Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/IconSmoothSystem.cs
2019-04-15 21:11:38 -06:00

305 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Client.GameObjects.Components.IconSmoothing;
using JetBrains.Annotations;
using Robust.Client.Interfaces.GameObjects.Components;
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;
public override void SubscribeEvents()
{
base.SubscribeEvents();
SubscribeEvent<IconSmoothDirtyEvent>(HandleDirtyEvent);
}
public override void Initialize()
{
base.Initialize();
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(object sender, 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.
if (sender is IEntity senderEnt && senderEnt.IsValid() &&
senderEnt.HasComponent<IconSmoothComponent>())
{
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));
}
}
else 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;
}
var sprite = smoothing.Sprite;
var snapGrid = smoothing.SnapGrid;
switch (smoothing.Mode)
{
case IconSmoothingMode.Corners:
_calculateNewSpriteCorers(smoothing, snapGrid, sprite);
break;
case IconSmoothingMode.CardinalFlags:
_calculateNewSpriteCardinal(smoothing, snapGrid, sprite);
break;
default:
throw new ArgumentOutOfRangeException();
}
smoothing.UpdateGeneration = _generation;
}
private static void _calculateNewSpriteCardinal(IconSmoothComponent smoothing, SnapGridComponent snapGrid,
ISpriteComponent sprite)
{
var dirs = CardinalConnectDirs.None;
if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.North)))
dirs |= CardinalConnectDirs.North;
if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.South)))
dirs |= CardinalConnectDirs.South;
if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.East)))
dirs |= CardinalConnectDirs.East;
if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.West)))
dirs |= CardinalConnectDirs.West;
sprite.LayerSetState(0, $"{smoothing.StateBase}{(int) dirs}");
}
private static void _calculateNewSpriteCorers(IconSmoothComponent smoothing, SnapGridComponent snapGrid,
ISpriteComponent sprite)
{
var n = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.North));
var ne = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.NorthEast));
var e = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.East));
var se = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.SouthEast));
var s = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.South));
var sw = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.SouthWest));
var w = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.West));
var nw = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.NorthWest));
// ReSharper disable InconsistentNaming
var cornerNE = CornerFill.None;
var cornerSE = CornerFill.None;
var cornerSW = CornerFill.None;
var cornerNW = CornerFill.None;
// ReSharper restore InconsistentNaming
if (n)
{
cornerNE |= CornerFill.CounterClockwise;
cornerNW |= CornerFill.Clockwise;
}
if (ne)
{
cornerNE |= CornerFill.Diagonal;
}
if (e)
{
cornerNE |= CornerFill.Clockwise;
cornerSE |= CornerFill.CounterClockwise;
}
if (se)
{
cornerSE |= CornerFill.Diagonal;
}
if (s)
{
cornerSE |= CornerFill.Clockwise;
cornerSW |= CornerFill.CounterClockwise;
}
if (sw)
{
cornerSW |= CornerFill.Diagonal;
}
if (w)
{
cornerSW |= CornerFill.Clockwise;
cornerNW |= CornerFill.CounterClockwise;
}
if (nw)
{
cornerNW |= CornerFill.Diagonal;
}
sprite.LayerSetState(IconSmoothComponent.CornerLayers.NE, $"{smoothing.StateBase}{(int) cornerNE}");
sprite.LayerSetState(IconSmoothComponent.CornerLayers.SE, $"{smoothing.StateBase}{(int) cornerSE}");
sprite.LayerSetState(IconSmoothComponent.CornerLayers.SW, $"{smoothing.StateBase}{(int) cornerSW}");
sprite.LayerSetState(IconSmoothComponent.CornerLayers.NW, $"{smoothing.StateBase}{(int) cornerNW}");
}
[System.Diagnostics.Contracts.Pure]
private static bool MatchingEntity(IconSmoothComponent source, IEnumerable<IEntity> candidates)
{
foreach (var entity in candidates)
{
if (!entity.TryGetComponent(out IconSmoothComponent other))
{
return false;
}
if (other.SmoothKey == source.SmoothKey)
{
return true;
}
}
return false;
}
[Flags]
private enum CardinalConnectDirs : byte
{
None = 0,
North = 1,
South = 2,
East = 4,
West = 8
}
[Flags]
private enum CornerFill : byte
{
// These values are pulled from Baystation12.
// I'm too lazy to convert the state names.
None = 0,
// The cardinal tile counter-clockwise of this corner is filled.
CounterClockwise = 1,
// The diagonal tile in the direction of this corner.
Diagonal = 2,
// The cardinal tile clockwise of this corner is filled.
Clockwise = 4,
}
}
/// <summary>
/// Event raised by a <see cref="IconSmoothComponent"/> when it needs to be recalculated.
/// </summary>
public sealed class IconSmoothDirtyEvent : EntitySystemMessage
{
public IconSmoothDirtyEvent((GridId grid, MapIndices pos)? lastPosition, SnapGridOffset offset, IconSmoothingMode mode)
{
LastPosition = lastPosition;
Offset = offset;
Mode = mode;
}
public (GridId grid, MapIndices pos)? LastPosition { get; }
public SnapGridOffset Offset { get; }
public IconSmoothingMode Mode { get; }
}
}