Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/DebugLightTreeSystem.cs
TemporalOroboros bd489e9218 A compilation of simple one-line fixes (#5661)
* Fix warnings in SharedJointSystem

* Fix reference to EC TransformComponent method
Replaces call to TransformComponent.GetMapUid with SharedTransformSystem.GetMap

* Fix obsolete calls in SharedPhysicsSystem.Contacts.cs
Fixes a couple calls to obsolete varients of SetAwake and an obsolete call to RegenerateContacts by converting them to their Entity<T> varients

* Fix obsolete call in SharedPhysicsSystem.Components.cs
Adds one set of parenthesis to convert a 'uid, comp, comp, comp' call to an 'Entity<T, T, T> call.

* Removes unused local var
Removes an unused list of broadphases that was being allocated in TryCollideRect

* One-line fixes in SharedPhysicsSystem.Islands.cs
Fixes all of the easy warnings regarding physics island processing, the rest require more complicated changes than a simple argument rearrangement

* Fix obsolete method call in SharedMapSystem

* Fix a few obsolete ToMap calls in EntityLookup.Queries

* Fix calls to obsolete EntityCoordinate methods in SharedMapSystem.Grids

* Fix calls to obsolete EntityCoordinate methods in SharedLookupSystem.ComponentQueries

* Fix a few obsolete method calls in entity spawning

* Fix obsolete method calls in MapLoaderSystem

* Fix obsolete method call in GridFixtureSystem

* Fix obsolete IsMapInitialized call in SaveMap command

* Fix obsolete MapPosition reference in Client.EyeSystem

* Fix obsolete EntitySystem.Get<TSystem> references in DebugLightTreeSystem

* Fix obsolete EntitySystem.Get<TSystem> reference in DebugEntityLookup command

* Fix obsolete method calls in SpriteBoundsOverlay
Slightly more complicated than the rest, but it's really just changing an unused dependency over to use SharedTransformSystem

* Remove unused IClyde references from controls
LineEdit and TextEdit never use their IClyde dependencies and it generates a warning so yeet

* Remove use of EntitySystem.Get from lightbb command

* Fix DebugDrawingSystem
Removes a bunch of unused private IEntityManager vars
Also removes an obsolete use of TransformComponent.GetWorldPositionRotation

* Removes duplicate position set when splitting grids
There's nothing saying why this is this way and the blame looks like it was an oversight when replacing a bit where they set position and then rotation
Please, oh Chesterton's Fence, spare me your wrath

* Fix obsolete method use in PlacementMode

* Fix obsolete method use in Placement Modes

* Removes unused local var in gamestate management

* Fix unreachable code warnings in gamestate management
Use #else sections to make sure they don't complain about being on the wrong side of a throw

* Fix obsolete ToMap use in EyeManager

* Make InputManager use a sawmill to log

* Fix obsolete ContainerManagerComponent method calls in ContainerSystem

* Make ClientPrototypeManager use a sawmill for logging

* poke tests

* Use LocalizedEntityCommands for SpriteBoundsOverlay toggle

* Use LocalizedEntityCommands for system toggles

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-04-17 11:57:03 +10:00

84 lines
2.6 KiB
C#

#if DEBUG
using Robust.Client.ComponentTrees;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Robust.Client.GameObjects
{
internal sealed class DebugLightTreeSystem : EntitySystem
{
private DebugLightOverlay? _lightOverlay;
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
var overlayManager = IoCManager.Resolve<IOverlayManager>();
if (_enabled)
{
_lightOverlay = new DebugLightOverlay(
EntityManager.System<EntityLookupSystem>(),
IoCManager.Resolve<IEyeManager>(),
IoCManager.Resolve<IMapManager>(),
EntityManager.System<LightTreeSystem>());
overlayManager.AddOverlay(_lightOverlay);
}
else
{
overlayManager.RemoveOverlay(_lightOverlay!);
_lightOverlay = null;
}
}
}
private bool _enabled;
private sealed class DebugLightOverlay : Overlay
{
private EntityLookupSystem _lookup;
private IEyeManager _eyeManager;
private IMapManager _mapManager;
private LightTreeSystem _trees;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public DebugLightOverlay(EntityLookupSystem lookup, IEyeManager eyeManager, IMapManager mapManager, LightTreeSystem trees)
{
_lookup = lookup;
_eyeManager = eyeManager;
_mapManager = mapManager;
_trees = trees;
}
protected internal override void Draw(in OverlayDrawArgs args)
{
var map = args.MapId;
if (map == MapId.Nullspace) return;
foreach (var (_, treeComp) in _trees.GetIntersectingTrees(map, args.WorldBounds))
{
foreach (var entry in treeComp.Tree)
{
var aabb = _lookup.GetWorldAABB(entry.Uid, entry.Transform);
if (!aabb.Intersects(args.WorldAABB)) continue;
args.WorldHandle.DrawRect(aabb, Color.Green.WithAlpha(0.1f));
}
}
}
}
}
}
#endif