using Content.Shared.Atmos.Components;
using Robust.Shared.Configuration;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Atmos.EntitySystems;
public abstract class SharedGasTileOverlaySystem : EntitySystem
{
public const byte ChunkSize = 8;
protected float AccumulatedFrameTime;
protected bool PvsEnabled;
[Dependency] protected readonly IPrototypeManager ProtoMan = default!;
[Dependency] protected readonly IConfigurationManager ConfMan = default!;
[Dependency] private readonly SharedAtmosphereSystem _atmosphere = default!;
///
/// array of the ids of all visible gases.
///
public int[] VisibleGasId = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnGetState);
List visibleGases = new();
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var gasPrototype = _atmosphere.GetGas(i);
if (gasPrototype.GasOverlaySprite != null)
visibleGases.Add(i);
}
VisibleGasId = visibleGases.ToArray();
}
private void OnGetState(EntityUid uid, GasTileOverlayComponent component, ref ComponentGetState args)
{
if (PvsEnabled && !args.ReplayState)
return;
// Should this be a full component state or a delta-state?
if (args.FromTick <= component.CreationTick || args.FromTick <= component.ForceTick)
{
args.State = new GasTileOverlayState(component.Chunks);
return;
}
var data = new Dictionary();
foreach (var (index, chunk) in component.Chunks)
{
if (chunk.LastUpdate >= args.FromTick)
data[index] = chunk;
}
args.State = new GasTileOverlayDeltaState(data, new(component.Chunks.Keys));
}
public static Vector2i GetGasChunkIndices(Vector2i indices)
{
return new Vector2i((int)MathF.Floor((float)indices.X / ChunkSize), (int)MathF.Floor((float)indices.Y / ChunkSize));
}
[Serializable, NetSerializable]
public readonly struct GasOverlayData : IEquatable
{
[ViewVariables] public readonly byte FireState;
[ViewVariables] public readonly byte[] Opacity;
// TODO change fire color based on ByteTemp
///
/// Network-synced air temperature, compressed to a single byte per tile for bandwidth optimization.
/// Note: Values are approximate and may deviate even ~10°C from the precise server side only temperature.
///
[ViewVariables]
public readonly ThermalByte ByteGasTemperature;
public GasOverlayData(byte fireState, byte[] opacity, ThermalByte byteTemp)
{
FireState = fireState;
Opacity = opacity;
ByteGasTemperature = byteTemp;
}
public bool Equals(GasOverlayData other)
{
if (FireState != other.FireState)
return false;
if (Opacity?.Length != other.Opacity?.Length)
return false;
if (Opacity != null && other.Opacity != null)
{
for (var i = 0; i < Opacity.Length; i++)
{
if (Opacity[i] != other.Opacity[i])
return false;
}
}
if (ByteGasTemperature != other.ByteGasTemperature)
return false;
return true;
}
}
[Serializable, NetSerializable]
public sealed class GasOverlayUpdateEvent : EntityEventArgs
{
public Dictionary> UpdatedChunks = new();
public Dictionary> RemovedChunks = new();
}
}
///
/// Struct for networking gas temperatures to all clients using a single struct(byte) per tile.
///
///
///
/// This struct compresses the gas temperature into a 1-byte value (0-255).
/// It clamps the temperature to a maximum of 1000K and divides it by 4, creating a range of 0-250.
/// This provides a resolution of 4 degrees Kelvin.
///
///
/// The remaining bytes are used as special flags:
///
/// - 255: Represents a Wall (block cannot hold atmosphere).
/// - 254: Represents a Vacuum.
/// - 251-253: Reserved for future use.
///
///
///
/// Dirtying Logic: The value is only dirtied and networked if the difference between the
/// networked byte and the real atmosphere byte is greater than 1. This prevents network spam
/// from minor temperature fluctuations (e.g., heating from 1K to 8K will not trigger an update,
/// but hitting 9K moves the byte index enough to sync).
///
///
/// Currently, the conversion is linear. Future improvements might involve a quadratic scale
/// or pre-defined resolution points to offer higher precision at room temperatures
/// and lower precision at extreme temperatures (1000K).
///
///
[Serializable, NetSerializable]
public struct ThermalByte : IEquatable
{
public const float TempMinimum = 0f;
public const float TempMaximum = 1000f;
public const int TempResolution = 250;
public const byte ReservedFuture0 = 251;
public const byte ReservedFuture1 = 252;
public const byte ReservedFuture2 = 253;
public const byte StateVacuum = 254;
public const byte AtmosImpossible = 255;
public const float TempDegreeResolution = (TempMaximum - TempMinimum) / TempResolution;
public const float TempToByteFactor = TempResolution / (TempMaximum - TempMinimum);
private byte _coreValue;
public ThermalByte(float temperatureKelvin)
{
SetTemperature(temperatureKelvin);
}
public ThermalByte()
{
_coreValue = AtmosImpossible;
}
///
/// Set temperature of air in this in Kelvin.
///
public void SetTemperature(float temperatureKelvin)
{
var clampedTemp = Math.Clamp(temperatureKelvin, TempMinimum, TempMaximum);
_coreValue = (byte)((clampedTemp - TempMinimum) * TempResolution / (TempMaximum - TempMinimum));
}
public void SetAtmosIsImpossible()
{
_coreValue = AtmosImpossible;
}
public void SetVacuum()
{
_coreValue = StateVacuum;
}
public bool IsAtmosImpossible => _coreValue == AtmosImpossible; // Cold space, solid walls
public bool IsVacuum => _coreValue == StateVacuum;
public byte Value => _coreValue;
///
/// Attempts to get the air temperature in Kelvin.
///
/// The temperature in Kelvin, if the tile has a valid temperature.
///
/// If true and the tile is a vacuum, will be set to
/// and the method will return .
///
///
/// if the tile contains a valid temperature (including vacuum if is set);
/// otherwise (e.g., walls).
///
public readonly bool TryGetTemperature(out float temperature, bool onVacuumReturnTcmb = true)
{
switch (_coreValue)
{
case AtmosImpossible:
temperature = 0f;
return false;
case StateVacuum when onVacuumReturnTcmb:
temperature = Atmospherics.TCMB;
return true;
case StateVacuum:
temperature = 0f;
return false;
default:
temperature = (_coreValue * TempDegreeResolution) + TempMinimum;
return true;
}
}
public bool Equals(ThermalByte other)
{
return _coreValue == other._coreValue;
}
public static bool operator ==(ThermalByte left, ThermalByte right)
{
return left.Equals(right);
}
public static bool operator !=(ThermalByte left, ThermalByte right)
{
return !left.Equals(right);
}
public override bool Equals(object? obj)
{
return obj is ThermalByte other && Equals(other);
}
public override int GetHashCode()
{
return _coreValue.GetHashCode();
}
}