158 lines
5.9 KiB
C#
158 lines
5.9 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Client.GameObjects.Components.IconSmoothing;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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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.GameObjects.EntitySystems
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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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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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#pragma warning restore 649
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private readonly Queue<IEntity> _dirtyEntities = new Queue<IEntity>();
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private int _generation;
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public override void SubscribeEvents()
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{
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base.SubscribeEvents();
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SubscribeEvent<IconSmoothDirtyEvent>(HandleDirtyEvent);
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}
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public override void Initialize()
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{
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base.Initialize();
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IoCManager.InjectDependencies(this);
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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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private void HandleDirtyEvent(object sender, IconSmoothDirtyEvent ev)
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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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if (sender is IEntity senderEnt && senderEnt.IsValid() &&
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senderEnt.TryGetComponent(out IconSmoothComponent iconSmooth)
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&& iconSmooth.Running)
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{
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var snapGrid = senderEnt.GetComponent<SnapGridComponent>();
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_dirtyEntities.Enqueue(senderEnt);
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AddValidEntities(snapGrid.GetInDir(Direction.North));
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AddValidEntities(snapGrid.GetInDir(Direction.South));
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AddValidEntities(snapGrid.GetInDir(Direction.East));
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AddValidEntities(snapGrid.GetInDir(Direction.West));
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if (ev.Mode == IconSmoothingMode.Corners)
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{
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AddValidEntities(snapGrid.GetInDir(Direction.NorthEast));
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AddValidEntities(snapGrid.GetInDir(Direction.SouthEast));
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AddValidEntities(snapGrid.GetInDir(Direction.SouthWest));
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AddValidEntities(snapGrid.GetInDir(Direction.NorthWest));
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}
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}
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if (ev.LastPosition.HasValue)
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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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var grid = _mapManager.GetGrid(ev.LastPosition.Value.grid);
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var pos = ev.LastPosition.Value.pos;
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, 0), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, 0), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(0, 1), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(0, -1), ev.Offset));
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if (ev.Mode == IconSmoothingMode.Corners)
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{
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, 1), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, -1), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, 1), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, -1), ev.Offset));
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}
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}
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}
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private void AddValidEntities(IEnumerable<IEntity> candidates)
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{
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foreach (var entity in candidates)
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{
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if (entity.HasComponent<IconSmoothComponent>())
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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 AddValidEntities(IEnumerable<IComponent> candidates)
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{
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AddValidEntities(candidates.Select(c => c.Owner));
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}
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private void CalculateNewSprite(IEntity entity)
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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 (!entity.IsValid()
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|| !entity.TryGetComponent(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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/// <summary>
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/// Event raised by a <see cref="IconSmoothComponent"/> when it needs to be recalculated.
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/// </summary>
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public sealed class IconSmoothDirtyEvent : EntitySystemMessage
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{
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public IconSmoothDirtyEvent((GridId grid, MapIndices pos)? lastPosition, SnapGridOffset offset, IconSmoothingMode mode)
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{
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LastPosition = lastPosition;
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Offset = offset;
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Mode = mode;
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}
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public (GridId grid, MapIndices pos)? LastPosition { get; }
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public SnapGridOffset Offset { get; }
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public IconSmoothingMode Mode { get; }
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}
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}
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