Eris low walls & windows.
Still needs work blocked by better entity parenting, but oh well.
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@@ -1,9 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.GameObjects.Components.IconSmoothing;
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using JetBrains.Annotations;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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@@ -132,157 +130,10 @@ namespace Content.Client.GameObjects.EntitySystems
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return;
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}
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var sprite = smoothing.Sprite;
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var snapGrid = smoothing.SnapGrid;
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switch (smoothing.Mode)
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{
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case IconSmoothingMode.Corners:
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_calculateNewSpriteCorers(smoothing, snapGrid, sprite);
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break;
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case IconSmoothingMode.CardinalFlags:
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_calculateNewSpriteCardinal(smoothing, snapGrid, sprite);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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smoothing.CalculateNewSprite();
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smoothing.UpdateGeneration = _generation;
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}
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private static void _calculateNewSpriteCardinal(IconSmoothComponent smoothing, SnapGridComponent snapGrid,
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ISpriteComponent sprite)
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{
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var dirs = CardinalConnectDirs.None;
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if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.North)))
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dirs |= CardinalConnectDirs.North;
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if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.South)))
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dirs |= CardinalConnectDirs.South;
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if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.East)))
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dirs |= CardinalConnectDirs.East;
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if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.West)))
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dirs |= CardinalConnectDirs.West;
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sprite.LayerSetState(0, $"{smoothing.StateBase}{(int) dirs}");
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}
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private static void _calculateNewSpriteCorers(IconSmoothComponent smoothing, SnapGridComponent snapGrid,
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ISpriteComponent sprite)
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{
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var n = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.North));
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var ne = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.NorthEast));
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var e = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.East));
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var se = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.SouthEast));
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var s = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.South));
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var sw = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.SouthWest));
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var w = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.West));
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var nw = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.NorthWest));
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// ReSharper disable InconsistentNaming
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var cornerNE = CornerFill.None;
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var cornerSE = CornerFill.None;
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var cornerSW = CornerFill.None;
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var cornerNW = CornerFill.None;
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// ReSharper restore InconsistentNaming
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if (n)
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{
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cornerNE |= CornerFill.CounterClockwise;
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cornerNW |= CornerFill.Clockwise;
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}
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if (ne)
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{
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cornerNE |= CornerFill.Diagonal;
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}
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if (e)
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{
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cornerNE |= CornerFill.Clockwise;
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cornerSE |= CornerFill.CounterClockwise;
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}
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if (se)
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{
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cornerSE |= CornerFill.Diagonal;
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}
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if (s)
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{
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cornerSE |= CornerFill.Clockwise;
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cornerSW |= CornerFill.CounterClockwise;
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}
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if (sw)
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{
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cornerSW |= CornerFill.Diagonal;
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}
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if (w)
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{
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cornerSW |= CornerFill.Clockwise;
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cornerNW |= CornerFill.CounterClockwise;
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}
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if (nw)
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{
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cornerNW |= CornerFill.Diagonal;
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}
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sprite.LayerSetState(IconSmoothComponent.CornerLayers.NE, $"{smoothing.StateBase}{(int) cornerNE}");
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sprite.LayerSetState(IconSmoothComponent.CornerLayers.SE, $"{smoothing.StateBase}{(int) cornerSE}");
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sprite.LayerSetState(IconSmoothComponent.CornerLayers.SW, $"{smoothing.StateBase}{(int) cornerSW}");
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sprite.LayerSetState(IconSmoothComponent.CornerLayers.NW, $"{smoothing.StateBase}{(int) cornerNW}");
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}
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[System.Diagnostics.Contracts.Pure]
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private static bool MatchingEntity(IconSmoothComponent source, IEnumerable<IEntity> candidates)
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{
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foreach (var entity in candidates)
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{
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if (!entity.TryGetComponent(out IconSmoothComponent other))
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{
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return false;
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}
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if (other.SmoothKey == source.SmoothKey)
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{
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return true;
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}
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}
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return false;
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}
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[Flags]
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private enum CardinalConnectDirs : byte
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{
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None = 0,
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North = 1,
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South = 2,
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East = 4,
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West = 8
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}
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[Flags]
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private enum CornerFill : byte
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{
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// These values are pulled from Baystation12.
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// I'm too lazy to convert the state names.
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None = 0,
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// The cardinal tile counter-clockwise of this corner is filled.
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CounterClockwise = 1,
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// The diagonal tile in the direction of this corner.
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Diagonal = 2,
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// The cardinal tile clockwise of this corner is filled.
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Clockwise = 4,
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}
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}
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/// <summary>
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