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.TryGetComponent(out IconSmoothComponent iconSmooth)
&& iconSmooth.Running)
{
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));
}
}
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// Entity is no longer valid, update around the last position it was at.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; }
}
}