Files
Delta-v/Content.Shared/Maps/TurfSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

231 lines
9.7 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using Content.Shared.Physics;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Toolshed.Commands.Values;
namespace Content.Shared.Maps;
/// <summary>
/// This system provides various useful helper methods for turfs & tiles. Replacement for <see cref="TurfHelpers"/>
/// </summary>
public sealed class TurfSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitions = default!;
/// <summary>
/// Attempts to get the turf at or under some given coordinates or null if no such turf exists.
/// </summary>
/// <param name="coordinates">The coordinates to search for a turf.</param>
/// <returns>A <see cref="TileRef"/> for the turf found at the given coordinates or null if no such turf exists.</returns>
public TileRef? GetTileRef(EntityCoordinates coordinates)
{
if (!coordinates.IsValid(EntityManager))
return null;
var pos = _transform.ToMapCoordinates(coordinates);
if (!_mapManager.TryFindGridAt(pos, out var gridUid, out var gridComp))
return null;
if (!_mapSystem.TryGetTileRef(gridUid, gridComp, coordinates, out var tile))
return null;
return tile;
}
/// <summary>
/// Attempts to get the turf at or under some given coordinates.
/// </summary>
/// <param name="coordinates">The coordinates to search for a turf.</param>
/// <param name="tile">Returns the turf found at the given coordinates if any.</param>
/// <returns>True if a turf was found at the given coordinates, false otherwise.</returns>
public bool TryGetTileRef(EntityCoordinates coordinates, [NotNullWhen(true)] out TileRef? tile)
{
return (tile = GetTileRef(coordinates)) is not null;
}
/// <summary>
/// Returns true if a given tile is blocked by physics-enabled entities.
/// </summary>
public bool IsTileBlocked(TileRef turf, CollisionGroup mask, float minIntersectionArea = 0.1f)
=> IsTileBlocked(turf.GridUid, turf.GridIndices, mask, minIntersectionArea: minIntersectionArea);
/// <summary>
/// Returns true if a given tile is blocked by physics-enabled entities.
/// </summary>
/// <param name="gridUid">The grid that owns the tile</param>
/// <param name="indices">The tile indices</param>
/// <param name="mask">Collision layers to check</param>
/// <param name="grid">Grid component</param>
/// <param name="gridXform">Grid's transform</param>
/// <param name="minIntersectionArea">Minimum area that must be covered for a tile to be considered blocked</param>
public bool IsTileBlocked(EntityUid gridUid,
Vector2i indices,
CollisionGroup mask,
MapGridComponent? grid = null,
TransformComponent? gridXform = null,
float minIntersectionArea = 0.1f)
{
if (!Resolve(gridUid, ref grid, ref gridXform))
return false;
var xformQuery = GetEntityQuery<TransformComponent>();
var (gridPos, gridRot, matrix) = _transform.GetWorldPositionRotationMatrix(gridXform, xformQuery);
var size = grid.TileSize;
var localPos = new Vector2(indices.X * size + (size / 2f), indices.Y * size + (size / 2f));
var worldPos = Vector2.Transform(localPos, matrix);
// This is scaled to 95 % so it doesn't encompass walls on other tiles.
var tileAabb = Box2.UnitCentered.Scale(0.95f * size);
var worldBox = new Box2Rotated(tileAabb.Translated(worldPos), gridRot, worldPos);
tileAabb = tileAabb.Translated(localPos);
var intersectionArea = 0f;
var fixtureQuery = GetEntityQuery<FixturesComponent>();
foreach (var ent in _entityLookup.GetEntitiesIntersecting(gridUid, worldBox, LookupFlags.Dynamic | LookupFlags.Static))
{
if (!fixtureQuery.TryGetComponent(ent, out var fixtures))
continue;
// get grid local coordinates
var (pos, rot) = _transform.GetWorldPositionRotation(xformQuery.GetComponent(ent), xformQuery);
rot -= gridRot;
pos = (-gridRot).RotateVec(pos - gridPos);
var xform = new Transform(pos, (float)rot.Theta);
foreach (var fixture in fixtures.Fixtures.Values)
{
if (!fixture.Hard)
continue;
if ((fixture.CollisionLayer & (int)mask) == 0)
continue;
for (var i = 0; i < fixture.Shape.ChildCount; i++)
{
var intersection = fixture.Shape.ComputeAABB(xform, i).Intersect(tileAabb);
intersectionArea += intersection.Width * intersection.Height;
if (intersectionArea > minIntersectionArea)
return true;
}
}
}
return false;
}
/// <summary>
/// Returns whether a tile is considered to be space or directly exposed to space.
/// </summary>
/// <param name="tile">The tile in question.</param>
/// <returns>True if the tile is considered to be space, false otherwise.</returns>
public bool IsSpace(Tile tile)
{
return GetContentTileDefinition(tile).MapAtmosphere;
}
/// <summary>
/// Returns whether a tile is considered to be space or directly exposed to space.
/// </summary>
/// <param name="tile">The tile in question.</param>
/// <returns>True if the tile is considered to be space, false otherwise.</returns>
public bool IsSpace(TileRef tile)
{
return IsSpace(tile.Tile);
}
/// <summary>
/// Returns the location of the centre of the tile in grid coordinates.
/// </summary>
public EntityCoordinates GetTileCenter(TileRef turf)
{
var grid = Comp<MapGridComponent>(turf.GridUid);
var center = (turf.GridIndices + new Vector2(0.5f, 0.5f)) * grid.TileSize;
return new EntityCoordinates(turf.GridUid, center);
}
/// <summary>
/// Returns the content tile definition for a tile.
/// </summary>
public ContentTileDefinition GetContentTileDefinition(Tile tile)
{
return (ContentTileDefinition)_tileDefinitions[tile.TypeId];
}
/// <summary>
/// Returns the content tile definition for a tile ref.
/// </summary>
public ContentTileDefinition GetContentTileDefinition(TileRef tile)
{
return GetContentTileDefinition(tile.Tile);
}
/// <summary>
/// Collects all of the entities intersecting with the turf at a given position into a provided <see cref="HashSet{EntityUid}"/>
/// </summary>
/// <param name="coords">The position of the turf to search for entities.</param>
/// <param name="intersecting">The hashset used to collect the relevant entities.</param>
/// <param name="flags">A set of lookup categories to search for relevant entities.</param>
public void GetEntitiesInTile(EntityCoordinates coords, HashSet<EntityUid> intersecting, LookupFlags flags = LookupFlags.Static)
{
if (!TryGetTileRef(coords, out var tileRef))
return;
_entityLookup.GetEntitiesInTile(tileRef.Value, intersecting, flags);
}
/// <summary>
/// Returns a collection containing all of the entities overlapping with the turf at a given position.
/// </summary>
/// <inheritdoc cref="GetEntitiesInTile(EntityCoordinates, HashSet{EntityUid}, LookupFlags)"/>
/// <returns>A hashset containing all of the entities overlapping with the turf in question.</returns>
public HashSet<EntityUid> GetEntitiesInTile(EntityCoordinates coords, LookupFlags flags = LookupFlags.Static)
{
if (!TryGetTileRef(coords, out var tileRef))
return [];
return _entityLookup.GetEntitiesInTile(tileRef.Value, flags);
}
}
/// <summary>
/// Extension methods for looking up entities with respect to given turfs.
/// </summary>
public static partial class TurfLookupExtensions
{
/// <summary>
/// Collects all of the entities overlapping with a given turf into a provided <see cref="HashSet{EntityUid}"/>.
/// </summary>
/// <param name="turf">The turf in question.</param>
/// <param name="intersecting">The hashset used to collect the relevant entities.</param>
/// <param name="flags">A set of lookup categories to search for relevant entities.</param>
public static void GetEntitiesInTile(this EntityLookupSystem lookupSystem, TileRef turf, HashSet<EntityUid> intersecting, LookupFlags flags = LookupFlags.Static)
{
var bounds = lookupSystem.GetWorldBounds(turf);
bounds.Box = bounds.Box.Scale(0.9f); // Otherwise the box can clip into neighboring tiles.
lookupSystem.GetEntitiesIntersecting(turf.GridUid, bounds, intersecting, flags);
}
/// <summary>
/// Returns a collection containing all of the entities overlapping with a given turf.
/// </summary>
/// <inheritdoc cref="GetEntitiesInTile(EntityLookupSystem, TileRef, HashSet{EntityUid}, LookupFlags)"/>
/// <returns>A hashset containing all of the entities overlapping with the turf in question.</returns>
public static HashSet<EntityUid> GetEntitiesInTile(this EntityLookupSystem lookupSystem, TileRef turf, LookupFlags flags = LookupFlags.Static)
{
var intersecting = new HashSet<EntityUid>();
lookupSystem.GetEntitiesInTile(turf, intersecting, flags);
return intersecting;
}
}