SetScannerEnabled(uid, state.Enabled, scanner);
// This is hacky and somewhat inefficient for the client. But when resetting predicted entities we have to unset
// last position. This is because appearance data gets reset, but if the position isn't reset the scanner won't
// re-reveal entities leading to odd visuals.
scanner.LastLocation = null;
}
public void OnComponentShutdown(EntityUid uid, TrayScannerComponent scanner, ComponentShutdown args)
{
_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false);
_activeScanners.Remove(uid);
}
public override void Update(float frameTime)
{
if (!_gameTiming.IsFirstTimePredicted)
return;
if (!_activeScanners.Any())
return;
foreach (var scanner in _activeScanners)
{
if (_invalidScanners.List != null
&& _invalidScanners.List.Contains(scanner))
continue;
if (!UpdateTrayScanner(scanner))
_invalidScanners.Add(scanner);
}
foreach (var invalidScanner in _invalidScanners)
{
_activeScanners.Remove(invalidScanner);
}
_invalidScanners.List?.Clear();
}
/// <summary>
/// When a subfloor entity gets anchored (which includes spawning & coming into PVS range), Check for nearby scanners.
/// </summary>
public void OnSubfloorAnchored(EntityUid uid, SubFloorHideComponent? hideComp = null, TransformComponent? xform = null)
{
if (!Resolve(uid, ref hideComp, ref xform))
return;
var pos = xform.MapPosition;
foreach (var entity in _activeScanners)
{
if (!TryComp(entity, out TrayScannerComponent? scanner))
continue;
if (!Transform(entity).MapPosition.InRange(pos, scanner.Range))
continue;
hideComp.RevealedBy.Add(entity);
scanner.RevealedSubfloors.Add(uid);
}
}
/// <summary>
/// Updates a T-Ray scanner. Should be called on immediate
/// state change (turned on/off), or during the update
/// loop.
/// </summary>
/// <returns>true if the update was successful, false otherwise</returns>
private bool UpdateTrayScanner(EntityUid uid, TrayScannerComponent? scanner = null, TransformComponent? transform = null)
{
if (!Resolve(uid, ref scanner, ref transform))
return false;
// if the scanner was toggled off recently,
// set all the known subfloor to invisible,
// and return false so it's removed from
// the active scanner list
if (!scanner.Enabled || transform.MapID == MapId.Nullspace)
{
_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false);
scanner.LastLocation = null;
scanner.RevealedSubfloors.Clear();
return false;
}
var pos = transform.LocalPosition;
var parent = _transform.GetParent(transform);
// zero vector implies container
//
// this means we should get the entity transform's parent
if (pos == Vector2.Zero
&& parent != null
&& _containerSystem.ContainsEntity(transform.ParentUid, uid))
{
pos = parent.LocalPosition;
// if this is also zero, we can check one more time
//
// could recurse through fully but i think that's useless,
// just attempt to check through the gp's transform and if
// that doesn't work, just don't bother any further
if (pos == Vector2.Zero)
{
var gpTransform = _transform.GetParent(parent);
if (gpTransform != null
&& _containerSystem.ContainsEntity(gpTransform.Owner, transform.ParentUid))
{
pos = gpTransform.LocalPosition;
}
}
}
// is the position still logically zero? just clear,
// but we need to keep it as 'true' since this t-ray
// is still technically on
if (pos == Vector2.Zero)
{
_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false);
scanner.RevealedSubfloors.Clear();
return true;
}
// get the rounded position so that small movements don't cause this to
// update every time
var flooredPos = (Vector2i) pos;
// MAYBE redo this. Currently different players can see different entities
//
// Here we avoid the entity lookup & return early if the scanner's position hasn't appreciably changed. However,
// if a new player enters PVS-range, they will update the in-range entities on their end and use that to set
// LastLocation. This means that different players can technically see different entities being revealed by the
// same scanner. The correct fix for this is probably just to network the revealed entity set.... But I CBF
// doing that right now....
if (flooredPos == scanner.LastLocation
|| float.IsNaN(flooredPos.X) && float.IsNaN(flooredPos.Y))
return true;
scanner.LastLocation = flooredPos;
// Update entities in Range
HashSet<EntityUid> nearby = new();
var coords = transform.MapPosition;
var worldBox = Box2.CenteredAround(coords.Position, (scanner.Range * 2, scanner.Range * 2));
// For now, limiting to the scanner's own grid. We could do a grid-lookup, but then what do we do if one grid
// flies away, while the scanner's local-position remains unchanged?
if (_mapManager.TryGetGrid(transform.GridUid, out var grid))
{
foreach (var entity in grid.GetAnchoredEntities(worldBox))
{
if (!Transform(entity).MapPosition.InRange(coords, scanner.Range))
continue;
if (!TryComp(entity, out SubFloorHideComponent? hideComp))
continue; // Not a hide-able entity.
nearby.Add(entity);
if (scanner.RevealedSubfloors.Add(entity))
_subfloorSystem.SetEntityRevealed(entity, uid, true, hideComp);
}
}
// get all the old elements that are no longer detected
HashSet<EntityUid> missing = new(scanner.RevealedSubfloors.Except(nearby));
// remove those from the list
scanner.RevealedSubfloors.ExceptWith(missing);
// and hide them
_subfloorSystem.SetEntitiesRevealed(missing, uid, false);
return true;
}
}
[Serializable, NetSerializable]
public enum TrayScannerVisual : sbyte
{
Visual,
On,
Off
}