Make trays clientside (#14826)
This commit is contained in:
@@ -40,16 +40,12 @@ public sealed class SubFloorHideSystem : SharedSubFloorHideSystem
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scannerRevealed &= !ShowAll; // no transparency for show-subfloor mode.
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var revealed = !covered || ShowAll || scannerRevealed;
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var transparency = scannerRevealed ? component.ScannerTransparency : 1f;
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// set visibility & color of each layer
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foreach (var layer in args.Sprite.AllLayers)
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{
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// pipe connection visuals are updated AFTER this, and may re-hide some layers
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layer.Visible = revealed;
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if (layer.Visible)
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layer.Color = layer.Color.WithAlpha(transparency);
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}
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// Is there some layer that is always visible?
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10
Content.Client/SubFloor/TrayRevealedComponent.cs
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10
Content.Client/SubFloor/TrayRevealedComponent.cs
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@@ -0,0 +1,10 @@
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namespace Content.Client.SubFloor;
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/// <summary>
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/// Added clientside if an entity is revealed for TRay.
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/// </summary>
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[RegisterComponent]
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public sealed class TrayRevealedComponent : Component
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{
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}
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144
Content.Client/SubFloor/TrayScannerSystem.cs
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144
Content.Client/SubFloor/TrayScannerSystem.cs
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@@ -0,0 +1,144 @@
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using Content.Client.Hands;
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using Content.Shared.SubFloor;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Client.SubFloor;
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public sealed class TrayScannerSystem : SharedTrayScannerSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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private const string TRayAnimationKey = "trays";
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private const double AnimationLength = 0.5;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_timing.IsFirstTimePredicted)
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return;
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// TODO: Multiple viewports or w/e
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var player = _player.LocalPlayer?.ControlledEntity;
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var xformQuery = GetEntityQuery<TransformComponent>();
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if (!xformQuery.TryGetComponent(player, out var playerXform))
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return;
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var playerPos = _transform.GetWorldPosition(playerXform, xformQuery);
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var playerMap = playerXform.MapID;
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var range = 0f;
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if (TryComp<HandsComponent>(player, out var playerHands) &&
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TryComp<TrayScannerComponent>(playerHands.ActiveHandEntity, out var scanner) && scanner.Enabled)
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{
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range = scanner.Range;
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foreach (var comp in _lookup.GetComponentsInRange<SubFloorHideComponent>(playerMap, playerPos, range))
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{
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var uid = comp.Owner;
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if (!comp.IsUnderCover || !comp.BlockAmbience | !comp.BlockInteractions)
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continue;
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EnsureComp<TrayRevealedComponent>(uid);
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}
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}
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var revealedQuery = AllEntityQuery<TrayRevealedComponent, SpriteComponent, TransformComponent>();
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var subfloorQuery = GetEntityQuery<SubFloorHideComponent>();
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while (revealedQuery.MoveNext(out var uid, out _, out var sprite, out var xform))
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{
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var worldPos = _transform.GetWorldPosition(xform, xformQuery);
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// Revealing
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// Add buffer range to avoid flickers.
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if (subfloorQuery.HasComponent(uid) &&
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xform.MapID != MapId.Nullspace &&
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xform.MapID == playerMap &&
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xform.Anchored &&
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range != 0f &&
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(playerPos - worldPos).Length <= range + 0.5f)
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{
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// Due to the fact client is predicting this server states will reset it constantly
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if ((!_appearance.TryGetData(uid, SubFloorVisuals.ScannerRevealed, out bool value) || !value) &&
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sprite.Color.A > SubfloorRevealAlpha)
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{
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sprite.Color = sprite.Color.WithAlpha(0f);
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}
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SetRevealed(uid, true);
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if (sprite.Color.A >= SubfloorRevealAlpha || _animation.HasRunningAnimation(uid, TRayAnimationKey))
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continue;
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_animation.Play(uid, new Animation()
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{
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Length = TimeSpan.FromSeconds(AnimationLength),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Color),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), 0f),
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new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(SubfloorRevealAlpha), (float) AnimationLength)
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}
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}
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}
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}, TRayAnimationKey);
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}
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// Hiding
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else
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{
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// Hidden completely so unreveal and reset the alpha.
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if (sprite.Color.A <= 0f)
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{
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SetRevealed(uid, false);
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RemCompDeferred<TrayRevealedComponent>(uid);
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sprite.Color = sprite.Color.WithAlpha(1f);
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continue;
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}
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SetRevealed(uid, true);
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if (_animation.HasRunningAnimation(uid, TRayAnimationKey))
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continue;
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_animation.Play(uid, new Animation()
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{
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Length = TimeSpan.FromSeconds(AnimationLength),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Color),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Color, 0f),
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new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), (float) AnimationLength)
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}
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}
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}
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}, TRayAnimationKey);
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}
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}
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}
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private void SetRevealed(EntityUid uid, bool value)
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{
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_appearance.SetData(uid, SubFloorVisuals.ScannerRevealed, value);
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}
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}
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8
Content.Server/SubFloor/TrayScannerSystem.cs
Normal file
8
Content.Server/SubFloor/TrayScannerSystem.cs
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@@ -0,0 +1,8 @@
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using Content.Shared.SubFloor;
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namespace Content.Server.SubFloor;
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public sealed class TrayScannerSystem : SharedTrayScannerSystem
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{
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}
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@@ -16,7 +16,6 @@ namespace Content.Shared.SubFloor
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{
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[Dependency] protected readonly IMapManager MapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly TrayScannerSystem _trayScannerSystem = default!;
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[Dependency] private readonly SharedAmbientSoundSystem _ambientSoundSystem = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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@@ -70,7 +69,6 @@ namespace Content.Shared.SubFloor
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if (args.Anchored)
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{
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var xform = Transform(uid);
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_trayScannerSystem.OnSubfloorAnchored(uid, component, xform);
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UpdateFloorCover(uid, component, xform);
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}
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else if (component.IsUnderCover)
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@@ -139,37 +137,6 @@ namespace Content.Shared.SubFloor
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}
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}
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/// <summary>
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/// This function is used by T-Ray scanners or other sub-floor revealing entities to toggle visibility.
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/// </summary>
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public void SetEntitiesRevealed(IEnumerable<EntityUid> entities, EntityUid revealer, bool visible)
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{
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foreach (var uid in entities)
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{
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SetEntityRevealed(uid, revealer, visible);
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}
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}
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/// <summary>
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/// This function is used by T-Ray scanners or other sub-floor revealing entities to toggle visibility.
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/// </summary>
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public void SetEntityRevealed(EntityUid uid, EntityUid revealer, bool visible, SubFloorHideComponent? hideComp = null)
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{
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if (!Resolve(uid, ref hideComp, false))
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return;
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if (visible)
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{
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if (hideComp.RevealedBy.Add(revealer) && hideComp.RevealedBy.Count == 1)
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UpdateAppearance(uid, hideComp);
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return;
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}
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if (hideComp.RevealedBy.Remove(revealer) && hideComp.RevealedBy.Count == 0)
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UpdateAppearance(uid, hideComp);
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}
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public void UpdateAppearance(
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EntityUid uid,
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SubFloorHideComponent? hideComp = null,
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@@ -186,7 +153,6 @@ namespace Content.Shared.SubFloor
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if (Resolve(uid, ref appearance, false))
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{
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Appearance.SetData(uid, SubFloorVisuals.Covered, hideComp.IsUnderCover, appearance);
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Appearance.SetData(uid, SubFloorVisuals.ScannerRevealed, hideComp.RevealedBy.Count != 0, appearance);
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}
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}
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}
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@@ -194,8 +160,15 @@ namespace Content.Shared.SubFloor
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[Serializable, NetSerializable]
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public enum SubFloorVisuals : byte
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{
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Covered, // is there a floor tile over this entity
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ScannerRevealed, // is this entity revealed by a scanner or some other entity?
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/// <summary>
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/// Is there a floor tile over this entity
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/// </summary>
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Covered,
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/// <summary>
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/// Is this entity revealed by a scanner or some other entity?
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/// </summary>
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ScannerRevealed,
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}
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public enum SubfloorLayers : byte
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69
Content.Shared/SubFloor/SharedTrayScannerSystem.cs
Normal file
69
Content.Shared/SubFloor/SharedTrayScannerSystem.cs
Normal file
@@ -0,0 +1,69 @@
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using Content.Shared.Interaction;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using System.Linq;
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namespace Content.Shared.SubFloor;
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public abstract class SharedTrayScannerSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public const float SubfloorRevealAlpha = 0.8f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TrayScannerComponent, ComponentGetState>(OnTrayScannerGetState);
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SubscribeLocalEvent<TrayScannerComponent, ComponentHandleState>(OnTrayScannerHandleState);
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SubscribeLocalEvent<TrayScannerComponent, ActivateInWorldEvent>(OnTrayScannerActivate);
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}
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private void OnTrayScannerActivate(EntityUid uid, TrayScannerComponent scanner, ActivateInWorldEvent args)
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{
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SetScannerEnabled(uid, !scanner.Enabled, scanner);
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}
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private void SetScannerEnabled(EntityUid uid, bool enabled, TrayScannerComponent? scanner = null)
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{
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if (!Resolve(uid, ref scanner) || scanner.Enabled == enabled)
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return;
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scanner.Enabled = enabled;
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Dirty(scanner);
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// We don't remove from _activeScanners on disabled, because the update function will handle that, as well as
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// managing the revealed subfloor entities
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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{
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_appearance.SetData(uid, TrayScannerVisual.Visual, scanner.Enabled ? TrayScannerVisual.On : TrayScannerVisual.Off, appearance);
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}
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}
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private void OnTrayScannerGetState(EntityUid uid, TrayScannerComponent scanner, ref ComponentGetState args)
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{
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args.State = new TrayScannerState(scanner.Enabled);
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}
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private void OnTrayScannerHandleState(EntityUid uid, TrayScannerComponent scanner, ref ComponentHandleState args)
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{
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if (args.Current is not TrayScannerState state)
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return;
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SetScannerEnabled(uid, state.Enabled, scanner);
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}
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}
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[Serializable, NetSerializable]
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public enum TrayScannerVisual : sbyte
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{
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Visual,
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On,
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Off
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}
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@@ -39,24 +39,11 @@ namespace Content.Shared.SubFloor
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[DataField("blockAmbience")]
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public bool BlockAmbience { get; set; } = true;
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/// <summary>
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/// When revealed using some scanning tool, what transparency should be used to draw this item?
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/// </summary>
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[DataField("scannerTransparency")]
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public float ScannerTransparency = 0.8f;
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/// <summary>
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/// Sprite layer keys for the layers that are always visible, even if the entity is below a floor tile. E.g.,
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/// the vent part of a vent is always visible, even though the piping is hidden.
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/// </summary>
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[DataField("visibleLayers")]
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public HashSet<Enum> VisibleLayers = new() { SubfloorLayers.FirstLayer };
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/// <summary>
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/// The entities this subfloor is revealed by.
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/// </summary>
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[ViewVariables]
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[Access(typeof(SharedSubFloorHideSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
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public HashSet<EntityUid> RevealedBy { get; set; } = new();
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}
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}
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@@ -3,33 +3,19 @@ using Robust.Shared.Serialization;
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namespace Content.Shared.SubFloor;
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[RegisterComponent]
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[NetworkedComponent]
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[RegisterComponent, NetworkedComponent]
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public sealed class TrayScannerComponent : Component
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{
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/// <summary>
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/// Whether the scanner is currently on.
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/// </summary>
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[ViewVariables]
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public bool Enabled { get; set; }
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/// <summary>
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/// Last position of the scanner. Rounded to integers to avoid excessive entity lookups when moving.
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/// </summary>
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[ViewVariables]
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public Vector2i? LastLocation { get; set; }
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[ViewVariables, DataField("enabled")] public bool Enabled;
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/// <summary>
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/// Radius in which the scanner will reveal entities. Centered on the <see cref="LastLocation"/>.
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/// </summary>
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[DataField("range")]
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public float Range { get; set; } = 2.5f;
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/// <summary>
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/// The sub-floor entities that this scanner is currently revealing.
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/// </summary>
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[ViewVariables]
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public HashSet<EntityUid> RevealedSubfloors = new();
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[ViewVariables(VVAccess.ReadWrite), DataField("range")]
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public float Range = 4f;
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}
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[Serializable, NetSerializable]
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@@ -1,253 +0,0 @@
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using Content.Shared.Interaction;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using System.Linq;
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namespace Content.Shared.SubFloor;
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public sealed class TrayScannerSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedSubFloorHideSystem _subfloorSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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private HashSet<EntityUid> _activeScanners = new();
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private RemQueue<EntityUid> _invalidScanners = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TrayScannerComponent, ComponentShutdown>(OnComponentShutdown);
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SubscribeLocalEvent<TrayScannerComponent, ComponentGetState>(OnTrayScannerGetState);
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SubscribeLocalEvent<TrayScannerComponent, ComponentHandleState>(OnTrayScannerHandleState);
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SubscribeLocalEvent<TrayScannerComponent, ActivateInWorldEvent>(OnTrayScannerActivate);
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}
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private void OnTrayScannerActivate(EntityUid uid, TrayScannerComponent scanner, ActivateInWorldEvent args)
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{
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SetScannerEnabled(uid, !scanner.Enabled, scanner);
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}
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private void SetScannerEnabled(EntityUid uid, bool enabled, TrayScannerComponent? scanner = null)
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{
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if (!Resolve(uid, ref scanner))
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return;
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scanner.Enabled = enabled;
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Dirty(scanner);
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if (scanner.Enabled)
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_activeScanners.Add(uid);
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// We don't remove from _activeScanners on disabled, because the update function will handle that, as well as
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// managing the revealed subfloor entities
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if (EntityManager.TryGetComponent<AppearanceComponent>(uid, out var appearance))
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{
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_appearance.SetData(uid, TrayScannerVisual.Visual, scanner.Enabled ? TrayScannerVisual.On : TrayScannerVisual.Off, appearance);
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}
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}
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private void OnTrayScannerGetState(EntityUid uid, TrayScannerComponent scanner, ref ComponentGetState args)
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{
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args.State = new TrayScannerState(scanner.Enabled);
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}
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private void OnTrayScannerHandleState(EntityUid uid, TrayScannerComponent scanner, ref ComponentHandleState args)
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{
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if (args.Current is not TrayScannerState state)
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return;
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SetScannerEnabled(uid, state.Enabled, scanner);
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// This is hacky and somewhat inefficient for the client. But when resetting predicted entities we have to unset
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// last position. This is because appearance data gets reset, but if the position isn't reset the scanner won't
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// re-reveal entities leading to odd visuals.
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scanner.LastLocation = null;
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}
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public void OnComponentShutdown(EntityUid uid, TrayScannerComponent scanner, ComponentShutdown args)
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{
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_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
|
||||
}
|
||||
Reference in New Issue
Block a user