248 lines
9.1 KiB
C#
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
|
|
}
|