Files
tbd-station-14/Content.Client/IconSmoothing/IconSmoothSystem.cs
2022-01-28 19:25:49 +01:00

124 lines
4.3 KiB
C#

using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Client.IconSmoothing
{
/// <summary>
/// Entity system implementing the logic for <see cref="IconSmoothComponent"/>
/// </summary>
[UsedImplicitly]
internal sealed class IconSmoothSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
private readonly Queue<EntityUid> _dirtyEntities = new();
private int _generation;
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<IconSmoothComponent, AnchorStateChangedEvent>(HandleAnchorChanged);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
if (_dirtyEntities.Count == 0)
{
return;
}
_generation += 1;
// Performance: This could be spread over multiple updates, or made parallel.
while (_dirtyEntities.Count > 0)
{
CalculateNewSprite(_dirtyEntities.Dequeue());
}
}
public void UpdateSmoothing(EntityUid uid, IconSmoothComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
_dirtyEntities.Enqueue(uid);
var transform = Transform(uid);
Vector2i pos;
if (transform.Anchored && _mapManager.TryGetGrid(transform.GridID, out var grid))
{
pos = grid.CoordinatesToTile(transform.Coordinates);
}
else
{
// Entity is no longer valid, update around the last position it was at.
if (comp.LastPosition is not (GridId gridId, Vector2i oldPos))
return;
if (!_mapManager.TryGetGrid(gridId, out grid))
return;
pos = oldPos;
}
// Yes, we updates ALL smoothing entities surrounding us even if they would never smooth with us.
// This is simpler to implement. If you want to optimize it be my guest.
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 0)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 0)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, 1)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, -1)));
if (comp.Mode == IconSmoothingMode.Corners)
{
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 1)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, -1)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 1)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, -1)));
}
}
private void HandleAnchorChanged(EntityUid uid, IconSmoothComponent component, ref AnchorStateChangedEvent args)
{
UpdateSmoothing(uid, component);
}
private void AddValidEntities(IEnumerable<EntityUid> candidates)
{
foreach (var entity in candidates)
{
if (EntityManager.HasComponent<IconSmoothComponent>(entity))
{
_dirtyEntities.Enqueue(entity);
}
}
}
private void CalculateNewSprite(EntityUid euid)
{
// The generation check prevents updating an entity multiple times per tick.
// As it stands now, it's totally possible for something to get queued twice.
// Generation on the component is set after an update so we can cull updates that happened this generation.
if (!EntityManager.EntityExists(euid)
|| !EntityManager.TryGetComponent(euid, out IconSmoothComponent? smoothing)
|| smoothing.UpdateGeneration == _generation)
{
return;
}
smoothing.CalculateNewSprite();
smoothing.UpdateGeneration = _generation;
}
}
}