Files
tbd-station-14/Content.Client/Atmos/Overlays/AtmosDebugOverlay.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

153 lines
8.3 KiB
C#

using Content.Client.Atmos.EntitySystems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.EntitySystems;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Client.Atmos.Overlays
{
public class AtmosDebugOverlay : Overlay
{
private readonly AtmosDebugOverlaySystem _atmosDebugOverlaySystem;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IClyde _clyde = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public AtmosDebugOverlay()
{
IoCManager.InjectDependencies(this);
_atmosDebugOverlaySystem = EntitySystem.Get<AtmosDebugOverlaySystem>();
}
protected override void Draw(in OverlayDrawArgs args)
{
var drawHandle = args.WorldHandle;
var mapId = _eyeManager.CurrentMap;
var eye = _eyeManager.CurrentEye;
var worldBounds = Box2.CenteredAround(eye.Position.Position,
_clyde.ScreenSize / (float) EyeManager.PixelsPerMeter * eye.Zoom);
// IF YOU ARE ABOUT TO INTRODUCE CHUNKING OR SOME OTHER OPTIMIZATION INTO THIS CODE:
// -- THINK! --
// 1. "Is this going to make a critical atmos debugging tool harder to debug itself?"
// 2. "Is this going to do anything that could cause the atmos debugging tool to use resources, server-side or client-side, when nobody's using it?"
// 3. "Is this going to make it harder for atmos programmers to add data that may not be chunk-friendly into the atmos debugger?"
// Nanotrasen needs YOU! to avoid premature optimization in critical debugging tools - 20kdc
foreach (var mapGrid in _mapManager.FindGridsIntersecting(mapId, worldBounds))
{
if (!_atmosDebugOverlaySystem.HasData(mapGrid.Index))
continue;
var gridBounds = new Box2(mapGrid.WorldToLocal(worldBounds.BottomLeft), mapGrid.WorldToLocal(worldBounds.TopRight));
for (var pass = 0; pass < 2; pass++)
{
foreach (var tile in mapGrid.GetTilesIntersecting(gridBounds))
{
var dataMaybeNull = _atmosDebugOverlaySystem.GetData(mapGrid.Index, tile.GridIndices);
if (dataMaybeNull != null)
{
var data = (SharedAtmosDebugOverlaySystem.AtmosDebugOverlayData) dataMaybeNull!;
if (pass == 0)
{
// -- Mole Count --
float total = 0;
switch (_atmosDebugOverlaySystem.CfgMode) {
case AtmosDebugOverlayMode.TotalMoles:
foreach (float f in data.Moles)
{
total += f;
}
break;
case AtmosDebugOverlayMode.GasMoles:
total = data.Moles[_atmosDebugOverlaySystem.CfgSpecificGas];
break;
case AtmosDebugOverlayMode.Temperature:
total = data.Temperature;
break;
}
var interp = ((total - _atmosDebugOverlaySystem.CfgBase) / _atmosDebugOverlaySystem.CfgScale);
Color res;
if (_atmosDebugOverlaySystem.CfgCBM)
{
// Greyscale interpolation
res = Color.InterpolateBetween(Color.Black, Color.White, interp);
}
else
{
// Red-Green-Blue interpolation
if (interp < 0.5f)
{
res = Color.InterpolateBetween(Color.Red, Color.Green, interp * 2);
}
else
{
res = Color.InterpolateBetween(Color.Green, Color.Blue, (interp - 0.5f) * 2);
}
}
res = res.WithAlpha(0.75f);
drawHandle.DrawRect(Box2.FromDimensions(mapGrid.LocalToWorld(new Vector2(tile.X, tile.Y)), new Vector2(1, 1)), res);
}
else if (pass == 1)
{
// -- Blocked Directions --
void CheckAndShowBlockDir(AtmosDirection dir)
{
if (data.BlockDirection.HasFlag(dir))
{
// Account for South being 0.
var atmosAngle = dir.ToAngle() - Angle.FromDegrees(90);
var atmosAngleOfs = atmosAngle.ToVec() * 0.45f;
var atmosAngleOfsR90 = new Vector2(atmosAngleOfs.Y, -atmosAngleOfs.X);
var tileCentre = new Vector2(tile.X + 0.5f, tile.Y + 0.5f);
var basisA = mapGrid.LocalToWorld(tileCentre + atmosAngleOfs - atmosAngleOfsR90);
var basisB = mapGrid.LocalToWorld(tileCentre + atmosAngleOfs + atmosAngleOfsR90);
drawHandle.DrawLine(basisA, basisB, Color.Azure);
}
}
CheckAndShowBlockDir(AtmosDirection.North);
CheckAndShowBlockDir(AtmosDirection.South);
CheckAndShowBlockDir(AtmosDirection.East);
CheckAndShowBlockDir(AtmosDirection.West);
// -- Pressure Direction --
if (data.PressureDirection != AtmosDirection.Invalid)
{
// Account for South being 0.
var atmosAngle = data.PressureDirection.ToAngle() - Angle.FromDegrees(90);
var atmosAngleOfs = atmosAngle.ToVec() * 0.4f;
var tileCentre = new Vector2(tile.X + 0.5f, tile.Y + 0.5f);
var basisA = mapGrid.LocalToWorld(tileCentre);
var basisB = mapGrid.LocalToWorld(tileCentre + atmosAngleOfs);
drawHandle.DrawLine(basisA, basisB, Color.Blue);
}
// -- Excited Groups --
if (data.InExcitedGroup)
{
var tilePos = new Vector2(tile.X, tile.Y);
var basisA = mapGrid.LocalToWorld(tilePos);
var basisB = mapGrid.LocalToWorld(tilePos + new Vector2(1.0f, 1.0f));
var basisC = mapGrid.LocalToWorld(tilePos + new Vector2(0.0f, 1.0f));
var basisD = mapGrid.LocalToWorld(tilePos + new Vector2(1.0f, 0.0f));
drawHandle.DrawLine(basisA, basisB, Color.Cyan);
drawHandle.DrawLine(basisC, basisD, Color.Cyan);
}
}
}
}
}
}
}
}
}