Cleanup redundant SpriteSystem dependencies in VisualizerSystems (#37758)
Cleanup redundant SpriteSystem dependencies in VisualizerSystems
This commit is contained in:
@@ -27,7 +27,6 @@ namespace Content.Client.Damage;
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public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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@@ -229,7 +228,7 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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// the layer key just doesn't exist, we skip it.
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foreach (var key in damageVisComp.TargetLayers)
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{
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if (!_sprite.LayerMapTryGet((entity, spriteComponent), key, out var index, false))
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if (!SpriteSystem.LayerMapTryGet((entity, spriteComponent), key, out var index, false))
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{
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Log.Warning($"Layer at key {key} was invalid for entity {entity}.");
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continue;
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@@ -254,7 +253,7 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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foreach (var layer in damageVisComp.TargetLayerMapKeys)
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{
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var layerCount = spriteComponent.AllLayers.Count();
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var index = _sprite.LayerMapGet((entity, spriteComponent), layer);
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var index = SpriteSystem.LayerMapGet((entity, spriteComponent), layer);
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// var layerState = spriteComponent.LayerGetState(index).ToString()!;
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if (index + 1 != layerCount)
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@@ -325,17 +324,17 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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/// </summary>
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private void AddDamageLayerToSprite(Entity<SpriteComponent?> spriteEnt, DamageVisualizerSprite sprite, string state, string mapKey, int? index = null)
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{
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var newLayer = _sprite.AddLayer(
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var newLayer = SpriteSystem.AddLayer(
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spriteEnt,
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new SpriteSpecifier.Rsi(
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new(sprite.Sprite), state
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),
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index
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);
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_sprite.LayerMapSet(spriteEnt, mapKey, newLayer);
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SpriteSystem.LayerMapSet(spriteEnt, mapKey, newLayer);
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if (sprite.Color != null)
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_sprite.LayerSetColor(spriteEnt, newLayer, Color.FromHex(sprite.Color));
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_sprite.LayerSetVisible(spriteEnt, newLayer, false);
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SpriteSystem.LayerSetColor(spriteEnt, newLayer, Color.FromHex(sprite.Color));
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SpriteSystem.LayerSetVisible(spriteEnt, newLayer, false);
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}
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protected override void OnAppearanceChange(EntityUid uid, DamageVisualsComponent damageVisComp, ref AppearanceChangeEvent args)
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@@ -410,7 +409,7 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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damageVisComp.DisabledLayers[layer] = disabled;
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if (damageVisComp.TrackAllDamage)
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{
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_sprite.LayerSetVisible((uid, spriteComponent), $"{layer}trackDamage", !disabled);
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SpriteSystem.LayerSetVisible((uid, spriteComponent), $"{layer}trackDamage", !disabled);
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continue;
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}
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@@ -419,7 +418,7 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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foreach (var damageGroup in damageVisComp.DamageOverlayGroups.Keys)
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{
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_sprite.LayerSetVisible((uid, spriteComponent), $"{layer}{damageGroup}", !disabled);
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SpriteSystem.LayerSetVisible((uid, spriteComponent), $"{layer}{damageGroup}", !disabled);
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}
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}
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}
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@@ -462,20 +461,20 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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private void ReorderOverlaySprite(Entity<SpriteComponent> spriteEnt, DamageVisualsComponent damageVisComp, DamageVisualizerSprite sprite, string key, string statePrefix, FixedPoint2 threshold)
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{
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_sprite.LayerMapTryGet(spriteEnt.AsNullable(), key, out var spriteLayer, false);
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SpriteSystem.LayerMapTryGet(spriteEnt.AsNullable(), key, out var spriteLayer, false);
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var visibility = spriteEnt.Comp[spriteLayer].Visible;
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_sprite.RemoveLayer(spriteEnt.AsNullable(), spriteLayer);
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SpriteSystem.RemoveLayer(spriteEnt.AsNullable(), spriteLayer);
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if (threshold == FixedPoint2.Zero) // these should automatically be invisible
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threshold = damageVisComp.Thresholds[1];
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spriteLayer = _sprite.AddLayer(
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spriteLayer = SpriteSystem.AddLayer(
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spriteEnt.AsNullable(),
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new SpriteSpecifier.Rsi(
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new(sprite.Sprite),
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$"{statePrefix}_{threshold}"
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),
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spriteLayer);
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_sprite.LayerMapSet(spriteEnt.AsNullable(), key, spriteLayer);
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_sprite.LayerSetVisible(spriteEnt.AsNullable(), spriteLayer, visibility);
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SpriteSystem.LayerMapSet(spriteEnt.AsNullable(), key, spriteLayer);
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SpriteSystem.LayerSetVisible(spriteEnt.AsNullable(), spriteLayer, visibility);
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// this is somewhat iffy since it constantly reallocates
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damageVisComp.TopMostLayerKey = key;
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}
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@@ -610,7 +609,7 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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if (!damageVisComp.DisabledLayers[layerMapKey])
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{
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var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
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_sprite.LayerMapTryGet(spriteEnt.AsNullable(), $"{layerMapKey}trackDamage", out var spriteLayer, false);
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SpriteSystem.LayerMapTryGet(spriteEnt.AsNullable(), $"{layerMapKey}trackDamage", out var spriteLayer, false);
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UpdateDamageLayerState(spriteEnt,
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spriteLayer,
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@@ -621,7 +620,7 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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else if (!damageVisComp.Overlay)
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{
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var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
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_sprite.LayerMapTryGet(spriteEnt.AsNullable(), $"{layerMapKey}", out var spriteLayer, false);
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SpriteSystem.LayerMapTryGet(spriteEnt.AsNullable(), $"{layerMapKey}", out var spriteLayer, false);
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UpdateDamageLayerState(spriteEnt,
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spriteLayer,
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@@ -643,7 +642,7 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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if (damageVisComp.DamageOverlayGroups.ContainsKey(damageGroup) && !damageVisComp.DisabledLayers[layerMapKey])
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{
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var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
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_sprite.LayerMapTryGet((entity, spriteComponent), $"{layerMapKey}{damageGroup}", out var spriteLayer, false);
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SpriteSystem.LayerMapTryGet((entity, spriteComponent), $"{layerMapKey}{damageGroup}", out var spriteLayer, false);
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UpdateDamageLayerState(
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(entity, spriteComponent),
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@@ -655,7 +654,7 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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else if (!damageVisComp.Overlay)
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{
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var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
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_sprite.LayerMapTryGet((entity, spriteComponent), $"{layerMapKey}", out var spriteLayer, false);
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SpriteSystem.LayerMapTryGet((entity, spriteComponent), $"{layerMapKey}", out var spriteLayer, false);
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UpdateDamageLayerState(
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(entity, spriteComponent),
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@@ -670,7 +669,7 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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/// </summary>
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private void UpdateOverlay(Entity<SpriteComponent> spriteEnt, FixedPoint2 threshold)
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{
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_sprite.LayerMapTryGet(spriteEnt.AsNullable(), $"DamageOverlay", out var spriteLayer, false);
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SpriteSystem.LayerMapTryGet(spriteEnt.AsNullable(), $"DamageOverlay", out var spriteLayer, false);
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UpdateDamageLayerState(spriteEnt,
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spriteLayer,
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@@ -690,7 +689,7 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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{
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if (damageVisComp.DamageOverlayGroups.ContainsKey(damageGroup))
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{
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_sprite.LayerMapTryGet((entity, spriteComponent), $"DamageOverlay{damageGroup}", out var spriteLayer, false);
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SpriteSystem.LayerMapTryGet((entity, spriteComponent), $"DamageOverlay{damageGroup}", out var spriteLayer, false);
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UpdateDamageLayerState(
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(entity, spriteComponent),
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@@ -711,15 +710,15 @@ public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponen
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{
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if (threshold == 0)
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{
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_sprite.LayerSetVisible(spriteEnt.AsNullable(), spriteLayer, false);
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SpriteSystem.LayerSetVisible(spriteEnt.AsNullable(), spriteLayer, false);
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}
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else
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{
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if (!spriteEnt.Comp[spriteLayer].Visible)
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{
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_sprite.LayerSetVisible(spriteEnt.AsNullable(), spriteLayer, true);
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SpriteSystem.LayerSetVisible(spriteEnt.AsNullable(), spriteLayer, true);
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}
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_sprite.LayerSetRsiState(spriteEnt.AsNullable(), spriteLayer, $"{statePrefix}_{threshold}");
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SpriteSystem.LayerSetRsiState(spriteEnt.AsNullable(), spriteLayer, $"{statePrefix}_{threshold}");
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}
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}
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}
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