* Add shuttle interior drawing back Just do it per-tile she'll be right, at least it's done with 1 draw call. * Revamp shuttle console * Bunch of cleanup work * Lables sortito * dok * Pixel alignment and colours * Fix a bunch of drawing bugs * Shuttle map drawing * Drawing fixes * Map parallax working finally * weh * Commit all my stuff * mic * deez * Update everything * Xamlify everything * uh * Rudimentary blocker range * My enemies have succeeded * Bunch of changes to FTL * Heaps of cleanup * Fix FTL bugs * FTL * weewoo * FTL fallback * wew * weh * Basic FTL working * FTL working * FTL destination fixes * a * Exclusion zones * Fix drawing / FTL * Beacons working * Coordinates drawing * Fix unknown map names * Dorks beginning * State + docking cleanup start * Basic dock drawing * Bunch of drawing fixes * Batching / color fixes * Cleanup and beacons support * weh * weh * Begin pings * First draft at map objects * Map fixup * Faster drawing * Fix perf + FTL * Cached drawing * Fix drawing * Best I got * strips * Back to lists but with caching * Final optimisation * Fix dock bounds * Docking work * stinker * kobolds * Btns * Docking vis working * Fix docking pre-vis * canasses * Helldivers 2 * a * Array life * Fix * Fix TODOs * liltenhead feature club * dorking * Merge artifacts * Last-minute touchup
225 lines
6.8 KiB
C#
225 lines
6.8 KiB
C#
using Content.Shared.Shuttles.BUIStates;
|
|
using Content.Shared.Shuttles.Components;
|
|
using Content.Shared.Shuttles.UI.MapObjects;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Map.Components;
|
|
using Robust.Shared.Physics.Collision.Shapes;
|
|
using Robust.Shared.Physics.Components;
|
|
|
|
namespace Content.Shared.Shuttles.Systems;
|
|
|
|
public abstract partial class SharedShuttleSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IMapManager _mapManager = default!;
|
|
[Dependency] protected readonly SharedMapSystem Maps = default!;
|
|
[Dependency] protected readonly SharedTransformSystem XformSystem = default!;
|
|
|
|
public const float FTLRange = 512f;
|
|
public const float FTLBufferRange = 8f;
|
|
|
|
private EntityQuery<MapGridComponent> _gridQuery;
|
|
private EntityQuery<PhysicsComponent> _physicsQuery;
|
|
private EntityQuery<TransformComponent> _xformQuery;
|
|
|
|
private List<Entity<MapGridComponent>> _grids = new();
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
_gridQuery = GetEntityQuery<MapGridComponent>();
|
|
_physicsQuery = GetEntityQuery<PhysicsComponent>();
|
|
_xformQuery = GetEntityQuery<TransformComponent>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns whether an entity can FTL to the specified map.
|
|
/// </summary>
|
|
public bool CanFTLTo(EntityUid shuttleUid, MapId targetMap)
|
|
{
|
|
var mapUid = _mapManager.GetMapEntityId(targetMap);
|
|
var shuttleMap = _xformQuery.GetComponent(shuttleUid).MapID;
|
|
|
|
if (shuttleMap == targetMap)
|
|
return true;
|
|
|
|
if (!TryComp<FTLDestinationComponent>(mapUid, out var destination) ||
|
|
!destination.Enabled)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (HasComp<FTLMapComponent>(mapUid))
|
|
return false;
|
|
|
|
return destination.Whitelist?.IsValid(shuttleUid, EntityManager) != false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the list of map objects relevant for the specified map.
|
|
/// </summary>
|
|
public IEnumerable<(ShuttleExclusionObject Exclusion, MapCoordinates Coordinates)> GetExclusions(MapId mapId, List<ShuttleExclusionObject> exclusions)
|
|
{
|
|
foreach (var exc in exclusions)
|
|
{
|
|
var beaconCoords = XformSystem.ToMapCoordinates(GetCoordinates(exc.Coordinates));
|
|
|
|
if (beaconCoords.MapId != mapId)
|
|
continue;
|
|
|
|
yield return (exc, beaconCoords);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the list of map objects relevant for the specified map.
|
|
/// </summary>
|
|
public IEnumerable<(ShuttleBeaconObject Beacon, MapCoordinates Coordinates)> GetBeacons(MapId mapId, List<ShuttleBeaconObject> beacons)
|
|
{
|
|
foreach (var beacon in beacons)
|
|
{
|
|
var beaconCoords = XformSystem.ToMapCoordinates(GetCoordinates(beacon.Coordinates));
|
|
|
|
if (beaconCoords.MapId != mapId)
|
|
continue;
|
|
|
|
yield return (beacon, beaconCoords);
|
|
}
|
|
}
|
|
|
|
public bool CanDraw(EntityUid gridUid, PhysicsComponent? physics = null, IFFComponent? iffComp = null)
|
|
{
|
|
if (!Resolve(gridUid, ref physics))
|
|
return true;
|
|
|
|
if (physics.Mass < 10f)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!Resolve(gridUid, ref iffComp, false))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Hide it entirely.
|
|
return (iffComp.Flags & IFFFlags.Hide) == 0x0;
|
|
}
|
|
|
|
public bool IsBeaconMap(EntityUid mapUid)
|
|
{
|
|
return TryComp(mapUid, out FTLDestinationComponent? ftlDest) && ftlDest.BeaconsOnly;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if a beacon can be FTLd to.
|
|
/// </summary>
|
|
public bool CanFTLBeacon(NetCoordinates nCoordinates)
|
|
{
|
|
// Only beacons parented to map supported.
|
|
var coordinates = GetCoordinates(nCoordinates);
|
|
return HasComp<MapComponent>(coordinates.EntityId);
|
|
}
|
|
|
|
public float GetFTLRange(EntityUid shuttleUid) => FTLRange;
|
|
|
|
public float GetFTLBufferRange(EntityUid shuttleUid, MapGridComponent? grid = null)
|
|
{
|
|
if (!_gridQuery.Resolve(shuttleUid, ref grid))
|
|
return 0f;
|
|
|
|
var localAABB = grid.LocalAABB;
|
|
var maxExtent = localAABB.MaxDimension / 2f;
|
|
var range = maxExtent + FTLBufferRange;
|
|
return range;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if the spot is free to be FTLd to (not close to any objects and in range).
|
|
/// </summary>
|
|
public bool FTLFree(EntityUid shuttleUid, EntityCoordinates coordinates, Angle angle, List<ShuttleExclusionObject>? exclusionZones)
|
|
{
|
|
if (!_physicsQuery.TryGetComponent(shuttleUid, out var shuttlePhysics) ||
|
|
!_xformQuery.TryGetComponent(shuttleUid, out var shuttleXform))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Just checks if any grids inside of a buffer range at the target position.
|
|
_grids.Clear();
|
|
var ftlRange = FTLRange;
|
|
var mapCoordinates = coordinates.ToMap(EntityManager, XformSystem);
|
|
|
|
var ourPos = Maps.GetGridPosition((shuttleUid, shuttlePhysics, shuttleXform));
|
|
|
|
// This is the already adjusted position
|
|
var targetPosition = mapCoordinates.Position;
|
|
|
|
// Check range even if it's cross-map.
|
|
if ((targetPosition - ourPos).Length() > FTLRange)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check exclusion zones.
|
|
// This needs to be passed in manually due to PVS.
|
|
if (exclusionZones != null)
|
|
{
|
|
foreach (var exclusion in exclusionZones)
|
|
{
|
|
var exclusionCoords = XformSystem.ToMapCoordinates(GetCoordinates(exclusion.Coordinates));
|
|
|
|
if (exclusionCoords.MapId != mapCoordinates.MapId)
|
|
continue;
|
|
|
|
if ((mapCoordinates.Position - exclusionCoords.Position).Length() <= exclusion.Range)
|
|
return false;
|
|
}
|
|
}
|
|
|
|
var ourFTLBuffer = GetFTLBufferRange(shuttleUid);
|
|
var circle = new PhysShapeCircle(ourFTLBuffer + FTLBufferRange, targetPosition);
|
|
|
|
_mapManager.FindGridsIntersecting(mapCoordinates.MapId, circle, Robust.Shared.Physics.Transform.Empty,
|
|
ref _grids, includeMap: false);
|
|
|
|
// If any grids in range that aren't us then can't FTL.
|
|
foreach (var grid in _grids)
|
|
{
|
|
if (grid.Owner == shuttleUid)
|
|
continue;
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
[Flags]
|
|
public enum FTLState : byte
|
|
{
|
|
Invalid = 0,
|
|
|
|
/// <summary>
|
|
/// A dummy state for presentation
|
|
/// </summary>
|
|
Available = 1 << 0,
|
|
|
|
/// <summary>
|
|
/// Sound played and launch started
|
|
/// </summary>
|
|
Starting = 1 << 1,
|
|
|
|
/// <summary>
|
|
/// When they're on the FTL map
|
|
/// </summary>
|
|
Travelling = 1 << 2,
|
|
|
|
/// <summary>
|
|
/// Approaching destination, play effects or whatever,
|
|
/// </summary>
|
|
Arriving = 1 << 3,
|
|
Cooldown = 1 << 4,
|
|
}
|
|
|