Files
wwdpublic/Content.Server/Pinpointer/NavMapSystem.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

465 lines
16 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Station.Systems;
using Content.Server.Warps;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Localizations;
using Content.Shared.Maps;
using Content.Shared.Pinpointer;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Timing;
using System.Diagnostics.CodeAnalysis;
namespace Content.Server.Pinpointer;
/// <summary>
/// Handles data to be used for in-grid map displays.
/// </summary>
public sealed partial class NavMapSystem : SharedNavMapSystem
{
[Dependency] private readonly IAdminLogManager _adminLog = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
public const float CloseDistance = 15f;
public const float FarDistance = 30f;
private EntityQuery<AirtightComponent> _airtightQuery;
private EntityQuery<MapGridComponent> _gridQuery;
private EntityQuery<NavMapComponent> _navQuery;
public override void Initialize()
{
base.Initialize();
var categories = Enum.GetNames(typeof(NavMapChunkType)).Length - 1; // -1 due to "Invalid" entry.
if (Categories != categories)
throw new Exception($"{nameof(Categories)} must be equal to the number of chunk types");
_airtightQuery = GetEntityQuery<AirtightComponent>();
_gridQuery = GetEntityQuery<MapGridComponent>();
_navQuery = GetEntityQuery<NavMapComponent>();
// Initialization events
SubscribeLocalEvent<StationGridAddedEvent>(OnStationInit);
// Grid change events
SubscribeLocalEvent<GridSplitEvent>(OnNavMapSplit);
SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
SubscribeLocalEvent<AirtightChanged>(OnAirtightChange);
// Beacon events
SubscribeLocalEvent<NavMapBeaconComponent, MapInitEvent>(OnNavMapBeaconMapInit);
SubscribeLocalEvent<NavMapBeaconComponent, AnchorStateChangedEvent>(OnNavMapBeaconAnchor);
SubscribeLocalEvent<ConfigurableNavMapBeaconComponent, NavMapBeaconConfigureBuiMessage>(OnConfigureMessage);
SubscribeLocalEvent<ConfigurableNavMapBeaconComponent, MapInitEvent>(OnConfigurableMapInit);
SubscribeLocalEvent<ConfigurableNavMapBeaconComponent, ExaminedEvent>(OnConfigurableExamined);
}
private void OnStationInit(StationGridAddedEvent ev)
{
var comp = EnsureComp<NavMapComponent>(ev.GridId);
RefreshGrid(comp, Comp<MapGridComponent>(ev.GridId));
}
#region: Grid change event handling
private void OnNavMapSplit(ref GridSplitEvent args)
{
if (!_navQuery.TryComp(args.Grid, out var comp))
return;
foreach (var grid in args.NewGrids)
{
var newComp = EnsureComp<MapGridComponent>(grid);
RefreshGrid(comp, newComp);
}
RefreshGrid(comp, _gridQuery.GetComponent(args.Grid));
}
private NavMapChunk EnsureChunk(NavMapComponent component, Vector2i origin)
{
if (!component.Chunks.TryGetValue(origin, out var chunk))
{
chunk = new(origin);
component.Chunks[origin] = chunk;
}
return chunk;
}
private void OnTileChanged(ref TileChangedEvent ev)
{
if (!ev.EmptyChanged || !_navQuery.TryComp(ev.NewTile.GridUid, out var navMap))
return;
var tile = ev.NewTile.GridIndices;
var chunkOrigin = SharedMapSystem.GetChunkIndices(tile, ChunkSize);
var chunk = EnsureChunk(navMap, chunkOrigin);
// This could be easily replaced in the future to accommodate diagonal tiles
var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
ref var tileData = ref chunk.TileData[GetTileIndex(relative)];
if (ev.NewTile.IsSpace(_tileDefManager))
{
tileData = 0;
if (PruneEmpty((ev.NewTile.GridUid, navMap), chunk))
return;
}
else
{
tileData = FloorMask;
}
DirtyChunk((ev.NewTile.GridUid, navMap), chunk);
}
private void DirtyChunk(Entity<NavMapComponent> entity, NavMapChunk chunk)
{
if (chunk.LastUpdate == _gameTiming.CurTick)
return;
chunk.LastUpdate = _gameTiming.CurTick;
Dirty(entity);
}
private void OnAirtightChange(ref AirtightChanged args)
{
if (args.AirBlockedChanged)
return;
var gridUid = args.Position.Grid;
if (!_navQuery.TryComp(gridUid, out var navMap) ||
!_gridQuery.TryComp(gridUid, out var mapGrid))
{
return;
}
var chunkOrigin = SharedMapSystem.GetChunkIndices(args.Position.Tile, ChunkSize);
var (newValue, chunk) = RefreshTileEntityContents(gridUid, navMap, mapGrid, chunkOrigin, args.Position.Tile, setFloor: false);
if (newValue == 0 && PruneEmpty((gridUid, navMap), chunk))
return;
DirtyChunk((gridUid, navMap), chunk);
}
#endregion
#region: Beacon event handling
private void OnNavMapBeaconMapInit(EntityUid uid, NavMapBeaconComponent component, MapInitEvent args)
{
if (component.DefaultText == null || component.Text != null)
return;
component.Text = Loc.GetString(component.DefaultText);
Dirty(uid, component);
UpdateNavMapBeaconData(uid, component);
}
private void OnNavMapBeaconAnchor(EntityUid uid, NavMapBeaconComponent component, ref AnchorStateChangedEvent args)
{
UpdateBeaconEnabledVisuals((uid, component));
UpdateNavMapBeaconData(uid, component);
}
private void OnConfigureMessage(Entity<ConfigurableNavMapBeaconComponent> ent, ref NavMapBeaconConfigureBuiMessage args)
{
if (!TryComp<NavMapBeaconComponent>(ent, out var beacon))
return;
if (beacon.Text == args.Text &&
beacon.Color == args.Color &&
beacon.Enabled == args.Enabled)
return;
_adminLog.Add(LogType.Action, LogImpact.Medium,
$"{ToPrettyString(args.Actor):player} configured NavMapBeacon \'{ToPrettyString(ent):entity}\' with text \'{args.Text}\', color {args.Color.ToHexNoAlpha()}, and {(args.Enabled ? "enabled" : "disabled")} it.");
if (TryComp<WarpPointComponent>(ent, out var warpPoint))
{
warpPoint.Location = args.Text;
}
beacon.Text = args.Text;
beacon.Color = args.Color;
beacon.Enabled = args.Enabled;
UpdateBeaconEnabledVisuals((ent, beacon));
UpdateNavMapBeaconData(ent, beacon);
}
private void OnConfigurableMapInit(Entity<ConfigurableNavMapBeaconComponent> ent, ref MapInitEvent args)
{
if (!TryComp<NavMapBeaconComponent>(ent, out var navMap))
return;
// We set this on mapinit just in case the text was edited via VV or something.
if (TryComp<WarpPointComponent>(ent, out var warpPoint))
warpPoint.Location = navMap.Text;
UpdateBeaconEnabledVisuals((ent, navMap));
}
private void OnConfigurableExamined(Entity<ConfigurableNavMapBeaconComponent> ent, ref ExaminedEvent args)
{
if (!args.IsInDetailsRange || !TryComp<NavMapBeaconComponent>(ent, out var navMap))
return;
args.PushMarkup(Loc.GetString("nav-beacon-examine-text",
("enabled", navMap.Enabled),
("color", navMap.Color.ToHexNoAlpha()),
("label", navMap.Text ?? string.Empty)));
}
#endregion
#region: Grid functions
private void RefreshGrid(NavMapComponent component, MapGridComponent mapGrid)
{
// Clear stale data
component.Chunks.Clear();
component.Beacons.Clear();
// Loop over all tiles
var tileRefs = _mapSystem.GetAllTiles(mapGrid.Owner, mapGrid);
foreach (var tileRef in tileRefs)
{
var tile = tileRef.GridIndices;
var chunkOrigin = SharedMapSystem.GetChunkIndices(tile, ChunkSize);
var chunk = EnsureChunk(component, chunkOrigin);
chunk.LastUpdate = _gameTiming.CurTick;
RefreshTileEntityContents(mapGrid.Owner, component, mapGrid, chunkOrigin, tile, setFloor: true);
}
Dirty(mapGrid.Owner, component);
}
private (int NewVal, NavMapChunk Chunk) RefreshTileEntityContents(EntityUid uid,
NavMapComponent component,
MapGridComponent mapGrid,
Vector2i chunkOrigin,
Vector2i tile,
bool setFloor)
{
var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
var chunk = EnsureChunk(component, chunkOrigin);
ref var tileData = ref chunk.TileData[GetTileIndex(relative)];
// Clear all data except for floor bits
if (setFloor)
tileData = FloorMask;
else
tileData &= FloorMask;
var enumerator = _mapSystem.GetAnchoredEntitiesEnumerator(uid, mapGrid, tile);
while (enumerator.MoveNext(out var ent))
{
if (!_airtightQuery.TryComp(ent, out var airtight))
continue;
var category = GetEntityType(ent.Value);
if (category == NavMapChunkType.Invalid)
continue;
var directions = (int)airtight.AirBlockedDirection;
tileData |= directions << (int) category;
}
// Remove walls that intersect with doors (unless they can both physically fit on the same tile)
// TODO NAVMAP why can this even happen?
// Is this for blast-doors or something?
// Shift airlock bits over to the wall bits
var shiftedAirlockBits = (tileData & AirlockMask) >> ((int) NavMapChunkType.Airlock - (int) NavMapChunkType.Wall);
// And then mask door bits
tileData &= ~shiftedAirlockBits;
return (tileData, chunk);
}
private bool PruneEmpty(Entity<NavMapComponent> entity, NavMapChunk chunk)
{
foreach (var val in chunk.TileData)
{
// TODO NAVMAP SIMD
if (val != 0)
return false;
}
entity.Comp.Chunks.Remove(chunk.Origin);
Dirty(entity);
return true;
}
#endregion
#region: Beacon functions
private void UpdateNavMapBeaconData(EntityUid uid, NavMapBeaconComponent component, TransformComponent? xform = null)
{
if (!Resolve(uid, ref xform)
|| xform.GridUid == null
|| !_navQuery.TryComp(xform.GridUid, out var navMap))
return;
var meta = MetaData(uid);
var changed = navMap.Beacons.Remove(meta.NetEntity);
if (TryCreateNavMapBeaconData(uid, component, xform, meta, out var beaconData))
{
navMap.Beacons.Add(meta.NetEntity, beaconData.Value);
changed = true;
}
if (changed)
Dirty(xform.GridUid.Value, navMap);
}
private void UpdateBeaconEnabledVisuals(Entity<NavMapBeaconComponent> ent)
{
_appearance.SetData(ent, NavMapBeaconVisuals.Enabled, ent.Comp.Enabled && Transform(ent).Anchored);
}
/// <summary>
/// Sets the beacon's Enabled field and refreshes the grid.
/// </summary>
public void SetBeaconEnabled(EntityUid uid, bool enabled, NavMapBeaconComponent? comp = null)
{
if (!Resolve(uid, ref comp) || comp.Enabled == enabled)
return;
comp.Enabled = enabled;
UpdateBeaconEnabledVisuals((uid, comp));
}
/// <summary>
/// Toggles the beacon's Enabled field and refreshes the grid.
/// </summary>
public void ToggleBeacon(EntityUid uid, NavMapBeaconComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
SetBeaconEnabled(uid, !comp.Enabled, comp);
}
/// <summary>
/// For a given position, tries to find the nearest configurable beacon that is marked as visible.
/// This is used for things like announcements where you want to find the closest "landmark" to something.
/// </summary>
[PublicAPI]
public bool TryGetNearestBeacon(Entity<TransformComponent?> ent,
[NotNullWhen(true)] out Entity<NavMapBeaconComponent>? beacon,
[NotNullWhen(true)] out MapCoordinates? beaconCoords)
{
beacon = null;
beaconCoords = null;
if (!Resolve(ent, ref ent.Comp))
return false;
return TryGetNearestBeacon(_transformSystem.GetMapCoordinates(ent, ent.Comp), out beacon, out beaconCoords);
}
/// <summary>
/// For a given position, tries to find the nearest configurable beacon that is marked as visible.
/// This is used for things like announcements where you want to find the closest "landmark" to something.
/// </summary>
public bool TryGetNearestBeacon(MapCoordinates coordinates,
[NotNullWhen(true)] out Entity<NavMapBeaconComponent>? beacon,
[NotNullWhen(true)] out MapCoordinates? beaconCoords)
{
beacon = null;
beaconCoords = null;
var minDistance = float.PositiveInfinity;
var query = EntityQueryEnumerator<ConfigurableNavMapBeaconComponent, NavMapBeaconComponent, TransformComponent>();
while (query.MoveNext(out var uid, out _, out var navBeacon, out var xform))
{
if (!navBeacon.Enabled)
continue;
if (navBeacon.Text == null)
continue;
if (coordinates.MapId != xform.MapID)
continue;
var coords = _transformSystem.GetWorldPosition(xform);
var distanceSquared = (coordinates.Position - coords).LengthSquared();
if (!float.IsInfinity(minDistance) && distanceSquared >= minDistance)
continue;
minDistance = distanceSquared;
beacon = (uid, navBeacon);
beaconCoords = new MapCoordinates(coords, xform.MapID);
}
return beacon != null;
}
[PublicAPI]
public string GetNearestBeaconString(Entity<TransformComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp))
return Loc.GetString("nav-beacon-pos-no-beacons");
return GetNearestBeaconString(_transformSystem.GetMapCoordinates(ent, ent.Comp));
}
public string GetNearestBeaconString(MapCoordinates coordinates)
{
if (!TryGetNearestBeacon(coordinates, out var beacon, out var pos))
return Loc.GetString("nav-beacon-pos-no-beacons");
var gridOffset = Angle.Zero;
if (_mapManager.TryFindGridAt(pos.Value, out var grid, out _))
gridOffset = Transform(grid).LocalRotation;
// get the angle between the two positions, adjusted for the grid rotation so that
// we properly preserve north in relation to the grid.
var dir = (pos.Value.Position - coordinates.Position).ToWorldAngle();
var adjustedDir = (dir - gridOffset).GetDir();
var length = (pos.Value.Position - coordinates.Position).Length();
if (length < CloseDistance)
{
return Loc.GetString("nav-beacon-pos-format",
("color", beacon.Value.Comp.Color),
("marker", beacon.Value.Comp.Text!));
}
var modifier = length > FarDistance
? Loc.GetString("nav-beacon-pos-format-direction-mod-far")
: string.Empty;
// we can null suppress the text being null because TryGetNearestVisibleStationBeacon always gives us a beacon with not-null text.
return Loc.GetString("nav-beacon-pos-format-direction",
("modifier", modifier),
("direction", ContentLocalizationManager.FormatDirection(adjustedDir).ToLowerInvariant()),
("color", beacon.Value.Comp.Color),
("marker", beacon.Value.Comp.Text!));
}
#endregion
}