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.Server/Atmos/EntitySystems/AtmosDebugOverlaySystem.cs
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169
Content.Server/Atmos/EntitySystems/AtmosDebugOverlaySystem.cs
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#nullable enable
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using System.Collections.Generic;
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using Content.Server.Atmos.Components;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.EntitySystems;
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using Content.Shared.CCVar;
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using JetBrains.Annotations;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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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.Timing;
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namespace Content.Server.Atmos.EntitySystems
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{
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[UsedImplicitly]
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public sealed class AtmosDebugOverlaySystem : SharedAtmosDebugOverlaySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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/// <summary>
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/// Players allowed to see the atmos debug overlay.
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/// To modify it see <see cref="AddObserver"/> and
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/// <see cref="RemoveObserver"/>.
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/// </summary>
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private readonly HashSet<IPlayerSession> _playerObservers = new();
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/// <summary>
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/// Overlay update ticks per second.
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/// </summary>
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private float _updateCooldown;
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public override void Initialize()
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{
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base.Initialize();
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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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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_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
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}
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public bool AddObserver(IPlayerSession observer)
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{
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return _playerObservers.Add(observer);
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}
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public bool HasObserver(IPlayerSession observer)
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{
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return _playerObservers.Contains(observer);
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}
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public bool RemoveObserver(IPlayerSession observer)
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{
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if (!_playerObservers.Remove(observer))
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{
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return false;
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}
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var message = new AtmosDebugOverlayDisableMessage();
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RaiseNetworkEvent(message, observer.ConnectedClient);
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return true;
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}
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/// <summary>
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/// Adds the given observer if it doesn't exist, removes it otherwise.
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/// </summary>
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/// <param name="observer">The observer to toggle.</param>
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/// <returns>true if added, false if removed.</returns>
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public bool ToggleObserver(IPlayerSession observer)
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{
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if (HasObserver(observer))
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{
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RemoveObserver(observer);
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return false;
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}
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else
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{
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AddObserver(observer);
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return true;
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}
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (e.NewStatus != SessionStatus.InGame)
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{
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RemoveObserver(e.Session);
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}
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}
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private AtmosDebugOverlayData ConvertTileToData(TileAtmosphere? tile)
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{
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var gases = new float[Atmospherics.TotalNumberOfGases];
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if (tile?.Air == null)
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{
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return new AtmosDebugOverlayData(0, gases, AtmosDirection.Invalid, false, tile?.BlockedAirflow ?? AtmosDirection.Invalid);
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}
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else
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{
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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gases[i] = tile.Air.GetMoles(i);
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}
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return new AtmosDebugOverlayData(tile.Air.Temperature, gases, tile.PressureDirectionForDebugOverlay, tile.ExcitedGroup != null, tile.BlockedAirflow);
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}
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}
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public override void Update(float frameTime)
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{
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AccumulatedFrameTime += frameTime;
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_updateCooldown = 1 / _configManager.GetCVar(CCVars.NetAtmosDebugOverlayTickRate);
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if (AccumulatedFrameTime < _updateCooldown)
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{
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return;
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}
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// This is the timer from GasTileOverlaySystem
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AccumulatedFrameTime -= _updateCooldown;
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var currentTick = _gameTiming.CurTick;
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// Now we'll go through each player, then through each chunk in range of that player checking if the player is still in range
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// If they are, check if they need the new data to send (i.e. if there's an overlay for the gas).
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// Afterwards we reset all the chunk data for the next time we tick.
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foreach (var session in _playerObservers)
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{
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if (session.AttachedEntity == null) continue;
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var entity = session.AttachedEntity;
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var worldBounds = Box2.CenteredAround(entity.Transform.WorldPosition,
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new Vector2(LocalViewRange, LocalViewRange));
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foreach (var grid in _mapManager.FindGridsIntersecting(entity.Transform.MapID, worldBounds))
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{
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if (!EntityManager.TryGetEntity(grid.GridEntityId, out var gridEnt)) continue;
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if (!gridEnt.TryGetComponent<GridAtmosphereComponent>(out var gam)) continue;
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var entityTile = grid.GetTileRef(entity.Transform.Coordinates).GridIndices;
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var baseTile = new Vector2i(entityTile.X - (LocalViewRange / 2), entityTile.Y - (LocalViewRange / 2));
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var debugOverlayContent = new AtmosDebugOverlayData[LocalViewRange * LocalViewRange];
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var index = 0;
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for (var y = 0; y < LocalViewRange; y++)
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{
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for (var x = 0; x < LocalViewRange; x++)
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{
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var Vector2i = new Vector2i(baseTile.X + x, baseTile.Y + y);
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debugOverlayContent[index++] = ConvertTileToData(gam.GetTile(Vector2i));
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}
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}
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RaiseNetworkEvent(new AtmosDebugOverlayMessage(grid.Index, baseTile, debugOverlayContent), session.ConnectedClient);
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}
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}
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}
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}
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}
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