Files
RobustToolbox/Robust.Server/GameObjects/EntitySystems/EffectSystem.cs
T

70 lines
2.2 KiB
C#

using Robust.Shared.GameObjects.EntitySystemMessages;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using System.Collections.Generic;
using Robust.Shared.Utility;
namespace Robust.Server.GameObjects.EntitySystems
{
/// <summary>
/// An entity system that displays temporary effects to the user
/// </summary>
public class EffectSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
/// <summary>
/// Priority queue sorted by how soon the effect will die, we remove messages from the front of the queue during update until caught up
/// </summary>
private readonly PriorityQueue<EffectSystemMessage> _CurrentEffects = new PriorityQueue<EffectSystemMessage>(new EffectMessageComparer());
public void CreateParticle(EffectSystemMessage effect)
{
_CurrentEffects.Add(effect);
//For now we will use this which sends to ALL clients
//TODO: Client bubbling
RaiseNetworkEvent(effect);
}
public override void Update(float frameTime)
{
//Take elements from front of priority queue until they are old
while (_CurrentEffects.Count != 0 && _CurrentEffects.Peek().DeathTime < _timing.CurTime)
{
_CurrentEffects.Take();
}
}
/// <summary>
/// Comparer that keeps the device dictionary sorted by powernet priority
/// </summary>
public class EffectMessageComparer : IComparer<EffectSystemMessage>
{
public int Compare(EffectSystemMessage? x, EffectSystemMessage? y)
{
if (x == null && y == null)
{
return 0;
}
if (y == null)
{
return 1;
}
if (x == null)
{
return -1;
}
return y.DeathTime.CompareTo(x.DeathTime);
}
}
//TODO: Send all current effects to new clients on login
//TODO: Send effects only to relevant client bubbles
}
}