Files
tbd-station-14/Content.Server/Parallax/BiomeSystem.cs
Plykiya 160364e100 Update BiomeSystem.cs to not use Component.Owner (#29939)
Update BiomeSystem.cs

Co-authored-by: plykiya <plykiya@protonmail.com>
2024-07-12 19:22:24 +10:00

1060 lines
37 KiB
C#

using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
using Content.Server.Atmos;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Decals;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Shuttles.Events;
using Content.Server.Shuttles.Systems;
using Content.Shared.Atmos;
using Content.Shared.Decals;
using Content.Shared.Gravity;
using Content.Shared.Parallax.Biomes;
using Content.Shared.Parallax.Biomes.Layers;
using Content.Shared.Parallax.Biomes.Markers;
using Microsoft.Extensions.ObjectPool;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Threading;
using Robust.Shared.Utility;
using ChunkIndicesEnumerator = Robust.Shared.Map.Enumerators.ChunkIndicesEnumerator;
namespace Content.Server.Parallax;
public sealed partial class BiomeSystem : SharedBiomeSystem
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IConsoleHost _console = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IParallelManager _parallel = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AtmosphereSystem _atmos = default!;
[Dependency] private readonly DecalSystem _decals = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly ShuttleSystem _shuttles = default!;
private EntityQuery<BiomeComponent> _biomeQuery;
private EntityQuery<FixturesComponent> _fixturesQuery;
private EntityQuery<TransformComponent> _xformQuery;
private readonly HashSet<EntityUid> _handledEntities = new();
private const float DefaultLoadRange = 16f;
private float _loadRange = DefaultLoadRange;
private List<(Vector2i, Tile)> _tiles = new();
private ObjectPool<HashSet<Vector2i>> _tilePool =
new DefaultObjectPool<HashSet<Vector2i>>(new SetPolicy<Vector2i>(), 256);
/// <summary>
/// Load area for chunks containing tiles, decals etc.
/// </summary>
private Box2 _loadArea = new(-DefaultLoadRange, -DefaultLoadRange, DefaultLoadRange, DefaultLoadRange);
/// <summary>
/// Stores the chunks active for this tick temporarily.
/// </summary>
private readonly Dictionary<BiomeComponent, HashSet<Vector2i>> _activeChunks = new();
private readonly Dictionary<BiomeComponent,
Dictionary<string, HashSet<Vector2i>>> _markerChunks = new();
public override void Initialize()
{
base.Initialize();
Log.Level = LogLevel.Debug;
_biomeQuery = GetEntityQuery<BiomeComponent>();
_fixturesQuery = GetEntityQuery<FixturesComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
SubscribeLocalEvent<BiomeComponent, MapInitEvent>(OnBiomeMapInit);
SubscribeLocalEvent<FTLStartedEvent>(OnFTLStarted);
SubscribeLocalEvent<ShuttleFlattenEvent>(OnShuttleFlatten);
Subs.CVar(_configManager, CVars.NetMaxUpdateRange, SetLoadRange, true);
InitializeCommands();
SubscribeLocalEvent<PrototypesReloadedEventArgs>(ProtoReload);
}
private void ProtoReload(PrototypesReloadedEventArgs obj)
{
if (!obj.ByType.TryGetValue(typeof(BiomeTemplatePrototype), out var reloads))
return;
var query = AllEntityQuery<BiomeComponent>();
while (query.MoveNext(out var uid, out var biome))
{
if (biome.Template == null || !reloads.Modified.TryGetValue(biome.Template, out var proto))
continue;
SetTemplate(uid, biome, (BiomeTemplatePrototype) proto);
}
}
private void SetLoadRange(float obj)
{
// Round it up
_loadRange = MathF.Ceiling(obj / ChunkSize) * ChunkSize;
_loadArea = new Box2(-_loadRange, -_loadRange, _loadRange, _loadRange);
}
private void OnBiomeMapInit(EntityUid uid, BiomeComponent component, MapInitEvent args)
{
if (component.Seed == -1)
{
SetSeed(uid, component, _random.Next());
}
if (_proto.TryIndex(component.Template, out var biome))
SetTemplate(uid, component, biome);
var xform = Transform(uid);
var mapId = xform.MapID;
if (mapId != MapId.Nullspace && HasComp<MapGridComponent>(uid))
{
var setTiles = new List<(Vector2i Index, Tile tile)>();
foreach (var grid in _mapManager.GetAllGrids(mapId))
{
if (!_fixturesQuery.TryGetComponent(grid.Owner, out var fixtures))
continue;
// Don't want shuttles flying around now do we.
_shuttles.Disable(grid.Owner);
var pTransform = _physics.GetPhysicsTransform(grid.Owner);
foreach (var fixture in fixtures.Fixtures.Values)
{
for (var i = 0; i < fixture.Shape.ChildCount; i++)
{
var aabb = fixture.Shape.ComputeAABB(pTransform, i);
setTiles.Clear();
ReserveTiles(uid, aabb, setTiles);
}
}
}
}
}
public void SetEnabled(Entity<BiomeComponent?> ent, bool enabled = true)
{
if (!Resolve(ent, ref ent.Comp) || ent.Comp.Enabled == enabled)
return;
ent.Comp.Enabled = enabled;
Dirty(ent, ent.Comp);
}
public void SetSeed(EntityUid uid, BiomeComponent component, int seed, bool dirty = true)
{
component.Seed = seed;
if (dirty)
Dirty(uid, component);
}
public void ClearTemplate(EntityUid uid, BiomeComponent component, bool dirty = true)
{
component.Layers.Clear();
component.Template = null;
if (dirty)
Dirty(uid, component);
}
/// <summary>
/// Sets the <see cref="BiomeComponent.Template"/> and refreshes layers.
/// </summary>
public void SetTemplate(EntityUid uid, BiomeComponent component, BiomeTemplatePrototype template, bool dirty = true)
{
component.Layers.Clear();
component.Template = template.ID;
foreach (var layer in template.Layers)
{
component.Layers.Add(layer);
}
if (dirty)
Dirty(uid, component);
}
/// <summary>
/// Adds the specified layer at the specified marker if it exists.
/// </summary>
public void AddLayer(EntityUid uid, BiomeComponent component, string id, IBiomeLayer addedLayer, int seedOffset = 0)
{
for (var i = 0; i < component.Layers.Count; i++)
{
var layer = component.Layers[i];
if (layer is not BiomeDummyLayer dummy || dummy.ID != id)
continue;
addedLayer.Noise.SetSeed(addedLayer.Noise.GetSeed() + seedOffset);
component.Layers.Insert(i, addedLayer);
break;
}
Dirty(uid, component);
}
public void AddMarkerLayer(EntityUid uid, BiomeComponent component, string marker)
{
component.MarkerLayers.Add(marker);
Dirty(uid, component);
}
/// <summary>
/// Adds the specified template at the specified marker if it exists, withour overriding every layer.
/// </summary>
public void AddTemplate(EntityUid uid, BiomeComponent component, string id, BiomeTemplatePrototype template, int seedOffset = 0)
{
for (var i = 0; i < component.Layers.Count; i++)
{
var layer = component.Layers[i];
if (layer is not BiomeDummyLayer dummy || dummy.ID != id)
continue;
for (var j = template.Layers.Count - 1; j >= 0; j--)
{
var addedLayer = template.Layers[j];
addedLayer.Noise.SetSeed(addedLayer.Noise.GetSeed() + seedOffset);
component.Layers.Insert(i, addedLayer);
}
break;
}
Dirty(uid, component);
}
private void OnFTLStarted(ref FTLStartedEvent ev)
{
var targetMap = ev.TargetCoordinates.ToMap(EntityManager, _transform);
var targetMapUid = _mapManager.GetMapEntityId(targetMap.MapId);
if (!TryComp<BiomeComponent>(targetMapUid, out var biome))
return;
var preloadArea = new Vector2(32f, 32f);
var targetArea = new Box2(targetMap.Position - preloadArea, targetMap.Position + preloadArea);
Preload(targetMapUid, biome, targetArea);
}
private void OnShuttleFlatten(ref ShuttleFlattenEvent ev)
{
if (!TryComp<BiomeComponent>(ev.MapUid, out var biome) ||
!TryComp<MapGridComponent>(ev.MapUid, out var grid))
{
return;
}
var tiles = new List<(Vector2i Index, Tile Tile)>();
foreach (var aabb in ev.AABBs)
{
for (var x = Math.Floor(aabb.Left); x <= Math.Ceiling(aabb.Right); x++)
{
for (var y = Math.Floor(aabb.Bottom); y <= Math.Ceiling(aabb.Top); y++)
{
var index = new Vector2i((int) x, (int) y);
var chunk = SharedMapSystem.GetChunkIndices(index, ChunkSize);
var mod = biome.ModifiedTiles.GetOrNew(chunk * ChunkSize);
if (!mod.Add(index) || !TryGetBiomeTile(index, biome.Layers, biome.Seed, grid, out var tile))
continue;
// If we flag it as modified then the tile is never set so need to do it ourselves.
tiles.Add((index, tile.Value));
}
}
}
_mapSystem.SetTiles(ev.MapUid, grid, tiles);
}
/// <summary>
/// Preloads biome for the specified area.
/// </summary>
public void Preload(EntityUid uid, BiomeComponent component, Box2 area)
{
var markers = component.MarkerLayers;
var goobers = _markerChunks.GetOrNew(component);
foreach (var layer in markers)
{
var proto = ProtoManager.Index(layer);
var enumerator = new ChunkIndicesEnumerator(area, proto.Size);
while (enumerator.MoveNext(out var chunk))
{
var chunkOrigin = chunk * proto.Size;
var layerChunks = goobers.GetOrNew(proto.ID);
layerChunks.Add(chunkOrigin.Value);
}
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var biomes = AllEntityQuery<BiomeComponent>();
while (biomes.MoveNext(out var biome))
{
_activeChunks.Add(biome, _tilePool.Get());
_markerChunks.GetOrNew(biome);
}
// Get chunks in range
foreach (var pSession in Filter.GetAllPlayers(_playerManager))
{
if (_xformQuery.TryGetComponent(pSession.AttachedEntity, out var xform) &&
_handledEntities.Add(pSession.AttachedEntity.Value) &&
_biomeQuery.TryGetComponent(xform.MapUid, out var biome) &&
biome.Enabled)
{
var worldPos = _transform.GetWorldPosition(xform);
AddChunksInRange(biome, worldPos);
foreach (var layer in biome.MarkerLayers)
{
var layerProto = ProtoManager.Index(layer);
AddMarkerChunksInRange(biome, worldPos, layerProto);
}
}
foreach (var viewer in pSession.ViewSubscriptions)
{
if (!_handledEntities.Add(viewer) ||
!_xformQuery.TryGetComponent(viewer, out xform) ||
!_biomeQuery.TryGetComponent(xform.MapUid, out biome) ||
!biome.Enabled)
{
continue;
}
var worldPos = _transform.GetWorldPosition(xform);
AddChunksInRange(biome, worldPos);
foreach (var layer in biome.MarkerLayers)
{
var layerProto = ProtoManager.Index(layer);
AddMarkerChunksInRange(biome, worldPos, layerProto);
}
}
}
var loadBiomes = AllEntityQuery<BiomeComponent, MapGridComponent>();
while (loadBiomes.MoveNext(out var gridUid, out var biome, out var grid))
{
if (!biome.Enabled)
continue;
// Load new chunks
LoadChunks(biome, gridUid, grid, biome.Seed);
// Unload old chunks
UnloadChunks(biome, gridUid, grid, biome.Seed);
}
_handledEntities.Clear();
foreach (var tiles in _activeChunks.Values)
{
_tilePool.Return(tiles);
}
_activeChunks.Clear();
_markerChunks.Clear();
}
private void AddChunksInRange(BiomeComponent biome, Vector2 worldPos)
{
var enumerator = new ChunkIndicesEnumerator(_loadArea.Translated(worldPos), ChunkSize);
while (enumerator.MoveNext(out var chunkOrigin))
{
_activeChunks[biome].Add(chunkOrigin.Value * ChunkSize);
}
}
private void AddMarkerChunksInRange(BiomeComponent biome, Vector2 worldPos, IBiomeMarkerLayer layer)
{
// Offset the load area so it's centralised.
var loadArea = new Box2(0, 0, layer.Size, layer.Size);
var halfLayer = new Vector2(layer.Size / 2f);
var enumerator = new ChunkIndicesEnumerator(loadArea.Translated(worldPos - halfLayer), layer.Size);
while (enumerator.MoveNext(out var chunkOrigin))
{
var lay = _markerChunks[biome].GetOrNew(layer.ID);
lay.Add(chunkOrigin.Value * layer.Size);
}
}
#region Load
/// <summary>
/// Loads all of the chunks for a particular biome, as well as handle any marker chunks.
/// </summary>
private void LoadChunks(
BiomeComponent component,
EntityUid gridUid,
MapGridComponent grid,
int seed)
{
BuildMarkerChunks(component, gridUid, grid, seed);
var active = _activeChunks[component];
foreach (var chunk in active)
{
LoadChunkMarkers(component, gridUid, grid, chunk, seed);
if (!component.LoadedChunks.Add(chunk))
continue;
// Load NOW!
LoadChunk(component, gridUid, grid, chunk, seed);
}
}
/// <summary>
/// Goes through all marker chunks that haven't been calculated, then calculates what spawns there are and
/// allocates them to the relevant actual chunks in the biome (marker chunks may be many times larger than biome chunks).
/// </summary>
private void BuildMarkerChunks(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, int seed)
{
var markers = _markerChunks[component];
var loadedMarkers = component.LoadedMarkers;
var idx = 0;
foreach (var (layer, chunks) in markers)
{
// I know dictionary ordering isn't guaranteed but I just need something to differentiate seeds.
idx++;
var localIdx = idx;
Parallel.ForEach(chunks, new ParallelOptions() { MaxDegreeOfParallelism = _parallel.ParallelProcessCount }, chunk =>
{
if (loadedMarkers.TryGetValue(layer, out var mobChunks) && mobChunks.Contains(chunk))
return;
var forced = component.ForcedMarkerLayers.Contains(layer);
// Make a temporary version and copy back in later.
var pending = new Dictionary<Vector2i, Dictionary<string, List<Vector2i>>>();
// Essentially get the seed + work out a buffer to adjacent chunks so we don't
// inadvertantly spawn too many near the edges.
var layerProto = ProtoManager.Index<BiomeMarkerLayerPrototype>(layer);
var markerSeed = seed + chunk.X * ChunkSize + chunk.Y + localIdx;
var rand = new Random(markerSeed);
var buffer = (int) (layerProto.Radius / 2f);
var bounds = new Box2i(chunk + buffer, chunk + layerProto.Size - buffer);
var count = (int) (bounds.Area / (layerProto.Radius * layerProto.Radius));
count = Math.Min(count, layerProto.MaxCount);
GetMarkerNodes(gridUid, component, grid, layerProto, forced, bounds, count, rand,
out var spawnSet, out var existing);
// Forcing markers to spawn so delete any that were found to be in the way.
if (forced && existing.Count > 0)
{
// Lock something so we can delete these safely.
lock (component.PendingMarkers)
{
foreach (var ent in existing)
{
Del(ent);
}
}
}
foreach (var node in spawnSet.Keys)
{
var chunkOrigin = SharedMapSystem.GetChunkIndices(node, ChunkSize) * ChunkSize;
if (!pending.TryGetValue(chunkOrigin, out var pendingMarkers))
{
pendingMarkers = new Dictionary<string, List<Vector2i>>();
pending[chunkOrigin] = pendingMarkers;
}
if (!pendingMarkers.TryGetValue(layer, out var layerMarkers))
{
layerMarkers = new List<Vector2i>();
pendingMarkers[layer] = layerMarkers;
}
layerMarkers.Add(node);
}
lock (loadedMarkers)
{
if (!loadedMarkers.TryGetValue(layer, out var lockMobChunks))
{
lockMobChunks = new HashSet<Vector2i>();
loadedMarkers[layer] = lockMobChunks;
}
lockMobChunks.Add(chunk);
foreach (var (chunkOrigin, layers) in pending)
{
if (!component.PendingMarkers.TryGetValue(chunkOrigin, out var lockMarkers))
{
lockMarkers = new Dictionary<string, List<Vector2i>>();
component.PendingMarkers[chunkOrigin] = lockMarkers;
}
foreach (var (lockLayer, nodes) in layers)
{
lockMarkers[lockLayer] = nodes;
}
}
}
});
}
component.ForcedMarkerLayers.Clear();
}
/// <summary>
/// Gets the marker nodes for the specified area.
/// </summary>
/// <param name="emptyTiles">Should we include empty tiles when determine markers (e.g. if they are yet to be loaded)</param>
public void GetMarkerNodes(
EntityUid gridUid,
BiomeComponent biome,
MapGridComponent grid,
BiomeMarkerLayerPrototype layerProto,
bool forced,
Box2i bounds,
int count,
Random rand,
out Dictionary<Vector2i, string?> spawnSet,
out HashSet<EntityUid> existingEnts,
bool emptyTiles = true)
{
DebugTools.Assert(count > 0);
var remainingTiles = _tilePool.Get();
var nodeEntities = new Dictionary<Vector2i, EntityUid?>();
var nodeMask = new Dictionary<Vector2i, string?>();
// Okay so originally we picked a random tile and BFS outwards
// the problem is if you somehow get a cooked frontier then it might drop entire veins
// hence we'll grab all valid tiles up front and use that as possible seeds.
// It's hella more expensive but stops issues.
for (var x = bounds.Left; x < bounds.Right; x++)
{
for (var y = bounds.Bottom; y < bounds.Top; y++)
{
var node = new Vector2i(x, y);
// Empty tile, skip if relevant.
if (!emptyTiles && (!_mapSystem.TryGetTile(grid, node, out var tile) || tile.IsEmpty))
continue;
// Check if it's a valid spawn, if so then use it.
var enumerator = _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, node);
enumerator.MoveNext(out var existing);
if (!forced && existing != null)
continue;
// Check if mask matches // anything blocking.
TryGetEntity(node, biome, grid, out var proto);
// If there's an existing entity and it doesn't match the mask then skip.
if (layerProto.EntityMask.Count > 0 &&
(proto == null ||
!layerProto.EntityMask.ContainsKey(proto)))
{
continue;
}
// If it's just a flat spawn then just check for anything blocking.
if (proto != null && layerProto.Prototype != null)
{
continue;
}
DebugTools.Assert(layerProto.EntityMask.Count == 0 || !string.IsNullOrEmpty(proto));
remainingTiles.Add(node);
nodeEntities.Add(node, existing);
nodeMask.Add(node, proto);
}
}
var frontier = new ValueList<Vector2i>(32);
// TODO: Need poisson but crashes whenever I use moony's due to inputs or smth idk
// Get the total amount of groups to spawn across the entire chunk.
// We treat a null entity mask as requiring nothing else on the tile
spawnSet = new Dictionary<Vector2i, string?>();
existingEnts = new HashSet<EntityUid>();
// Iterate the group counts and pathfind out each group.
for (var i = 0; i < count; i++)
{
var groupSize = rand.Next(layerProto.MinGroupSize, layerProto.MaxGroupSize + 1);
// While we have remaining tiles keep iterating
while (groupSize >= 0 && remainingTiles.Count > 0)
{
var startNode = rand.PickAndTake(remainingTiles);
frontier.Clear();
frontier.Add(startNode);
// This essentially may lead to a vein being split in multiple areas but the count matters more than position.
while (frontier.Count > 0 && groupSize >= 0)
{
// Need to pick a random index so we don't just get straight lines of ores.
var frontierIndex = rand.Next(frontier.Count);
var node = frontier[frontierIndex];
frontier.RemoveSwap(frontierIndex);
remainingTiles.Remove(node);
// Add neighbors if they're valid, worst case we add no more and pick another random seed tile.
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
if (x != 0 && y != 0)
continue;
var neighbor = new Vector2i(node.X + x, node.Y + y);
if (frontier.Contains(neighbor) || !remainingTiles.Contains(neighbor))
continue;
frontier.Add(neighbor);
}
}
// Tile valid salad so add it.
var mask = nodeMask[node];
spawnSet.Add(node, mask);
groupSize--;
if (nodeEntities.TryGetValue(node, out var existing))
{
Del(existing);
}
}
}
if (groupSize > 0)
{
Log.Warning($"Found remaining group size for ore veins!");
}
}
_tilePool.Return(remainingTiles);
}
/// <summary>
/// Loads the pre-deteremined marker nodes for a particular chunk.
/// This is calculated in <see cref="BuildMarkerChunks"/>
/// </summary>
/// <remarks>
/// Note that the marker chunks do not correspond to this chunk.
/// </remarks>
private void LoadChunkMarkers(
BiomeComponent component,
EntityUid gridUid,
MapGridComponent grid,
Vector2i chunk,
int seed)
{
// Load any pending marker tiles first.
if (!component.PendingMarkers.TryGetValue(chunk, out var layers))
return;
// This needs to be done separately in case we try to add a marker layer and want to force it on existing
// loaded chunks.
component.ModifiedTiles.TryGetValue(chunk, out var modified);
modified ??= _tilePool.Get();
foreach (var (layer, nodes) in layers)
{
var layerProto = ProtoManager.Index<BiomeMarkerLayerPrototype>(layer);
foreach (var node in nodes)
{
if (modified.Contains(node))
continue;
// Need to ensure the tile under it has loaded for anchoring.
if (TryGetBiomeTile(node, component.Layers, seed, grid, out var tile))
{
_mapSystem.SetTile(gridUid, grid, node, tile.Value);
}
string? prototype;
if (TryGetEntity(node, component, grid, out var proto) &&
layerProto.EntityMask.TryGetValue(proto, out var maskedProto))
{
prototype = maskedProto;
}
else
{
prototype = layerProto.Prototype;
}
// If it is a ghost role then purge it
// TODO: This is *kind* of a bandaid but natural mobs spawns needs a lot more work.
// Ideally we'd just have ghost role and non-ghost role variants for some stuff.
var uid = EntityManager.CreateEntityUninitialized(prototype, _mapSystem.GridTileToLocal(gridUid, grid, node));
RemComp<GhostTakeoverAvailableComponent>(uid);
RemComp<GhostRoleComponent>(uid);
EntityManager.InitializeAndStartEntity(uid);
modified.Add(node);
}
}
if (modified.Count == 0)
_tilePool.Return(modified);
component.PendingMarkers.Remove(chunk);
}
/// <summary>
/// Loads a particular queued chunk for a biome.
/// </summary>
private void LoadChunk(
BiomeComponent component,
EntityUid gridUid,
MapGridComponent grid,
Vector2i chunk,
int seed)
{
component.ModifiedTiles.TryGetValue(chunk, out var modified);
modified ??= _tilePool.Get();
_tiles.Clear();
// Set tiles first
for (var x = 0; x < ChunkSize; x++)
{
for (var y = 0; y < ChunkSize; y++)
{
var indices = new Vector2i(x + chunk.X, y + chunk.Y);
// Pass in null so we don't try to get the tileref.
if (modified.Contains(indices))
continue;
// If there's existing data then don't overwrite it.
if (_mapSystem.TryGetTileRef(gridUid, grid, indices, out var tileRef) && !tileRef.Tile.IsEmpty)
continue;
if (!TryGetBiomeTile(indices, component.Layers, seed, grid, out var biomeTile))
continue;
_tiles.Add((indices, biomeTile.Value));
}
}
_mapSystem.SetTiles(gridUid, grid, _tiles);
_tiles.Clear();
// Now do entities
var loadedEntities = new Dictionary<EntityUid, Vector2i>();
component.LoadedEntities.Add(chunk, loadedEntities);
for (var x = 0; x < ChunkSize; x++)
{
for (var y = 0; y < ChunkSize; y++)
{
var indices = new Vector2i(x + chunk.X, y + chunk.Y);
if (modified.Contains(indices))
continue;
// Don't mess with anything that's potentially anchored.
var anchored = _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, indices);
if (anchored.MoveNext(out _) || !TryGetEntity(indices, component, grid, out var entPrototype))
continue;
// TODO: Fix non-anchored ents spawning.
// Just track loaded chunks for now.
var ent = Spawn(entPrototype, _mapSystem.GridTileToLocal(gridUid, grid, indices));
// At least for now unless we do lookups or smth, only work with anchoring.
if (_xformQuery.TryGetComponent(ent, out var xform) && !xform.Anchored)
{
_transform.AnchorEntity((ent, xform), (gridUid, grid), indices);
}
loadedEntities.Add(ent, indices);
}
}
// Decals
var loadedDecals = new Dictionary<uint, Vector2i>();
component.LoadedDecals.Add(chunk, loadedDecals);
for (var x = 0; x < ChunkSize; x++)
{
for (var y = 0; y < ChunkSize; y++)
{
var indices = new Vector2i(x + chunk.X, y + chunk.Y);
if (modified.Contains(indices))
continue;
// Don't mess with anything that's potentially anchored.
var anchored = _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, indices);
if (anchored.MoveNext(out _) || !TryGetDecals(indices, component.Layers, seed, grid, out var decals))
continue;
foreach (var decal in decals)
{
if (!_decals.TryAddDecal(decal.ID, new EntityCoordinates(gridUid, decal.Position), out var dec))
continue;
loadedDecals.Add(dec, indices);
}
}
}
if (modified.Count == 0)
{
_tilePool.Return(modified);
component.ModifiedTiles.Remove(chunk);
}
else
{
component.ModifiedTiles[chunk] = modified;
}
}
#endregion
#region Unload
/// <summary>
/// Handles all of the queued chunk unloads for a particular biome.
/// </summary>
private void UnloadChunks(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, int seed)
{
var active = _activeChunks[component];
List<(Vector2i, Tile)>? tiles = null;
foreach (var chunk in component.LoadedChunks)
{
if (active.Contains(chunk) || !component.LoadedChunks.Remove(chunk))
continue;
// Unload NOW!
tiles ??= new List<(Vector2i, Tile)>(ChunkSize * ChunkSize);
UnloadChunk(component, gridUid, grid, chunk, seed, tiles);
}
}
/// <summary>
/// Unloads a specific biome chunk.
/// </summary>
private void UnloadChunk(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, Vector2i chunk, int seed, List<(Vector2i, Tile)> tiles)
{
// Reverse order to loading
component.ModifiedTiles.TryGetValue(chunk, out var modified);
modified ??= new HashSet<Vector2i>();
// Delete decals
foreach (var (dec, indices) in component.LoadedDecals[chunk])
{
// If we couldn't remove it then flag the tile to never be touched.
if (!_decals.RemoveDecal(gridUid, dec))
{
modified.Add(indices);
}
}
component.LoadedDecals.Remove(chunk);
// Delete entities
// Ideally any entities that aren't modified just get deleted and re-generated later
// This is because if we want to save the map (e.g. persistent server) it makes the file much smaller
// and also if the map is enormous will make stuff like physics broadphase much faster
var xformQuery = GetEntityQuery<TransformComponent>();
foreach (var (ent, tile) in component.LoadedEntities[chunk])
{
if (Deleted(ent) || !xformQuery.TryGetComponent(ent, out var xform))
{
modified.Add(tile);
continue;
}
// It's moved
var entTile = _mapSystem.LocalToTile(gridUid, grid, xform.Coordinates);
if (!xform.Anchored || entTile != tile)
{
modified.Add(tile);
continue;
}
if (!EntityManager.IsDefault(ent))
{
modified.Add(tile);
continue;
}
Del(ent);
}
component.LoadedEntities.Remove(chunk);
// Unset tiles (if the data is custom)
for (var x = 0; x < ChunkSize; x++)
{
for (var y = 0; y < ChunkSize; y++)
{
var indices = new Vector2i(x + chunk.X, y + chunk.Y);
if (modified.Contains(indices))
continue;
// Don't mess with anything that's potentially anchored.
var anchored = grid.GetAnchoredEntitiesEnumerator(indices);
if (anchored.MoveNext(out _))
{
modified.Add(indices);
continue;
}
// If it's default data unload the tile.
if (!TryGetBiomeTile(indices, component.Layers, seed, null, out var biomeTile) ||
_mapSystem.TryGetTileRef(gridUid, grid, indices, out var tileRef) && tileRef.Tile != biomeTile.Value)
{
modified.Add(indices);
continue;
}
tiles.Add((indices, Tile.Empty));
}
}
grid.SetTiles(tiles);
tiles.Clear();
component.LoadedChunks.Remove(chunk);
if (modified.Count == 0)
{
component.ModifiedTiles.Remove(chunk);
}
else
{
component.ModifiedTiles[chunk] = modified;
}
}
#endregion
/// <summary>
/// Creates a simple planet setup for a map.
/// </summary>
public void EnsurePlanet(EntityUid mapUid, BiomeTemplatePrototype biomeTemplate, int? seed = null, MetaDataComponent? metadata = null, Color? mapLight = null)
{
if (!Resolve(mapUid, ref metadata))
return;
EnsureComp<MapGridComponent>(mapUid);
var biome = (BiomeComponent) EntityManager.ComponentFactory.GetComponent(typeof(BiomeComponent));
seed ??= _random.Next();
SetSeed(mapUid, biome, seed.Value, false);
SetTemplate(mapUid, biome, biomeTemplate, false);
AddComp(mapUid, biome, true);
Dirty(mapUid, biome, metadata);
var gravity = EnsureComp<GravityComponent>(mapUid);
gravity.Enabled = true;
gravity.Inherent = true;
Dirty(mapUid, gravity, metadata);
// Day lighting
// Daylight: #D8B059
// Midday: #E6CB8B
// Moonlight: #2b3143
// Lava: #A34931
var light = EnsureComp<MapLightComponent>(mapUid);
light.AmbientLightColor = mapLight ?? Color.FromHex("#D8B059");
Dirty(mapUid, light, metadata);
var moles = new float[Atmospherics.AdjustedNumberOfGases];
moles[(int) Gas.Oxygen] = 21.824779f;
moles[(int) Gas.Nitrogen] = 82.10312f;
var mixture = new GasMixture(moles, Atmospherics.T20C);
_atmos.SetMapAtmosphere(mapUid, false, mixture);
}
/// <summary>
/// Sets the specified tiles as relevant and marks them as modified.
/// </summary>
public void ReserveTiles(EntityUid mapUid, Box2 bounds, List<(Vector2i Index, Tile Tile)> tiles, BiomeComponent? biome = null, MapGridComponent? mapGrid = null)
{
if (!Resolve(mapUid, ref biome, ref mapGrid, false))
return;
foreach (var tileSet in _mapSystem.GetLocalTilesIntersecting(mapUid, mapGrid, bounds, false))
{
Vector2i chunkOrigin;
HashSet<Vector2i> modified;
// Existing, ignore
if (_mapSystem.TryGetTileRef(mapUid, mapGrid, tileSet.GridIndices, out var existingRef) && !existingRef.Tile.IsEmpty)
{
chunkOrigin = SharedMapSystem.GetChunkIndices(tileSet.GridIndices, ChunkSize) * ChunkSize;
modified = biome.ModifiedTiles.GetOrNew(chunkOrigin);
modified.Add(tileSet.GridIndices);
continue;
}
if (!TryGetBiomeTile(tileSet.GridIndices, biome.Layers, biome.Seed, mapGrid, out var tile))
{
continue;
}
chunkOrigin = SharedMapSystem.GetChunkIndices(tileSet.GridIndices, ChunkSize) * ChunkSize;
modified = biome.ModifiedTiles.GetOrNew(chunkOrigin);
modified.Add(tileSet.GridIndices);
tiles.Add((tileSet.GridIndices, tile.Value));
}
_mapSystem.SetTiles(mapUid, mapGrid, tiles);
}
}