Fix smoothing error (#6352)
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@@ -24,7 +24,6 @@ namespace Content.Client.IconSmoothing
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{
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base.Initialize();
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SubscribeLocalEvent<IconSmoothDirtyEvent>(HandleDirtyEvent);
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SubscribeLocalEvent<IconSmoothComponent, AnchorStateChangedEvent>(HandleAnchorChanged);
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}
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@@ -46,54 +45,51 @@ namespace Content.Client.IconSmoothing
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}
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}
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private void HandleDirtyEvent(IconSmoothDirtyEvent ev)
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public void UpdateSmoothing(EntityUid uid, IconSmoothComponent? comp = null)
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{
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// Yes, we updates ALL smoothing entities surrounding us even if they would never smooth with us.
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// This is simpler to implement. If you want to optimize it be my guest.
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var senderEnt = ev.Sender;
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if (EntityManager.EntityExists(senderEnt) &&
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_mapManager.TryGetGrid(EntityManager.GetComponent<TransformComponent>(senderEnt).GridID, out var grid1) &&
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EntityManager.TryGetComponent(senderEnt, out IconSmoothComponent? iconSmooth)
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&& iconSmooth.Running)
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{
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var coords = EntityManager.GetComponent<TransformComponent>(senderEnt).Coordinates;
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if (!Resolve(uid, ref comp))
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return;
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_dirtyEntities.Enqueue(senderEnt);
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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(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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_dirtyEntities.Enqueue(uid);
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var transform = Transform(uid);
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Vector2i pos;
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if (transform.Anchored && _mapManager.TryGetGrid(transform.GridID, out var grid))
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{
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pos = grid.CoordinatesToTile(transform.Coordinates);
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}
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else
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{
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// Entity is no longer valid, update around the last position it was at.
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if (comp.LastPosition is not (GridId gridId, Vector2i oldPos))
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return;
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if (!_mapManager.TryGetGrid(gridId, out grid))
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return;
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pos = oldPos;
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}
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// Entity is no longer valid, update around the last position it was at.
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if (ev.LastPosition.HasValue && _mapManager.TryGetGrid(ev.LastPosition.Value.grid, out var grid))
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{
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var pos = ev.LastPosition.Value.pos;
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// Yes, we updates ALL smoothing entities surrounding us even if they would never smooth with us.
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// This is simpler to implement. If you want to optimize it be my guest.
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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.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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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 (comp.Mode == IconSmoothingMode.Corners)
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{
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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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private static void HandleAnchorChanged(EntityUid uid, IconSmoothComponent component, ref AnchorStateChangedEvent args)
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private void HandleAnchorChanged(EntityUid uid, IconSmoothComponent component, ref AnchorStateChangedEvent args)
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{
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component.AnchorStateChanged();
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UpdateSmoothing(uid, component);
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}
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private void AddValidEntities(IEnumerable<EntityUid> candidates)
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@@ -124,21 +120,4 @@ namespace Content.Client.IconSmoothing
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smoothing.UpdateGeneration = _generation;
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}
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}
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/// <summary>
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/// Event raised by a <see cref="IconSmoothComponent"/> when it needs to be recalculated.
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/// </summary>
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public sealed class IconSmoothDirtyEvent : EntityEventArgs
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{
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public IconSmoothDirtyEvent(EntityUid sender, (GridId grid, Vector2i pos)? lastPosition, IconSmoothingMode mode)
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{
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LastPosition = lastPosition;
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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 IconSmoothingMode Mode { get; }
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public EntityUid Sender { get; }
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}
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}
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