* Add disposal.rsi * Rename disposal resource to disposal.rsi and create basic components * Add disposal nets * Add pushing entities along the disposal network * Add disposal unit * Unregister disposable component * Add flush and selfinsert verbs to disposal unit * Add gradual disposals movement * Fix being able to walk through space for a while after exiting disposals * Multiply disposals speed by 10 And fix early returns when moving an entity * Rename Disposable component to InDisposals * Remove DisposalNet and add on anchor events * Remove anchored events, moved to interfaces * Code cleanup * Fix adjacent tubes' connections when a tube connects * Fix jittery movement in disposals * Remove Logger.Debug call * Move disposals updates to InDisposalsComponent * Fix adjacent connection valid directions check * Disposal tubes now throw you out where they are facing * Add disposal unit exit cooldown * Set different disposal pipe sprite state depending on anchored value * Add recycler * Add recycler animation * Add bloody texture to the recycler when grinding a living being * Add PowerDevice component to the disposal unit * Made the Recycler center on the grid * Add disposal junction * Add picking a random direction if junction is entered from the output side * Add disposal flush and clang sounds Taken from VGStation * Move disposal flush and clang sound file names to exposedata * Add disposalsmap.yml to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a body * Merge branch 'master' into disposals-1147 * Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml * Move IAnchored and IUnAnchored to AnchorableComponent * Update power components and remove old disposals map * Remove redundant sprite layers * Add tile pry command * Fix tilepry command * Fix DisposalJunctionComponent missing a component reference * Add anchor by radius command * Add Y-Junctions * Add disposal bend * Add unanchor command * Change DisposalJunction prototypes to specify their angles * Fix disposal units being hidden below the floor * Removed IAnhored and IUnAnchored interfaces * Replace CanBeNull annotation with nullable reference types * Update showwires command * Add recycler recycling items * Added angle and speed properties to ConveyorComponent * Fix conveyort textures * Add animation to the disposal unit * Fix anchor and unanchor commands sometimes not finding any entities * Fix not reading flush_time from disposal unit prototype * Fix merge conflict wrong using * Fix disposal, recycling and conveyor texture paths Delete diverters * Update visualizer names * Add DisposableComponent, change drag and drop to work with multiple components Ignoreinsideblocker client side for drag and drops, like on the server Add more comments * Add conveyor belts properly moving entities on top * Anchorr wires * Change conveyor bounds to 0.49 * Anchor catwalks, airlocks, gravity generators, low walls, wires and windows * Add starting/stopping conveyors * Add reversed conveyors * Add conveyor switches * Move InDisposalsComponent code to DisposableComponent * Add ExitVector method to tubes * Fix not updating tube references when disconnecting one * Replace IoCManager call with dependency * Add tubes disconnecting if they move too far apart from one another * Move disposals action blocking to shared * Add rotating and flipping pipes * Make conveyor intersection calculations approximate * Fix 1% chance of the server crashing when initializing the map Happens when emergency lockers remove themselves * Add disposal unit interface * Make disposal units refuse items if not powered * Make disposal tubes hide only when anchored * Make disposal junction arrows visible to mere mortals * Add disposal tubes breaking * Add tubeconnections command * Add missing verb attribute * Add flipped disposal junction * Add ids and linking to conveyors and switches * Add conveyor switch prying and placing * Add anchoring conveyor switches and refactor placing them * Add missing serializable attributes from DisposableComponentState * Make conveyor speed VV ReadWrite * Change drawdepth of conveyors to FloorObjects * Make conveyor anchored check consistent * Remove anchoring interaction from switches * Add conveyor switch id syncing and move switches slightly when pried * Make entities in containers not able to be moved by conveyors * Add conveyor and switches loose textures * Merge conflict fixes * Add disposal unit test * Add flushing test to disposal unit test * Add disposal unit flush fail test * Add disposals to the saltern map * Fix saltern disposal junctions * Add power checks to the recycler * Fix disposal unit placement in maintenance closet * Remove disposal junctions from saltern * Readd junctions to saltern * Add the chemmaster to saltern at the request of Ike * Move the chemistry disposal unit * Fix casing of disposal flush sound * More merge conflict fixes * Fix a compiler warning. * Remove popup invocation from buckle * Remove showPopup parameter from InteractionChecks * Remove unnecessary physics components Fixes the physics system dying * Replace PhysicsComponent usages with CollidableComponent * Update existing code for the new controller system * Change conveyors to use a VirtualController instead of teleporting the entity * Remove visualizer 2d suffix and update physics code * Transition code to new controller system * Fix shuttles not moving * Fix throwing * Fix guns * Change hands to use physics.Stop() and remove item fumble method * Add syncing conveyor switches states * Fix the recycler wanting to be a conveyor too hard * Fix showwires > showsubfloor rename in mapping command * Fix wifi air conveyors * Fix test error * Add showsubfloorforever command Changes drawdepth of the relevant entities * Disable opening the disposal unit interface while inside * Add closing the disposal unit interface when getting inside * Add closing the interface when the disposal unit component is removed * Add removing entities on disposal unit component removal * Delay disposal unit flush and fix serialization * Implement pressure in disposal units * Fix chain engaging a disposal unit * Implement states to the disposal unit * Fix missing imports from merge conflict * Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address some reviews * Fix za buildo * Use container helper to detach disposables * Make conveyors use the construction system * Make conveyor groups and syncing sane * Make flip flip brave * Add activate interface to conveyor switches * Fix not removing the switch from its group when it's deleted * Fix not registering conveyors and switches on initialize * Stop using 0 as null * Disconnect conveyors and switches when disposing of a group * Make disposal units not able to be exited when flushing * Make disposal units flush after a configurable 30 seconds * Add handle and light layers to the disposal unit * Merge engaging and flushing * Update saltern.yml * I love using 0 as null * Make disposal unit visual layers make sense * Remove duplicate remove method in disposal units and update light * Replace DisposableComponent with disposal holders * Fix disposal holders deleting their contents on deletion * Account for disposal unit pressure in tests and make a failed flush autoengage * Rename disposable to holder * Fix junction connections * Disable self insert and flush verbs when inside a disposal unit * Fix spamming the engage button making the animation reset * Make the recycler take materials into account properly Fix cablestack1 not existing * Merge conflict fixes * Fix pipes not being saved anchored * Change conveyors and groups to not use an id Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
208 lines
6.8 KiB
C#
208 lines
6.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Shared.AI;
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using Robust.Client.Interfaces.Graphics.ClientEye;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Client.GameObjects.EntitySystems.AI
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{
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#if DEBUG
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public class ClientAiDebugSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private IEyeManager _eyeManager;
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#pragma warning restore 649
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private AiDebugMode _tooltips = AiDebugMode.None;
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private readonly Dictionary<IEntity, PanelContainer> _aiBoxes = new Dictionary<IEntity,PanelContainer>();
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (_tooltips == 0)
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{
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if (_aiBoxes.Count > 0)
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{
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foreach (var (_, panel) in _aiBoxes)
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{
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panel.Dispose();
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}
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_aiBoxes.Clear();
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}
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return;
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}
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var deletedEntities = new List<IEntity>(0);
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foreach (var (entity, panel) in _aiBoxes)
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{
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if (entity.Deleted)
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{
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deletedEntities.Add(entity);
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continue;
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}
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if (!_eyeManager.GetWorldViewport().Contains(entity.Transform.WorldPosition))
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{
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panel.Visible = false;
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continue;
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}
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var (x, y) = _eyeManager.WorldToScreen(entity.Transform.GridPosition).Position;
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var offsetPosition = new Vector2(x - panel.Width / 2, y - panel.Height - 50f);
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panel.Visible = true;
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LayoutContainer.SetPosition(panel, offsetPosition);
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}
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foreach (var entity in deletedEntities)
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{
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_aiBoxes.Remove(entity);
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<SharedAiDebug.UtilityAiDebugMessage>(HandleUtilityAiDebugMessage);
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SubscribeNetworkEvent<SharedAiDebug.AStarRouteMessage>(HandleAStarRouteMessage);
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SubscribeNetworkEvent<SharedAiDebug.JpsRouteMessage>(HandleJpsRouteMessage);
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}
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private void HandleUtilityAiDebugMessage(SharedAiDebug.UtilityAiDebugMessage message)
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{
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if ((_tooltips & AiDebugMode.Thonk) != 0)
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{
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// I guess if it's out of range we don't know about it?
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var entity = entityManager.GetEntity(message.EntityUid);
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TryCreatePanel(entity);
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// Probably shouldn't access by index but it's a debugging tool so eh
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var label = (Label) _aiBoxes[entity].GetChild(0).GetChild(0);
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label.Text = $"Current Task: {message.FoundTask}\n" +
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$"Task score: {message.ActionScore}\n" +
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$"Planning time (ms): {message.PlanningTime * 1000:0.0000}\n" +
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$"Considered {message.ConsideredTaskCount} tasks";
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}
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}
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private void HandleAStarRouteMessage(SharedAiDebug.AStarRouteMessage message)
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{
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if ((_tooltips & AiDebugMode.Paths) != 0)
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{
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var entity = entityManager.GetEntity(message.EntityUid);
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TryCreatePanel(entity);
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var label = (Label) _aiBoxes[entity].GetChild(0).GetChild(1);
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label.Text = $"Pathfinding time (ms): {message.TimeTaken * 1000:0.0000}\n" +
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$"Nodes traversed: {message.CameFrom.Count}\n" +
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$"Nodes per ms: {message.CameFrom.Count / (message.TimeTaken * 1000)}";
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}
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}
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private void HandleJpsRouteMessage(SharedAiDebug.JpsRouteMessage message)
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{
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if ((_tooltips & AiDebugMode.Paths) != 0)
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{
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var entity = entityManager.GetEntity(message.EntityUid);
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TryCreatePanel(entity);
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var label = (Label) _aiBoxes[entity].GetChild(0).GetChild(1);
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label.Text = $"Pathfinding time (ms): {message.TimeTaken * 1000:0.0000}\n" +
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$"Jump Nodes: {message.JumpNodes.Count}\n" +
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$"Jump Nodes per ms: {message.JumpNodes.Count / (message.TimeTaken * 1000)}";
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}
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}
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public void Disable()
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{
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foreach (var tooltip in _aiBoxes.Values)
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{
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tooltip.Dispose();
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}
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_aiBoxes.Clear();
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_tooltips = AiDebugMode.None;
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}
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private void EnableTooltip(AiDebugMode tooltip)
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{
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_tooltips |= tooltip;
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}
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private void DisableTooltip(AiDebugMode tooltip)
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{
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_tooltips &= ~tooltip;
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}
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public void ToggleTooltip(AiDebugMode tooltip)
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{
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if ((_tooltips & tooltip) != 0)
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{
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DisableTooltip(tooltip);
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}
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else
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{
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EnableTooltip(tooltip);
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}
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}
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private bool TryCreatePanel(IEntity entity)
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{
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if (!_aiBoxes.ContainsKey(entity))
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{
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var userInterfaceManager = IoCManager.Resolve<IUserInterfaceManager>();
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var actionLabel = new Label
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{
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MouseFilter = Control.MouseFilterMode.Ignore,
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};
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var pathfindingLabel = new Label
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{
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MouseFilter = Control.MouseFilterMode.Ignore,
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};
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var vBox = new VBoxContainer()
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{
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SeparationOverride = 15,
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Children = {actionLabel, pathfindingLabel},
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};
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var panel = new PanelContainer
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{
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StyleClasses = {"tooltipBox"},
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Children = {vBox},
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MouseFilter = Control.MouseFilterMode.Ignore,
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ModulateSelfOverride = Color.White.WithAlpha(0.75f),
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};
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userInterfaceManager.StateRoot.AddChild(panel);
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_aiBoxes[entity] = panel;
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return true;
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}
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return false;
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}
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}
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[Flags]
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public enum AiDebugMode : byte
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{
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None = 0,
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Paths = 1 << 1,
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Thonk = 1 << 2,
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}
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#endif
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}
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