Files
RobustToolbox/Robust.Client/Physics/GridFixtureSystem.cs
2023-09-11 09:42:55 +10:00

147 lines
5.6 KiB
C#

using System.Collections.Generic;
using System.Numerics;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Maths;
namespace Robust.Client.Physics
{
internal sealed class GridFixtureSystem : SharedGridFixtureSystem
{
[Dependency] private readonly IOverlayManager _overlay = default!;
[Dependency] private readonly IMapManager _map = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public bool EnableDebug
{
get => _enableDebug;
set
{
if (_enableDebug == value) return;
Log.Info($"Set grid fixture debug to {value}");
_enableDebug = value;
if (_enableDebug)
{
var overlay = new GridSplitNodeOverlay(_map, this, _transform);
_overlay.AddOverlay(overlay);
RaiseNetworkEvent(new RequestGridNodesMessage());
}
else
{
_overlay.RemoveOverlay<GridSplitNodeOverlay>();
RaiseNetworkEvent(new StopGridNodesMessage());
}
}
}
private bool _enableDebug;
private readonly Dictionary<EntityUid, Dictionary<Vector2i, List<List<Vector2i>>>> _nodes = new();
private readonly Dictionary<EntityUid, List<(Vector2, Vector2)>> _connections = new();
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<ChunkSplitDebugMessage>(OnDebugMessage);
}
public override void Shutdown()
{
base.Shutdown();
_nodes.Clear();
_connections.Clear();
}
private void OnDebugMessage(ChunkSplitDebugMessage ev)
{
Log.Info($"Received grid fixture debug data");
if (!_enableDebug) return;
var grid = GetEntity(ev.Grid);
_nodes[grid] = ev.Nodes;
_connections[grid] = ev.Connections;
}
private sealed class GridSplitNodeOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly IMapManager _mapManager;
private readonly GridFixtureSystem _system;
private readonly SharedTransformSystem _transform;
public GridSplitNodeOverlay(IMapManager mapManager, GridFixtureSystem system, SharedTransformSystem transform)
{
_mapManager = mapManager;
_system = system;
_transform = transform;
}
protected internal override void Draw(in OverlayDrawArgs args)
{
var worldHandle = args.WorldHandle;
var state = (_system, _transform, args.WorldBounds, worldHandle);
_mapManager.FindGridsIntersecting(args.MapId, args.WorldBounds, ref state,
static (EntityUid uid, MapGridComponent grid,
ref (GridFixtureSystem system, SharedTransformSystem transform, Box2Rotated worldBounds, DrawingHandleWorld worldHandle) tuple) =>
{
// May not have received nodes yet.
if (!tuple.system._nodes.TryGetValue(uid, out var nodes))
return true;
tuple.worldHandle.SetTransform(tuple.transform.GetWorldMatrix(uid));
var chunkEnumerator = grid.GetMapChunks(tuple.worldBounds);
while (chunkEnumerator.MoveNext(out var chunk))
{
if (!nodes.TryGetValue(chunk.Indices, out var chunkNodes)) continue;
for (var i = 0; i < chunkNodes.Count; i++)
{
var group = chunkNodes[i];
var offset = chunk.Indices * chunk.ChunkSize;
var color = GetColor(chunk, i);
foreach (var index in group)
{
tuple.worldHandle.DrawRect(new Box2(offset + index, offset + index + 1).Enlarged(-0.1f), color);
}
}
}
var connections = tuple.system._connections[uid];
foreach (var (start, end) in connections)
{
tuple.worldHandle.DrawLine(start, end, Color.Aquamarine);
}
static Color GetColor(MapChunk chunk, int index)
{
// Just want something that doesn't give similar indices at 0,0 but is also deterministic.
// Add an offset to yIndex so we at least have some colour that isn't grey at 0,0
var actualIndex = chunk.Indices.X * 20 + (chunk.Indices.Y + 20) * 35 + index * 50;
var red = (byte) (actualIndex % 255);
var green = (byte) (actualIndex * 20 % 255);
var blue = (byte) (actualIndex * 30 % 255);
return new Color(red, green, blue, 85);
}
return true;
}, true);
worldHandle.SetTransform(Matrix3.Identity);
}
}
}
}