Files
wwdpublic/Content.Server/GridPreloader/GridPreloaderSystem.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

148 lines
4.7 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.CCVar;
using Content.Shared.GridPreloader.Prototypes;
using Content.Shared.GridPreloader.Systems;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Prototypes;
using System.Numerics;
using Content.Server.GameTicking;
using Content.Shared.GameTicking;
using JetBrains.Annotations;
namespace Content.Server.GridPreloader;
public sealed class GridPreloaderSystem : SharedGridPreloaderSystem
{
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly MapSystem _map = default!;
[Dependency] private readonly MapLoaderSystem _mapLoader = default!;
[Dependency] private readonly MetaDataSystem _meta = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestart);
SubscribeLocalEvent<PostGameMapLoad>(OnPostGameMapLoad);
}
private void OnRoundRestart(RoundRestartCleanupEvent ev)
{
var ent = GetPreloaderEntity();
if (ent == null)
return;
Del(ent.Value.Owner);
}
private void OnPostGameMapLoad(PostGameMapLoad ev)
{
EnsurePreloadedGridMap();
}
private void EnsurePreloadedGridMap()
{
// Already have a preloader?
if (GetPreloaderEntity() != null)
return;
if (!_cfg.GetCVar(CCVars.PreloadGrids))
return;
var mapUid = _map.CreateMap(out var mapId, false);
var preloader = EnsureComp<GridPreloaderComponent>(mapUid);
_meta.SetEntityName(mapUid, "GridPreloader Map");
_map.SetPaused(mapId, true);
var globalXOffset = 0f;
foreach (var proto in _prototype.EnumeratePrototypes<PreloadedGridPrototype>())
{
for (var i = 0; i < proto.Copies; i++)
{
var options = new MapLoadOptions
{
LoadMap = false,
};
if (!_mapLoader.TryLoad(mapId, proto.Path.ToString(), out var roots, options))
continue;
// only supports loading maps with one grid.
if (roots.Count != 1)
continue;
var gridUid = roots[0];
// gets grid + also confirms that the root we loaded is actually a grid
if (!TryComp<MapGridComponent>(gridUid, out var mapGrid))
continue;
if (!TryComp<PhysicsComponent>(gridUid, out var physics))
continue;
// Position Calculating
globalXOffset += mapGrid.LocalAABB.Width / 2;
var coords = new Vector2(-physics.LocalCenter.X + globalXOffset, -physics.LocalCenter.Y);
_transform.SetCoordinates(gridUid, new EntityCoordinates(mapUid, coords));
globalXOffset += (mapGrid.LocalAABB.Width / 2) + 1;
// Add to list
if (!preloader.PreloadedGrids.ContainsKey(proto.ID))
preloader.PreloadedGrids[proto.ID] = new();
preloader.PreloadedGrids[proto.ID].Add(gridUid);
}
}
}
/// <summary>
/// Should be a singleton no matter station count, so we can assume 1
/// (better support for singleton component in engine at some point i guess)
/// </summary>
/// <returns></returns>
public Entity<GridPreloaderComponent>? GetPreloaderEntity()
{
var query = AllEntityQuery<GridPreloaderComponent>();
while (query.MoveNext(out var uid, out var comp))
{
return (uid, comp);
}
return null;
}
/// <summary>
/// An attempt to get a certain preloaded shuttle. If there are no more such shuttles left, returns null
/// </summary>
[PublicAPI]
public bool TryGetPreloadedGrid(ProtoId<PreloadedGridPrototype> proto, [NotNullWhen(true)] out EntityUid? preloadedGrid, GridPreloaderComponent? preloader = null)
{
preloadedGrid = null;
if (preloader == null)
{
preloader = GetPreloaderEntity();
if (preloader == null)
return false;
}
if (!preloader.PreloadedGrids.TryGetValue(proto, out var list) || list.Count <= 0)
return false;
preloadedGrid = list[0];
list.RemoveAt(0);
if (list.Count == 0)
preloader.PreloadedGrids.Remove(proto);
return true;
}
}