Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/ClientOccluderSystem.cs
Acruid f7e8178736 Added new ComponentEvents system in IEventBus. (#1601)
* Added new ComponentEventBus, combined it with IEventBus.

* Removed all traces of IEntity from ComponentDependencies.
Removed IEntityManager dependency from ComponentManager.

* Added entity create/delete events to IEntityManager.

* ComponentEvents now use EntitySystemMessages instead of their custom ComponentEvent class.

* Component events are now just overloads of entity events.

* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs.

* Add a bool argument for if the message should be broadcast as well as directed.
Fix ordering and init issues of events in EntityManager.

* Changed names from Component/Entity events to Directed/Broadcast.

* Fix bugs and unit tests.
2021-03-09 11:02:24 -08:00

123 lines
4.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using Robust.Client.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Robust.Client.GameObjects
{
// NOTE: this class handles both snap grid updates of occluders, as well as occluder tree updates (via its parent).
// This seems like it's doing somewhat double work because it already has an update queue for occluders but...
// See the thing is the snap grid stuff was coded earlier
// and technically it only cares about changes in the entity's SNAP GRID position.
// Whereas the tree stuff is precise.
// Also I just realized this and I cba to refactor this again.
[UsedImplicitly]
internal sealed class ClientOccluderSystem : OccluderSystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
private readonly Queue<IEntity> _dirtyEntities = new();
private uint _updateGeneration;
public override void Initialize()
{
base.Initialize();
UpdatesAfter.Add(typeof(TransformSystem));
UpdatesAfter.Add(typeof(PhysicsSystem));
SubscribeLocalEvent<OccluderDirtyEvent>(HandleDirtyEvent);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
if (_dirtyEntities.Count == 0)
{
return;
}
_updateGeneration += 1;
while (_dirtyEntities.TryDequeue(out var entity))
{
if (!entity.Deleted
&& entity.TryGetComponent(out ClientOccluderComponent? occluder)
&& occluder.UpdateGeneration != _updateGeneration)
{
occluder.Update();
occluder.UpdateGeneration = _updateGeneration;
}
}
}
private void HandleDirtyEvent(OccluderDirtyEvent ev)
{
var sender = ev.Sender;
if (sender.IsValid() &&
sender.TryGetComponent(out ClientOccluderComponent? iconSmooth)
&& iconSmooth.Running)
{
var snapGrid = sender.GetComponent<SnapGridComponent>();
_dirtyEntities.Enqueue(sender);
AddValidEntities(snapGrid.GetInDir(Direction.North));
AddValidEntities(snapGrid.GetInDir(Direction.South));
AddValidEntities(snapGrid.GetInDir(Direction.East));
AddValidEntities(snapGrid.GetInDir(Direction.West));
}
// Entity is no longer valid, update around the last position it was at.
if (ev.LastPosition.HasValue && _mapManager.TryGetGrid(ev.LastPosition.Value.grid, out var grid))
{
var pos = ev.LastPosition.Value.pos;
AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(1, 0), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(-1, 0), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(0, 1), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(0, -1), ev.Offset));
}
}
private void AddValidEntities(IEnumerable<IEntity> candidates)
{
foreach (var entity in candidates)
{
if (entity.HasComponent<ClientOccluderComponent>())
{
_dirtyEntities.Enqueue(entity);
}
}
}
private void AddValidEntities(IEnumerable<IComponent> candidates)
{
AddValidEntities(candidates.Select(c => c.Owner));
}
}
/// <summary>
/// Event raised by a <see cref="ClientOccluderComponent"/> when it needs to be recalculated.
/// </summary>
internal sealed class OccluderDirtyEvent : EntityEventArgs
{
public OccluderDirtyEvent(IEntity sender, (GridId grid, Vector2i pos)? lastPosition, SnapGridOffset offset)
{
LastPosition = lastPosition;
Offset = offset;
Sender = sender;
}
public (GridId grid, Vector2i pos)? LastPosition { get; }
public SnapGridOffset Offset { get; }
public IEntity Sender { get; }
}
}