* Replace MapIndices with Vector2i * Update da submodule * AA EE II OO U U Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
218 lines
8.0 KiB
C#
218 lines
8.0 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Client.Atmos;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.EntitySystems.Atmos;
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using JetBrains.Annotations;
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using Robust.Client.Graphics;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.ResourceManagement;
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using Robust.Client.Utility;
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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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using Robust.Shared.Utility;
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namespace Content.Client.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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private readonly Dictionary<float, Color> _fireCache = new Dictionary<float, Color>();
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// Gas overlays
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private readonly float[] _timer = new float[Atmospherics.TotalNumberOfGases];
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private readonly float[][] _frameDelays = new float[Atmospherics.TotalNumberOfGases][];
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private readonly int[] _frameCounter = new int[Atmospherics.TotalNumberOfGases];
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private readonly Texture[][] _frames = new Texture[Atmospherics.TotalNumberOfGases][];
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// Fire overlays
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private const int FireStates = 3;
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private const string FireRsiPath = "/Textures/Effects/fire.rsi";
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private readonly float[] _fireTimer = new float[FireStates];
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private readonly float[][] _fireFrameDelays = new float[FireStates][];
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private readonly int[] _fireFrameCounter = new int[FireStates];
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private readonly Texture[][] _fireFrames = new Texture[FireStates][];
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private Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _tileData =
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new Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>>();
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private AtmosphereSystem _atmosphereSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<GasOverlayMessage>(HandleGasOverlayMessage);
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_mapManager.OnGridRemoved += OnGridRemoved;
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_atmosphereSystem = Get<AtmosphereSystem>();
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var overlay = _atmosphereSystem.GetOverlay(i);
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switch (overlay)
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{
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case SpriteSpecifier.Rsi animated:
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var rsi = _resourceCache.GetResource<RSIResource>(animated.RsiPath).RSI;
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var stateId = animated.RsiState;
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if(!rsi.TryGetState(stateId, out var state)) continue;
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_frames[i] = state.GetFrames(RSI.State.Direction.South);
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_frameDelays[i] = state.GetDelays();
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_frameCounter[i] = 0;
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break;
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case SpriteSpecifier.Texture texture:
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_frames[i] = new[] {texture.Frame0()};
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_frameDelays[i] = Array.Empty<float>();
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break;
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case null:
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_frames[i] = Array.Empty<Texture>();
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_frameDelays[i] = Array.Empty<float>();
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break;
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}
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}
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var fire = _resourceCache.GetResource<RSIResource>(FireRsiPath).RSI;
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for (var i = 0; i < FireStates; i++)
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{
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if (!fire.TryGetState((i+1).ToString(), out var state))
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throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
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_fireFrames[i] = state.GetFrames(RSI.State.Direction.South);
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_fireFrameDelays[i] = state.GetDelays();
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_fireFrameCounter[i] = 0;
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}
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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if(!overlayManager.HasOverlay(nameof(GasTileOverlay)))
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overlayManager.AddOverlay(new GasTileOverlay());
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}
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private void HandleGasOverlayMessage(GasOverlayMessage message)
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{
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foreach (var (indices, data) in message.OverlayData)
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{
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var chunk = GetOrCreateChunk(message.GridId, indices);
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chunk.Update(data, indices);
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}
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}
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// Slightly different to the server-side system version
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private GasOverlayChunk GetOrCreateChunk(GridId gridId, Vector2i indices)
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{
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if (!_tileData.TryGetValue(gridId, out var chunks))
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{
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chunks = new Dictionary<Vector2i, GasOverlayChunk>();
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_tileData[gridId] = chunks;
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}
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var chunkIndices = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndices, out var chunk))
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{
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chunk = new GasOverlayChunk(gridId, chunkIndices);
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chunks[chunkIndices] = chunk;
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}
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return chunk;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_mapManager.OnGridRemoved -= OnGridRemoved;
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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if(!overlayManager.HasOverlay(nameof(GasTileOverlay)))
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overlayManager.RemoveOverlay(nameof(GasTileOverlay));
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}
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private void OnGridRemoved(GridId gridId)
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{
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if (_tileData.ContainsKey(gridId))
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{
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_tileData.Remove(gridId);
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}
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}
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public bool HasData(GridId gridId)
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{
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return _tileData.ContainsKey(gridId);
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}
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public (Texture, Color color)[] GetOverlays(GridId gridIndex, Vector2i indices)
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{
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if (!_tileData.TryGetValue(gridIndex, out var chunks))
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return Array.Empty<(Texture, Color)>();
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var chunkIndex = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndex, out var chunk))
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return Array.Empty<(Texture, Color)>();
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var overlays = chunk.GetData(indices);
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if (overlays.Gas == null)
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return Array.Empty<(Texture, Color)>();
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var fire = overlays.FireState != 0;
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var length = overlays.Gas.Length + (fire ? 1 : 0);
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var list = new (Texture, Color)[length];
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for (var i = 0; i < overlays.Gas.Length; i++)
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{
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var gasData = overlays.Gas[i];
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var frames = _frames[gasData.Index];
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list[i] = (frames[_frameCounter[gasData.Index]], Color.White.WithAlpha(gasData.Opacity));
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}
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if (fire)
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{
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var state = overlays.FireState - 1;
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var frames = _fireFrames[state];
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// TODO ATMOS Set color depending on temperature
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list[length - 1] = (frames[_fireFrameCounter[state]], Color.White);
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}
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return list;
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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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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var delays = _frameDelays[i];
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if (delays.Length == 0) continue;
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var frameCount = _frameCounter[i];
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_timer[i] += frameTime;
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if (!(_timer[i] >= delays[frameCount])) continue;
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_timer[i] = 0f;
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_frameCounter[i] = (frameCount + 1) % _frames[i].Length;
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}
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for (var i = 0; i < FireStates; i++)
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{
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var delays = _fireFrameDelays[i];
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if (delays.Length == 0) continue;
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var frameCount = _fireFrameCounter[i];
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_fireTimer[i] += frameTime;
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if (!(_fireTimer[i] >= delays[frameCount])) continue;
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_fireTimer[i] = 0f;
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_fireFrameCounter[i] = (frameCount + 1) % _fireFrames[i].Length;
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}
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}
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}
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}
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