Shuttle console + FTL rework (#24430)
* Add shuttle interior drawing back Just do it per-tile she'll be right, at least it's done with 1 draw call. * Revamp shuttle console * Bunch of cleanup work * Lables sortito * dok * Pixel alignment and colours * Fix a bunch of drawing bugs * Shuttle map drawing * Drawing fixes * Map parallax working finally * weh * Commit all my stuff * mic * deez * Update everything * Xamlify everything * uh * Rudimentary blocker range * My enemies have succeeded * Bunch of changes to FTL * Heaps of cleanup * Fix FTL bugs * FTL * weewoo * FTL fallback * wew * weh * Basic FTL working * FTL working * FTL destination fixes * a * Exclusion zones * Fix drawing / FTL * Beacons working * Coordinates drawing * Fix unknown map names * Dorks beginning * State + docking cleanup start * Basic dock drawing * Bunch of drawing fixes * Batching / color fixes * Cleanup and beacons support * weh * weh * Begin pings * First draft at map objects * Map fixup * Faster drawing * Fix perf + FTL * Cached drawing * Fix drawing * Best I got * strips * Back to lists but with caching * Final optimisation * Fix dock bounds * Docking work * stinker * kobolds * Btns * Docking vis working * Fix docking pre-vis * canasses * Helldivers 2 * a * Array life * Fix * Fix TODOs * liltenhead feature club * dorking * Merge artifacts * Last-minute touchup
This commit is contained in:
609
Content.Client/Shuttles/UI/ShuttleMapControl.xaml.cs
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609
Content.Client/Shuttles/UI/ShuttleMapControl.xaml.cs
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using System.Buffers;
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using System.Numerics;
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using Content.Client.Shuttles.Systems;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.UI.MapObjects;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Collections;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Shuttles.UI;
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[GenerateTypedNameReferences]
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public sealed partial class ShuttleMapControl : BaseShuttleControl
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IInputManager _inputs = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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private readonly ShuttleSystem _shuttles;
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private readonly SharedTransformSystem _xformSystem;
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protected override bool Draggable => true;
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public bool ShowBeacons = true;
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public MapId ViewingMap = MapId.Nullspace;
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private EntityUid? _shuttleEntity;
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private readonly Font _font;
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private readonly EntityQuery<PhysicsComponent> _physicsQuery;
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/// <summary>
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/// Toggles FTL mode on. This shows a pre-vis for FTLing a grid.
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/// </summary>
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public bool FtlMode;
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private Angle _ftlAngle;
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/// <summary>
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/// Are we currently in FTL.
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/// </summary>
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public bool InFtl;
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/// <summary>
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/// Raised when a request to FTL to a particular spot is raised.
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/// </summary>
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public event Action<MapCoordinates, Angle>? RequestFTL;
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public event Action<NetEntity, Angle>? RequestBeaconFTL;
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/// <summary>
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/// Set every draw to determine the beacons that are clickable for mouse events
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/// </summary>
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private List<IMapObject> _beacons = new();
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// Per frame data to avoid re-allocating
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private readonly List<IMapObject> _mapObjects = new();
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private readonly Dictionary<Color, List<Vector2>> _verts = new();
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private readonly Dictionary<Color, List<Vector2>> _edges = new();
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private readonly Dictionary<Color, List<(Vector2, string)>> _strings = new();
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private readonly List<ShuttleExclusionObject> _viewportExclusions = new();
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public ShuttleMapControl() : base(256f, 512f, 512f)
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{
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RobustXamlLoader.Load(this);
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_shuttles = EntManager.System<ShuttleSystem>();
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_xformSystem = EntManager.System<SharedTransformSystem>();
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var cache = IoCManager.Resolve<IResourceCache>();
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_physicsQuery = EntManager.GetEntityQuery<PhysicsComponent>();
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_font = new VectorFont(cache.GetResource<FontResource>("/EngineFonts/NotoSans/NotoSans-Regular.ttf"), 10);
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}
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public void SetMap(MapId mapId, Vector2 offset, bool recentering = false)
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{
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ViewingMap = mapId;
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TargetOffset = offset;
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Recentering = recentering;
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}
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public void SetShuttle(EntityUid? entity)
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{
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_shuttleEntity = entity;
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}
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protected override void MouseMove(GUIMouseMoveEventArgs args)
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{
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// No move for you.
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if (FtlMode)
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return;
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base.MouseMove(args);
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}
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protected override void KeyBindUp(GUIBoundKeyEventArgs args)
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{
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if (FtlMode && ViewingMap != MapId.Nullspace)
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{
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if (args.Function == EngineKeyFunctions.UIClick)
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{
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var mapUid = _mapManager.GetMapEntityId(ViewingMap);
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var beaconsOnly = EntManager.TryGetComponent(mapUid, out FTLDestinationComponent? destComp) &&
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destComp.BeaconsOnly;
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var mapTransform = Matrix3.CreateInverseTransform(Offset, Angle.Zero);
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if (beaconsOnly && TryGetBeacon(_beacons, mapTransform, args.RelativePosition, PixelRect, out var foundBeacon, out _))
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{
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RequestBeaconFTL?.Invoke(foundBeacon.Entity, _ftlAngle);
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}
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else
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{
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// We'll send the "adjusted" position and server will adjust it back when relevant.
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var mapCoords = new MapCoordinates(InverseMapPosition(args.RelativePosition), ViewingMap);
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RequestFTL?.Invoke(mapCoords, _ftlAngle);
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}
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}
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}
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base.KeyBindUp(args);
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}
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protected override void MouseWheel(GUIMouseWheelEventArgs args)
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{
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// Scroll handles FTL rotation if you're in FTL mode.
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if (FtlMode)
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{
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_ftlAngle += Angle.FromDegrees(15f) * args.Delta.Y;
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_ftlAngle = _ftlAngle.Reduced();
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return;
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}
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base.MouseWheel(args);
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}
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private void DrawParallax(DrawingHandleScreen handle)
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{
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if (!EntManager.TryGetComponent(_shuttleEntity, out TransformComponent? shuttleXform) || shuttleXform.MapUid == null)
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return;
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// TODO: Figure out how the fuck to make this common between the 3 slightly different parallax methods and move to parallaxsystem.
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// Draw background texture
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var tex = _shuttles.GetTexture(shuttleXform.MapUid.Value);
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// Size of the texture in world units.
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var size = tex.Size * MinimapScale * 1f;
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var position = ScalePosition(new Vector2(-Offset.X, Offset.Y));
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var slowness = 1f;
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// The "home" position is the effective origin of this layer.
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// Parallax shifting is relative to the home, and shifts away from the home and towards the Eye centre.
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// The effects of this are such that a slowness of 1 anchors the layer to the centre of the screen, while a slowness of 0 anchors the layer to the world.
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// (For values 0.0 to 1.0 this is in effect a lerp, but it's deliberately unclamped.)
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// The ParallaxAnchor adapts the parallax for station positioning and possibly map-specific tweaks.
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var home = Vector2.Zero;
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var scrolled = Vector2.Zero;
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// Origin - start with the parallax shift itself.
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var originBL = (position - home) * slowness + scrolled;
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// Place at the home.
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originBL += home;
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// Centre the image.
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originBL -= size / 2;
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// Remove offset so we can floor.
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var botLeft = new Vector2(0f, 0f);
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var topRight = botLeft + Size;
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var flooredBL = botLeft - originBL;
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// Floor to background size.
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flooredBL = (flooredBL / size).Floored() * size;
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// Re-offset.
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flooredBL += originBL;
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for (var x = flooredBL.X; x < topRight.X; x += size.X)
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{
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for (var y = flooredBL.Y; y < topRight.Y; y += size.Y)
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{
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handle.DrawTextureRect(tex, new UIBox2(x, y, x + size.X, y + size.Y));
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}
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}
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}
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/// <summary>
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/// Gets the map objects that intersect the viewport.
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/// </summary>
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/// <param name="mapObjects"></param>
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/// <returns></returns>
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private List<IMapObject> GetViewportMapObjects(Matrix3 matty, List<IMapObject> mapObjects)
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{
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var results = new List<IMapObject>();
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var viewBox = SizeBox.Scale(1.2f);
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foreach (var mapObj in mapObjects)
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{
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var mapCoords = _shuttles.GetMapCoordinates(mapObj);
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var relativePos = matty.Transform(mapCoords.Position);
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relativePos = relativePos with { Y = -relativePos.Y };
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var uiPosition = ScalePosition(relativePos);
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if (!viewBox.Contains(uiPosition.Floored()))
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continue;
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results.Add(mapObj);
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}
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return results;
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}
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protected override void Draw(DrawingHandleScreen handle)
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{
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base.Draw(handle);
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if (ViewingMap == MapId.Nullspace)
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return;
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var mapObjects = _mapObjects;
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DrawRecenter();
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if (InFtl || mapObjects.Count == 0)
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{
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DrawBacking(handle);
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DrawNoSignal(handle);
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return;
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}
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DrawParallax(handle);
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var viewedMapUid = _mapManager.GetMapEntityId(ViewingMap);
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var matty = Matrix3.CreateInverseTransform(Offset, Angle.Zero);
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var realTime = _timing.RealTime;
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var viewBox = new Box2(Offset - WorldRangeVector, Offset + WorldRangeVector);
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var viewportObjects = GetViewportMapObjects(matty, mapObjects);
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_viewportExclusions.Clear();
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// Draw our FTL range + no FTL zones
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// Do it up here because we want this layered below most things.
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if (FtlMode)
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{
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if (EntManager.TryGetComponent<TransformComponent>(_shuttleEntity, out var shuttleXform))
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{
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var gridUid = _shuttleEntity.Value;
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var gridPhysics = _physicsQuery.GetComponent(gridUid);
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var (gridPos, gridRot) = _xformSystem.GetWorldPositionRotation(shuttleXform);
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gridPos = Maps.GetGridPosition((gridUid, gridPhysics), gridPos, gridRot);
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var gridRelativePos = matty.Transform(gridPos);
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gridRelativePos = gridRelativePos with { Y = -gridRelativePos.Y };
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var gridUiPos = ScalePosition(gridRelativePos);
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var range = _shuttles.GetFTLRange(gridUid);
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range *= MinimapScale;
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handle.DrawCircle(gridUiPos, range, Color.Gold, filled: false);
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}
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}
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var exclusionColor = Color.Red;
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// Exclusions need a bumped range so we check all the ones on the map.
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foreach (var mapObj in mapObjects)
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{
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if (mapObj is not ShuttleExclusionObject exclusion)
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continue;
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// Check if it even intersects the viewport.
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var coords = EntManager.GetCoordinates(exclusion.Coordinates);
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var mapCoords = _xformSystem.ToMapCoordinates(coords);
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var enlargedBounds = viewBox.Enlarged(exclusion.Range);
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if (mapCoords.MapId != ViewingMap ||
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!enlargedBounds.Contains(mapCoords.Position))
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{
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continue;
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}
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var adjustedPos = matty.Transform(mapCoords.Position);
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var localPos = ScalePosition(adjustedPos with { Y = -adjustedPos.Y});
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handle.DrawCircle(localPos, exclusion.Range * MinimapScale, exclusionColor.WithAlpha(0.05f));
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handle.DrawCircle(localPos, exclusion.Range * MinimapScale, exclusionColor, filled: false);
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_viewportExclusions.Add(exclusion);
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}
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_verts.Clear();
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_edges.Clear();
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_strings.Clear();
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// Add beacons if relevant.
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var beaconsOnly = _shuttles.IsBeaconMap(viewedMapUid);
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var controlLocalBounds = PixelRect;
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_beacons.Clear();
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if (ShowBeacons)
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{
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var beaconColor = Color.AliceBlue;
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foreach (var (beaconName, coords, mapO) in GetBeacons(viewportObjects, matty, controlLocalBounds))
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{
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var localPos = matty.Transform(coords.Position);
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localPos = localPos with { Y = -localPos.Y };
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var beaconUiPos = ScalePosition(localPos);
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var mapObject = GetMapObject(localPos, Angle.Zero, scale: 0.75f, scalePosition: true);
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var existingVerts = _verts.GetOrNew(beaconColor);
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var existingEdges = _edges.GetOrNew(beaconColor);
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AddMapObject(existingEdges, existingVerts, mapObject);
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_beacons.Add(mapO);
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var existingStrings = _strings.GetOrNew(beaconColor);
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existingStrings.Add((beaconUiPos, beaconName));
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}
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}
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foreach (var mapObj in viewportObjects)
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{
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if (mapObj is not GridMapObject gridObj || !EntManager.TryGetComponent(gridObj.Entity, out MapGridComponent? mapGrid))
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continue;
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Entity<MapGridComponent> grid = (gridObj.Entity, mapGrid);
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IFFComponent? iffComp = null;
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// Rudimentary IFF for now, if IFF hiding on then we don't show on the map at all
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if (grid.Owner != _shuttleEntity &&
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EntManager.TryGetComponent(grid, out iffComp) &&
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(iffComp.Flags & (IFFFlags.Hide | IFFFlags.HideLabel)) != 0x0)
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{
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continue;
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}
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var gridColor = _shuttles.GetIFFColor(grid, self: _shuttleEntity == grid.Owner, component: iffComp);
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var existingVerts = _verts.GetOrNew(gridColor);
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var existingEdges = _edges.GetOrNew(gridColor);
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var gridPhysics = _physicsQuery.GetComponent(grid.Owner);
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var (gridPos, gridRot) = _xformSystem.GetWorldPositionRotation(grid.Owner);
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gridPos = Maps.GetGridPosition((grid, gridPhysics), gridPos, gridRot);
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var gridRelativePos = matty.Transform(gridPos);
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gridRelativePos = gridRelativePos with { Y = -gridRelativePos.Y };
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var gridUiPos = ScalePosition(gridRelativePos);
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var mapObject = GetMapObject(gridRelativePos, Angle.Zero, scalePosition: true);
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AddMapObject(existingEdges, existingVerts, mapObject);
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// Text
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// Force drawing it at this point.
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var iffText = _shuttles.GetIFFLabel(grid, self: true, component: iffComp);
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if (string.IsNullOrEmpty(iffText))
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continue;
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var existingStrings = _strings.GetOrNew(gridColor);
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existingStrings.Add((gridUiPos, iffText));
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}
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// Batch the colors whoopie
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// really only affects forks with lots of grids.
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foreach (var (color, sendVerts) in _verts)
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{
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handle.DrawPrimitives(DrawPrimitiveTopology.TriangleList, sendVerts, color.WithAlpha(0.05f));
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}
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foreach (var (color, sendEdges) in _edges)
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{
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handle.DrawPrimitives(DrawPrimitiveTopology.LineList, sendEdges, color);
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}
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foreach (var (color, sendStrings) in _strings)
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{
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var adjustedColor = Color.FromSrgb(color);
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foreach (var (gridUiPos, iffText) in sendStrings)
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{
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var textWidth = handle.GetDimensions(_font, iffText, UIScale);
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handle.DrawString(_font, gridUiPos + textWidth with { X = -textWidth.X / 2f }, iffText, adjustedColor);
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}
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}
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var mousePos = _inputs.MouseScreenPosition;
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var mouseLocalPos = GetLocalPosition(mousePos);
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// Draw dotted line from our own shuttle entity to mouse.
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if (FtlMode)
|
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{
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if (mousePos.Window != WindowId.Invalid)
|
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{
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// If mouse inbounds then draw it.
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if (_shuttleEntity != null && controlLocalBounds.Contains(mouseLocalPos.Floored()) &&
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EntManager.TryGetComponent(_shuttleEntity, out TransformComponent? shuttleXform) &&
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shuttleXform.MapID != MapId.Nullspace)
|
||||
{
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// If it's a beacon only map then snap the mouse to a nearby spot.
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ShuttleBeaconObject foundBeacon = default;
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|
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// Check for beacons around mouse and snap to that.
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if (beaconsOnly && TryGetBeacon(viewportObjects, matty, mouseLocalPos, controlLocalBounds, out foundBeacon, out var foundLocalPos))
|
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{
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mouseLocalPos = foundLocalPos;
|
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}
|
||||
|
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var grid = EntManager.GetComponent<MapGridComponent>(_shuttleEntity.Value);
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var (gridPos, gridRot) = _xformSystem.GetWorldPositionRotation(shuttleXform);
|
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gridPos = Maps.GetGridPosition(_shuttleEntity.Value, gridPos, gridRot);
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||||
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// do NOT apply LocalCenter operation here because it will be adjusted in FTLFree.
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var mouseMapPos = InverseMapPosition(mouseLocalPos);
|
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var ftlFree = (!beaconsOnly || foundBeacon != default) &&
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_shuttles.FTLFree(_shuttleEntity.Value, new EntityCoordinates(viewedMapUid, mouseMapPos), _ftlAngle, _viewportExclusions);
|
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var color = ftlFree ? Color.LimeGreen : Color.Magenta;
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||||
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var gridRelativePos = matty.Transform(gridPos);
|
||||
gridRelativePos = gridRelativePos with { Y = -gridRelativePos.Y };
|
||||
var gridUiPos = ScalePosition(gridRelativePos);
|
||||
|
||||
// Draw FTL buffer around the mouse.
|
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var ourFTLBuffer = _shuttles.GetFTLBufferRange(_shuttleEntity.Value, grid);
|
||||
ourFTLBuffer *= MinimapScale;
|
||||
handle.DrawCircle(mouseLocalPos, ourFTLBuffer, Color.Magenta.WithAlpha(0.01f));
|
||||
handle.DrawCircle(mouseLocalPos, ourFTLBuffer, Color.Magenta, filled: false);
|
||||
|
||||
// Draw line from our shuttle to target
|
||||
// Might need to clip the line if it's too far? But my brain wasn't working so F.
|
||||
handle.DrawDottedLine(gridUiPos, mouseLocalPos, color, (float) realTime.TotalSeconds * 30f);
|
||||
|
||||
// Draw shuttle pre-vis
|
||||
var mouseVerts = GetMapObject(mouseLocalPos, _ftlAngle, scale: MinimapScale);
|
||||
|
||||
handle.DrawPrimitives(DrawPrimitiveTopology.TriangleFan, mouseVerts.Span, color.WithAlpha(0.05f));
|
||||
handle.DrawPrimitives(DrawPrimitiveTopology.LineLoop, mouseVerts.Span, color);
|
||||
|
||||
// Draw a notch indicating direction.
|
||||
var ftlLength = GetMapObjectRadius() + 16f;
|
||||
var ftlEnd = mouseLocalPos + _ftlAngle.RotateVec(new Vector2(0f, -ftlLength));
|
||||
|
||||
handle.DrawLine(mouseLocalPos, ftlEnd, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the coordinates
|
||||
var mapOffset = MidPointVector;
|
||||
|
||||
if (mousePos.Window != WindowId.Invalid &&
|
||||
controlLocalBounds.Contains(mouseLocalPos.Floored()))
|
||||
{
|
||||
mapOffset = mouseLocalPos;
|
||||
}
|
||||
|
||||
mapOffset = InverseMapPosition(mapOffset);
|
||||
var coordsText = $"{mapOffset.X:0.0}, {mapOffset.Y:0.0}";
|
||||
DrawData(handle, coordsText);
|
||||
}
|
||||
|
||||
private void AddMapObject(List<Vector2> edges, List<Vector2> verts, ValueList<Vector2> mapObject)
|
||||
{
|
||||
var bottom = mapObject[0];
|
||||
var right = mapObject[1];
|
||||
var top = mapObject[2];
|
||||
var left = mapObject[3];
|
||||
|
||||
// Diamond interior
|
||||
verts.Add(bottom);
|
||||
verts.Add(right);
|
||||
verts.Add(top);
|
||||
|
||||
verts.Add(bottom);
|
||||
verts.Add(top);
|
||||
verts.Add(left);
|
||||
|
||||
// Diamond edges
|
||||
edges.Add(bottom);
|
||||
edges.Add(right);
|
||||
edges.Add(right);
|
||||
edges.Add(top);
|
||||
edges.Add(top);
|
||||
edges.Add(left);
|
||||
edges.Add(left);
|
||||
edges.Add(bottom);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the beacons that intersect the viewport.
|
||||
/// </summary>
|
||||
private IEnumerable<(string Beacon, MapCoordinates Coordinates, IMapObject MapObject)> GetBeacons(List<IMapObject> mapObjs, Matrix3 mapTransform, UIBox2i area)
|
||||
{
|
||||
foreach (var mapO in mapObjs)
|
||||
{
|
||||
if (mapO is not ShuttleBeaconObject beacon)
|
||||
continue;
|
||||
|
||||
var beaconCoords = EntManager.GetCoordinates(beacon.Coordinates).ToMap(EntManager, _xformSystem);
|
||||
var position = mapTransform.Transform(beaconCoords.Position);
|
||||
var localPos = ScalePosition(position with {Y = -position.Y});
|
||||
|
||||
// If beacon not on screen then ignore it.
|
||||
if (!area.Contains(localPos.Floored()))
|
||||
continue;
|
||||
|
||||
yield return (beacon.Name, beaconCoords, mapO);
|
||||
}
|
||||
}
|
||||
|
||||
private float GetMapObjectRadius(float scale = 1f) => WorldRange / 40f * scale;
|
||||
|
||||
private ValueList<Vector2> GetMapObject(Vector2 localPos, Angle angle, float scale = 1f, bool scalePosition = false)
|
||||
{
|
||||
// Constant size diamonds
|
||||
var diamondRadius = GetMapObjectRadius();
|
||||
|
||||
var mapObj = new ValueList<Vector2>(4)
|
||||
{
|
||||
localPos + angle.RotateVec(new Vector2(0f, -2f * diamondRadius)) * scale,
|
||||
localPos + angle.RotateVec(new Vector2(diamondRadius, 0f)) * scale,
|
||||
localPos + angle.RotateVec(new Vector2(0f, 2f * diamondRadius)) * scale,
|
||||
localPos + angle.RotateVec(new Vector2(-diamondRadius, 0f)) * scale,
|
||||
};
|
||||
|
||||
if (scalePosition)
|
||||
{
|
||||
for (var i = 0; i < mapObj.Count; i++)
|
||||
{
|
||||
mapObj[i] = ScalePosition(mapObj[i]);
|
||||
}
|
||||
}
|
||||
|
||||
return mapObj;
|
||||
}
|
||||
|
||||
private bool TryGetBeacon(IEnumerable<IMapObject> mapObjects, Matrix3 mapTransform, Vector2 mousePos, UIBox2i area, out ShuttleBeaconObject foundBeacon, out Vector2 foundLocalPos)
|
||||
{
|
||||
// In pixels
|
||||
const float BeaconSnapRange = 32f;
|
||||
float nearestValue = float.MaxValue;
|
||||
foundLocalPos = Vector2.Zero;
|
||||
foundBeacon = default;
|
||||
|
||||
foreach (var mapObj in mapObjects)
|
||||
{
|
||||
if (mapObj is not ShuttleBeaconObject beaconObj)
|
||||
continue;
|
||||
|
||||
var beaconCoords = _xformSystem.ToMapCoordinates(EntManager.GetCoordinates(beaconObj.Coordinates));
|
||||
|
||||
if (beaconCoords.MapId != ViewingMap)
|
||||
continue;
|
||||
|
||||
// Invalid beacon?
|
||||
if (!_shuttles.CanFTLBeacon(beaconObj.Coordinates))
|
||||
continue;
|
||||
|
||||
var position = mapTransform.Transform(beaconCoords.Position);
|
||||
var localPos = ScalePosition(position with {Y = -position.Y});
|
||||
|
||||
// If beacon not on screen then ignore it.
|
||||
if (!area.Contains(localPos.Floored()))
|
||||
continue;
|
||||
|
||||
var distance = (localPos - mousePos).Length();
|
||||
|
||||
if (distance > BeaconSnapRange ||
|
||||
distance > nearestValue)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
foundLocalPos = localPos;
|
||||
nearestValue = distance;
|
||||
foundBeacon = beaconObj;
|
||||
}
|
||||
|
||||
return foundBeacon != default;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the map objects for the next draw.
|
||||
/// </summary>
|
||||
public void SetMapObjects(Dictionary<MapId, List<IMapObject>> mapObjects)
|
||||
{
|
||||
_mapObjects.Clear();
|
||||
|
||||
if (mapObjects.TryGetValue(ViewingMap, out var obbies))
|
||||
{
|
||||
_mapObjects.AddRange(obbies);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user