using Content.Shared.Interaction; using Robust.Shared.Containers; using Robust.Shared.GameStates; using Robust.Shared.Map; using Robust.Shared.Serialization; using Robust.Shared.Timing; using Robust.Shared.Utility; using System.Linq; namespace Content.Shared.SubFloor; public sealed class TrayScannerSystem : EntitySystem { [Dependency] private IMapManager _mapManager = default!; [Dependency] private IGameTiming _gameTiming = default!; [Dependency] private SharedSubFloorHideSystem _subfloorSystem = default!; [Dependency] private SharedContainerSystem _containerSystem = default!; private HashSet _activeScanners = new(); private RemQueue _invalidScanners = new(); public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnComponentShutdown); SubscribeLocalEvent(OnTrayScannerGetState); SubscribeLocalEvent(OnTrayScannerHandleState); SubscribeLocalEvent(OnTrayScannerActivate); } private void OnTrayScannerActivate(EntityUid uid, TrayScannerComponent scanner, ActivateInWorldEvent args) { SetScannerEnabled(uid, !scanner.Enabled, scanner); } private void SetScannerEnabled(EntityUid uid, bool enabled, TrayScannerComponent? scanner = null) { if (!Resolve(uid, ref scanner)) return; scanner.Enabled = enabled; Dirty(scanner); if (scanner.Enabled) _activeScanners.Add(uid); // We don't remove from _activeScanners on disabled, because the update function will handle that, as well as // managing the revealed subfloor entities if (EntityManager.TryGetComponent(uid, out var appearance)) { appearance.SetData(TrayScannerVisual.Visual, scanner.Enabled == true ? TrayScannerVisual.On : TrayScannerVisual.Off); } } private void OnTrayScannerGetState(EntityUid uid, TrayScannerComponent scanner, ref ComponentGetState args) { args.State = new TrayScannerState(scanner.Enabled); } private void OnTrayScannerHandleState(EntityUid uid, TrayScannerComponent scanner, ref ComponentHandleState args) { if (args.Current is not TrayScannerState state) return; SetScannerEnabled(uid, scanner.Enabled, scanner); // This is hacky and somewhat inefficient for the client. But when resetting predicted entities we have to unset // last position. This is because appearance data gets reset, but if the position isn't reset the scanner won't // re-reveal entities leading to odd visuals. scanner.LastLocation = null; } public void OnComponentShutdown(EntityUid uid, TrayScannerComponent scanner, ComponentShutdown args) { _subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false); _activeScanners.Remove(uid); } public override void Update(float frameTime) { if (!_gameTiming.IsFirstTimePredicted) return; 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); _invalidScanners.List?.Clear(); } /// /// When a subfloor entity gets anchored (which includes spawning & coming into PVS range), Check for nearby scanners. /// public 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) { 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.Enabled || transform.MapID == MapId.Nullspace) { _subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false); scanner.LastLocation = null; scanner.RevealedSubfloors.Clear(); return false; } var pos = transform.LocalPosition; // zero vector implies container // // this means we should get the entity transform's parent if (pos == Vector2.Zero && transform.Parent != null && _containerSystem.ContainsEntity(transform.ParentUid, uid)) { pos = transform.Parent.LocalPosition; // 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 (pos == Vector2.Zero) { var gpTransform = transform.Parent.Parent; if (gpTransform != null && _containerSystem.ContainsEntity(gpTransform.Owner, transform.ParentUid)) { pos = gpTransform.LocalPosition; } } } // 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 (pos == Vector2.Zero) { _subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false); scanner.RevealedSubfloors.Clear(); return true; } // get the rounded position so that small movements don't cause this to // update every time var flooredPos = (Vector2i) pos; // 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); } } // 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); return true; } } [Serializable, NetSerializable] public enum TrayScannerVisual : sbyte { Visual, On, Off }