ECS icon smoothing (#8196)

This commit is contained in:
Leon Friedrich
2022-05-16 11:43:47 +10:00
committed by GitHub
parent 68321795d8
commit 638ccb8500
6 changed files with 307 additions and 402 deletions

View File

@@ -1,20 +1,8 @@
using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization.Manager.Attributes;
using static Robust.Client.GameObjects.SpriteComponent;
namespace Content.Client.IconSmoothing
{
// TODO: Potential improvements:
// Defer updating of these.
// Get told by somebody to use a loop.
/// <summary>
/// Makes sprites of other grid-aligned entities like us connect.
/// </summary>
@@ -24,17 +12,8 @@ namespace Content.Client.IconSmoothing
/// Any objects with the same <c>key</c> will connect.
/// </remarks>
[RegisterComponent]
[Virtual]
public class IconSmoothComponent : Component
public sealed class IconSmoothComponent : Component
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[DataField("mode")]
private IconSmoothingMode _mode = IconSmoothingMode.Corners;
internal ISpriteComponent? Sprite { get; private set; }
public (GridId, Vector2i)? LastPosition;
/// <summary>
@@ -52,284 +31,13 @@ namespace Content.Client.IconSmoothing
/// <summary>
/// Mode that controls how the icon should be selected.
/// </summary>
public IconSmoothingMode Mode => _mode;
[DataField("mode")]
public IconSmoothingMode Mode = IconSmoothingMode.Corners;
/// <summary>
/// Used by <see cref="IconSmoothSystem"/> to reduce redundant updates.
/// </summary>
internal int UpdateGeneration { get; set; }
protected override void Initialize()
{
base.Initialize();
Sprite = _entMan.GetComponent<ISpriteComponent>(Owner);
}
/// <inheritdoc />
protected override void Startup()
{
base.Startup();
if (_entMan.GetComponent<TransformComponent>(Owner).Anchored)
{
// ensures lastposition initial value is populated on spawn. Just calling
// the hook here would cause a dirty event to fire needlessly
UpdateLastPosition();
EntitySystem.Get<IconSmoothSystem>().UpdateSmoothing(Owner, this);
}
if (Sprite != null && Mode == IconSmoothingMode.Corners)
{
var state0 = $"{StateBase}0";
Sprite.LayerMapSet(CornerLayers.SE, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.SE, DirectionOffset.None);
Sprite.LayerMapSet(CornerLayers.NE, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.NE, DirectionOffset.CounterClockwise);
Sprite.LayerMapSet(CornerLayers.NW, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.NW, DirectionOffset.Flip);
Sprite.LayerMapSet(CornerLayers.SW, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.SW, DirectionOffset.Clockwise);
}
}
private void UpdateLastPosition()
{
var transform = _entMan.GetComponent<TransformComponent>(Owner);
if (_mapManager.TryGetGrid(transform.GridID, out var grid))
{
LastPosition = (transform.GridID, grid.TileIndicesFor(transform.Coordinates));
}
else
{
// When this is called during component startup, the transform can end up being with an invalid grid ID.
// In that case, use this.
LastPosition = (GridId.Invalid, new Vector2i(0, 0));
}
}
internal virtual void CalculateNewSprite()
{
var transform = _entMan.GetComponent<TransformComponent>(Owner);
if (!transform.Anchored)
{
CalculateNewSprite(null);
return;
}
if (!_mapManager.TryGetGrid(transform.GridID, out var grid))
{
Logger.Error($"Failed to calculate IconSmoothComponent sprite in {Owner} because grid {transform.GridID} was missing.");
return;
}
CalculateNewSprite(grid);
}
internal virtual void CalculateNewSprite(IMapGrid? grid)
{
switch (Mode)
{
case IconSmoothingMode.Corners:
CalculateNewSpriteCorners(grid);
break;
case IconSmoothingMode.CardinalFlags:
CalculateNewSpriteCardinal(grid);
break;
case IconSmoothingMode.NoSprite:
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private void CalculateNewSpriteCardinal(IMapGrid? grid)
{
if (Sprite == null)
{
return;
}
var dirs = CardinalConnectDirs.None;
if (grid == null)
{
Sprite.LayerSetState(0, $"{StateBase}{(int) dirs}");
return;
}
var position = _entMan.GetComponent<TransformComponent>(Owner).Coordinates;
if (MatchingEntity(grid.GetInDir(position, Direction.North)))
dirs |= CardinalConnectDirs.North;
if (MatchingEntity(grid.GetInDir(position, Direction.South)))
dirs |= CardinalConnectDirs.South;
if (MatchingEntity(grid.GetInDir(position, Direction.East)))
dirs |= CardinalConnectDirs.East;
if (MatchingEntity(grid.GetInDir(position, Direction.West)))
dirs |= CardinalConnectDirs.West;
Sprite.LayerSetState(0, $"{StateBase}{(int) dirs}");
}
private void CalculateNewSpriteCorners(IMapGrid? grid)
{
if (Sprite == null)
{
return;
}
var (cornerNE, cornerNW, cornerSW, cornerSE) = CalculateCornerFill(grid);
Sprite.LayerSetState(CornerLayers.NE, $"{StateBase}{(int) cornerNE}");
Sprite.LayerSetState(CornerLayers.SE, $"{StateBase}{(int) cornerSE}");
Sprite.LayerSetState(CornerLayers.SW, $"{StateBase}{(int) cornerSW}");
Sprite.LayerSetState(CornerLayers.NW, $"{StateBase}{(int) cornerNW}");
}
protected (CornerFill ne, CornerFill nw, CornerFill sw, CornerFill se) CalculateCornerFill(IMapGrid? grid)
{
if (grid == null)
{
return (CornerFill.None, CornerFill.None, CornerFill.None, CornerFill.None);
}
var position = _entMan.GetComponent<TransformComponent>(Owner).Coordinates;
var n = MatchingEntity(grid.GetInDir(position, Direction.North));
var ne = MatchingEntity(grid.GetInDir(position, Direction.NorthEast));
var e = MatchingEntity(grid.GetInDir(position, Direction.East));
var se = MatchingEntity(grid.GetInDir(position, Direction.SouthEast));
var s = MatchingEntity(grid.GetInDir(position, Direction.South));
var sw = MatchingEntity(grid.GetInDir(position, Direction.SouthWest));
var w = MatchingEntity(grid.GetInDir(position, Direction.West));
var nw = MatchingEntity(grid.GetInDir(position, Direction.NorthWest));
// ReSharper disable InconsistentNaming
var cornerNE = CornerFill.None;
var cornerSE = CornerFill.None;
var cornerSW = CornerFill.None;
var cornerNW = CornerFill.None;
// ReSharper restore InconsistentNaming
if (n)
{
cornerNE |= CornerFill.CounterClockwise;
cornerNW |= CornerFill.Clockwise;
}
if (ne)
{
cornerNE |= CornerFill.Diagonal;
}
if (e)
{
cornerNE |= CornerFill.Clockwise;
cornerSE |= CornerFill.CounterClockwise;
}
if (se)
{
cornerSE |= CornerFill.Diagonal;
}
if (s)
{
cornerSE |= CornerFill.Clockwise;
cornerSW |= CornerFill.CounterClockwise;
}
if (sw)
{
cornerSW |= CornerFill.Diagonal;
}
if (w)
{
cornerSW |= CornerFill.Clockwise;
cornerNW |= CornerFill.CounterClockwise;
}
if (nw)
{
cornerNW |= CornerFill.Diagonal;
}
// Local is fine as we already know it's parented to the grid (due to the way anchoring works).
switch (_entMan.GetComponent<TransformComponent>(Owner).LocalRotation.GetCardinalDir())
{
case Direction.North:
return (cornerSW, cornerSE, cornerNE, cornerNW);
case Direction.West:
return (cornerSE, cornerNE, cornerNW, cornerSW);
case Direction.South:
return (cornerNE, cornerNW, cornerSW, cornerSE);
default:
return (cornerNW, cornerSW, cornerSE, cornerNE);
}
}
/// <inheritdoc />
protected override void Shutdown()
{
base.Shutdown();
EntitySystem.Get<IconSmoothSystem>().UpdateSmoothing(Owner, this);
}
[System.Diagnostics.Contracts.Pure]
protected bool MatchingEntity(IEnumerable<EntityUid> candidates)
{
foreach (var entity in candidates)
{
if (!_entMan.TryGetComponent(entity, out IconSmoothComponent? other))
{
continue;
}
if (other.SmoothKey == SmoothKey)
{
return true;
}
}
return false;
}
[Flags]
private enum CardinalConnectDirs : byte
{
None = 0,
North = 1,
South = 2,
East = 4,
West = 8
}
[Flags]
public enum CornerFill : byte
{
// These values are pulled from Baystation12.
// I'm too lazy to convert the state names.
None = 0,
// The cardinal tile counter-clockwise of this corner is filled.
CounterClockwise = 1,
// The diagonal tile in the direction of this corner.
Diagonal = 2,
// The cardinal tile clockwise of this corner is filled.
Clockwise = 4,
}
public enum CornerLayers : byte
{
SE,
NE,
NW,
SW,
}
}
/// <summary>

View File

@@ -1,12 +1,11 @@
using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Client.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using static Robust.Client.GameObjects.SpriteComponent;
namespace Content.Client.IconSmoothing
{
// TODO: just make this set appearance data?
/// <summary>
/// Entity system implementing the logic for <see cref="IconSmoothComponent"/>
/// </summary>
@@ -16,43 +15,100 @@ namespace Content.Client.IconSmoothing
[Dependency] private readonly IMapManager _mapManager = default!;
private readonly Queue<EntityUid> _dirtyEntities = new();
private readonly Queue<EntityUid> _anchorChangedEntities = new();
private int _generation;
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<IconSmoothComponent, AnchorStateChangedEvent>(OnAnchorChanged);
SubscribeLocalEvent<IconSmoothComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<IconSmoothComponent, ComponentStartup>(OnStartup);
}
private void OnStartup(EntityUid uid, IconSmoothComponent component, ComponentStartup args)
{
var xform = Transform(uid);
if (xform.Anchored)
{
component.LastPosition = _mapManager.TryGetGrid(xform.GridID, out var grid)
? (xform.GridID, grid.TileIndicesFor(xform.Coordinates))
: (GridId.Invalid, new Vector2i(0, 0));
DirtyNeighbours(uid, component);
}
if (component.Mode != IconSmoothingMode.Corners || !TryComp(uid, out SpriteComponent? sprite))
return;
var state0 = $"{component.StateBase}0";
sprite.LayerMapSet(CornerLayers.SE, sprite.AddLayerState(state0));
sprite.LayerSetDirOffset(CornerLayers.SE, DirectionOffset.None);
sprite.LayerMapSet(CornerLayers.NE, sprite.AddLayerState(state0));
sprite.LayerSetDirOffset(CornerLayers.NE, DirectionOffset.CounterClockwise);
sprite.LayerMapSet(CornerLayers.NW, sprite.AddLayerState(state0));
sprite.LayerSetDirOffset(CornerLayers.NW, DirectionOffset.Flip);
sprite.LayerMapSet(CornerLayers.SW, sprite.AddLayerState(state0));
sprite.LayerSetDirOffset(CornerLayers.SW, DirectionOffset.Clockwise);
}
private void OnShutdown(EntityUid uid, IconSmoothComponent component, ComponentShutdown args)
{
DirtyNeighbours(uid, component);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
if (_dirtyEntities.Count == 0)
var xformQuery = GetEntityQuery<TransformComponent>();
var smoothQuery = GetEntityQuery<IconSmoothComponent>();
// first process anchor state changes.
while (_anchorChangedEntities.TryDequeue(out var uid))
{
return;
if (!xformQuery.TryGetComponent(uid, out var xform))
continue;
if (xform.MapID == MapId.Nullspace)
{
// in null-space. Almost certainly because it left PVS. If something ever gets sent to null-space
// for reasons other than this (or entity deletion), then maybe we still need to update ex-neighbor
// smoothing here.
continue;
}
DirtyNeighbours(uid, comp: null, xform, smoothQuery);
}
// Next, update actual sprites.
if (_dirtyEntities.Count == 0)
return;
_generation += 1;
var spriteQuery = GetEntityQuery<SpriteComponent>();
// Performance: This could be spread over multiple updates, or made parallel.
while (_dirtyEntities.Count > 0)
while (_dirtyEntities.TryDequeue(out var uid))
{
CalculateNewSprite(_dirtyEntities.Dequeue());
CalculateNewSprite(uid, spriteQuery, smoothQuery, xformQuery);
}
}
public void UpdateSmoothing(EntityUid uid, IconSmoothComponent? comp = null)
public void DirtyNeighbours(EntityUid uid, IconSmoothComponent? comp = null, TransformComponent? transform = null, EntityQuery<IconSmoothComponent>? smoothQuery = null)
{
if (!Resolve(uid, ref comp))
smoothQuery ??= GetEntityQuery<IconSmoothComponent>();
if (!smoothQuery.Value.Resolve(uid, ref comp))
return;
_dirtyEntities.Enqueue(uid);
var transform = Transform(uid);
if (!Resolve(uid, ref transform))
return;
Vector2i pos;
if (transform.Anchored && _mapManager.TryGetGrid(transform.GridID, out var grid))
@@ -72,52 +128,253 @@ namespace Content.Client.IconSmoothing
}
// Yes, we updates ALL smoothing entities surrounding us even if they would never smooth with us.
// This is simpler to implement. If you want to optimize it be my guest.
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 0)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 0)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, 1)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, -1)));
DirtyEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 0)));
DirtyEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 0)));
DirtyEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, 1)));
DirtyEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, -1)));
if (comp.Mode == IconSmoothingMode.Corners)
{
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 1)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, -1)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 1)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, -1)));
DirtyEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 1)));
DirtyEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, -1)));
DirtyEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 1)));
DirtyEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, -1)));
}
}
private void DirtyEntities(IEnumerable<EntityUid> entities)
{
// Instead of doing HasComp -> Enqueue -> TryGetComp, we will just enqueue all entities. Generally when
// dealing with walls neighboring anchored entities will also be walls, and in those instances that will
// require one less component fetch/check.
foreach (var entity in entities)
{
_dirtyEntities.Enqueue(entity);
}
}
private void OnAnchorChanged(EntityUid uid, IconSmoothComponent component, ref AnchorStateChangedEvent args)
{
UpdateSmoothing(uid, component);
// Defer updating to next frame update. We do this because this unanchoring might be caused by a detach to
// null due to leaving PVS, in which case we can be a bit lazy. However, this event is raised before being
// sent to null-space, hence deferring.
_anchorChangedEntities.Enqueue(uid);
}
private void AddValidEntities(IEnumerable<EntityUid> candidates)
{
foreach (var entity in candidates)
{
if (EntityManager.HasComponent<IconSmoothComponent>(entity))
{
_dirtyEntities.Enqueue(entity);
}
}
}
private void CalculateNewSprite(EntityUid euid)
private void CalculateNewSprite(EntityUid uid,
EntityQuery<SpriteComponent> spriteQuery,
EntityQuery<IconSmoothComponent> smoothQuery,
EntityQuery<TransformComponent> xformQuery,
IconSmoothComponent? smooth = null)
{
// The generation check prevents updating an entity multiple times per tick.
// As it stands now, it's totally possible for something to get queued twice.
// Generation on the component is set after an update so we can cull updates that happened this generation.
if (!EntityManager.EntityExists(euid)
|| !EntityManager.TryGetComponent(euid, out IconSmoothComponent? smoothing)
|| smoothing.UpdateGeneration == _generation)
if (!smoothQuery.Resolve(uid, ref smooth, false)
|| smooth.Mode == IconSmoothingMode.NoSprite
|| smooth.UpdateGeneration == _generation)
{
return;
}
smooth.UpdateGeneration = _generation;
smoothing.CalculateNewSprite();
if (!spriteQuery.TryGetComponent(uid, out var sprite))
{
Logger.Error($"Encountered a icon-smoothing entity without a sprite: {ToPrettyString(uid)}");
RemComp(uid, smooth);
return;
}
smoothing.UpdateGeneration = _generation;
var xform = xformQuery.GetComponent(uid);
IMapGrid? grid = null;
if (xform.Anchored)
{
if (!_mapManager.TryGetGrid(xform.GridID, out grid))
{
Logger.Error($"Failed to calculate IconSmoothComponent sprite in {uid} because grid {xform.GridID} was missing.");
return;
}
}
switch (smooth.Mode)
{
case IconSmoothingMode.Corners:
CalculateNewSpriteCorners(grid, smooth, sprite, xform, smoothQuery);
break;
case IconSmoothingMode.CardinalFlags:
CalculateNewSpriteCardinal(grid, smooth, sprite, xform, smoothQuery);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private void CalculateNewSpriteCardinal(IMapGrid? grid, IconSmoothComponent smooth, SpriteComponent sprite, TransformComponent xform, EntityQuery<IconSmoothComponent> smoothQuery)
{
var dirs = CardinalConnectDirs.None;
if (grid == null)
{
sprite.LayerSetState(0, $"{smooth.StateBase}{(int) dirs}");
return;
}
var pos = grid.TileIndicesFor(xform.Coordinates);
if (MatchingEntity(smooth, grid.GetAnchoredEntities(pos.Offset(Direction.North)), smoothQuery))
dirs |= CardinalConnectDirs.North;
if (MatchingEntity(smooth, grid.GetAnchoredEntities(pos.Offset(Direction.South)), smoothQuery))
dirs |= CardinalConnectDirs.South;
if (MatchingEntity(smooth, grid.GetAnchoredEntities(pos.Offset(Direction.East)), smoothQuery))
dirs |= CardinalConnectDirs.East;
if (MatchingEntity(smooth, grid.GetAnchoredEntities(pos.Offset(Direction.West)), smoothQuery))
dirs |= CardinalConnectDirs.West;
sprite.LayerSetState(0, $"{smooth.StateBase}{(int) dirs}");
}
protected bool MatchingEntity(IconSmoothComponent smooth, IEnumerable<EntityUid> candidates, EntityQuery<IconSmoothComponent> smoothQuery)
{
foreach (var entity in candidates)
{
if (smoothQuery.TryGetComponent(entity, out var other) && other.SmoothKey == smooth.SmoothKey)
return true;
}
return false;
}
private void CalculateNewSpriteCorners(IMapGrid? grid, IconSmoothComponent smooth, SpriteComponent sprite, TransformComponent xform, EntityQuery<IconSmoothComponent> smoothQuery)
{
var (cornerNE, cornerNW, cornerSW, cornerSE) = grid == null
? (CornerFill.None, CornerFill.None, CornerFill.None, CornerFill.None)
: CalculateCornerFill(grid, smooth, xform, smoothQuery);
// TODO figure out a better way to set multiple sprite layers.
// This will currently re-calculate the sprite bounding box 4 times.
// It will also result in 4-8 sprite update events being raised when it only needs to be 1-2.
// At the very least each event currently only queues a sprite for updating.
// Oh god sprite component is a mess.
sprite.LayerSetState(CornerLayers.NE, $"{smooth.StateBase}{(int) cornerNE}");
sprite.LayerSetState(CornerLayers.SE, $"{smooth.StateBase}{(int) cornerSE}");
sprite.LayerSetState(CornerLayers.SW, $"{smooth.StateBase}{(int) cornerSW}");
sprite.LayerSetState(CornerLayers.NW, $"{smooth.StateBase}{(int) cornerNW}");
}
private (CornerFill ne, CornerFill nw, CornerFill sw, CornerFill se) CalculateCornerFill(IMapGrid grid, IconSmoothComponent smooth, TransformComponent xform, EntityQuery<IconSmoothComponent> smoothQuery)
{
var pos = grid.TileIndicesFor(xform.Coordinates);
var n = MatchingEntity(smooth, grid.GetAnchoredEntities(pos.Offset(Direction.North)), smoothQuery);
var ne = MatchingEntity(smooth, grid.GetAnchoredEntities(pos.Offset(Direction.NorthEast)), smoothQuery);
var e = MatchingEntity(smooth, grid.GetAnchoredEntities(pos.Offset(Direction.East)), smoothQuery);
var se = MatchingEntity(smooth, grid.GetAnchoredEntities(pos.Offset(Direction.SouthEast)), smoothQuery);
var s = MatchingEntity(smooth, grid.GetAnchoredEntities(pos.Offset(Direction.South)), smoothQuery);
var sw = MatchingEntity(smooth, grid.GetAnchoredEntities(pos.Offset(Direction.SouthWest)), smoothQuery);
var w = MatchingEntity(smooth, grid.GetAnchoredEntities(pos.Offset(Direction.West)), smoothQuery);
var nw = MatchingEntity(smooth, grid.GetAnchoredEntities(pos.Offset(Direction.NorthWest)), smoothQuery);
// ReSharper disable InconsistentNaming
var cornerNE = CornerFill.None;
var cornerSE = CornerFill.None;
var cornerSW = CornerFill.None;
var cornerNW = CornerFill.None;
// ReSharper restore InconsistentNaming
if (n)
{
cornerNE |= CornerFill.CounterClockwise;
cornerNW |= CornerFill.Clockwise;
}
if (ne)
{
cornerNE |= CornerFill.Diagonal;
}
if (e)
{
cornerNE |= CornerFill.Clockwise;
cornerSE |= CornerFill.CounterClockwise;
}
if (se)
{
cornerSE |= CornerFill.Diagonal;
}
if (s)
{
cornerSE |= CornerFill.Clockwise;
cornerSW |= CornerFill.CounterClockwise;
}
if (sw)
{
cornerSW |= CornerFill.Diagonal;
}
if (w)
{
cornerSW |= CornerFill.Clockwise;
cornerNW |= CornerFill.CounterClockwise;
}
if (nw)
{
cornerNW |= CornerFill.Diagonal;
}
// Local is fine as we already know it's parented to the grid (due to the way anchoring works).
switch (xform.LocalRotation.GetCardinalDir())
{
case Direction.North:
return (cornerSW, cornerSE, cornerNE, cornerNW);
case Direction.West:
return (cornerSE, cornerNE, cornerNW, cornerSW);
case Direction.South:
return (cornerNE, cornerNW, cornerSW, cornerSE);
default:
return (cornerNW, cornerSW, cornerSE, cornerNE);
}
}
// TODO consider changing this to use DirectionFlags?
// would require re-labelling all the RSI states.
[Flags]
private enum CardinalConnectDirs : byte
{
None = 0,
North = 1,
South = 2,
East = 4,
West = 8
}
[Flags]
private enum CornerFill : byte
{
// These values are pulled from Baystation12.
// I'm too lazy to convert the state names.
None = 0,
// The cardinal tile counter-clockwise of this corner is filled.
CounterClockwise = 1,
// The diagonal tile in the direction of this corner.
Diagonal = 2,
// The cardinal tile clockwise of this corner is filled.
Clockwise = 4,
}
private enum CornerLayers : byte
{
SE,
NE,
NW,
SW,
}
}
}

View File

@@ -1,60 +0,0 @@
using Content.Client.IconSmoothing;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
using static Robust.Client.GameObjects.SpriteComponent;
namespace Content.Client.Wall.Components
{
[RegisterComponent]
[ComponentReference(typeof(IconSmoothComponent))]
public sealed class ReinforcedWallComponent : IconSmoothComponent // whyyyyyyyyy
{
[ViewVariables(VVAccess.ReadWrite)]
[DataField("reinforcedBase")]
private string? _reinforcedStateBase = default;
protected override void Startup()
{
base.Startup();
if (Sprite != null)
{
var state0 = $"{_reinforcedStateBase}0";
Sprite.LayerMapSet(ReinforcedCornerLayers.SE, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(ReinforcedCornerLayers.SE, DirectionOffset.None);
Sprite.LayerMapSet(ReinforcedCornerLayers.NE, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(ReinforcedCornerLayers.NE, DirectionOffset.CounterClockwise);
Sprite.LayerMapSet(ReinforcedCornerLayers.NW, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(ReinforcedCornerLayers.NW, DirectionOffset.Flip);
Sprite.LayerMapSet(ReinforcedCornerLayers.SW, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(ReinforcedCornerLayers.SW, DirectionOffset.Clockwise);
Sprite.LayerMapSet(ReinforcedWallVisualLayers.Deconstruction, Sprite.AddBlankLayer());
}
}
internal override void CalculateNewSprite(IMapGrid? grid)
{
base.CalculateNewSprite(grid);
var (cornerNE, cornerNW, cornerSW, cornerSE) = CalculateCornerFill(grid);
if (Sprite != null)
{
Sprite.LayerSetState(ReinforcedCornerLayers.NE, $"{_reinforcedStateBase}{(int) cornerNE}");
Sprite.LayerSetState(ReinforcedCornerLayers.SE, $"{_reinforcedStateBase}{(int) cornerSE}");
Sprite.LayerSetState(ReinforcedCornerLayers.SW, $"{_reinforcedStateBase}{(int) cornerSW}");
Sprite.LayerSetState(ReinforcedCornerLayers.NW, $"{_reinforcedStateBase}{(int) cornerNW}");
}
}
public enum ReinforcedCornerLayers : byte
{
SE,
NE,
NW,
SW,
}
}
}

View File

@@ -1,4 +1,4 @@
using Content.Shared.Wall;
using Content.Shared.Wall;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
@@ -26,14 +26,16 @@ namespace Content.Client.Wall
var entities = IoCManager.Resolve<IEntityManager>();
if (!entities.TryGetComponent(entity, out ISpriteComponent? sprite)) return;
var index = sprite.LayerMapReserveBlank(ReinforcedWallVisualLayers.Deconstruction);
if (stage < 0)
{
sprite.LayerSetVisible(ReinforcedWallVisualLayers.Deconstruction, false);
sprite.LayerSetVisible(index, false);
return;
}
sprite.LayerSetVisible(ReinforcedWallVisualLayers.Deconstruction, true);
sprite.LayerSetState(ReinforcedWallVisualLayers.Deconstruction, $"reinf_construct-{stage}");
sprite.LayerSetVisible(index, true);
sprite.LayerSetState(index, $"reinf_construct-{stage}");
}
}

View File

@@ -6,7 +6,6 @@ namespace Content.Server.Entry
public static string[] List => new [] {
"ConstructionGhost",
"IconSmooth",
"ReinforcedWall",
"StasisBedVisuals",
"InteractionOutline",
"MeleeWeaponArcAnimation",

View File

@@ -360,10 +360,9 @@
node: girder
- !type:DoActsBehavior
acts: ["Destruction"]
- type: ReinforcedWall
- type: IconSmooth
key: walls
base: solid
reinforcedBase: reinf_over
base: reinf_over
- type: Appearance
visuals:
- type: ReinforcedWallVisualizer