Gas tile overlay rejig (#9619)
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@@ -1,4 +1,6 @@
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using Robust.Shared.Map;
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using Content.Shared.Atmos.Prototypes;
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using Content.Shared.GameTicking;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Atmos.EntitySystems
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@@ -8,91 +10,74 @@ namespace Content.Shared.Atmos.EntitySystems
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public const byte ChunkSize = 8;
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protected float AccumulatedFrameTime;
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public static Vector2i GetGasChunkIndices(Vector2i indices)
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[Dependency] protected readonly IPrototypeManager ProtoMan = default!;
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/// <summary>
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/// array of the ids of all visible gases.
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/// </summary>
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public int[] VisibleGasId = default!;
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public override void Initialize()
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{
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return new((int) Math.Floor((float) indices.X / ChunkSize) * ChunkSize, (int) MathF.Floor((float) indices.Y / ChunkSize) * ChunkSize);
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base.Initialize();
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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List<int> visibleGases = new();
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var gasPrototype = ProtoMan.Index<GasPrototype>(i.ToString());
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if (!string.IsNullOrEmpty(gasPrototype.GasOverlayTexture) || !string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayState))
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visibleGases.Add(i);
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}
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VisibleGasId = visibleGases.ToArray();
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}
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[Serializable, NetSerializable]
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public readonly struct GasData : IEquatable<GasData>
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public abstract void Reset(RoundRestartCleanupEvent ev);
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public static Vector2i GetGasChunkIndices(Vector2i indices)
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{
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public readonly byte Index;
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public readonly byte Opacity;
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public GasData(byte gasId, byte opacity)
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{
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Index = gasId;
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Opacity = opacity;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(Index, Opacity);
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}
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public bool Equals(GasData other)
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{
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return other.Index == Index && other.Opacity == Opacity;
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}
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return new((int) MathF.Floor((float) indices.X / ChunkSize), (int) MathF.Floor((float) indices.Y / ChunkSize));
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}
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[Serializable, NetSerializable]
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public readonly struct GasOverlayData : IEquatable<GasOverlayData>
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{
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public readonly byte FireState;
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public readonly float FireTemperature;
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public readonly GasData[]? Gas;
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public readonly int HashCode;
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public readonly byte[] Opacity;
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public GasOverlayData(byte fireState, float fireTemperature, GasData[] gas)
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// TODO change fire color based on temps
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// But also: dont dirty on a 0.01 kelvin change in temperatures.
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// Either have a temp tolerance, or map temperature -> byte levels
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public GasOverlayData(byte fireState, byte[] opacity)
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{
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FireState = fireState;
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FireTemperature = fireTemperature;
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Gas = gas;
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Array.Sort(Gas, (a, b) => a.Index.CompareTo(b.Index));
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var hash = new HashCode();
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hash.Add(FireState);
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hash.Add(FireTemperature);
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foreach (var gasData in Gas)
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{
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hash.Add(gasData);
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}
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HashCode = hash.ToHashCode();
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}
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public override int GetHashCode()
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{
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return HashCode;
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Opacity = opacity;
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}
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public bool Equals(GasOverlayData other)
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{
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// If you revert this then you need to make sure the hash comparison between
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// our Gas[] and the other.Gas[] works.
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return HashCode == other.HashCode;
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if (FireState != other.FireState)
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return false;
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for (var i = 0; i < Opacity.Length; i++)
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{
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if (Opacity[i] != other.Opacity[i])
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return false;
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}
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return true;
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}
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}
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/// <summary>
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/// Invalid tiles for the gas overlay.
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/// No point re-sending every tile if only a subset might have been updated.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GasOverlayMessage : EntityEventArgs
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public sealed class GasOverlayUpdateEvent : EntityEventArgs
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{
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public EntityUid GridId { get; }
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public List<(Vector2i, GasOverlayData)> OverlayData { get; }
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public GasOverlayMessage(EntityUid gridIndices, List<(Vector2i,GasOverlayData)> overlayData)
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{
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GridId = gridIndices;
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OverlayData = overlayData;
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}
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public Dictionary<EntityUid, List<GasOverlayChunk>> UpdatedChunks = new();
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public Dictionary<EntityUid, HashSet<Vector2i>> RemovedChunks = new();
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}
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}
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}
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