* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs. Setup InteractionSystem to use new directed events. * Update Submodule.
117 lines
3.6 KiB
C#
117 lines
3.6 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.EntitySystems.Atmos
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{
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public abstract class SharedGasTileOverlaySystem : EntitySystem
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{
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public const byte ChunkSize = 8;
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protected float AccumulatedFrameTime;
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public static Vector2i GetGasChunkIndices(Vector2i indices)
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{
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return new((int) Math.Floor((float) indices.X / ChunkSize) * ChunkSize, (int) MathF.Floor((float) indices.Y / ChunkSize) * ChunkSize);
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}
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[Serializable, NetSerializable]
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public readonly struct GasData : IEquatable<GasData>
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{
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public readonly byte Index;
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public readonly byte Opacity;
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public GasData(byte gasId, byte opacity)
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{
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Index = gasId;
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Opacity = opacity;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(Index, Opacity);
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}
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public bool Equals(GasData other)
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{
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return other.Index == Index && other.Opacity == Opacity;
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}
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}
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[Serializable, NetSerializable]
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public readonly struct GasOverlayData : IEquatable<GasOverlayData>
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{
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public readonly byte FireState;
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public readonly float FireTemperature;
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public readonly GasData[] Gas;
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public readonly int HashCode;
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public GasOverlayData(byte fireState, float fireTemperature, GasData[] gas)
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{
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FireState = fireState;
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FireTemperature = fireTemperature;
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Gas = gas ?? Array.Empty<GasData>();
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Array.Sort(Gas, (a, b) => a.Index.CompareTo(b.Index));
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var hash = new HashCode();
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hash.Add(FireState);
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hash.Add(FireTemperature);
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foreach (var gasData in Gas)
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{
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hash.Add(gasData);
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}
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HashCode = hash.ToHashCode();
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}
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public override int GetHashCode()
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{
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return HashCode;
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}
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public bool Equals(GasOverlayData other)
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{
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if (HashCode != other.HashCode) return false;
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if (Gas.Length != other.Gas.Length) return false;
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if (FireState != other.FireState) return false;
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if (MathHelper.CloseTo(FireTemperature, FireTemperature)) return false;
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if (Gas.GetHashCode() != other.Gas.GetHashCode()) return false;
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for (var i = 0; i < Gas.Length; i++)
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{
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var gas = Gas[i];
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var otherGas = other.Gas[i];
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if (!gas.Equals(otherGas))
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return false;
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}
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return true;
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}
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}
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/// <summary>
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/// Invalid tiles for the gas overlay.
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/// No point re-sending every tile if only a subset might have been updated.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GasOverlayMessage : EntityEventArgs
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{
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public GridId GridId { get; }
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public List<(Vector2i, GasOverlayData)> OverlayData { get; }
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public GasOverlayMessage(GridId gridIndices, List<(Vector2i,GasOverlayData)> overlayData)
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{
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GridId = gridIndices;
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OverlayData = overlayData;
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}
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}
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}
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}
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