using Content.Server.Worldgen.Components;
using Robust.Server.GameObjects;
namespace Content.Server.Worldgen.Systems;
///
/// This handles loading in objects based on distance from player, using some metadata on chunks.
///
public sealed class LocalityLoaderSystem : BaseWorldSystem
{
[Dependency] private readonly TransformSystem _xformSys = default!;
///
public override void Update(float frameTime)
{
var e = EntityQueryEnumerator();
var loadedQuery = GetEntityQuery();
var xformQuery = GetEntityQuery();
var controllerQuery = GetEntityQuery();
while (e.MoveNext(out var uid, out var loadable, out var xform))
{
if (!controllerQuery.TryGetComponent(xform.MapUid, out var controller))
{
RaiseLocalEvent(uid, new LocalStructureLoadedEvent());
RemCompDeferred(uid);
continue;
}
var coords = GetChunkCoords(uid, xform);
var done = false;
for (var i = -1; i < 2 && !done; i++)
{
for (var j = -1; j < 2 && !done; j++)
{
var chunk = GetOrCreateChunk(coords + (i, j), xform.MapUid!.Value, controller);
if (!loadedQuery.TryGetComponent(chunk, out var loaded) || loaded.Loaders is null)
continue;
foreach (var loader in loaded.Loaders)
{
if (!xformQuery.TryGetComponent(loader, out var loaderXform))
continue;
if ((_xformSys.GetWorldPosition(loaderXform) - _xformSys.GetWorldPosition(xform)).Length() > loadable.LoadingDistance)
continue;
RaiseLocalEvent(uid, new LocalStructureLoadedEvent());
RemCompDeferred(uid);
done = true;
break;
}
}
}
}
}
}
///
/// A directed fired on a loadable entity when a local loader enters it's vicinity.
///
public record struct LocalStructureLoadedEvent;