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crystall-punk-14/Content.Shared/Atmos/GasOverlayChunk.cs

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using System.Collections.Generic;
Atmos pipe rework (#3833) * Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
2021-06-19 13:25:05 +02:00
using Content.Shared.Atmos.EntitySystems;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
Atmos pipe rework (#3833) * Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
2021-06-19 13:25:05 +02:00
namespace Content.Shared.Atmos
{
public sealed class GasOverlayChunk
{
/// <summary>
/// Grid for this chunk
/// </summary>
public GridId GridIndices { get; }
/// <summary>
/// Origin of this chunk
/// </summary>
public Vector2i Vector2i { get; }
public SharedGasTileOverlaySystem.GasOverlayData[,] TileData = new SharedGasTileOverlaySystem.GasOverlayData[SharedGasTileOverlaySystem.ChunkSize, SharedGasTileOverlaySystem.ChunkSize];
public GameTick LastUpdate { get; private set; }
public GasOverlayChunk(GridId gridIndices, Vector2i vector2i)
{
GridIndices = gridIndices;
Vector2i = vector2i;
}
public void Dirty(GameTick currentTick)
{
LastUpdate = currentTick;
}
/// <summary>
/// Flags Dirty if the data is different.
/// </summary>
/// <param name="data"></param>
/// <param name="indices"></param>
public void Update(SharedGasTileOverlaySystem.GasOverlayData data, Vector2i indices)
{
DebugTools.Assert(InBounds(indices));
var (offsetX, offsetY) = (indices.X - Vector2i.X,
indices.Y - Vector2i.Y);
TileData[offsetX, offsetY] = data;
}
public void Update(SharedGasTileOverlaySystem.GasOverlayData data, byte x, byte y)
{
DebugTools.Assert(x < SharedGasTileOverlaySystem.ChunkSize && y < SharedGasTileOverlaySystem.ChunkSize);
TileData[x, y] = data;
}
public IEnumerable<SharedGasTileOverlaySystem.GasOverlayData> GetAllData()
{
for (var x = 0; x < SharedGasTileOverlaySystem.ChunkSize; x++)
{
for (var y = 0; y < SharedGasTileOverlaySystem.ChunkSize; y++)
{
yield return TileData[x, y];
}
}
}
public void GetData(List<(Vector2i, SharedGasTileOverlaySystem.GasOverlayData)> existingData, HashSet<Vector2i> indices)
{
foreach (var index in indices)
{
existingData.Add((index, GetData(index)));
}
}
public IEnumerable<Vector2i> GetAllIndices()
{
for (var x = 0; x < SharedGasTileOverlaySystem.ChunkSize; x++)
{
for (var y = 0; y < SharedGasTileOverlaySystem.ChunkSize; y++)
{
yield return new Vector2i(Vector2i.X + x, Vector2i.Y + y);
}
}
}
public SharedGasTileOverlaySystem.GasOverlayData GetData(Vector2i indices)
{
DebugTools.Assert(InBounds(indices));
return TileData[indices.X - Vector2i.X, indices.Y - Vector2i.Y];
}
private bool InBounds(Vector2i indices)
{
if (indices.X < Vector2i.X || indices.Y < Vector2i.Y) return false;
if (indices.X >= Vector2i.X + SharedGasTileOverlaySystem.ChunkSize || indices.Y >= Vector2i.Y + SharedGasTileOverlaySystem.ChunkSize) return false;
return true;
}
}
}