Files
tbd-station-14/Content.Client/Atmos/EntitySystems/GasTileOverlaySystem.cs

269 lines
9.5 KiB
C#

using Content.Client.Atmos.Overlays;
using Content.Shared.Atmos;
using Content.Shared.Atmos.EntitySystems;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.Utility;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Client.Atmos.EntitySystems
{
[UsedImplicitly]
internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
{
[Dependency] private readonly IResourceCache _resourceCache = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
// Gas overlays
public readonly float[] Timer = new float[Atmospherics.TotalNumberOfGases];
public readonly float[][] FrameDelays = new float[Atmospherics.TotalNumberOfGases][];
public readonly int[] FrameCounter = new int[Atmospherics.TotalNumberOfGases];
public readonly Texture[][] Frames = new Texture[Atmospherics.TotalNumberOfGases][];
// Fire overlays
public const int FireStates = 3;
public const string FireRsiPath = "/Textures/Effects/fire.rsi";
public readonly float[] FireTimer = new float[FireStates];
public readonly float[][] FireFrameDelays = new float[FireStates][];
public readonly int[] FireFrameCounter = new int[FireStates];
public readonly Texture[][] FireFrames = new Texture[FireStates][];
private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _tileData =
new();
public const int GasOverlayZIndex = 1;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<GasOverlayMessage>(HandleGasOverlayMessage);
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var overlay = _atmosphereSystem.GetOverlay(i);
switch (overlay)
{
case SpriteSpecifier.Rsi animated:
var rsi = _resourceCache.GetResource<RSIResource>(animated.RsiPath).RSI;
var stateId = animated.RsiState;
if(!rsi.TryGetState(stateId, out var state)) continue;
Frames[i] = state.GetFrames(RSI.State.Direction.South);
FrameDelays[i] = state.GetDelays();
FrameCounter[i] = 0;
break;
case SpriteSpecifier.Texture texture:
Frames[i] = new[] {texture.Frame0()};
FrameDelays[i] = Array.Empty<float>();
break;
case null:
Frames[i] = Array.Empty<Texture>();
FrameDelays[i] = Array.Empty<float>();
break;
}
}
var fire = _resourceCache.GetResource<RSIResource>(FireRsiPath).RSI;
for (var i = 0; i < FireStates; i++)
{
if (!fire.TryGetState((i+1).ToString(), out var state))
throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
FireFrames[i] = state.GetFrames(RSI.State.Direction.South);
FireFrameDelays[i] = state.GetDelays();
FireFrameCounter[i] = 0;
}
var overlayManager = IoCManager.Resolve<IOverlayManager>();
overlayManager.AddOverlay(new GasTileOverlay());
overlayManager.AddOverlay(new FireTileOverlay());
}
private void HandleGasOverlayMessage(GasOverlayMessage message)
{
foreach (var (indices, data) in message.OverlayData)
{
var chunk = GetOrCreateChunk(message.GridId, indices);
chunk.Update(data, indices);
}
}
// Slightly different to the server-side system version
private GasOverlayChunk GetOrCreateChunk(GridId gridId, Vector2i indices)
{
if (!_tileData.TryGetValue(gridId, out var chunks))
{
chunks = new Dictionary<Vector2i, GasOverlayChunk>();
_tileData[gridId] = chunks;
}
var chunkIndices = GetGasChunkIndices(indices);
if (!chunks.TryGetValue(chunkIndices, out var chunk))
{
chunk = new GasOverlayChunk(gridId, chunkIndices);
chunks[chunkIndices] = chunk;
}
return chunk;
}
public override void Shutdown()
{
base.Shutdown();
var overlayManager = IoCManager.Resolve<IOverlayManager>();
overlayManager.RemoveOverlay<GasTileOverlay>();
overlayManager.RemoveOverlay<FireTileOverlay>();
}
private void OnGridRemoved(GridRemovalEvent ev)
{
if (_tileData.ContainsKey(ev.GridId))
{
_tileData.Remove(ev.GridId);
}
}
public bool HasData(GridId gridId)
{
return _tileData.ContainsKey(gridId);
}
public GasOverlayEnumerator GetOverlays(GridId gridIndex, Vector2i indices)
{
if (!_tileData.TryGetValue(gridIndex, out var chunks))
return default;
var chunkIndex = GetGasChunkIndices(indices);
if (!chunks.TryGetValue(chunkIndex, out var chunk))
return default;
var overlays = chunk.GetData(indices);
return new GasOverlayEnumerator(overlays, this);
}
public FireOverlayEnumerator GetFireOverlays(GridId gridIndex, Vector2i indices)
{
if (!_tileData.TryGetValue(gridIndex, out var chunks))
return default;
var chunkIndex = GetGasChunkIndices(indices);
if (!chunks.TryGetValue(chunkIndex, out var chunk))
return default;
var overlays = chunk.GetData(indices);
return new FireOverlayEnumerator(overlays, this);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var delays = FrameDelays[i];
if (delays.Length == 0) continue;
var frameCount = FrameCounter[i];
Timer[i] += frameTime;
var time = delays[frameCount];
if (Timer[i] < time)
continue;
Timer[i] -= time;
FrameCounter[i] = (frameCount + 1) % Frames[i].Length;
}
for (var i = 0; i < FireStates; i++)
{
var delays = FireFrameDelays[i];
if (delays.Length == 0) continue;
var frameCount = FireFrameCounter[i];
FireTimer[i] += frameTime;
var time = delays[frameCount];
if (FireTimer[i] < time) continue;
FireTimer[i] -= time;
FireFrameCounter[i] = (frameCount + 1) % FireFrames[i].Length;
}
}
public struct GasOverlayEnumerator
{
private readonly GasTileOverlaySystem _system;
private readonly GasData[]? _data;
// TODO: Take Fire Temperature into account, when we code fire color
private readonly int _length; // We cache the length so we can avoid a pointer dereference, for speed. Brrr.
private int _current;
public GasOverlayEnumerator(in GasOverlayData data, GasTileOverlaySystem system)
{
// Gas can't be null, as the caller to this constructor already ensured it wasn't.
_data = data.Gas;
_system = system;
_length = _data?.Length ?? 0;
_current = 0;
}
public bool MoveNext(out (Texture Texture, Color Color) overlay)
{
if (_current < _length)
{
// Data can't be null here unless length/current are incorrect
var gas = _data![_current++];
var frames = _system.Frames[gas.Index];
overlay = (frames[_system.FrameCounter[gas.Index]], Color.White.WithAlpha(gas.Opacity));
return true;
}
overlay = default;
return false;
}
}
public struct FireOverlayEnumerator
{
private readonly GasTileOverlaySystem _system;
private byte _fireState;
// TODO: Take Fire Temperature into account, when we code fire color
public FireOverlayEnumerator(in GasOverlayData data, GasTileOverlaySystem system)
{
_fireState = data.FireState;
_system = system;
}
public bool MoveNext(out (Texture Texture, Color Color) overlay)
{
if (_fireState != 0)
{
var state = _fireState - 1;
var frames = _system.FireFrames[state];
// TODO ATMOS Set color depending on temperature
overlay = (frames[_system.FireFrameCounter[state]], Color.White);
// Setting this to zero so we don't get stuck in an infinite loop.
_fireState = 0;
return true;
}
overlay = default;
return false;
}
}
}
}