* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
150 lines
8.1 KiB
C#
150 lines
8.1 KiB
C#
using Content.Client.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems.Atmos;
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using Content.Shared.Atmos;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Client.Atmos
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{
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public class AtmosDebugOverlay : Overlay
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{
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private readonly AtmosDebugOverlaySystem _atmosDebugOverlaySystem;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IClyde _clyde = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public AtmosDebugOverlay() : base(nameof(AtmosDebugOverlay))
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{
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IoCManager.InjectDependencies(this);
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_atmosDebugOverlaySystem = EntitySystem.Get<AtmosDebugOverlaySystem>();
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}
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protected override void Draw(DrawingHandleBase handle, OverlaySpace overlay)
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{
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var drawHandle = (DrawingHandleWorld) handle;
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var mapId = _eyeManager.CurrentMap;
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var eye = _eyeManager.CurrentEye;
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var worldBounds = Box2.CenteredAround(eye.Position.Position,
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_clyde.ScreenSize / (float) EyeManager.PixelsPerMeter * eye.Zoom);
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// IF YOU ARE ABOUT TO INTRODUCE CHUNKING OR SOME OTHER OPTIMIZATION INTO THIS CODE:
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// -- THINK! --
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// 1. "Is this going to make a critical atmos debugging tool harder to debug itself?"
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// 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?"
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// 3. "Is this going to make it harder for atmos programmers to add data that may not be chunk-friendly into the atmos debugger?"
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// Nanotrasen needs YOU! to avoid premature optimization in critical debugging tools - 20kdc
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foreach (var mapGrid in _mapManager.FindGridsIntersecting(mapId, worldBounds))
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{
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if (!_atmosDebugOverlaySystem.HasData(mapGrid.Index))
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continue;
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var gridBounds = new Box2(mapGrid.WorldToLocal(worldBounds.BottomLeft), mapGrid.WorldToLocal(worldBounds.TopRight));
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for (var pass = 0; pass < 2; pass++)
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{
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foreach (var tile in mapGrid.GetTilesIntersecting(gridBounds))
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{
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var dataMaybeNull = _atmosDebugOverlaySystem.GetData(mapGrid.Index, tile.GridIndices);
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if (dataMaybeNull != null)
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{
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var data = (SharedAtmosDebugOverlaySystem.AtmosDebugOverlayData) dataMaybeNull!;
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if (pass == 0)
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{
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// -- Mole Count --
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float total = 0;
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switch (_atmosDebugOverlaySystem.CfgMode) {
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case AtmosDebugOverlayMode.TotalMoles:
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foreach (float f in data.Moles)
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{
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total += f;
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}
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break;
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case AtmosDebugOverlayMode.GasMoles:
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total = data.Moles[_atmosDebugOverlaySystem.CfgSpecificGas];
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break;
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case AtmosDebugOverlayMode.Temperature:
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total = data.Temperature;
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break;
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}
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var interp = ((total - _atmosDebugOverlaySystem.CfgBase) / _atmosDebugOverlaySystem.CfgScale);
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Color res;
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if (_atmosDebugOverlaySystem.CfgCBM)
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{
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// Greyscale interpolation
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res = Color.InterpolateBetween(Color.Black, Color.White, interp);
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}
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else
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{
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// Red-Green-Blue interpolation
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if (interp < 0.5f)
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{
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res = Color.InterpolateBetween(Color.Red, Color.Green, interp * 2);
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}
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else
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{
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res = Color.InterpolateBetween(Color.Green, Color.Blue, (interp - 0.5f) * 2);
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}
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}
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res = res.WithAlpha(0.75f);
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drawHandle.DrawRect(Box2.FromDimensions(mapGrid.LocalToWorld(new Vector2(tile.X, tile.Y)), new Vector2(1, 1)), res);
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}
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else if (pass == 1)
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{
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// -- Blocked Directions --
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void CheckAndShowBlockDir(AtmosDirection dir)
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{
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if (data.BlockDirection.HasFlag(dir))
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{
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var atmosAngle = dir.ToAngle();
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var atmosAngleOfs = atmosAngle.ToVec() * 0.45f;
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var atmosAngleOfsR90 = new Vector2(atmosAngleOfs.Y, -atmosAngleOfs.X);
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var tileCentre = new Vector2(tile.X + 0.5f, tile.Y + 0.5f);
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var basisA = mapGrid.LocalToWorld(tileCentre + atmosAngleOfs - atmosAngleOfsR90);
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var basisB = mapGrid.LocalToWorld(tileCentre + atmosAngleOfs + atmosAngleOfsR90);
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drawHandle.DrawLine(basisA, basisB, Color.Azure);
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}
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}
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CheckAndShowBlockDir(AtmosDirection.North);
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CheckAndShowBlockDir(AtmosDirection.South);
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CheckAndShowBlockDir(AtmosDirection.East);
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CheckAndShowBlockDir(AtmosDirection.West);
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// -- Pressure Direction --
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if (data.PressureDirection != AtmosDirection.Invalid)
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{
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var atmosAngle = data.PressureDirection.ToAngle();
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var atmosAngleOfs = atmosAngle.ToVec() * 0.4f;
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var tileCentre = new Vector2(tile.X + 0.5f, tile.Y + 0.5f);
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var basisA = mapGrid.LocalToWorld(tileCentre);
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var basisB = mapGrid.LocalToWorld(tileCentre + atmosAngleOfs);
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drawHandle.DrawLine(basisA, basisB, Color.Blue);
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}
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// -- Excited Groups --
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if (data.InExcitedGroup)
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{
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var tilePos = new Vector2(tile.X, tile.Y);
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var basisA = mapGrid.LocalToWorld(tilePos);
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var basisB = mapGrid.LocalToWorld(tilePos + new Vector2(1.0f, 1.0f));
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var basisC = mapGrid.LocalToWorld(tilePos + new Vector2(0.0f, 1.0f));
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var basisD = mapGrid.LocalToWorld(tilePos + new Vector2(1.0f, 0.0f));
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drawHandle.DrawLine(basisA, basisB, Color.Cyan);
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drawHandle.DrawLine(basisC, basisD, Color.Cyan);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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