using System.Numerics;
using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Content.Shared.Explosion.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
namespace Content.Server.Explosion.EntitySystems;
// This part of the system handled send visual / overlay data to clients.
public sealed partial class ExplosionSystem
{
///
/// Initializes the visual parts of this system.
///
///
public void InitVisuals()
{
SubscribeLocalEvent(OnGetState);
}
private void OnGetState(EntityUid uid, ExplosionVisualsComponent component, ref ComponentGetState args)
{
Dictionary>> tileLists = new();
foreach (var (grid, data) in component.Tiles)
{
tileLists.Add(GetNetEntity(grid), data);
}
args.State = new ExplosionVisualsState(
component.Epicenter,
component.ExplosionType,
component.Intensity,
component.SpaceTiles,
tileLists,
component.SpaceMatrix,
component.SpaceTileSize);
}
///
/// Constructor for the shared using the server-exclusive explosion classes.
///
private EntityUid CreateExplosionVisualEntity(MapCoordinates epicenter, string prototype, Matrix3x2 spaceMatrix, ExplosionSpaceTileFlood? spaceData, IEnumerable gridData, List iterationIntensity)
{
var explosionEntity = Spawn(null, MapCoordinates.Nullspace);
var comp = AddComp(explosionEntity);
foreach (var grid in gridData)
{
comp.Tiles.Add(grid.Grid.Owner, grid.TileLists);
}
comp.SpaceTiles = spaceData?.TileLists;
comp.Epicenter = epicenter;
comp.ExplosionType = prototype;
comp.Intensity = iterationIntensity;
comp.SpaceMatrix = spaceMatrix;
comp.SpaceTileSize = spaceData?.TileSize ?? DefaultTileSize;
Dirty(explosionEntity, comp);
// Light, sound & visuals may extend well beyond normal PVS range. In principle, this should probably still be
// restricted to something like the same map, but whatever.
_pvsSys.AddGlobalOverride(explosionEntity);
var appearance = AddComp(explosionEntity);
_appearance.SetData(explosionEntity, ExplosionAppearanceData.Progress, 1, appearance);
return explosionEntity;
}
}