Layering for atmospheric pipes (#36124)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
This commit is contained in:
chromiumboy
2025-06-02 00:01:43 -05:00
committed by GitHub
parent aa5ca90a3b
commit 45012cbe1d
134 changed files with 2671 additions and 306 deletions

View File

@@ -1,6 +1,7 @@
using Content.Client.SubFloor;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.EntitySystems;
using Content.Shared.Atmos.Piping;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
@@ -8,7 +9,7 @@ using Robust.Client.GameObjects;
namespace Content.Client.Atmos.EntitySystems;
[UsedImplicitly]
public sealed class AtmosPipeAppearanceSystem : EntitySystem
public sealed partial class AtmosPipeAppearanceSystem : SharedAtmosPipeAppearanceSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
@@ -26,26 +27,37 @@ public sealed class AtmosPipeAppearanceSystem : EntitySystem
if (!TryComp(uid, out SpriteComponent? sprite))
return;
var numberOfPipeLayers = GetNumberOfPipeLayers(uid, out _);
foreach (var layerKey in Enum.GetValues<PipeConnectionLayer>())
{
var layer = _sprite.LayerMapReserve((uid, sprite), layerKey);
_sprite.LayerSetRsi((uid, sprite), layer, component.Sprite.RsiPath);
_sprite.LayerSetRsiState((uid, sprite), layer, component.Sprite.RsiState);
_sprite.LayerSetDirOffset((uid, sprite), layer, ToOffset(layerKey));
for (byte i = 0; i < numberOfPipeLayers; i++)
{
var layerName = layerKey.ToString() + i.ToString();
var layer = _sprite.LayerMapReserve((uid, sprite), layerName);
_sprite.LayerSetRsi((uid, sprite), layer, component.Sprite[i].RsiPath);
_sprite.LayerSetRsiState((uid, sprite), layer, component.Sprite[i].RsiState);
_sprite.LayerSetDirOffset((uid, sprite), layer, ToOffset(layerKey));
}
}
}
private void HideAllPipeConnection(Entity<SpriteComponent> entity)
private void HideAllPipeConnection(Entity<SpriteComponent> entity, AtmosPipeLayersComponent? atmosPipeLayers, int numberOfPipeLayers)
{
var sprite = entity.Comp;
foreach (var layerKey in Enum.GetValues<PipeConnectionLayer>())
{
if (!_sprite.LayerMapTryGet(entity.AsNullable(), layerKey, out var key, false))
continue;
for (byte i = 0; i < numberOfPipeLayers; i++)
{
var layerName = layerKey.ToString() + i.ToString();
var layer = sprite[key];
layer.Visible = false;
if (!_sprite.LayerMapTryGet(entity.AsNullable(), layerName, out var key, false))
continue;
var layer = sprite[key];
layer.Visible = false;
}
}
}
@@ -61,33 +73,45 @@ public sealed class AtmosPipeAppearanceSystem : EntitySystem
return;
}
if (!_appearance.TryGetData<PipeDirection>(uid, PipeVisuals.VisualState, out var worldConnectedDirections, args.Component))
var numberOfPipeLayers = GetNumberOfPipeLayers(uid, out var atmosPipeLayers);
if (!_appearance.TryGetData<int>(uid, PipeVisuals.VisualState, out var worldConnectedDirections, args.Component))
{
HideAllPipeConnection((uid, args.Sprite));
HideAllPipeConnection((uid, args.Sprite), atmosPipeLayers, numberOfPipeLayers);
return;
}
if (!_appearance.TryGetData<Color>(uid, PipeColorVisuals.Color, out var color, args.Component))
color = Color.White;
// transform connected directions to local-coordinates
var connectedDirections = worldConnectedDirections.RotatePipeDirection(-Transform(uid).LocalRotation);
foreach (var layerKey in Enum.GetValues<PipeConnectionLayer>())
for (byte i = 0; i < numberOfPipeLayers; i++)
{
if (!_sprite.LayerMapTryGet((uid, args.Sprite), layerKey, out var key, false))
continue;
// Extract the cardinal pipe orientations for the current pipe layer
// '15' is the four bit mask that is used to extract the pipe orientations of interest from 'worldConnectedDirections'
// Fun fact: a collection of four bits is called a 'nibble'! They aren't natively supported :(
var pipeLayerConnectedDirections = (PipeDirection)(15 & (worldConnectedDirections >> (PipeDirectionHelpers.PipeDirections * i)));
var layer = args.Sprite[key];
var dir = (PipeDirection)layerKey;
var visible = connectedDirections.HasDirection(dir);
// Transform the connected directions to local-coordinates
var connectedDirections = pipeLayerConnectedDirections.RotatePipeDirection(-Transform(uid).LocalRotation);
layer.Visible &= visible;
foreach (var layerKey in Enum.GetValues<PipeConnectionLayer>())
{
var layerName = layerKey.ToString() + i.ToString();
if (!visible)
continue;
if (!_sprite.LayerMapTryGet((uid, args.Sprite), layerName, out var key, false))
continue;
layer.Color = color;
var layer = args.Sprite[key];
var dir = (PipeDirection)layerKey;
var visible = connectedDirections.HasDirection(dir);
layer.Visible &= visible;
if (!visible)
continue;
layer.Color = color;
}
}
}