Adds a Visualizer for the Gravity Generator (#2277)
* Adds Visualizer to GravityGenerator * nullable * snake bad * -Reads layers from yaml -Reads sprite states from yaml * Fix GravityGridTest
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#nullable enable
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using Content.Shared.GameObjects.Components.Gravity;
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using Robust.Client.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Utility;
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using System;
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using System.Collections.Generic;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Gravity
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{
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public class GravityGeneratorVisualizer : AppearanceVisualizer
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{
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private Dictionary<GravityGeneratorStatus, string> _spriteMap = new Dictionary<GravityGeneratorStatus, string>();
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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if (!entity.TryGetComponent(out SpriteComponent? sprite))
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return;
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sprite.LayerMapReserveBlank(GravityGeneratorVisualLayers.Base);
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sprite.LayerMapReserveBlank(GravityGeneratorVisualLayers.Core);
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}
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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// Get Sprites for each status
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foreach (var status in (GravityGeneratorStatus[]) Enum.GetValues(typeof(GravityGeneratorStatus)))
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{
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if (node.TryGetNode(status.ToString().ToLower(), out var sprite))
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{
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_spriteMap[status] = sprite.AsString();
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}
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}
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<SpriteComponent>();
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if (component.TryGetData(GravityGeneratorVisuals.State, out GravityGeneratorStatus state))
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{
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if (_spriteMap.TryGetValue(state, out var spriteState))
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{
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var layer = sprite.LayerMapGet(GravityGeneratorVisualLayers.Base);
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sprite.LayerSetState(layer, spriteState);
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}
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}
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if (component.TryGetData(GravityGeneratorVisuals.CoreVisible, out bool visible))
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{
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var layer = sprite.LayerMapGet(GravityGeneratorVisualLayers.Core);
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sprite.LayerSetVisible(layer, visible);
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}
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}
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public enum GravityGeneratorVisualLayers
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{
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Base,
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Core
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}
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}
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}
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