mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
* Refactor map loading & saving * test fixes * ISerializationManager tweaks * Fix component composition * Try fix entity deserialization component composition * comments * CL * error preinit * a * cleanup * error if version is too new * Add AlwaysPushSerializationTest * Add auto-inclusion test * Better categorization * Combine test components * Save -> TrySave Also better handling for saving multiple entities individually * Create new partial class for map loading * Add OrphanSerializationTest * Include MapIds in BeforeSerializationEvent * Addd LifetimeSerializationTest * Add TestMixedLifetimeSerialization * Add CategorizationTest * explicitly serialize list of nullspace entities * Add backwards compatibility test * Version comments also fixes wrong v4 format * add MapMergeTest * Add NetEntity support * Optimize EntityDeserializer Avoid unnecessary component deserialization * fix assert & other bugs * fucking containers strike again * Fix deletion of pre-init entities * fix release note merge conflict * Update Robust.Shared/Map/MapManager.GridCollection.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * VV --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
371 lines
15 KiB
C#
371 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Map.Enumerators;
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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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namespace Robust.Shared.Map;
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internal partial class MapManager
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{
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private bool IsIntersecting<T>(
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ChunkEnumerator enumerator,
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T shape,
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Transform shapeTransform,
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Entity<FixturesComponent> grid) where T : IPhysShape
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{
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var gridTransform = _physics.GetPhysicsTransform(grid);
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while (enumerator.MoveNext(out var chunk))
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{
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foreach (var id in chunk.Fixtures)
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{
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var fixture = grid.Comp.Fixtures[id];
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for (var j = 0; j < fixture.Shape.ChildCount; j++)
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{
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if (_manifolds.TestOverlap(shape, 0, fixture.Shape, j, shapeTransform, gridTransform))
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{
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return true;
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}
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}
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}
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}
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return false;
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}
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#region MapId
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public void FindGridsIntersecting<T>(MapId mapId, T shape, Transform transform,
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ref List<Entity<MapGridComponent>> grids, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
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{
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if (_mapSystem.TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, shape, transform, ref grids, approx, includeMap);
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}
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public void FindGridsIntersecting<T>(MapId mapId, T shape, Transform transform, GridCallback callback, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
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{
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if (_mapSystem.TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, shape, transform, callback, includeMap, approx);
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}
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public void FindGridsIntersecting(MapId mapId, Box2 worldAABB, GridCallback callback, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
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{
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if (_mapSystem.TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, worldAABB, callback, approx, includeMap);
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}
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public void FindGridsIntersecting<TState>(MapId mapId, Box2 worldAABB, ref TState state, GridCallback<TState> callback, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
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{
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if (_mapSystem.TryGetMap(mapId, out var map))
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FindGridsIntersecting(map.Value, worldAABB, ref state, callback, approx, includeMap);
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}
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public void FindGridsIntersecting(MapId mapId, Box2 worldAABB, ref List<Entity<MapGridComponent>> grids,
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bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
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{
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if (_mapSystem.TryGetMap(mapId, out var map))
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FindGridsIntersecting(map.Value, worldAABB, ref grids, approx, includeMap);
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}
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public void FindGridsIntersecting(MapId mapId, Box2Rotated worldBounds, GridCallback callback, bool approx = IMapManager.Approximate,
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bool includeMap = IMapManager.IncludeMap)
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{
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if (_mapSystem.TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, worldBounds, callback, approx, includeMap);
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}
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public void FindGridsIntersecting<TState>(MapId mapId, Box2Rotated worldBounds, ref TState state, GridCallback<TState> callback,
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bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
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{
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if (_mapSystem.TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, worldBounds, ref state, callback, approx, includeMap);
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}
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public void FindGridsIntersecting(MapId mapId, Box2Rotated worldBounds, ref List<Entity<MapGridComponent>> grids,
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bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
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{
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if (_mapSystem.TryGetMap(mapId, out var mapEnt))
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FindGridsIntersecting(mapEnt.Value, worldBounds, ref grids, approx, includeMap);
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}
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#endregion
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#region MapEnt
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public void FindGridsIntersecting<T>(
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EntityUid mapEnt,
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T shape,
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Transform transform,
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GridCallback callback,
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bool approx = IMapManager.Approximate,
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bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
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{
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FindGridsIntersecting(mapEnt, shape, shape.ComputeAABB(transform, 0), transform, callback, approx, includeMap);
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}
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private void FindGridsIntersecting<T>(EntityUid mapEnt, T shape, Box2 worldAABB, Transform transform, GridCallback callback, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
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{
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// This is here so we don't double up on code.
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var state = callback;
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FindGridsIntersecting(mapEnt, shape, worldAABB, transform, ref state,
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static (EntityUid uid, MapGridComponent grid, ref GridCallback state) => state.Invoke(uid, grid),
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approx: approx, includeMap: includeMap);
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}
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public void FindGridsIntersecting<T, TState>(
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EntityUid mapEnt,
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T shape,
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Transform transform,
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ref TState state,
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GridCallback<TState> callback,
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bool approx = IMapManager.Approximate,
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bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
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{
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FindGridsIntersecting(mapEnt, shape, shape.ComputeAABB(transform, 0), transform, ref state, callback, approx, includeMap);
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}
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private void FindGridsIntersecting<T, TState>(
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EntityUid mapEnt,
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T shape,
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Box2 worldAABB,
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Transform transform,
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ref TState state,
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GridCallback<TState> callback,
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bool approx = IMapManager.Approximate,
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bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
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{
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if (!_gridTreeQuery.TryGetComponent(mapEnt, out var gridTree))
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return;
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if (includeMap && _gridQuery.TryGetComponent(mapEnt, out var mapGrid))
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{
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callback(mapEnt, mapGrid, ref state);
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}
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var gridState = new GridQueryState<T, TState>(
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callback,
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state,
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worldAABB,
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shape,
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transform,
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gridTree.Tree,
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_mapSystem,
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this,
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_transformSystem,
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approx);
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gridTree.Tree.Query(ref gridState, static (ref GridQueryState<T, TState> state, DynamicTree.Proxy proxy) =>
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{
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// Even for approximate we'll check if any chunks roughly overlap.
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var data = state.Tree.GetUserData(proxy);
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var gridInvMatrix = state.TransformSystem.GetInvWorldMatrix(data.Uid);
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var localAABB = gridInvMatrix.TransformBox(state.WorldAABB);
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var overlappingChunks = state.MapSystem.GetLocalMapChunks(data.Uid, data.Grid, localAABB);
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if (state.Approximate)
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{
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if (!overlappingChunks.MoveNext(out _))
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return true;
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}
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else if (!state.MapManager.IsIntersecting(overlappingChunks, state.Shape, state.Transform, (data.Uid, data.Fixtures)))
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{
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return true;
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}
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var callbackState = state.State;
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var result = state.Callback(data.Uid, data.Grid, ref callbackState);
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state.State = callbackState;
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return result;
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}, worldAABB);
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// By-ref things
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state = gridState.State;
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}
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/// <summary>
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/// Returns true if any grids overlap the specified shapes.
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/// </summary>
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public void FindGridsIntersecting(EntityUid mapEnt, List<IPhysShape> shapes, Transform transform, ref List<Entity<MapGridComponent>> entities, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
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{
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foreach (var shape in shapes)
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{
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FindGridsIntersecting(mapEnt, shape, shape.ComputeAABB(transform, 0), transform, ref entities);
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}
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}
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public void FindGridsIntersecting<T>(EntityUid mapEnt, T shape, Transform transform,
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ref List<Entity<MapGridComponent>> grids, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
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{
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FindGridsIntersecting(mapEnt, shape, shape.ComputeAABB(transform, 0), transform, ref grids, approx, includeMap);
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}
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public void FindGridsIntersecting<T>(EntityUid mapEnt, T shape, Box2 worldAABB, Transform transform,
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ref List<Entity<MapGridComponent>> grids, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
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{
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var state = grids;
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FindGridsIntersecting(mapEnt, shape, worldAABB, transform, ref state,
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static (EntityUid uid, MapGridComponent grid, ref List<Entity<MapGridComponent>> list) =>
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{
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list.Add((uid, grid));
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return true;
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}, approx, includeMap);
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}
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public void FindGridsIntersecting(EntityUid mapEnt, Box2 worldAABB, GridCallback callback, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
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{
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var polygon = _physics.GetPooled(worldAABB);
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FindGridsIntersecting(mapEnt, polygon, worldAABB, Transform.Empty, callback, approx, includeMap);
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_physics.ReturnPooled(polygon);
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}
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public void FindGridsIntersecting<TState>(EntityUid mapEnt, Box2 worldAABB, ref TState state, GridCallback<TState> callback, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
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{
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var polygon = _physics.GetPooled(worldAABB);
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FindGridsIntersecting(mapEnt, polygon, worldAABB, Transform.Empty, ref state, callback, approx, includeMap);
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_physics.ReturnPooled(polygon);
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}
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public void FindGridsIntersecting(EntityUid mapEnt, Box2 worldAABB, ref List<Entity<MapGridComponent>> grids,
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bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
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{
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var polygon = _physics.GetPooled(worldAABB);
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FindGridsIntersecting(mapEnt, polygon, worldAABB, Transform.Empty, ref grids, approx, includeMap);
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_physics.ReturnPooled(polygon);
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}
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public void FindGridsIntersecting(EntityUid mapEnt, Box2Rotated worldBounds, GridCallback callback, bool approx = IMapManager.Approximate,
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bool includeMap = IMapManager.IncludeMap)
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{
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var polygon = _physics.GetPooled(worldBounds);
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FindGridsIntersecting(mapEnt, polygon, worldBounds.CalcBoundingBox(), Transform.Empty, callback, approx, includeMap);
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_physics.ReturnPooled(polygon);
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}
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public void FindGridsIntersecting<TState>(EntityUid mapEnt, Box2Rotated worldBounds, ref TState state, GridCallback<TState> callback,
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bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
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{
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var polygon = _physics.GetPooled(worldBounds);
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FindGridsIntersecting(mapEnt, polygon, worldBounds.CalcBoundingBox(), Transform.Empty, ref state, callback, approx, includeMap);
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_physics.ReturnPooled(polygon);
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}
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public void FindGridsIntersecting(EntityUid mapEnt, Box2Rotated worldBounds, ref List<Entity<MapGridComponent>> grids,
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bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
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{
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var polygon = _physics.GetPooled(worldBounds);
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FindGridsIntersecting(mapEnt, polygon, worldBounds.CalcBoundingBox(), Transform.Empty, ref grids, approx, includeMap);
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_physics.ReturnPooled(polygon);
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}
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#endregion
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#region TryFindGridAt
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public bool TryFindGridAt(
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EntityUid mapEnt,
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Vector2 worldPos,
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out EntityUid uid,
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[NotNullWhen(true)] out MapGridComponent? grid)
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{
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var rangeVec = new Vector2(0.2f, 0.2f);
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// Need to enlarge the AABB by at least the grid shrinkage size.
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var aabb = new Box2(worldPos - rangeVec, worldPos + rangeVec);
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uid = EntityUid.Invalid;
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grid = null;
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var state = (uid, grid, worldPos, _mapSystem, _transformSystem);
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FindGridsIntersecting(mapEnt, aabb, ref state, static (EntityUid iUid, MapGridComponent iGrid, ref (
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EntityUid uid,
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MapGridComponent? grid,
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Vector2 worldPos,
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SharedMapSystem mapSystem,
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SharedTransformSystem xformSystem) tuple) =>
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{
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// Turn the worldPos into a localPos and work out the relevant chunk we need to check
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// This is much faster than iterating over every chunk individually.
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// (though now we need some extra calcs up front).
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// Doesn't use WorldBounds because it's just an AABB.
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var matrix = tuple.xformSystem.GetInvWorldMatrix(iUid);
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var localPos = Vector2.Transform(tuple.worldPos, matrix);
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// NOTE:
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// If you change this to use fixtures instead (i.e. if you want half-tiles) then you need to make sure
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// you account for the fact that fixtures are shrunk slightly!
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var chunkIndices = SharedMapSystem.GetChunkIndices(localPos, iGrid.ChunkSize);
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if (!iGrid.Chunks.TryGetValue(chunkIndices, out var chunk))
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return true;
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var chunkRelative = SharedMapSystem.GetChunkRelative(localPos, iGrid.ChunkSize);
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var chunkTile = chunk.GetTile(chunkRelative);
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if (chunkTile.IsEmpty)
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return true;
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tuple.uid = iUid;
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tuple.grid = iGrid;
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return false;
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}, approx: true, includeMap: false);
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if (state.grid == null && _gridQuery.TryGetComponent(mapEnt, out var mapGrid))
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{
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uid = mapEnt;
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grid = mapGrid;
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return true;
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}
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uid = state.uid;
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grid = state.grid;
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return grid != null;
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}
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/// <summary>
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/// Attempts to find the map grid under the map location.
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/// </summary>
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public bool TryFindGridAt(MapId mapId, Vector2 worldPos, out EntityUid uid, [NotNullWhen(true)] out MapGridComponent? grid)
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{
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if (_mapSystem.TryGetMap(mapId, out var map))
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return TryFindGridAt(map.Value, worldPos, out uid, out grid);
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uid = default;
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grid = null;
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return false;
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}
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/// <summary>
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/// Attempts to find the map grid under the map location.
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/// </summary>
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public bool TryFindGridAt(MapCoordinates mapCoordinates, out EntityUid uid, [NotNullWhen(true)] out MapGridComponent? grid)
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{
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return TryFindGridAt(mapCoordinates.MapId, mapCoordinates.Position, out uid, out grid);
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}
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#endregion
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private record struct GridQueryState<T, TState>(
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GridCallback<TState> Callback,
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TState State,
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Box2 WorldAABB,
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T Shape,
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Transform Transform,
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B2DynamicTree<(EntityUid Uid, FixturesComponent Fixtures, MapGridComponent Grid)> Tree,
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SharedMapSystem MapSystem,
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MapManager MapManager,
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SharedTransformSystem TransformSystem,
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bool Approximate);
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}
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