Adds T-ray Scanners (#5420)

This commit is contained in:
Flipp Syder
2021-12-13 23:46:47 -08:00
committed by GitHub
parent 26161e35cb
commit c0bfe43a05
14 changed files with 520 additions and 35 deletions

View File

@@ -0,0 +1,176 @@
using System.Collections.Generic;
using System.Linq;
using Content.Shared.SubFloor;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Content.Client.SubFloor;
public class TrayScannerSystem : SharedTrayScannerSystem
{
[Dependency] private IEntityLookup _entityLookup = default!;
[Dependency] private SubFloorHideSystem _subfloorSystem = default!;
[Dependency] private SharedContainerSystem _containerSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TrayScannerComponent, ComponentShutdown>(OnComponentShutdown);
}
public void OnComponentShutdown(EntityUid uid, TrayScannerComponent scanner, ComponentShutdown args)
{
_subfloorSystem.ToggleSubfloorEntities(scanner.RevealedSubfloors, false, uid, _visualizerKeys);
_invalidScanners.Add(uid);
}
public override void ToggleTrayScanner(EntityUid uid, bool toggle, TrayScannerComponent? scanner = null)
{
if (!Resolve(uid, ref scanner))
return;
scanner.Toggled = toggle;
UpdateTrayScanner(uid, scanner);
if (toggle) _activeScanners.Add(uid);
}
private HashSet<EntityUid> _activeScanners = new();
private RemQueue<EntityUid> _invalidScanners = new();
public override void Update(float frameTime)
{
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);
if (_invalidScanners.List != null) _invalidScanners.List.Clear();
}
/// <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)
{
// whoops?
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.Toggled)
{
_subfloorSystem.ToggleSubfloorEntities(scanner.RevealedSubfloors, false, uid, _visualizerKeys);
scanner.LastLocation = Vector2.Zero;
scanner.RevealedSubfloors.Clear();
return false;
}
// get the rounded position so that small movements don't cause this to
// update every time
Vector2 flooredPos;
// zero vector implies container
//
// this means we should get the entity transform's parent
if (transform.LocalPosition == Vector2.Zero
&& transform.Parent != null
&& _containerSystem.ContainsEntity(transform.ParentUid, uid))
{
flooredPos = transform.Parent.LocalPosition.Rounded();
// 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 (flooredPos == Vector2.Zero)
{
var gpTransform = transform.Parent.Parent;
if (gpTransform != null
&& _containerSystem.ContainsEntity(gpTransform.Owner, transform.ParentUid))
{
flooredPos = gpTransform.LocalPosition.Rounded();
}
}
}
else
{
flooredPos = transform.LocalPosition.Rounded();
}
// 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 (flooredPos == Vector2.Zero)
{
_subfloorSystem.ToggleSubfloorEntities(scanner.RevealedSubfloors, false, uid, _visualizerKeys);
scanner.RevealedSubfloors.Clear();
return true;
}
if (flooredPos == scanner.LastLocation
|| (float.IsNaN(flooredPos.X) && float.IsNaN(flooredPos.Y)))
return true;
scanner.LastLocation = flooredPos;
// get all entities in range by uid
// but without using LINQ
HashSet<EntityUid> nearby = new();
foreach (var entityInRange in _entityLookup.GetEntitiesInRange(uid, scanner.Range))
if (FilterAnchored(entityInRange)) nearby.Add(entityInRange);
// get all the old elements that are no longer detected
scanner.RevealedSubfloors.ExceptWith(nearby);
// hide all of them, since they're no longer needed
_subfloorSystem.ToggleSubfloorEntities(scanner.RevealedSubfloors, false, uid, _visualizerKeys);
scanner.RevealedSubfloors.Clear();
// set the revealedsubfloor set to the new nearby set
scanner.RevealedSubfloors.UnionWith(nearby);
// show all the new subfloor
_subfloorSystem.ToggleSubfloorEntities(scanner.RevealedSubfloors, true, uid, _visualizerKeys);
return true;
}
private static IEnumerable<object> _visualizerKeys = new List<object>
{
SubFloorVisuals.SubFloor,
TrayScannerTransparency.Key
};
private bool FilterAnchored(EntityUid uid)
{
return EntityManager.TryGetComponent<TransformComponent>(uid, out var transform)
&& transform.Anchored;
}
}