Make crew monitor update blips at consistent rates (#32555)

This commit is contained in:
eoineoineoin
2025-01-27 17:37:35 +00:00
committed by GitHub
parent d1b2884028
commit b1f83fb707

View File

@@ -25,6 +25,7 @@ public sealed partial class CrewMonitoringWindow : FancyWindow
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private readonly SharedTransformSystem _transformSystem;
private readonly SpriteSystem _spriteSystem;
private NetEntity? _trackedEntity;
@@ -36,10 +37,10 @@ public sealed partial class CrewMonitoringWindow : FancyWindow
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
_transformSystem = _entManager.System<SharedTransformSystem>();
_spriteSystem = _entManager.System<SpriteSystem>();
NavMap.TrackedEntitySelectedAction += SetTrackedEntityFromNavMap;
}
public void Set(string stationName, EntityUid? mapUid)
@@ -290,7 +291,7 @@ public sealed partial class CrewMonitoringWindow : FancyWindow
{
NavMap.TrackedEntities.TryAdd(sensor.SuitSensorUid,
new NavMapBlip
(coordinates.Value,
(CoordinatesToLocal(coordinates.Value),
_blipTexture,
(_trackedEntity == null || sensor.SuitSensorUid == _trackedEntity) ? Color.LimeGreen : Color.LimeGreen * Color.DimGray,
sensor.SuitSensorUid == _trackedEntity));
@@ -356,7 +357,7 @@ public sealed partial class CrewMonitoringWindow : FancyWindow
if (NavMap.TrackedEntities.TryGetValue(castSensor.SuitSensorUid, out var data))
{
data = new NavMapBlip
(data.Coordinates,
(CoordinatesToLocal(data.Coordinates),
data.Texture,
(currTrackedEntity == null || castSensor.SuitSensorUid == currTrackedEntity) ? Color.LimeGreen : Color.LimeGreen * Color.DimGray,
castSensor.SuitSensorUid == currTrackedEntity);
@@ -421,6 +422,26 @@ public sealed partial class CrewMonitoringWindow : FancyWindow
return false;
}
/// <summary>
/// Converts the input coordinates to an EntityCoordinates which are in
/// reference to the grid that the map is displaying. This is a stylistic
/// choice; this window deliberately limits the rate that blips update,
/// but if the blip is attached to another grid which is moving, that
/// blip will move smoothly, unlike the others. By converting the
/// coordinates, we are back in control of the blip movement.
/// </summary>
private EntityCoordinates CoordinatesToLocal(EntityCoordinates refCoords)
{
if (NavMap.MapUid != null)
{
return _transformSystem.WithEntityId(refCoords, (EntityUid)NavMap.MapUid);
}
else
{
return refCoords;
}
}
private void ClearOutDatedData()
{
SensorsTable.RemoveAllChildren();