Atmos pipe rework (#3833)
* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
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Content.Client/Atmos/EntitySystems/GasTileOverlaySystem.cs
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206
Content.Client/Atmos/EntitySystems/GasTileOverlaySystem.cs
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Client.Atmos.Overlays;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Client.Utility;
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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.Utility;
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namespace Content.Client.Atmos.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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// Gas overlays
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private readonly float[] _timer = new float[Atmospherics.TotalNumberOfGases];
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private readonly float[][] _frameDelays = new float[Atmospherics.TotalNumberOfGases][];
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private readonly int[] _frameCounter = new int[Atmospherics.TotalNumberOfGases];
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private readonly Texture[][] _frames = new Texture[Atmospherics.TotalNumberOfGases][];
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// Fire overlays
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private const int FireStates = 3;
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private const string FireRsiPath = "/Textures/Effects/fire.rsi";
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private readonly float[] _fireTimer = new float[FireStates];
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private readonly float[][] _fireFrameDelays = new float[FireStates][];
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private readonly int[] _fireFrameCounter = new int[FireStates];
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private readonly Texture[][] _fireFrames = new Texture[FireStates][];
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private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _tileData =
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new();
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private AtmosphereSystem _atmosphereSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<GasOverlayMessage>(HandleGasOverlayMessage);
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_mapManager.OnGridRemoved += OnGridRemoved;
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_atmosphereSystem = Get<AtmosphereSystem>();
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var overlay = _atmosphereSystem.GetOverlay(i);
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switch (overlay)
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{
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case SpriteSpecifier.Rsi animated:
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var rsi = _resourceCache.GetResource<RSIResource>(animated.RsiPath).RSI;
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var stateId = animated.RsiState;
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if(!rsi.TryGetState(stateId, out var state)) continue;
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_frames[i] = state.GetFrames(RSI.State.Direction.South);
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_frameDelays[i] = state.GetDelays();
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_frameCounter[i] = 0;
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break;
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case SpriteSpecifier.Texture texture:
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_frames[i] = new[] {texture.Frame0()};
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_frameDelays[i] = Array.Empty<float>();
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break;
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case null:
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_frames[i] = Array.Empty<Texture>();
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_frameDelays[i] = Array.Empty<float>();
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break;
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}
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}
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var fire = _resourceCache.GetResource<RSIResource>(FireRsiPath).RSI;
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for (var i = 0; i < FireStates; i++)
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{
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if (!fire.TryGetState((i+1).ToString(), out var state))
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throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
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_fireFrames[i] = state.GetFrames(RSI.State.Direction.South);
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_fireFrameDelays[i] = state.GetDelays();
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_fireFrameCounter[i] = 0;
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}
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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if(!overlayManager.HasOverlay<GasTileOverlay>())
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overlayManager.AddOverlay(new GasTileOverlay());
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}
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private void HandleGasOverlayMessage(GasOverlayMessage message)
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{
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foreach (var (indices, data) in message.OverlayData)
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{
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var chunk = GetOrCreateChunk(message.GridId, indices);
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chunk.Update(data, indices);
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}
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}
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// Slightly different to the server-side system version
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private GasOverlayChunk GetOrCreateChunk(GridId gridId, Vector2i indices)
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{
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if (!_tileData.TryGetValue(gridId, out var chunks))
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{
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chunks = new Dictionary<Vector2i, GasOverlayChunk>();
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_tileData[gridId] = chunks;
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}
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var chunkIndices = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndices, out var chunk))
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{
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chunk = new GasOverlayChunk(gridId, chunkIndices);
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chunks[chunkIndices] = chunk;
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}
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return chunk;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_mapManager.OnGridRemoved -= OnGridRemoved;
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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if(!overlayManager.HasOverlay<GasTileOverlay>())
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overlayManager.RemoveOverlay<GasTileOverlay>();
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}
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private void OnGridRemoved(MapId mapId, GridId gridId)
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{
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if (_tileData.ContainsKey(gridId))
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{
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_tileData.Remove(gridId);
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}
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}
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public bool HasData(GridId gridId)
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{
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return _tileData.ContainsKey(gridId);
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}
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public IEnumerable<(Texture, Color)> GetOverlays(GridId gridIndex, Vector2i indices)
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{
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if (!_tileData.TryGetValue(gridIndex, out var chunks))
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yield break;
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var chunkIndex = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndex, out var chunk))
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yield break;
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var overlays = chunk.GetData(indices);
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if (overlays.Gas == null)
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yield break;
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var fire = overlays.FireState != 0;
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foreach (var gasData in overlays.Gas)
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{
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var frames = _frames[gasData.Index];
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yield return (frames[_frameCounter[gasData.Index]], Color.White.WithAlpha(gasData.Opacity));
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}
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if (fire)
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{
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var state = overlays.FireState - 1;
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var frames = _fireFrames[state];
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// TODO ATMOS Set color depending on temperature
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yield return (frames[_fireFrameCounter[state]], Color.White);
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}
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var delays = _frameDelays[i];
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if (delays.Length == 0) continue;
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var frameCount = _frameCounter[i];
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_timer[i] += frameTime;
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if (!(_timer[i] >= delays[frameCount])) continue;
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_timer[i] = 0f;
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_frameCounter[i] = (frameCount + 1) % _frames[i].Length;
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}
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for (var i = 0; i < FireStates; i++)
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{
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var delays = _fireFrameDelays[i];
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if (delays.Length == 0) continue;
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var frameCount = _fireFrameCounter[i];
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_fireTimer[i] += frameTime;
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if (!(_fireTimer[i] >= delays[frameCount])) continue;
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_fireTimer[i] = 0f;
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_fireFrameCounter[i] = (frameCount + 1) % _fireFrames[i].Length;
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}
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}
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}
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}
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