mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 11:40:52 +01:00
* Added unit tests for the new anchor system design. * Amend ME! * SnapGridComponent now anchors the entity when added or removed. TransformComponent.Anchored properly replicates it's state to clients. * Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent. Removed SnapGridPositionChangedEvent. Obsoleted SnapGridComponent. * Allows setting Transform.Anchored in prototypes. * Changing tile to empty under anchored ents unanchors them. * More unit testing. * Migrated transform gamestate tests to RobustServerSimulation. * Fixed nasty off-by-one error when sending a full server state. * Adds lifetime stages to Component. * More test fixing. * Review changes.
126 lines
4.5 KiB
C#
126 lines
4.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using Robust.Client.Physics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Robust.Client.GameObjects
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{
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// NOTE: this class handles both snap grid updates of occluders, as well as occluder tree updates (via its parent).
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// This seems like it's doing somewhat double work because it already has an update queue for occluders but...
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// See the thing is the snap grid stuff was coded earlier
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// and technically it only cares about changes in the entity's SNAP GRID position.
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// Whereas the tree stuff is precise.
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// Also I just realized this and I cba to refactor this again.
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[UsedImplicitly]
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internal sealed class ClientOccluderSystem : OccluderSystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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private readonly Queue<EntityUid> _dirtyEntities = new();
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private uint _updateGeneration;
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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UpdatesAfter.Add(typeof(TransformSystem));
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UpdatesAfter.Add(typeof(PhysicsSystem));
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SubscribeLocalEvent<OccluderDirtyEvent>(HandleDirtyEvent);
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SubscribeLocalEvent<ClientOccluderComponent, AnchorStateChangedEvent>(HandleAnchorChanged);
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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if (_dirtyEntities.Count == 0)
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{
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return;
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}
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_updateGeneration += 1;
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while (_dirtyEntities.TryDequeue(out var entity))
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{
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if (EntityManager.EntityExists(entity)
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&& ComponentManager.TryGetComponent(entity, out ClientOccluderComponent? occluder)
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&& occluder.UpdateGeneration != _updateGeneration)
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{
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occluder.Update();
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occluder.UpdateGeneration = _updateGeneration;
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}
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}
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}
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private static void HandleAnchorChanged(EntityUid uid, ClientOccluderComponent component, AnchorStateChangedEvent args)
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{
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component.AnchorStateChanged();
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}
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private void HandleDirtyEvent(OccluderDirtyEvent ev)
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{
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var sender = ev.Sender;
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if (sender.IsValid() &&
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sender.TryGetComponent(out ClientOccluderComponent? iconSmooth)
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&& iconSmooth.Running)
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{
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var grid1 = _mapManager.GetGrid(sender.Transform.GridID);
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var coords = sender.Transform.Coordinates;
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_dirtyEntities.Enqueue(sender.Uid);
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AddValidEntities(grid1.GetInDir(coords, Direction.North));
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AddValidEntities(grid1.GetInDir(coords, Direction.South));
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AddValidEntities(grid1.GetInDir(coords, Direction.East));
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AddValidEntities(grid1.GetInDir(coords, Direction.West));
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}
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// Entity is no longer valid, update around the last position it was at.
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if (ev.LastPosition.HasValue && _mapManager.TryGetGrid(ev.LastPosition.Value.grid, out var grid))
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{
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var pos = ev.LastPosition.Value.pos;
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 0)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 0)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, 1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, -1)));
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}
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}
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private void AddValidEntities(IEnumerable<EntityUid> candidates)
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{
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foreach (var entity in candidates)
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{
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if (ComponentManager.HasComponent<ClientOccluderComponent>(entity))
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{
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_dirtyEntities.Enqueue(entity);
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}
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}
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}
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}
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/// <summary>
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/// Event raised by a <see cref="ClientOccluderComponent"/> when it needs to be recalculated.
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/// </summary>
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internal sealed class OccluderDirtyEvent : EntityEventArgs
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{
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public OccluderDirtyEvent(IEntity sender, (GridId grid, Vector2i pos)? lastPosition)
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{
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LastPosition = lastPosition;
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Sender = sender;
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}
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public (GridId grid, Vector2i pos)? LastPosition { get; }
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public IEntity Sender { get; }
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}
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}
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