Files
tbd-station-14/Content.Shared/Decals/SharedDecalSystem.cs
2023-04-05 17:43:12 -06:00

171 lines
6.1 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using static Content.Shared.Decals.DecalGridComponent;
namespace Content.Shared.Decals
{
public abstract class SharedDecalSystem : EntitySystem
{
[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
[Dependency] protected readonly IMapManager MapManager = default!;
protected bool PvsEnabled;
// Note that this constant is effectively baked into all map files, because of how they save the grid decal component.
// So if this ever needs changing, the maps need converting.
public const int ChunkSize = 32;
public static Vector2i GetChunkIndices(Vector2 coordinates) => new ((int) Math.Floor(coordinates.X / ChunkSize), (int) Math.Floor(coordinates.Y / ChunkSize));
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GridInitializeEvent>(OnGridInitialize);
SubscribeLocalEvent<DecalGridComponent, ComponentStartup>(OnCompStartup);
SubscribeLocalEvent<DecalGridComponent, ComponentGetState>(OnGetState);
}
private void OnGetState(EntityUid uid, DecalGridComponent component, ref ComponentGetState args)
{
if (PvsEnabled && !args.ReplayState)
return;
// Should this be a full component state or a delta-state?
if (args.FromTick <= component.CreationTick || args.FromTick <= component.ForceTick)
{
args.State = new DecalGridState(component.ChunkCollection.ChunkCollection);
return;
}
var data = new Dictionary<Vector2i, DecalChunk>();
foreach (var (index, chunk) in component.ChunkCollection.ChunkCollection)
{
if (chunk.LastModified >= args.FromTick)
data[index] = chunk;
}
args.State = new DecalGridState(data) { AllChunks = new(component.ChunkCollection.ChunkCollection.Keys) };
}
private void OnGridInitialize(GridInitializeEvent msg)
{
EnsureComp<DecalGridComponent>(msg.EntityUid);
}
private void OnCompStartup(EntityUid uid, DecalGridComponent component, ComponentStartup args)
{
foreach (var (indices, decals) in component.ChunkCollection.ChunkCollection)
{
foreach (var decalUid in decals.Decals.Keys)
{
component.DecalIndex[decalUid] = indices;
}
}
// This **shouldn't** be required, but just in case we ever get entity prototypes that have decal grids, we
// need to ensure that we send an initial full state to players.
Dirty(component);
}
protected Dictionary<Vector2i, DecalChunk>? ChunkCollection(EntityUid gridEuid, DecalGridComponent? comp = null)
{
if (!Resolve(gridEuid, ref comp))
return null;
return comp.ChunkCollection.ChunkCollection;
}
protected virtual void DirtyChunk(EntityUid id, Vector2i chunkIndices, DecalChunk chunk) {}
// internal, so that client/predicted code doesn't accidentally remove decals. There is a public server-side function.
protected bool RemoveDecalInternal(EntityUid gridId, uint decalId, [NotNullWhen(true)] out Decal? removed, DecalGridComponent? component = null)
{
removed = null;
if (!Resolve(gridId, ref component))
return false;
if (!component.DecalIndex.Remove(decalId, out var indices)
|| !component.ChunkCollection.ChunkCollection.TryGetValue(indices, out var chunk)
|| !chunk.Decals.Remove(decalId, out removed))
{
return false;
}
if (chunk.Decals.Count == 0)
component.ChunkCollection.ChunkCollection.Remove(indices);
DirtyChunk(gridId, indices, chunk);
OnDecalRemoved(gridId, decalId, component, indices, chunk);
return true;
}
protected virtual void OnDecalRemoved(EntityUid gridId, uint decalId, DecalGridComponent component, Vector2i indices, DecalChunk chunk)
{
// used by client-side overlay code
}
}
// TODO: Pretty sure paul was moving this somewhere but just so people know
public struct ChunkIndicesEnumerator
{
private Vector2i _chunkLB;
private Vector2i _chunkRT;
private int _xIndex;
private int _yIndex;
public ChunkIndicesEnumerator(Box2 localAABB, int chunkSize)
{
_chunkLB = new Vector2i((int)Math.Floor(localAABB.Left / chunkSize), (int)Math.Floor(localAABB.Bottom / chunkSize));
_chunkRT = new Vector2i((int)Math.Floor(localAABB.Right / chunkSize), (int)Math.Floor(localAABB.Top / chunkSize));
_xIndex = _chunkLB.X;
_yIndex = _chunkLB.Y;
}
public bool MoveNext([NotNullWhen(true)] out Vector2i? indices)
{
if (_yIndex > _chunkRT.Y)
{
_yIndex = _chunkLB.Y;
_xIndex += 1;
}
indices = new Vector2i(_xIndex, _yIndex);
_yIndex += 1;
return _xIndex <= _chunkRT.X;
}
}
/// <summary>
/// Sent by clients to request that a decal is placed on the server.
/// </summary>
[Serializable, NetSerializable]
public sealed class RequestDecalPlacementEvent : EntityEventArgs
{
public Decal Decal;
public EntityCoordinates Coordinates;
public RequestDecalPlacementEvent(Decal decal, EntityCoordinates coordinates)
{
Decal = decal;
Coordinates = coordinates;
}
}
[Serializable, NetSerializable]
public sealed class RequestDecalRemovalEvent : EntityEventArgs
{
public EntityCoordinates Coordinates;
public RequestDecalRemovalEvent(EntityCoordinates coordinates)
{
Coordinates = coordinates;
}
}
}