using System.Collections.Generic; using System.Linq; using Content.Client.GameObjects.Components.IconSmoothing; using JetBrains.Annotations; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Components.Transform; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Map; using Robust.Shared.IoC; using Robust.Shared.Map; using Robust.Shared.Maths; namespace Content.Client.GameObjects.EntitySystems { /// /// Entity system implementing the logic for /// [UsedImplicitly] internal sealed class IconSmoothSystem : EntitySystem { #pragma warning disable 649 [Dependency] private readonly IMapManager _mapManager; #pragma warning restore 649 private readonly Queue _dirtyEntities = new Queue(); private int _generation; public override void SubscribeEvents() { base.SubscribeEvents(); SubscribeEvent(HandleDirtyEvent); } public override void Initialize() { base.Initialize(); IoCManager.InjectDependencies(this); } public override void FrameUpdate(float frameTime) { base.FrameUpdate(frameTime); if (_dirtyEntities.Count == 0) { return; } _generation += 1; // Performance: This could be spread over multiple updates, or made parallel. while (_dirtyEntities.Count > 0) { CalculateNewSprite(_dirtyEntities.Dequeue()); } } private void HandleDirtyEvent(object sender, IconSmoothDirtyEvent ev) { // Yes, we updates ALL smoothing entities surrounding us even if they would never smooth with us. // This is simpler to implement. If you want to optimize it be my guest. if (sender is IEntity senderEnt && senderEnt.IsValid() && senderEnt.HasComponent()) { var snapGrid = senderEnt.GetComponent(); _dirtyEntities.Enqueue(senderEnt); AddValidEntities(snapGrid.GetInDir(Direction.North)); AddValidEntities(snapGrid.GetInDir(Direction.South)); AddValidEntities(snapGrid.GetInDir(Direction.East)); AddValidEntities(snapGrid.GetInDir(Direction.West)); if (ev.Mode == IconSmoothingMode.Corners) { AddValidEntities(snapGrid.GetInDir(Direction.NorthEast)); AddValidEntities(snapGrid.GetInDir(Direction.SouthEast)); AddValidEntities(snapGrid.GetInDir(Direction.SouthWest)); AddValidEntities(snapGrid.GetInDir(Direction.NorthWest)); } } else if (ev.LastPosition.HasValue) { // Entity is no longer valid, update around the last position it was at. var grid = _mapManager.GetGrid(ev.LastPosition.Value.grid); var pos = ev.LastPosition.Value.pos; AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, 0), ev.Offset)); AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, 0), ev.Offset)); AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(0, 1), ev.Offset)); AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(0, -1), ev.Offset)); if (ev.Mode == IconSmoothingMode.Corners) { AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, 1), ev.Offset)); AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, -1), ev.Offset)); AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, 1), ev.Offset)); AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, -1), ev.Offset)); } } } private void AddValidEntities(IEnumerable candidates) { foreach (var entity in candidates) { if (entity.HasComponent()) { _dirtyEntities.Enqueue(entity); } } } private void AddValidEntities(IEnumerable candidates) { AddValidEntities(candidates.Select(c => c.Owner)); } private void CalculateNewSprite(IEntity entity) { // The generation check prevents updating an entity multiple times per tick. // As it stands now, it's totally possible for something to get queued twice. // Generation on the component is set after an update so we can cull updates that happened this generation. if (!entity.IsValid() || !entity.TryGetComponent(out IconSmoothComponent smoothing) || smoothing.UpdateGeneration == _generation) { return; } smoothing.CalculateNewSprite(); smoothing.UpdateGeneration = _generation; } } /// /// Event raised by a when it needs to be recalculated. /// public sealed class IconSmoothDirtyEvent : EntitySystemMessage { public IconSmoothDirtyEvent((GridId grid, MapIndices pos)? lastPosition, SnapGridOffset offset, IconSmoothingMode mode) { LastPosition = lastPosition; Offset = offset; Mode = mode; } public (GridId grid, MapIndices pos)? LastPosition { get; } public SnapGridOffset Offset { get; } public IconSmoothingMode Mode { get; } } }