Files
tbd-station-14/Content.Shared/GameObjects/EntitySystems/SubFloorHideSystem.cs
metalgearsloth 2f8bd10b47 Shared subfloor system (#3590)
* Shared subfloor system

Will also cull the broadphase for server a lot.

* Nullable subfloor

* Snapgrid nullable

* Actually use ComponentDependency

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-13 14:46:22 +11:00

109 lines
3.5 KiB
C#

#nullable enable
using Content.Shared.GameObjects.Components;
using Content.Shared.Maps;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.EntitySystems
{
/// <summary>
/// Entity system backing <see cref="SubFloorHideComponent"/>.
/// </summary>
public class SubFloorHideSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
private bool _showAll;
[ViewVariables(VVAccess.ReadWrite)]
public bool ShowAll
{
get => _showAll;
set
{
if (_showAll == value) return;
_showAll = value;
UpdateAll();
}
}
private void UpdateAll()
{
foreach (var comp in EntityManager.ComponentManager.EntityQuery<SubFloorHideComponent>(true))
{
if (!_mapManager.TryGetGrid(comp.Owner.Transform.GridID, out var grid)) return;
var snapPos = comp.Owner.GetComponent<SnapGridComponent>();
UpdateTile(grid, snapPos.Position);
}
}
public override void Initialize()
{
base.Initialize();
IoCManager.InjectDependencies(this);
_mapManager.GridChanged += MapManagerOnGridChanged;
_mapManager.TileChanged += MapManagerOnTileChanged;
SubscribeLocalEvent<SubFloorHideDirtyEvent>(HandleDirtyEvent);
}
private void HandleDirtyEvent(SubFloorHideDirtyEvent ev)
{
if (!_mapManager.TryGetGrid(ev.Sender.Transform.GridID, out var grid))
{
return;
}
var indices = grid.WorldToTile(ev.Sender.Transform.WorldPosition);
UpdateTile(grid, indices);
}
private void MapManagerOnTileChanged(object? sender, TileChangedEventArgs e)
{
UpdateTile(_mapManager.GetGrid(e.NewTile.GridIndex), e.NewTile.GridIndices);
}
private void MapManagerOnGridChanged(object? sender, GridChangedEventArgs e)
{
foreach (var modified in e.Modified)
{
UpdateTile(e.Grid, modified.position);
}
}
private void UpdateTile(IMapGrid grid, Vector2i position)
{
var tile = grid.GetTileRef(position);
var tileDef = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
foreach (var snapGridComponent in grid.GetSnapGridCell(position, SnapGridOffset.Center))
{
var entity = snapGridComponent.Owner;
if (!entity.TryGetComponent(out SubFloorHideComponent? subFloorComponent))
{
continue;
}
// Show sprite
if (entity.TryGetComponent(out SharedSpriteComponent? spriteComponent))
{
spriteComponent.Visible = ShowAll || !subFloorComponent.Running || tileDef.IsSubFloor;
}
// So for collision all we care about is that the component is running.
if (entity.TryGetComponent(out PhysicsComponent? physicsComponent))
{
physicsComponent.CanCollide = !subFloorComponent.Running;
}
}
}
}
}