Files
tbd-station-14/Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs

181 lines
9.4 KiB
C#

using System.Numerics;
using Content.Client.Atmos.EntitySystems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.EntitySystems;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Client.Atmos.Overlays
{
public sealed class AtmosDebugOverlay : Overlay
{
private readonly AtmosDebugOverlaySystem _atmosDebugOverlaySystem;
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
private readonly SharedTransformSystem _transform;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
internal AtmosDebugOverlay(AtmosDebugOverlaySystem system)
{
IoCManager.InjectDependencies(this);
_atmosDebugOverlaySystem = system;
_transform = _entManager.System<SharedTransformSystem>();
}
protected override void Draw(in OverlayDrawArgs args)
{
var drawHandle = args.WorldHandle;
var mapId = args.Viewport.Eye!.Position.MapId;
var worldBounds = args.WorldBounds;
// IF YOU ARE ABOUT TO INTRODUCE CHUNKING OR SOME OTHER OPTIMIZATION INTO THIS CODE:
// -- THINK! --
// 1. "Is this going to make a critical atmos debugging tool harder to debug itself?"
// 2. "Is this going to do anything that could cause the atmos debugging tool to use resources, server-side or client-side, when nobody's using it?"
// 3. "Is this going to make it harder for atmos programmers to add data that may not be chunk-friendly into the atmos debugger?"
// Nanotrasen needs YOU! to avoid premature optimization in critical debugging tools - 20kdc
foreach (var mapGrid in _mapManager.FindGridsIntersecting(mapId, worldBounds))
{
if (!_atmosDebugOverlaySystem.HasData(mapGrid.Owner) ||
!_entManager.TryGetComponent<TransformComponent>(mapGrid.Owner, out var xform))
continue;
drawHandle.SetTransform(_transform.GetWorldMatrix(xform));
for (var pass = 0; pass < 2; pass++)
{
foreach (var tile in mapGrid.GetTilesIntersecting(worldBounds))
{
var dataMaybeNull = _atmosDebugOverlaySystem.GetData(mapGrid.Owner, tile.GridIndices);
if (dataMaybeNull != null)
{
var data = (SharedAtmosDebugOverlaySystem.AtmosDebugOverlayData) dataMaybeNull;
if (pass == 0)
{
// -- Mole Count --
float total = 0;
switch (_atmosDebugOverlaySystem.CfgMode) {
case AtmosDebugOverlayMode.TotalMoles:
foreach (float f in data.Moles)
{
total += f;
}
break;
case AtmosDebugOverlayMode.GasMoles:
total = data.Moles[_atmosDebugOverlaySystem.CfgSpecificGas];
break;
case AtmosDebugOverlayMode.Temperature:
total = data.Temperature;
break;
}
var interp = ((total - _atmosDebugOverlaySystem.CfgBase) / _atmosDebugOverlaySystem.CfgScale);
Color res;
if (_atmosDebugOverlaySystem.CfgCBM)
{
// Greyscale interpolation
res = Color.InterpolateBetween(Color.Black, Color.White, interp);
}
else
{
// Red-Green-Blue interpolation
if (interp < 0.5f)
{
res = Color.InterpolateBetween(Color.Red, Color.LimeGreen, interp * 2);
}
else
{
res = Color.InterpolateBetween(Color.LimeGreen, Color.Blue, (interp - 0.5f) * 2);
}
}
res = res.WithAlpha(0.75f);
drawHandle.DrawRect(Box2.FromDimensions(new Vector2(tile.X, tile.Y), new Vector2(1, 1)), res);
}
else if (pass == 1)
{
// -- Blocked Directions --
void CheckAndShowBlockDir(AtmosDirection dir)
{
if (data.BlockDirection.HasFlag(dir))
{
// Account for South being 0.
var atmosAngle = dir.ToAngle() - Angle.FromDegrees(90);
var atmosAngleOfs = atmosAngle.ToVec() * 0.45f;
var atmosAngleOfsR90 = new Vector2(atmosAngleOfs.Y, -atmosAngleOfs.X);
var tileCentre = new Vector2(tile.X + 0.5f, tile.Y + 0.5f);
var basisA = tileCentre + atmosAngleOfs - atmosAngleOfsR90;
var basisB = tileCentre + atmosAngleOfs + atmosAngleOfsR90;
drawHandle.DrawLine(basisA, basisB, Color.Azure);
}
}
CheckAndShowBlockDir(AtmosDirection.North);
CheckAndShowBlockDir(AtmosDirection.South);
CheckAndShowBlockDir(AtmosDirection.East);
CheckAndShowBlockDir(AtmosDirection.West);
void DrawPressureDirection(
DrawingHandleWorld handle,
AtmosDirection d,
TileRef t,
Color color)
{
// Account for South being 0.
var atmosAngle = d.ToAngle() - Angle.FromDegrees(90);
var atmosAngleOfs = atmosAngle.ToVec() * 0.4f;
var tileCentre = new Vector2(t.X + 0.5f, t.Y + 0.5f);
var basisA = tileCentre;
var basisB = tileCentre + atmosAngleOfs;
handle.DrawLine(basisA, basisB, color);
}
// -- Pressure Direction --
if (data.PressureDirection != AtmosDirection.Invalid)
{
DrawPressureDirection(drawHandle, data.PressureDirection, tile, Color.Blue);
}
else if (data.LastPressureDirection != AtmosDirection.Invalid)
{
DrawPressureDirection(drawHandle, data.LastPressureDirection, tile, Color.LightGray);
}
var tilePos = new Vector2(tile.X, tile.Y);
// -- Excited Groups --
if (data.InExcitedGroup != 0)
{
var basisA = tilePos;
var basisB = tilePos + new Vector2(1.0f, 1.0f);
var basisC = tilePos + new Vector2(0.0f, 1.0f);
var basisD = tilePos + new Vector2(1.0f, 0.0f);
var color = Color.White // Use first three nibbles for an unique color... Good enough?
.WithRed( data.InExcitedGroup & 0x000F)
.WithGreen((data.InExcitedGroup & 0x00F0) >>4)
.WithBlue( (data.InExcitedGroup & 0x0F00) >>8);
drawHandle.DrawLine(basisA, basisB, color);
drawHandle.DrawLine(basisC, basisD, color);
}
// -- Space Tiles --
if (data.IsSpace)
{
drawHandle.DrawCircle(tilePos + Vector2.One/2, 0.125f, Color.Orange);
}
}
}
}
}
}
drawHandle.SetTransform(Matrix3.Identity);
}
}
}