124 lines
4.3 KiB
C#
124 lines
4.3 KiB
C#
using System.Collections.Generic;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Client.IconSmoothing
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{
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/// <summary>
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/// Entity system implementing the logic for <see cref="IconSmoothComponent"/>
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/// </summary>
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[UsedImplicitly]
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internal sealed class IconSmoothSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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private readonly Queue<EntityUid> _dirtyEntities = new();
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private int _generation;
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IconSmoothComponent, AnchorStateChangedEvent>(HandleAnchorChanged);
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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if (_dirtyEntities.Count == 0)
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{
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return;
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}
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_generation += 1;
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// Performance: This could be spread over multiple updates, or made parallel.
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while (_dirtyEntities.Count > 0)
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{
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CalculateNewSprite(_dirtyEntities.Dequeue());
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}
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}
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public void UpdateSmoothing(EntityUid uid, IconSmoothComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return;
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_dirtyEntities.Enqueue(uid);
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var transform = Transform(uid);
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Vector2i pos;
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if (transform.Anchored && _mapManager.TryGetGrid(transform.GridID, out var grid))
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{
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pos = grid.CoordinatesToTile(transform.Coordinates);
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}
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else
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{
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// Entity is no longer valid, update around the last position it was at.
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if (comp.LastPosition is not (GridId gridId, Vector2i oldPos))
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return;
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if (!_mapManager.TryGetGrid(gridId, out grid))
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return;
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pos = oldPos;
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}
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// Yes, we updates ALL smoothing entities surrounding us even if they would never smooth with us.
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// This is simpler to implement. If you want to optimize it be my guest.
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 0)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 0)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, 1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, -1)));
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if (comp.Mode == IconSmoothingMode.Corners)
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{
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, -1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, -1)));
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}
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}
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private void HandleAnchorChanged(EntityUid uid, IconSmoothComponent component, ref AnchorStateChangedEvent args)
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{
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UpdateSmoothing(uid, component);
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}
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private void AddValidEntities(IEnumerable<EntityUid> candidates)
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{
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foreach (var entity in candidates)
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{
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if (EntityManager.HasComponent<IconSmoothComponent>(entity))
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{
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_dirtyEntities.Enqueue(entity);
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}
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}
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}
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private void CalculateNewSprite(EntityUid euid)
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{
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// The generation check prevents updating an entity multiple times per tick.
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// As it stands now, it's totally possible for something to get queued twice.
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// Generation on the component is set after an update so we can cull updates that happened this generation.
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if (!EntityManager.EntityExists(euid)
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|| !EntityManager.TryGetComponent(euid, out IconSmoothComponent? smoothing)
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|| smoothing.UpdateGeneration == _generation)
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{
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return;
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}
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smoothing.CalculateNewSprite();
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smoothing.UpdateGeneration = _generation;
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}
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}
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}
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