* Optimized the drawing of lines and tracked entities * Optimized nav map updating and added thin wall support * Added support for thin doors * Removed floor tile seams, more line drawing optimizations * Fixed split grids not updating correctly * Cleaned up NavMapControl code * Fix nav map header * Converted nav map updates from system network messages to delta-states * Addressed review comments * Fixed timing issue where NavMapSystem would update before AirtightSystem did
72 lines
1.7 KiB
C#
72 lines
1.7 KiB
C#
using Content.Shared.Atmos;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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namespace Content.Shared.Pinpointer;
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/// <summary>
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/// Used to store grid data to be used for UIs.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class NavMapComponent : Component
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{
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/*
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* Don't need DataFields as this can be reconstructed
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*/
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/// <summary>
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/// Bitmasks that represent chunked tiles.
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/// </summary>
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[ViewVariables]
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public Dictionary<(NavMapChunkType, Vector2i), NavMapChunk> Chunks = new();
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/// <summary>
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/// List of station beacons.
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/// </summary>
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[ViewVariables]
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public HashSet<SharedNavMapSystem.NavMapBeacon> Beacons = new();
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}
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[Serializable, NetSerializable]
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public sealed class NavMapChunk
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{
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/// <summary>
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/// The chunk origin
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/// </summary>
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public readonly Vector2i Origin;
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/// <summary>
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/// Bitmask for tiles, 1 for occupied and 0 for empty. There is a bitmask for each cardinal direction,
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/// representing each edge of the tile, in case the entities inside it do not entirely fill it
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/// </summary>
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public Dictionary<AtmosDirection, ushort> TileData;
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/// <summary>
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/// The last game tick that the chunk was updated
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/// </summary>
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[NonSerialized]
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public GameTick LastUpdate;
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public NavMapChunk(Vector2i origin)
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{
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Origin = origin;
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TileData = new()
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{
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[AtmosDirection.North] = 0,
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[AtmosDirection.East] = 0,
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[AtmosDirection.South] = 0,
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[AtmosDirection.West] = 0,
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};
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}
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}
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public enum NavMapChunkType : byte
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{
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Invalid,
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Floor,
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Wall,
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Airlock,
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}
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