Files
tbd-station-14/Content.Server/Atmos/EntitySystems/AtmosDebugOverlaySystem.cs
Vera Aguilera Puerto a2b737d945 Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00

170 lines
6.1 KiB
C#

#nullable enable
using System.Collections.Generic;
using Content.Server.Atmos.Components;
using Content.Shared.Atmos;
using Content.Shared.Atmos.EntitySystems;
using Content.Shared.CCVar;
using JetBrains.Annotations;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Server.Atmos.EntitySystems
{
[UsedImplicitly]
public sealed class AtmosDebugOverlaySystem : SharedAtmosDebugOverlaySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
/// <summary>
/// Players allowed to see the atmos debug overlay.
/// To modify it see <see cref="AddObserver"/> and
/// <see cref="RemoveObserver"/>.
/// </summary>
private readonly HashSet<IPlayerSession> _playerObservers = new();
/// <summary>
/// Overlay update ticks per second.
/// </summary>
private float _updateCooldown;
public override void Initialize()
{
base.Initialize();
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
}
public bool AddObserver(IPlayerSession observer)
{
return _playerObservers.Add(observer);
}
public bool HasObserver(IPlayerSession observer)
{
return _playerObservers.Contains(observer);
}
public bool RemoveObserver(IPlayerSession observer)
{
if (!_playerObservers.Remove(observer))
{
return false;
}
var message = new AtmosDebugOverlayDisableMessage();
RaiseNetworkEvent(message, observer.ConnectedClient);
return true;
}
/// <summary>
/// Adds the given observer if it doesn't exist, removes it otherwise.
/// </summary>
/// <param name="observer">The observer to toggle.</param>
/// <returns>true if added, false if removed.</returns>
public bool ToggleObserver(IPlayerSession observer)
{
if (HasObserver(observer))
{
RemoveObserver(observer);
return false;
}
else
{
AddObserver(observer);
return true;
}
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus != SessionStatus.InGame)
{
RemoveObserver(e.Session);
}
}
private AtmosDebugOverlayData ConvertTileToData(TileAtmosphere? tile)
{
var gases = new float[Atmospherics.TotalNumberOfGases];
if (tile?.Air == null)
{
return new AtmosDebugOverlayData(0, gases, AtmosDirection.Invalid, false, tile?.BlockedAirflow ?? AtmosDirection.Invalid);
}
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, tile.BlockedAirflow);
}
}
public override void Update(float frameTime)
{
AccumulatedFrameTime += frameTime;
_updateCooldown = 1 / _configManager.GetCVar(CCVars.NetAtmosDebugOverlayTickRate);
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);
}
}
}
}
}