SnapGridComponent Removal (#3884)
* Removed SnapGridOffset, there is only center now. * SnapGridComponent methods are now static. * Removed SnapGridComponent.OnPositionChanged. * Refactored static functions off SnapGridComponent to MapGrid. Refactored away usages of SnapGridComponent.Position. * Added Transform.Anchored for checking if an entity is a tile entity. More refactoring for static MapGrid functions. * Static snapgrid methods on MapGrid are no longer static. * Add setter to ITransformComponent.Anchored. Removed direct references to SnapGridComponent from content. * Grid functions now deal with EntityUids instead of SnapGridComponents. Began renaming public API functions from SnapGrid to Anchor. * Remove the SnapGridComponent 'Offset' field from all yaml files. This was removed in code previously, so the yaml linter was upset. * Update engine submodule to v0.4.46.
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@@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.GameObjects.Components.IconSmoothing;
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using JetBrains.Annotations;
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@@ -6,6 +6,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Content.Client.GameObjects.EntitySystems
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{
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@@ -17,7 +18,7 @@ namespace Content.Client.GameObjects.EntitySystems
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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private readonly Queue<IEntity> _dirtyEntities = new();
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private readonly Queue<EntityUid> _dirtyEntities = new();
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private int _generation;
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@@ -27,13 +28,18 @@ namespace Content.Client.GameObjects.EntitySystems
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base.Initialize();
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SubscribeLocalEvent<IconSmoothDirtyEvent>(HandleDirtyEvent);
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SubscribeLocalEvent<IconSmoothComponent, SnapGridPositionChangedEvent>(HandleSnapGridMove);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeLocalEvent<IconSmoothDirtyEvent>();
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UnsubscribeLocalEvent<IconSmoothComponent, SnapGridPositionChangedEvent>(HandleSnapGridMove);
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}
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public override void FrameUpdate(float frameTime)
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@@ -63,20 +69,20 @@ namespace Content.Client.GameObjects.EntitySystems
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senderEnt.TryGetComponent(out IconSmoothComponent? iconSmooth)
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&& iconSmooth.Running)
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{
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var snapGrid = senderEnt.GetComponent<SnapGridComponent>();
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var grid1 = _mapManager.GetGrid(senderEnt.Transform.GridID);
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var coords = senderEnt.Transform.Coordinates;
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_dirtyEntities.Enqueue(senderEnt);
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AddValidEntities(snapGrid.GetInDir(Direction.North));
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AddValidEntities(snapGrid.GetInDir(Direction.South));
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AddValidEntities(snapGrid.GetInDir(Direction.East));
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AddValidEntities(snapGrid.GetInDir(Direction.West));
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_dirtyEntities.Enqueue(senderEnt.Uid);
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AddValidEntities(grid1.GetInDir(coords, Direction.North));
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AddValidEntities(grid1.GetInDir(coords, Direction.South));
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AddValidEntities(grid1.GetInDir(coords, Direction.East));
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AddValidEntities(grid1.GetInDir(coords, Direction.West));
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if (ev.Mode == IconSmoothingMode.Corners)
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{
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AddValidEntities(snapGrid.GetInDir(Direction.NorthEast));
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AddValidEntities(snapGrid.GetInDir(Direction.SouthEast));
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AddValidEntities(snapGrid.GetInDir(Direction.SouthWest));
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AddValidEntities(snapGrid.GetInDir(Direction.NorthWest));
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AddValidEntities(grid1.GetInDir(coords, Direction.NorthEast));
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AddValidEntities(grid1.GetInDir(coords, Direction.SouthEast));
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AddValidEntities(grid1.GetInDir(coords, Direction.SouthWest));
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AddValidEntities(grid1.GetInDir(coords, Direction.NorthWest));
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}
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}
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@@ -85,43 +91,43 @@ namespace Content.Client.GameObjects.EntitySystems
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{
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var pos = ev.LastPosition.Value.pos;
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AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(1, 0), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(-1, 0), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(0, 1), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(0, -1), ev.Offset));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 0)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 0)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, 1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, -1)));
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if (ev.Mode == IconSmoothingMode.Corners)
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{
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AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(1, 1), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(-1, -1), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(-1, 1), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(1, -1), ev.Offset));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, -1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, -1)));
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}
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}
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}
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private void AddValidEntities(IEnumerable<IEntity> candidates)
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private static void HandleSnapGridMove(EntityUid uid, IconSmoothComponent component, SnapGridPositionChangedEvent args)
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{
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component.SnapGridOnPositionChanged();
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}
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private void AddValidEntities(IEnumerable<EntityUid> candidates)
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{
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foreach (var entity in candidates)
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{
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if (entity.HasComponent<IconSmoothComponent>())
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if (ComponentManager.HasComponent<IconSmoothComponent>(entity))
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{
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_dirtyEntities.Enqueue(entity);
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}
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}
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}
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private void AddValidEntities(IEnumerable<IComponent> candidates)
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{
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AddValidEntities(candidates.Select(c => c.Owner));
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}
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private void CalculateNewSprite(IEntity entity)
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private void CalculateNewSprite(EntityUid euid)
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{
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// The generation check prevents updating an entity multiple times per tick.
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// As it stands now, it's totally possible for something to get queued twice.
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// Generation on the component is set after an update so we can cull updates that happened this generation.
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if (!entity.IsValid()
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|| !entity.TryGetComponent(out IconSmoothComponent? smoothing)
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if (!EntityManager.EntityExists(euid)
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|| !ComponentManager.TryGetComponent(euid, out IconSmoothComponent? smoothing)
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|| smoothing.UpdateGeneration == _generation)
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{
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return;
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@@ -138,16 +144,14 @@ namespace Content.Client.GameObjects.EntitySystems
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/// </summary>
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public sealed class IconSmoothDirtyEvent : EntityEventArgs
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{
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public IconSmoothDirtyEvent(IEntity sender, (GridId grid, Vector2i pos)? lastPosition, SnapGridOffset offset, IconSmoothingMode mode)
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public IconSmoothDirtyEvent(IEntity sender, (GridId grid, Vector2i pos)? lastPosition, IconSmoothingMode mode)
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{
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LastPosition = lastPosition;
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Offset = offset;
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Mode = mode;
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Sender = sender;
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}
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public (GridId grid, Vector2i pos)? LastPosition { get; }
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public SnapGridOffset Offset { get; }
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public IconSmoothingMode Mode { get; }
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public IEntity Sender { get; }
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}
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