Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/Atmos/AtmosDebugOverlaySystem.cs
DrSmugleaf 753ca81865 Replace MapIndices with Vector2i (#2228)
* Replace MapIndices with Vector2i

* Update da submodule

* AA EE II OO U U

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-11 15:21:21 +02:00

142 lines
5.5 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Content.Server.GameObjects.Components.Atmos;
using Content.Server.Atmos;
using Content.Shared.Atmos;
using Content.Shared.GameObjects.EntitySystems.Atmos;
using JetBrains.Annotations;
using Robust.Server.Interfaces.Player;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.EntitySystems.Atmos
{
[UsedImplicitly]
public sealed class AtmosDebugOverlaySystem : SharedAtmosDebugOverlaySystem
{
[Robust.Shared.IoC.Dependency] private readonly IGameTiming _gameTiming = default!;
[Robust.Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
[Robust.Shared.IoC.Dependency] private readonly IEntityManager _entityManager = default!;
[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
[Robust.Shared.IoC.Dependency] private readonly IConfigurationManager _configManager = default!;
/// <summary>
/// Players allowed to see the atmos debug overlay
/// </summary>
public HashSet<IPlayerSession> PlayerObservers = new HashSet<IPlayerSession>();
/// <summary>
/// Overlay update ticks per second.
/// </summary>
private float _updateCooldown;
private AtmosphereSystem _atmosphereSystem = default!;
public override void Initialize()
{
base.Initialize();
_atmosphereSystem = Get<AtmosphereSystem>();
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_configManager.RegisterCVar("net.atmosdbgoverlaytickrate", 3.0f);
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus != SessionStatus.InGame)
{
if (PlayerObservers.Contains(e.Session))
{
PlayerObservers.Remove(e.Session);
}
return;
}
}
private AtmosDebugOverlayData ConvertTileToData(TileAtmosphere? tile)
{
var gases = new float[Atmospherics.TotalNumberOfGases];
if (tile?.Air == null)
{
return new AtmosDebugOverlayData(0, gases, AtmosDirection.Invalid, false);
}
else
{
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
gases[i] = tile.Air.GetMoles(i);
}
return new AtmosDebugOverlayData(tile.Air.Temperature, gases, tile.PressureDirectionForDebugOverlay, tile.ExcitedGroup != null);
}
}
public override void Update(float frameTime)
{
AccumulatedFrameTime += frameTime;
_updateCooldown = 1 / _configManager.GetCVar<float>("net.atmosdbgoverlaytickrate");
if (AccumulatedFrameTime < _updateCooldown)
{
return;
}
// This is the timer from GasTileOverlaySystem
AccumulatedFrameTime -= _updateCooldown;
var currentTick = _gameTiming.CurTick;
// Now we'll go through each player, then through each chunk in range of that player checking if the player is still in range
// If they are, check if they need the new data to send (i.e. if there's an overlay for the gas).
// Afterwards we reset all the chunk data for the next time we tick.
foreach (var session in PlayerObservers)
{
if (session.AttachedEntity == null) continue;
var entity = session.AttachedEntity;
var worldBounds = Box2.CenteredAround(entity.Transform.WorldPosition,
new Vector2(LocalViewRange, LocalViewRange));
foreach (var grid in _mapManager.FindGridsIntersecting(entity.Transform.MapID, worldBounds))
{
if (!_entityManager.TryGetEntity(grid.GridEntityId, out var gridEnt)) continue;
if (!gridEnt.TryGetComponent<GridAtmosphereComponent>(out var gam)) continue;
var entityTile = grid.GetTileRef(entity.Transform.Coordinates).GridIndices;
var baseTile = new Vector2i(entityTile.X - (LocalViewRange / 2), entityTile.Y - (LocalViewRange / 2));
var debugOverlayContent = new AtmosDebugOverlayData[LocalViewRange * LocalViewRange];
var index = 0;
for (var y = 0; y < LocalViewRange; y++)
{
for (var x = 0; x < LocalViewRange; x++)
{
var Vector2i = new Vector2i(baseTile.X + x, baseTile.Y + y);
debugOverlayContent[index++] = ConvertTileToData(gam.GetTile(Vector2i));
}
}
RaiseNetworkEvent(new AtmosDebugOverlayMessage(grid.Index, baseTile, debugOverlayContent), session.ConnectedClient);
}
}
}
}
}