Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs
DrSmugleaf 4a8ed41e3a Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00

162 lines
6.1 KiB
C#

using System;
using System.Collections.Generic;
using Content.Shared.Atmos;
using Content.Shared.GameObjects.EntitySystems;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.Interfaces.ResourceManagement;
using Robust.Client.ResourceManagement;
using Robust.Client.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Content.Client.GameObjects.EntitySystems
{
[UsedImplicitly]
public sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
{
[Dependency] private readonly IResourceCache _resourceCache = default!;
private readonly Dictionary<float, Color> _fireCache = new Dictionary<float, Color>();
// Gas overlays
private readonly float[] _timer = new float[Atmospherics.TotalNumberOfGases];
private readonly float[][] _frameDelays = new float[Atmospherics.TotalNumberOfGases][];
private readonly int[] _frameCounter = new int[Atmospherics.TotalNumberOfGases];
private readonly Texture[][] _frames = new Texture[Atmospherics.TotalNumberOfGases][];
// Fire overlays
private const int FireStates = 3;
private const string FireRsiPath = "/Textures/Effects/fire.rsi";
private readonly float[] _fireTimer = new float[FireStates];
private readonly float[][] _fireFrameDelays = new float[FireStates][];
private readonly int[] _fireFrameCounter = new int[FireStates];
private readonly Texture[][] _fireFrames = new Texture[FireStates][];
private Dictionary<GridId, Dictionary<MapIndices, GasOverlayData>> _overlay = new Dictionary<GridId, Dictionary<MapIndices, GasOverlayData>>();
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent(new EntityEventHandler<GasTileOverlayMessage>(OnTileOverlayMessage));
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var gas = Atmospherics.GetGas(i);
switch (gas.GasOverlay)
{
case SpriteSpecifier.Rsi animated:
var rsi = _resourceCache.GetResource<RSIResource>(animated.RsiPath).RSI;
var stateId = animated.RsiState;
if(!rsi.TryGetState(stateId, out var state)) continue;
_frames[i] = state.GetFrames(RSI.State.Direction.South);
_frameDelays[i] = state.GetDelays();
_frameCounter[i] = 0;
break;
case SpriteSpecifier.Texture texture:
_frames[i] = new[] {texture.Frame0()};
_frameDelays[i] = Array.Empty<float>();
break;
case null:
_frames[i] = Array.Empty<Texture>();
_frameDelays[i] = Array.Empty<float>();
break;
}
}
var fire = _resourceCache.GetResource<RSIResource>(FireRsiPath).RSI;
for (var i = 0; i < FireStates; i++)
{
if (!fire.TryGetState((i+1).ToString(), out var state))
throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
_fireFrames[i] = state.GetFrames(RSI.State.Direction.South);
_fireFrameDelays[i] = state.GetDelays();
_fireFrameCounter[i] = 0;
}
}
public (Texture, Color color)[] GetOverlays(GridId gridIndex, MapIndices indices)
{
if (!_overlay.TryGetValue(gridIndex, out var tiles) || !tiles.TryGetValue(indices, out var overlays))
return Array.Empty<(Texture, Color)>();
var fire = overlays.FireState != 0;
var length = overlays.Gas.Length + (fire ? 1 : 0);
var list = new (Texture, Color)[length];
for (var i = 0; i < overlays.Gas.Length; i++)
{
var gasData = overlays.Gas[i];
var frames = _frames[gasData.Index];
list[i] = (frames[_frameCounter[gasData.Index]], Color.White.WithAlpha(gasData.Opacity));
}
if (fire)
{
var state = overlays.FireState - 1;
var frames = _fireFrames[state];
// TODO ATMOS Set color depending on temperature
list[length - 1] = (frames[_fireFrameCounter[state]], Color.White);
}
return list;
}
private void OnTileOverlayMessage(GasTileOverlayMessage ev)
{
if(ev.ClearAllOtherOverlays)
_overlay.Clear();
foreach (var data in ev.OverlayData)
{
if (!_overlay.TryGetValue(data.GridIndex, out var gridOverlays))
{
gridOverlays = new Dictionary<MapIndices, GasOverlayData>();
_overlay.Add(data.GridIndex, gridOverlays);
}
gridOverlays[data.GridIndices] = data.Data;
}
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var delays = _frameDelays[i];
if (delays.Length == 0) continue;
var frameCount = _frameCounter[i];
_timer[i] += frameTime;
if (!(_timer[i] >= delays[frameCount])) continue;
_timer[i] = 0f;
_frameCounter[i] = (frameCount + 1) % _frames[i].Length;
}
for (var i = 0; i < FireStates; i++)
{
var delays = _fireFrameDelays[i];
if (delays.Length == 0) continue;
var frameCount = _fireFrameCounter[i];
_fireTimer[i] += frameTime;
if (!(_fireTimer[i] >= delays[frameCount])) continue;
_fireTimer[i] = 0f;
_fireFrameCounter[i] = (frameCount + 1) % _fireFrames[i].Length;
}
}
}
}