Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/IconSmoothSystem.cs
Acruid ee6eec9c40 SubscribeEvent() has been split into SubscribeNetworkEvent() and SubscribeLocalEvent() methods on EntitySystem.
Most methods on EntityEventBus now require callers to specify the source (Local or Network) of the events.
2020-02-19 17:08:59 -08:00

155 lines
5.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Content.Client.GameObjects.Components.IconSmoothing;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Client.GameObjects.EntitySystems
{
/// <summary>
/// Entity system implementing the logic for <see cref="IconSmoothComponent"/>
/// </summary>
[UsedImplicitly]
internal sealed class IconSmoothSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
#pragma warning restore 649
private readonly Queue<IEntity> _dirtyEntities = new Queue<IEntity>();
private int _generation;
/// <inheritdoc />
public override void Initialize()
{
SubscribeLocalEvent<IconSmoothDirtyEvent>(HandleDirtyEvent);
IoCManager.InjectDependencies(this);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
if (_dirtyEntities.Count == 0)
{
return;
}
_generation += 1;
// Performance: This could be spread over multiple updates, or made parallel.
while (_dirtyEntities.Count > 0)
{
CalculateNewSprite(_dirtyEntities.Dequeue());
}
}
private void HandleDirtyEvent(IconSmoothDirtyEvent ev)
{
// Yes, we updates ALL smoothing entities surrounding us even if they would never smooth with us.
// This is simpler to implement. If you want to optimize it be my guest.
var senderEnt = ev.Sender;
if (senderEnt.IsValid() &&
senderEnt.TryGetComponent(out IconSmoothComponent iconSmooth)
&& iconSmooth.Running)
{
var snapGrid = senderEnt.GetComponent<SnapGridComponent>();
_dirtyEntities.Enqueue(senderEnt);
AddValidEntities(snapGrid.GetInDir(Direction.North));
AddValidEntities(snapGrid.GetInDir(Direction.South));
AddValidEntities(snapGrid.GetInDir(Direction.East));
AddValidEntities(snapGrid.GetInDir(Direction.West));
if (ev.Mode == IconSmoothingMode.Corners)
{
AddValidEntities(snapGrid.GetInDir(Direction.NorthEast));
AddValidEntities(snapGrid.GetInDir(Direction.SouthEast));
AddValidEntities(snapGrid.GetInDir(Direction.SouthWest));
AddValidEntities(snapGrid.GetInDir(Direction.NorthWest));
}
}
if (ev.LastPosition.HasValue)
{
// Entity is no longer valid, update around the last position it was at.
var grid = _mapManager.GetGrid(ev.LastPosition.Value.grid);
var pos = ev.LastPosition.Value.pos;
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, 0), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, 0), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(0, 1), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(0, -1), ev.Offset));
if (ev.Mode == IconSmoothingMode.Corners)
{
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, 1), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, -1), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, 1), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, -1), ev.Offset));
}
}
}
private void AddValidEntities(IEnumerable<IEntity> candidates)
{
foreach (var entity in candidates)
{
if (entity.HasComponent<IconSmoothComponent>())
{
_dirtyEntities.Enqueue(entity);
}
}
}
private void AddValidEntities(IEnumerable<IComponent> candidates)
{
AddValidEntities(candidates.Select(c => c.Owner));
}
private void CalculateNewSprite(IEntity entity)
{
// The generation check prevents updating an entity multiple times per tick.
// As it stands now, it's totally possible for something to get queued twice.
// Generation on the component is set after an update so we can cull updates that happened this generation.
if (!entity.IsValid()
|| !entity.TryGetComponent(out IconSmoothComponent smoothing)
|| smoothing.UpdateGeneration == _generation)
{
return;
}
smoothing.CalculateNewSprite();
smoothing.UpdateGeneration = _generation;
}
}
/// <summary>
/// Event raised by a <see cref="IconSmoothComponent"/> when it needs to be recalculated.
/// </summary>
public sealed class IconSmoothDirtyEvent : EntitySystemMessage
{
public IconSmoothDirtyEvent(IEntity sender, (GridId grid, MapIndices pos)? lastPosition, SnapGridOffset offset, IconSmoothingMode mode)
{
LastPosition = lastPosition;
Offset = offset;
Mode = mode;
Sender = sender;
}
public (GridId grid, MapIndices pos)? LastPosition { get; }
public SnapGridOffset Offset { get; }
public IconSmoothingMode Mode { get; }
public IEntity Sender { get; }
}
}