Files
tbd-station-14/Content.Shared/SubFloor/SubFloorHideSystem.cs
2021-07-30 12:26:18 +02:00

173 lines
6.0 KiB
C#

using Content.Shared.Maps;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.ViewVariables;
namespace Content.Shared.SubFloor
{
/// <summary>
/// Entity system backing <see cref="SubFloorHideComponent"/>.
/// </summary>
[UsedImplicitly]
public class SubFloorHideSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
private bool _showAll;
[ViewVariables(VVAccess.ReadWrite)]
public bool ShowAll
{
get => _showAll;
set
{
if (_showAll == value) return;
_showAll = value;
UpdateAll();
}
}
public override void Initialize()
{
base.Initialize();
_mapManager.GridChanged += MapManagerOnGridChanged;
_mapManager.TileChanged += MapManagerOnTileChanged;
SubscribeLocalEvent<SubFloorHideComponent, ComponentStartup>(OnSubFloorStarted);
SubscribeLocalEvent<SubFloorHideComponent, ComponentShutdown>(OnSubFloorTerminating);
SubscribeLocalEvent<SubFloorHideComponent, AnchorStateChangedEvent>(HandleAnchorChanged);
}
public override void Shutdown()
{
base.Shutdown();
_mapManager.GridChanged -= MapManagerOnGridChanged;
_mapManager.TileChanged -= MapManagerOnTileChanged;
}
private void OnSubFloorStarted(EntityUid uid, SubFloorHideComponent component, ComponentStartup _)
{
UpdateEntity(uid);
}
private void OnSubFloorTerminating(EntityUid uid, SubFloorHideComponent component, ComponentShutdown _)
{
// Regardless of whether we're on a subfloor or not, unhide.
UpdateEntity(uid, true);
}
private void HandleAnchorChanged(EntityUid uid, SubFloorHideComponent component, AnchorStateChangedEvent args)
{
var transform = ComponentManager.GetComponent<ITransformComponent>(uid);
// We do this directly instead of calling UpdateEntity.
UpdateEntity(uid);
}
private void MapManagerOnTileChanged(object? sender, TileChangedEventArgs e)
{
UpdateTile(_mapManager.GetGrid(e.NewTile.GridIndex), e.NewTile.GridIndices);
}
private void MapManagerOnGridChanged(object? sender, GridChangedEventArgs e)
{
foreach (var modified in e.Modified)
{
UpdateTile(e.Grid, modified.position);
}
}
private bool IsSubFloor(IMapGrid grid, Vector2i position)
{
var tileDef = (ContentTileDefinition) _tileDefinitionManager[grid.GetTileRef(position).Tile.TypeId];
return tileDef.IsSubFloor;
}
private void UpdateAll()
{
foreach (var comp in ComponentManager.EntityQuery<SubFloorHideComponent>(true))
{
UpdateEntity(comp.Owner.Uid);
}
}
private void UpdateTile(IMapGrid grid, Vector2i position)
{
var isSubFloor = IsSubFloor(grid, position);
foreach (var uid in grid.GetAnchoredEntities(position))
{
if(ComponentManager.HasComponent<SubFloorHideComponent>(uid))
UpdateEntity(uid, isSubFloor);
}
}
private void UpdateEntity(EntityUid uid)
{
var transform = ComponentManager.GetComponent<ITransformComponent>(uid);
if (!_mapManager.TryGetGrid(transform.GridID, out var grid))
{
// Not being on a grid counts as no subfloor, unhide this.
UpdateEntity(uid, true);
return;
}
// Update normally.
UpdateEntity(uid, IsSubFloor(grid, grid.TileIndicesFor(transform.Coordinates)));
}
private void UpdateEntity(EntityUid uid, bool subFloor)
{
// We raise an event to allow other entity systems to handle this.
var subFloorHideEvent = new SubFloorHideEvent(subFloor);
RaiseLocalEvent(uid, subFloorHideEvent, false);
// Check if it has been handled by someone else.
if (subFloorHideEvent.Handled)
return;
// This might look weird, but basically we only need to query the SubFloorHide and Transform components
// if we are gonna hide the entity and we require it to be anchored to be hidden. Because getting components
// is "expensive", we have a slow path where we query them, and a fast path where we don't.
if (!subFloor
&& ComponentManager.TryGetComponent(uid, out SubFloorHideComponent? subFloorHideComponent) &&
subFloorHideComponent.RequireAnchored
&& ComponentManager.TryGetComponent(uid, out ITransformComponent? transformComponent))
{
// If we require the entity to be anchored but it's not, this will set subfloor to true, unhiding it.
subFloor = !transformComponent.Anchored;
}
// Show sprite
if (ComponentManager.TryGetComponent(uid, out SharedSpriteComponent? spriteComponent))
{
spriteComponent.Visible = ShowAll || subFloor;
}
// So for collision all we care about is that the component is running.
if (ComponentManager.TryGetComponent(uid, out PhysicsComponent? physicsComponent))
{
physicsComponent.CanCollide = subFloor;
}
}
}
public class SubFloorHideEvent : HandledEntityEventArgs
{
public bool SubFloor { get; }
public SubFloorHideEvent(bool subFloor)
{
SubFloor = subFloor;
}
}
}