using System.Linq; using Content.Shared.SubFloor; using Robust.Shared.Containers; using Robust.Shared.Map; using Robust.Shared.Utility; namespace Content.Client.SubFloor; public sealed class TrayScannerSystem : SharedTrayScannerSystem { [Dependency] private IMapManager _mapManager = default!; [Dependency] private SubFloorHideSystem _subfloorSystem = default!; [Dependency] private SharedContainerSystem _containerSystem = default!; public override void Initialize() { base.Initialize(); UpdatesOutsidePrediction = true; SubscribeLocalEvent(OnComponentShutdown); } public void OnComponentShutdown(EntityUid uid, TrayScannerComponent scanner, ComponentShutdown args) { _subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false, _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 _activeScanners = new(); private RemQueue _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(); } /// /// When a subfloor entity gets anchored (which includes spawning & coming into PVS range), Check for nearby scanners. /// public override void OnSubfloorAnchored(EntityUid uid, SubFloorHideComponent? hideComp = null, TransformComponent? xform = null) { if (!Resolve(uid, ref hideComp, ref xform)) return; var pos = xform.MapPosition; foreach (var entity in _activeScanners) { if (!TryComp(entity, out TrayScannerComponent? scanner)) continue; if (!Transform(entity).MapPosition.InRange(pos, scanner.Range)) continue; hideComp.RevealedBy.Add(entity); scanner.RevealedSubfloors.Add(uid); } } /// /// Updates a T-Ray scanner. Should be called on immediate /// state change (turned on/off), or during the update /// loop. /// /// true if the update was successful, false otherwise 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 || transform.MapID == MapId.Nullspace) { _subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false, _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.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false, _visualizerKeys); scanner.RevealedSubfloors.Clear(); return true; } // MAYBE redo this. Currently different players can see different entities // // Here we avoid the entity lookup & return early if the scanner's position hasn't appreciably changed. However, // if a new player enters PVS-range, they will update the in-range entities on their end and use that to set // LastLocation. This means that different players can technically see different entities being revealed by the // same scanner. The correct fix for this is probably just to network the revealed entity set.... But I CBF // doing that right now.... if (flooredPos == scanner.LastLocation || (float.IsNaN(flooredPos.X) && float.IsNaN(flooredPos.Y))) return true; scanner.LastLocation = flooredPos; // Update entities in Range HashSet nearby = new(); var coords = transform.MapPosition; var worldBox = Box2.CenteredAround(coords.Position, (scanner.Range * 2, scanner.Range * 2)); // For now, limiting to the scanner's own grid. We could do a grid-lookup, but then what do we do if one grid // flies away, while the scanner's local-position remains unchanged? if (_mapManager.TryGetGrid(transform.GridID, out var grid)) { foreach (var entity in grid.GetAnchoredEntities(worldBox)) { if (!Transform(entity).MapPosition.InRange(coords, scanner.Range)) continue; if (!TryComp(entity, out SubFloorHideComponent? hideComp)) continue; // Not a hide-able entity. nearby.Add(entity); if (scanner.RevealedSubfloors.Add(entity)) _subfloorSystem.SetEntityRevealed(entity, uid, true, hideComp, _visualizerKeys); } } // get all the old elements that are no longer detected HashSet missing = new(scanner.RevealedSubfloors.Except(nearby)); // remove those from the list scanner.RevealedSubfloors.ExceptWith(missing); // and hide them _subfloorSystem.SetEntitiesRevealed(missing, uid, false, _visualizerKeys); return true; } private static IEnumerable _visualizerKeys = new List { SubFloorVisuals.SubFloor, TrayScannerTransparency.Key }; }