* Add a subfloor vismask Significantly cuts down on sent entity count. * More optimisations * Fix command * Fixes * namespace cleanup * Review * Vismasks * Content update * Bandaid * awewa * Revert these * reh * Update Content.Shared/SubFloor/TrayScannerComponent.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
120 lines
3.9 KiB
C#
120 lines
3.9 KiB
C#
using Content.Client.UserInterface.Systems.Sandbox;
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using Content.Shared.SubFloor;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Shared.Player;
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namespace Content.Client.SubFloor;
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public sealed class SubFloorHideSystem : SharedSubFloorHideSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly IUserInterfaceManager _ui = default!;
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private bool _showAll;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ShowAll
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{
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get => _showAll;
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set
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{
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if (_showAll == value) return;
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_showAll = value;
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_ui.GetUIController<SandboxUIController>().SetToggleSubfloors(value);
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var ev = new ShowSubfloorRequestEvent()
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{
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Value = value,
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};
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RaiseNetworkEvent(ev);
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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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SubscribeLocalEvent<SubFloorHideComponent, AppearanceChangeEvent>(OnAppearanceChanged);
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SubscribeNetworkEvent<ShowSubfloorRequestEvent>(OnRequestReceived);
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SubscribeLocalEvent<LocalPlayerDetachedEvent>(OnPlayerDetached);
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}
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private void OnPlayerDetached(LocalPlayerDetachedEvent ev)
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{
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// Vismask resets so need to reset this.
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ShowAll = false;
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}
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private void OnRequestReceived(ShowSubfloorRequestEvent ev)
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{
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// When client receives request Queue an update on all vis.
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UpdateAll();
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}
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private void OnAppearanceChanged(EntityUid uid, SubFloorHideComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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_appearance.TryGetData<bool>(uid, SubFloorVisuals.Covered, out var covered, args.Component);
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_appearance.TryGetData<bool>(uid, SubFloorVisuals.ScannerRevealed, out var scannerRevealed, args.Component);
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scannerRevealed &= !ShowAll; // no transparency for show-subfloor mode.
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var revealed = !covered || ShowAll || scannerRevealed;
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// set visibility & color of each layer
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foreach (var layer in args.Sprite.AllLayers)
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{
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// pipe connection visuals are updated AFTER this, and may re-hide some layers
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layer.Visible = revealed;
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}
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// Is there some layer that is always visible?
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var hasVisibleLayer = false;
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foreach (var layerKey in component.VisibleLayers)
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{
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if (!args.Sprite.LayerMapTryGet(layerKey, out var layerIndex))
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continue;
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var layer = args.Sprite[layerIndex];
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layer.Visible = true;
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layer.Color = layer.Color.WithAlpha(1f);
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hasVisibleLayer = true;
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}
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args.Sprite.Visible = hasVisibleLayer || revealed;
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if (ShowAll)
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{
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// Allows sandbox mode to make wires visible over other stuff.
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component.OriginalDrawDepth ??= args.Sprite.DrawDepth;
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args.Sprite.DrawDepth = (int)Shared.DrawDepth.DrawDepth.Overdoors;
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}
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else if (scannerRevealed)
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{
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// Allows a t-ray to show wires/pipes above carpets/puddles.
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if (component.OriginalDrawDepth is not null)
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return;
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component.OriginalDrawDepth = args.Sprite.DrawDepth;
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var drawDepthDifference = Shared.DrawDepth.DrawDepth.ThickPipe - Shared.DrawDepth.DrawDepth.Puddles;
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args.Sprite.DrawDepth -= drawDepthDifference - 1;
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}
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else if (component.OriginalDrawDepth.HasValue)
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{
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args.Sprite.DrawDepth = component.OriginalDrawDepth.Value;
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component.OriginalDrawDepth = null;
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}
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}
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private void UpdateAll()
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{
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var query = AllEntityQuery<SubFloorHideComponent, AppearanceComponent>();
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while (query.MoveNext(out var uid, out _, out var appearance))
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{
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_appearance.QueueUpdate(uid, appearance);
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}
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}
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}
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