mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
247 lines
9.2 KiB
C#
247 lines
9.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Map.Events;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Robust.Shared.GameObjects
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{
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public abstract class SharedGridFixtureSystem : EntitySystem
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{
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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private bool _enabled;
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private float _fixtureEnlargement;
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internal const string ShowGridNodesCommand = "showgridnodes";
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public override void Initialize()
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{
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base.Initialize();
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UpdatesBefore.Add(typeof(SharedBroadphaseSystem));
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_cfg.OnValueChanged(CVars.GenerateGridFixtures, SetEnabled, true);
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_cfg.OnValueChanged(CVars.GridFixtureEnlargement, SetEnlargement, true);
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SubscribeLocalEvent<GridInitializeEvent>(OnGridInit);
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SubscribeLocalEvent<RegenerateGridBoundsEvent>(OnGridBoundsRegenerate);
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}
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private void OnGridBoundsRegenerate(ref RegenerateGridBoundsEvent ev)
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{
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RegenerateCollision(ev.Entity, ev.ChunkRectangles, ev.RemovedChunks);
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}
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protected virtual void OnGridInit(GridInitializeEvent ev)
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{
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if (HasComp<MapComponent>(ev.EntityUid))
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return;
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// This will also check for grid splits if applicable.
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var grid = Comp<MapGridComponent>(ev.EntityUid);
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_map.RegenerateCollision(ev.EntityUid, grid, _map.GetMapChunks(ev.EntityUid, grid).Values.ToHashSet());
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_cfg.UnsubValueChanged(CVars.GenerateGridFixtures, SetEnabled);
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_cfg.UnsubValueChanged(CVars.GridFixtureEnlargement, SetEnlargement);
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}
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private void SetEnabled(bool value) => _enabled = value;
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private void SetEnlargement(float value) => _fixtureEnlargement = value;
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internal void RegenerateCollision(
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EntityUid uid,
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Dictionary<MapChunk, List<Box2i>> mapChunks,
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List<MapChunk> removedChunks)
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{
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if (!_enabled)
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return;
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if (!EntityManager.TryGetComponent(uid, out PhysicsComponent? body))
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{
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Log.Error($"Trying to regenerate collision for {uid} that doesn't have {nameof(body)}");
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return;
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}
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if (!EntityManager.TryGetComponent(uid, out FixturesComponent? manager))
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{
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Log.Error($"Trying to regenerate collision for {uid} that doesn't have {nameof(manager)}");
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return;
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}
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if (!EntityManager.TryGetComponent(uid, out TransformComponent? xform))
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{
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Log.Error($"Trying to regenerate collision for {uid} that doesn't have {nameof(TransformComponent)}");
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return;
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}
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var fixtures = new Dictionary<string, Fixture>(mapChunks.Count);
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foreach (var (chunk, rectangles) in mapChunks)
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{
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UpdateFixture(uid, chunk, rectangles, body, manager, xform);
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foreach (var (id, fixture) in chunk.Fixtures)
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{
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fixtures[id] = fixture;
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}
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}
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EntityManager.EventBus.RaiseLocalEvent(uid,new GridFixtureChangeEvent {NewFixtures = fixtures}, true);
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_fixtures.FixtureUpdate(uid, manager: manager, body: body);
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CheckSplit(uid, mapChunks, removedChunks);
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}
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internal virtual void CheckSplit(EntityUid gridEuid, Dictionary<MapChunk, List<Box2i>> mapChunks,
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List<MapChunk> removedChunks) {}
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internal virtual void CheckSplit(EntityUid gridEuid, MapChunk chunk, List<Box2i> rectangles) {}
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private bool UpdateFixture(EntityUid uid, MapChunk chunk, List<Box2i> rectangles, PhysicsComponent body, FixturesComponent manager, TransformComponent xform)
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{
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var origin = chunk.Indices * chunk.ChunkSize;
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// So we store a reference to the fixture on the chunk because it's easier to cross-reference it.
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// This is because when we get multiple fixtures per chunk there's no easy way to tell which the old one
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// corresponds with.
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// We also ideally want to avoid re-creating the fixture every time a tile changes and pushing that data
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// to the client hence we diff it.
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// Additionally, we need to handle map deserialization where content may have stored its own data
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// on the grid (e.g. mass) which we want to preserve.
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var newFixtures = new ValueList<(string Id, Fixture Fixture)>();
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Span<Vector2> vertices = stackalloc Vector2[4];
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foreach (var rectangle in rectangles)
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{
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var bounds = ((Box2) rectangle.Translated(origin)).Enlarged(_fixtureEnlargement);
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var poly = new PolygonShape();
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vertices[0] = bounds.BottomLeft;
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vertices[1] = bounds.BottomRight;
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vertices[2] = bounds.TopRight;
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vertices[3] = bounds.TopLeft;
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poly.Set(vertices, 4);
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#pragma warning disable CS0618
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var newFixture = new Fixture(
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poly,
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MapGridHelpers.CollisionGroup,
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MapGridHelpers.CollisionGroup,
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true) { Body = body};
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#pragma warning restore CS0618
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newFixtures.Add(($"grid_chunk-{bounds.Left}-{bounds.Bottom}", newFixture));
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}
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var toRemove = new ValueList<(string Id, Fixture Fixture)>();
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// Check if we even need to issue an eventbus event
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var updated = false;
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foreach (var (oldId, oldFixture) in chunk.Fixtures)
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{
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var existing = false;
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// Handle deleted / updated fixtures
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// (TODO: Check IDs and cross-reference for updates?)
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for (var i = newFixtures.Count - 1; i >= 0; i--)
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{
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var fixture = newFixtures[i].Fixture;
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if (!oldFixture.Equals(fixture))
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continue;
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existing = true;
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newFixtures.RemoveSwap(i);
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break;
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}
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// Doesn't align with any new fixtures so delete
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if (existing) continue;
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toRemove.Add((oldId, oldFixture));
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}
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foreach (var (id, fixture) in toRemove)
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{
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// TODO add a DestroyFixture() override that takes in a list.
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// reduced broadphase lookups
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chunk.Fixtures.Remove(id);
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_fixtures.DestroyFixture(uid, id, fixture, false, body: body, manager: manager, xform: xform);
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}
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if (newFixtures.Count > 0 || toRemove.Count > 0)
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{
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updated = true;
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}
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// Anything remaining is a new fixture (or at least, may have not serialized onto the chunk yet).
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foreach (var (id, fixture) in newFixtures)
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{
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var existingFixture = _fixtures.GetFixtureOrNull(uid, id, manager: manager);
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// Check if it's the same (otherwise remove anyway).
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if (existingFixture?.Shape is PolygonShape poly &&
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poly.EqualsApprox((PolygonShape) fixture.Shape))
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{
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chunk.Fixtures.Add(id, existingFixture);
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continue;
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}
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chunk.Fixtures.Add(id, fixture);
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_fixtures.CreateFixture(uid, id, fixture, false, manager, body, xform);
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}
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return updated;
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}
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}
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/// <summary>
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/// Event raised after a grids fixtures have changed, but before <see cref="FixtureSystem.FixtureUpdate"/> is called.
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/// Allows content to modify some fixture properties, like density.
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/// </summary>
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public sealed class GridFixtureChangeEvent : EntityEventArgs
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{
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public Dictionary<string, Fixture> NewFixtures { get; init; } = default!;
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}
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[Serializable, NetSerializable]
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public sealed class ChunkSplitDebugMessage : EntityEventArgs
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{
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public NetEntity Grid;
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public Dictionary<Vector2i, List<List<Vector2i>>> Nodes = new ();
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public List<(Vector2 Start, Vector2 End)> Connections = new();
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}
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/// <summary>
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/// Raised by a client who wants to receive gridsplitnode messages.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class RequestGridNodesMessage : EntityEventArgs {}
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[Serializable, NetSerializable]
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public sealed class StopGridNodesMessage : EntityEventArgs {}
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}
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