Files
tbd-station-14/Content.Shared/SubFloor/TrayScannerSystem.cs
2022-02-13 20:20:35 -07:00

248 lines
9.1 KiB
C#

using Content.Shared.Interaction;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Linq;
namespace Content.Shared.SubFloor;
public sealed class TrayScannerSystem : EntitySystem
{
[Dependency] private IMapManager _mapManager = default!;
[Dependency] private IGameTiming _gameTiming = default!;
[Dependency] private SharedSubFloorHideSystem _subfloorSystem = default!;
[Dependency] private SharedContainerSystem _containerSystem = default!;
private HashSet<EntityUid> _activeScanners = new();
private RemQueue<EntityUid> _invalidScanners = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TrayScannerComponent, ComponentShutdown>(OnComponentShutdown);
SubscribeLocalEvent<TrayScannerComponent, ComponentGetState>(OnTrayScannerGetState);
SubscribeLocalEvent<TrayScannerComponent, ComponentHandleState>(OnTrayScannerHandleState);
SubscribeLocalEvent<TrayScannerComponent, ActivateInWorldEvent>(OnTrayScannerActivate);
}
private void OnTrayScannerActivate(EntityUid uid, TrayScannerComponent scanner, ActivateInWorldEvent args)
{
SetScannerEnabled(uid, !scanner.Enabled, scanner);
}
private void SetScannerEnabled(EntityUid uid, bool enabled, TrayScannerComponent? scanner = null)
{
if (!Resolve(uid, ref scanner))
return;
scanner.Enabled = enabled;
scanner.Dirty();
if (scanner.Enabled)
_activeScanners.Add(uid);
// We don't remove from _activeScanners on disabled, because the update function will handle that, as well as
// managing the revealed subfloor entities
if (EntityManager.TryGetComponent<AppearanceComponent>(uid, out var appearance))
{
appearance.SetData(TrayScannerVisual.Visual, scanner.Enabled == true ? TrayScannerVisual.On : TrayScannerVisual.Off);
}
}
private void OnTrayScannerGetState(EntityUid uid, TrayScannerComponent scanner, ref ComponentGetState args)
{
args.State = new TrayScannerState(scanner.Enabled);
}
private void OnTrayScannerHandleState(EntityUid uid, TrayScannerComponent scanner, ref ComponentHandleState args)
{
if (args.Current is not TrayScannerState state)
return;
SetScannerEnabled(uid, scanner.Enabled, scanner);
// This is hacky and somewhat inefficient for the client. But when resetting predicted entities we have to unset
// last position. This is because appearance data gets reset, but if the position isn't reset the scanner won't
// re-reveal entities leading to odd visuals.
scanner.LastLocation = null;
}
public void OnComponentShutdown(EntityUid uid, TrayScannerComponent scanner, ComponentShutdown args)
{
_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false);
_activeScanners.Remove(uid);
}
public override void Update(float frameTime)
{
if (!_gameTiming.IsFirstTimePredicted)
return;
if (!_activeScanners.Any()) return;
foreach (var scanner in _activeScanners)
{
if (_invalidScanners.List != null
&& _invalidScanners.List.Contains(scanner))
continue;
if (!UpdateTrayScanner(scanner))
_invalidScanners.Add(scanner);
}
foreach (var invalidScanner in _invalidScanners)
_activeScanners.Remove(invalidScanner);
_invalidScanners.List?.Clear();
}
/// <summary>
/// When a subfloor entity gets anchored (which includes spawning & coming into PVS range), Check for nearby scanners.
/// </summary>
public void OnSubfloorAnchored(EntityUid uid, SubFloorHideComponent? hideComp = null, TransformComponent? xform = null)
{
if (!Resolve(uid, ref hideComp, ref xform))
return;
var pos = xform.MapPosition;
foreach (var entity in _activeScanners)
{
if (!TryComp(entity, out TrayScannerComponent? scanner))
continue;
if (!Transform(entity).MapPosition.InRange(pos, scanner.Range))
continue;
hideComp.RevealedBy.Add(entity);
scanner.RevealedSubfloors.Add(uid);
}
}
/// <summary>
/// Updates a T-Ray scanner. Should be called on immediate
/// state change (turned on/off), or during the update
/// loop.
/// </summary>
/// <returns>true if the update was successful, false otherwise</returns>
private bool UpdateTrayScanner(EntityUid uid, TrayScannerComponent? scanner = null, TransformComponent? transform = null)
{
if (!Resolve(uid, ref scanner, ref transform))
return false;
// if the scanner was toggled off recently,
// set all the known subfloor to invisible,
// and return false so it's removed from
// the active scanner list
if (!scanner.Enabled || transform.MapID == MapId.Nullspace)
{
_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false);
scanner.LastLocation = null;
scanner.RevealedSubfloors.Clear();
return false;
}
var pos = transform.LocalPosition;
// zero vector implies container
//
// this means we should get the entity transform's parent
if (pos == Vector2.Zero
&& transform.Parent != null
&& _containerSystem.ContainsEntity(transform.ParentUid, uid))
{
pos = transform.Parent.LocalPosition;
// if this is also zero, we can check one more time
//
// could recurse through fully but i think that's useless,
// just attempt to check through the gp's transform and if
// that doesn't work, just don't bother any further
if (pos == Vector2.Zero)
{
var gpTransform = transform.Parent.Parent;
if (gpTransform != null
&& _containerSystem.ContainsEntity(gpTransform.Owner, transform.ParentUid))
{
pos = gpTransform.LocalPosition;
}
}
}
// is the position still logically zero? just clear,
// but we need to keep it as 'true' since this t-ray
// is still technically on
if (pos == Vector2.Zero)
{
_subfloorSystem.SetEntitiesRevealed(scanner.RevealedSubfloors, uid, false);
scanner.RevealedSubfloors.Clear();
return true;
}
// get the rounded position so that small movements don't cause this to
// update every time
var flooredPos = (Vector2i) pos;
// MAYBE redo this. Currently different players can see different entities
//
// Here we avoid the entity lookup & return early if the scanner's position hasn't appreciably changed. However,
// if a new player enters PVS-range, they will update the in-range entities on their end and use that to set
// LastLocation. This means that different players can technically see different entities being revealed by the
// same scanner. The correct fix for this is probably just to network the revealed entity set.... But I CBF
// doing that right now....
if (flooredPos == scanner.LastLocation
|| float.IsNaN(flooredPos.X) && float.IsNaN(flooredPos.Y))
return true;
scanner.LastLocation = flooredPos;
// Update entities in Range
HashSet<EntityUid> nearby = new();
var coords = transform.MapPosition;
var worldBox = Box2.CenteredAround(coords.Position, (scanner.Range * 2, scanner.Range * 2));
// For now, limiting to the scanner's own grid. We could do a grid-lookup, but then what do we do if one grid
// flies away, while the scanner's local-position remains unchanged?
if (_mapManager.TryGetGrid(transform.GridID, out var grid))
{
foreach (var entity in grid.GetAnchoredEntities(worldBox))
{
if (!Transform(entity).MapPosition.InRange(coords, scanner.Range))
continue;
if (!TryComp(entity, out SubFloorHideComponent? hideComp))
continue; // Not a hide-able entity.
nearby.Add(entity);
if (scanner.RevealedSubfloors.Add(entity))
_subfloorSystem.SetEntityRevealed(entity, uid, true, hideComp);
}
}
// get all the old elements that are no longer detected
HashSet<EntityUid> missing = new(scanner.RevealedSubfloors.Except(nearby));
// remove those from the list
scanner.RevealedSubfloors.ExceptWith(missing);
// and hide them
_subfloorSystem.SetEntitiesRevealed(missing, uid, false);
return true;
}
}
[Serializable, NetSerializable]
public enum TrayScannerVisual : sbyte
{
Visual,
On,
Off
}