using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Atmos.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class GasTileOverlayComponent : Component
{
///
/// The tiles that have had their atmos data updated since last tick
///
public readonly HashSet InvalidTiles = new();
///
/// Gas data stored in chunks to make PVS / bubbling easier.
///
public readonly Dictionary Chunks = new();
///
/// Tick at which PVS was last toggled. Ensures that all players receive a full update when toggling PVS.
///
public GameTick ForceTick { get; set; }
}
[Serializable, NetSerializable]
public sealed class GasTileOverlayState(Dictionary chunks) : ComponentState
{
public readonly Dictionary Chunks = chunks;
}
[Serializable, NetSerializable]
public sealed class GasTileOverlayDeltaState(
Dictionary modifiedChunks,
HashSet allChunks)
: ComponentState, IComponentDeltaState
{
public readonly Dictionary ModifiedChunks = modifiedChunks;
public readonly HashSet AllChunks = allChunks;
public void ApplyToFullState(GasTileOverlayState state)
{
foreach (var key in state.Chunks.Keys)
{
if (!AllChunks.Contains(key))
state.Chunks.Remove(key);
}
foreach (var (chunk, data) in ModifiedChunks)
{
state.Chunks[chunk] = new(data);
}
}
public GasTileOverlayState CreateNewFullState(GasTileOverlayState state)
{
var chunks = new Dictionary(AllChunks.Count);
foreach (var (chunk, data) in ModifiedChunks)
{
chunks[chunk] = new(data);
}
foreach (var (chunk, data) in state.Chunks)
{
if (AllChunks.Contains(chunk))
chunks.TryAdd(chunk, new(data));
}
return new GasTileOverlayState(chunks);
}
}