Faster Power (#596)
uses SnapGridComponent to select nearby wires instead of entity list (only marginally faster if entity queries are using DynamicTree) TheoreticalLoad double dipping property setter, reduced to one update minor refactoring Co-authored-by: Tyler Young <tyler.young@impromptu.ninja>
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@@ -4,6 +4,7 @@ using Content.Server.GameObjects.Components.Stack;
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using Content.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.IoC;
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@@ -51,20 +52,22 @@ namespace Content.Server.GameObjects.Components.Power
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/// </summary>
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public void SpreadPowernet()
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{
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var _emanager = IoCManager.Resolve<IServerEntityManager>();
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var position = Owner.GetComponent<ITransformComponent>().WorldPosition;
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var wires = _emanager.GetEntitiesInRange(Owner, 1.1f) //arbitrarily low, just scrape things //wip
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.Where(x => x.HasComponent<PowerTransferComponent>());
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var entMgr = IoCManager.Resolve<IServerEntityManager>();
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var sgc = Owner.GetComponent<SnapGridComponent>();
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var wires = sgc.GetCardinalNeighborCells()
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.SelectMany(x => x.GetLocal()).Distinct()
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.Select(x => x.TryGetComponent<PowerTransferComponent>(out var c) ? c : null)
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.Where(x => x != null).Distinct()
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.ToArray();
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//we have no parent so lets find a partner we can join his powernet
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if (Parent == null || Regenerating)
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{
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foreach (var wire in wires)
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{
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var ptc = wire.GetComponent<PowerTransferComponent>();
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if (ptc.CanConnectTo())
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if (wire.CanConnectTo())
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{
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ConnectToPowernet(ptc.Parent);
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ConnectToPowernet(wire.Parent);
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break;
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}
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}
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@@ -72,15 +75,14 @@ namespace Content.Server.GameObjects.Components.Power
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//we couldn't find a partner so none must have spread yet, lets make our own powernet to spread
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if (Parent == null || Regenerating)
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{
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var powernew = new Powernet();
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ConnectToPowernet(powernew);
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ConnectToPowernet(new Powernet());
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}
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}
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//Find nodes intersecting us and if not already assigned to a powernet assign them to us
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var nodes = _emanager.GetEntitiesIntersecting(Owner)
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.Where(x => x.HasComponent<PowerNodeComponent>())
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.Select(x => x.GetComponent<PowerNodeComponent>());
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var nodes = entMgr.GetEntitiesIntersecting(Owner)
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.Select(x => x.TryGetComponent(out PowerNodeComponent pnc) ? pnc : null)
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.Where(x => x != null);
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foreach (var node in nodes)
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{
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@@ -97,15 +99,14 @@ namespace Content.Server.GameObjects.Components.Power
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//spread powernet to nearby wires which haven't got one yet, and tell them to spread as well
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foreach (var wire in wires)
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{
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var ptc = wire.GetComponent<PowerTransferComponent>();
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if (ptc.Parent == null || Regenerating)
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if (wire.Parent == null || Regenerating)
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{
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ptc.ConnectToPowernet(Parent);
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ptc.SpreadPowernet();
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wire.ConnectToPowernet(Parent);
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wire.SpreadPowernet();
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}
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else if (ptc.Parent != Parent && !ptc.Parent.Dirty)
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else if (wire.Parent != Parent && !wire.Parent.Dirty)
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{
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Parent.MergePowernets(ptc.Parent);
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Parent.MergePowernets(wire.Parent);
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}
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}
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}
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