using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Station.Systems;
using Content.Server.Warps;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Localizations;
using Content.Shared.Maps;
using Content.Shared.Pinpointer;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Diagnostics.CodeAnalysis;
namespace Content.Server.Pinpointer;
///
/// Handles data to be used for in-grid map displays.
///
public sealed partial class NavMapSystem : SharedNavMapSystem
{
[Dependency] private readonly IAdminLogManager _adminLog = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public const float CloseDistance = 15f;
public const float FarDistance = 30f;
public override void Initialize()
{
base.Initialize();
// Initialization events
SubscribeLocalEvent(OnStationInit);
// Grid change events
SubscribeLocalEvent(OnNavMapSplit);
SubscribeLocalEvent(OnTileChanged);
// Airtight structure change event
SubscribeLocalEvent(OnAirtightChanged);
// Beacon events
SubscribeLocalEvent(OnNavMapBeaconMapInit);
SubscribeLocalEvent(OnNavMapBeaconAnchor);
SubscribeLocalEvent(OnConfigureMessage);
SubscribeLocalEvent(OnConfigurableMapInit);
SubscribeLocalEvent(OnConfigurableExamined);
}
#region: Initialization event handling
private void OnStationInit(StationGridAddedEvent ev)
{
var comp = EnsureComp(ev.GridId);
RefreshGrid(ev.GridId, comp, Comp(ev.GridId));
}
#endregion
#region: Grid change event handling
private void OnNavMapSplit(ref GridSplitEvent args)
{
if (!TryComp(args.Grid, out NavMapComponent? comp))
return;
var gridQuery = GetEntityQuery();
foreach (var grid in args.NewGrids)
{
var newComp = EnsureComp(grid);
RefreshGrid(grid, newComp, gridQuery.GetComponent(grid));
}
RefreshGrid(args.Grid, comp, gridQuery.GetComponent(args.Grid));
}
private void OnTileChanged(ref TileChangedEvent ev)
{
if (!TryComp(ev.NewTile.GridUid, out var navMap))
return;
var tile = ev.NewTile.GridIndices;
var chunkOrigin = SharedMapSystem.GetChunkIndices(tile, ChunkSize);
if (!navMap.Chunks.TryGetValue((NavMapChunkType.Floor, chunkOrigin), out var chunk))
chunk = new(chunkOrigin);
// This could be easily replaced in the future to accommodate diagonal tiles
if (ev.NewTile.IsSpace())
chunk = UnsetAllEdgesForChunkTile(chunk, tile);
else
chunk = SetAllEdgesForChunkTile(chunk, tile);
chunk.LastUpdate = _gameTiming.CurTick;
navMap.Chunks[(NavMapChunkType.Floor, chunkOrigin)] = chunk;
Dirty(ev.NewTile.GridUid, navMap);
}
private void OnAirtightChanged(ref AirtightChanged ev)
{
var gridUid = ev.Position.Grid;
if (!TryComp(gridUid, out var navMap) ||
!TryComp(gridUid, out var mapGrid))
return;
// Refresh the affected tile
var tile = ev.Position.Tile;
var chunkOrigin = SharedMapSystem.GetChunkIndices(tile, ChunkSize);
RefreshTileEntityContents(gridUid, navMap, mapGrid, chunkOrigin, tile);
// Update potentially affected chunks
foreach (var category in EntityChunkTypes)
{
if (!navMap.Chunks.TryGetValue((category, chunkOrigin), out var chunk))
continue;
chunk.LastUpdate = _gameTiming.CurTick;
navMap.Chunks[(category, chunkOrigin)] = chunk;
}
Dirty(gridUid, navMap);
}
#endregion
#region: Beacon event handling
private void OnNavMapBeaconMapInit(EntityUid uid, NavMapBeaconComponent component, MapInitEvent args)
{
if (component.DefaultText == null || component.Text != null)
return;
component.Text = Loc.GetString(component.DefaultText);
Dirty(uid, component);
UpdateNavMapBeaconData(uid, component);
}
private void OnNavMapBeaconAnchor(EntityUid uid, NavMapBeaconComponent component, ref AnchorStateChangedEvent args)
{
UpdateBeaconEnabledVisuals((uid, component));
UpdateNavMapBeaconData(uid, component);
}
private void OnConfigureMessage(Entity ent, ref NavMapBeaconConfigureBuiMessage args)
{
if (!TryComp(ent, out var beacon))
return;
if (beacon.Text == args.Text &&
beacon.Color == args.Color &&
beacon.Enabled == args.Enabled)
return;
_adminLog.Add(LogType.Action, LogImpact.Medium,
$"{ToPrettyString(args.Actor):player} configured NavMapBeacon \'{ToPrettyString(ent):entity}\' with text \'{args.Text}\', color {args.Color.ToHexNoAlpha()}, and {(args.Enabled ? "enabled" : "disabled")} it.");
if (TryComp(ent, out var warpPoint))
{
warpPoint.Location = args.Text;
}
beacon.Text = args.Text;
beacon.Color = args.Color;
beacon.Enabled = args.Enabled;
UpdateBeaconEnabledVisuals((ent, beacon));
UpdateNavMapBeaconData(ent, beacon);
}
private void OnConfigurableMapInit(Entity ent, ref MapInitEvent args)
{
if (!TryComp(ent, out var navMap))
return;
// We set this on mapinit just in case the text was edited via VV or something.
if (TryComp(ent, out var warpPoint))
warpPoint.Location = navMap.Text;
UpdateBeaconEnabledVisuals((ent, navMap));
}
private void OnConfigurableExamined(Entity ent, ref ExaminedEvent args)
{
if (!args.IsInDetailsRange || !TryComp(ent, out var navMap))
return;
args.PushMarkup(Loc.GetString("nav-beacon-examine-text",
("enabled", navMap.Enabled),
("color", navMap.Color.ToHexNoAlpha()),
("label", navMap.Text ?? string.Empty)));
}
#endregion
#region: Grid functions
private void RefreshGrid(EntityUid uid, NavMapComponent component, MapGridComponent mapGrid)
{
// Clear stale data
component.Chunks.Clear();
component.Beacons.Clear();
// Loop over all tiles
var tileRefs = _mapSystem.GetAllTiles(uid, mapGrid);
foreach (var tileRef in tileRefs)
{
var tile = tileRef.GridIndices;
var chunkOrigin = SharedMapSystem.GetChunkIndices(tile, ChunkSize);
if (!component.Chunks.TryGetValue((NavMapChunkType.Floor, chunkOrigin), out var chunk))
chunk = new(chunkOrigin);
chunk.LastUpdate = _gameTiming.CurTick;
// Refresh the floor tile
component.Chunks[(NavMapChunkType.Floor, chunkOrigin)] = SetAllEdgesForChunkTile(chunk, tile);
// Refresh the contents of the tile
RefreshTileEntityContents(uid, component, mapGrid, chunkOrigin, tile);
}
Dirty(uid, component);
}
private void RefreshTileEntityContents(EntityUid uid, NavMapComponent component, MapGridComponent mapGrid, Vector2i chunkOrigin, Vector2i tile)
{
var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
var flag = (ushort) GetFlag(relative);
var invFlag = (ushort) ~flag;
// Clear stale data from the tile across all entity associated chunks
foreach (var category in EntityChunkTypes)
{
if (!component.Chunks.TryGetValue((category, chunkOrigin), out var chunk))
chunk = new(chunkOrigin);
foreach (var (direction, _) in chunk.TileData)
chunk.TileData[direction] &= invFlag;
chunk.LastUpdate = _gameTiming.CurTick;
component.Chunks[(category, chunkOrigin)] = chunk;
}
// Update the tile data based on what entities are still anchored to the tile
var enumerator = _mapSystem.GetAnchoredEntitiesEnumerator(uid, mapGrid, tile);
while (enumerator.MoveNext(out var ent))
{
if (!TryComp(ent, out var entAirtight))
continue;
var category = GetAssociatedEntityChunkType(ent.Value);
if (!component.Chunks.TryGetValue((category, chunkOrigin), out var chunk))
continue;
foreach (var (direction, _) in chunk.TileData)
{
if ((direction & entAirtight.AirBlockedDirection) > 0)
chunk.TileData[direction] |= flag;
}
chunk.LastUpdate = _gameTiming.CurTick;
component.Chunks[(category, chunkOrigin)] = chunk;
}
// Remove walls that intersect with doors (unless they can both physically fit on the same tile)
if (component.Chunks.TryGetValue((NavMapChunkType.Wall, chunkOrigin), out var wallChunk) &&
component.Chunks.TryGetValue((NavMapChunkType.Airlock, chunkOrigin), out var airlockChunk))
{
foreach (var (direction, _) in wallChunk.TileData)
{
var airlockInvFlag = (ushort) ~airlockChunk.TileData[direction];
wallChunk.TileData[direction] &= airlockInvFlag;
}
wallChunk.LastUpdate = _gameTiming.CurTick;
component.Chunks[(NavMapChunkType.Wall, chunkOrigin)] = wallChunk;
}
}
#endregion
#region: Beacon functions
private void UpdateNavMapBeaconData(EntityUid uid, NavMapBeaconComponent component, TransformComponent? xform = null)
{
if (!Resolve(uid, ref xform))
return;
if (xform.GridUid == null)
return;
if (!TryComp(xform.GridUid, out var navMap))
return;
var netEnt = GetNetEntity(uid);
var oldBeacon = navMap.Beacons.FirstOrNull(x => x.NetEnt == netEnt);
var changed = false;
if (oldBeacon != null)
{
navMap.Beacons.Remove(oldBeacon.Value);
changed = true;
}
if (TryCreateNavMapBeaconData(uid, component, xform, out var beaconData))
{
navMap.Beacons.Add(beaconData.Value);
changed = true;
}
if (changed)
Dirty(xform.GridUid.Value, navMap);
}
private void UpdateBeaconEnabledVisuals(Entity ent)
{
_appearance.SetData(ent, NavMapBeaconVisuals.Enabled, ent.Comp.Enabled && Transform(ent).Anchored);
}
///
/// Sets the beacon's Enabled field and refreshes the grid.
///
public void SetBeaconEnabled(EntityUid uid, bool enabled, NavMapBeaconComponent? comp = null)
{
if (!Resolve(uid, ref comp) || comp.Enabled == enabled)
return;
comp.Enabled = enabled;
UpdateBeaconEnabledVisuals((uid, comp));
}
///
/// Toggles the beacon's Enabled field and refreshes the grid.
///
public void ToggleBeacon(EntityUid uid, NavMapBeaconComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
SetBeaconEnabled(uid, !comp.Enabled, comp);
}
///
/// For a given position, tries to find the nearest configurable beacon that is marked as visible.
/// This is used for things like announcements where you want to find the closest "landmark" to something.
///
[PublicAPI]
public bool TryGetNearestBeacon(Entity ent,
[NotNullWhen(true)] out Entity? beacon,
[NotNullWhen(true)] out MapCoordinates? beaconCoords)
{
beacon = null;
beaconCoords = null;
if (!Resolve(ent, ref ent.Comp))
return false;
return TryGetNearestBeacon(_transformSystem.GetMapCoordinates(ent, ent.Comp), out beacon, out beaconCoords);
}
///
/// For a given position, tries to find the nearest configurable beacon that is marked as visible.
/// This is used for things like announcements where you want to find the closest "landmark" to something.
///
public bool TryGetNearestBeacon(MapCoordinates coordinates,
[NotNullWhen(true)] out Entity? beacon,
[NotNullWhen(true)] out MapCoordinates? beaconCoords)
{
beacon = null;
beaconCoords = null;
var minDistance = float.PositiveInfinity;
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out _, out var navBeacon, out var xform))
{
if (!navBeacon.Enabled)
continue;
if (navBeacon.Text == null)
continue;
if (coordinates.MapId != xform.MapID)
continue;
var coords = _transformSystem.GetWorldPosition(xform);
var distanceSquared = (coordinates.Position - coords).LengthSquared();
if (!float.IsInfinity(minDistance) && distanceSquared >= minDistance)
continue;
minDistance = distanceSquared;
beacon = (uid, navBeacon);
beaconCoords = new MapCoordinates(coords, xform.MapID);
}
return beacon != null;
}
[PublicAPI]
public string GetNearestBeaconString(Entity ent)
{
if (!Resolve(ent, ref ent.Comp))
return Loc.GetString("nav-beacon-pos-no-beacons");
return GetNearestBeaconString(_transformSystem.GetMapCoordinates(ent, ent.Comp));
}
public string GetNearestBeaconString(MapCoordinates coordinates)
{
if (!TryGetNearestBeacon(coordinates, out var beacon, out var pos))
return Loc.GetString("nav-beacon-pos-no-beacons");
var gridOffset = Angle.Zero;
if (_mapManager.TryFindGridAt(pos.Value, out var grid, out _))
gridOffset = Transform(grid).LocalRotation;
// get the angle between the two positions, adjusted for the grid rotation so that
// we properly preserve north in relation to the grid.
var dir = (pos.Value.Position - coordinates.Position).ToWorldAngle();
var adjustedDir = (dir - gridOffset).GetDir();
var length = (pos.Value.Position - coordinates.Position).Length();
if (length < CloseDistance)
{
return Loc.GetString("nav-beacon-pos-format",
("color", beacon.Value.Comp.Color),
("marker", beacon.Value.Comp.Text!));
}
var modifier = length > FarDistance
? Loc.GetString("nav-beacon-pos-format-direction-mod-far")
: string.Empty;
// we can null suppress the text being null because TryGetNearestVisibleStationBeacon always gives us a beacon with not-null text.
return Loc.GetString("nav-beacon-pos-format-direction",
("modifier", modifier),
("direction", ContentLocalizationManager.FormatDirection(adjustedDir).ToLowerInvariant()),
("color", beacon.Value.Comp.Color),
("marker", beacon.Value.Comp.Text!));
}
#endregion
}