Station AI overlay (#31335)

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metalgearsloth
2024-08-23 15:13:47 +10:00
committed by GitHub
parent 2ce425603c
commit f7e08ec343
9 changed files with 768 additions and 0 deletions

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@@ -0,0 +1,119 @@
using System.Numerics;
using Content.Shared.Silicons.StationAi;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
namespace Content.Client.Silicons.StationAi;
public sealed class StationAiOverlay : Overlay
{
[Dependency] private readonly IClyde _clyde = default!;
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly HashSet<Vector2i> _visibleTiles = new();
private IRenderTexture? _staticTexture;
private IRenderTexture? _stencilTexture;
public StationAiOverlay()
{
IoCManager.InjectDependencies(this);
}
protected override void Draw(in OverlayDrawArgs args)
{
if (_stencilTexture?.Texture.Size != args.Viewport.Size)
{
_staticTexture?.Dispose();
_stencilTexture?.Dispose();
_stencilTexture = _clyde.CreateRenderTarget(args.Viewport.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "station-ai-stencil");
_staticTexture = _clyde.CreateRenderTarget(args.Viewport.Size,
new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb),
name: "station-ai-static");
}
var worldHandle = args.WorldHandle;
var worldBounds = args.WorldBounds;
var playerEnt = _player.LocalEntity;
_entManager.TryGetComponent(playerEnt, out TransformComponent? playerXform);
var gridUid = playerXform?.GridUid ?? EntityUid.Invalid;
_entManager.TryGetComponent(gridUid, out MapGridComponent? grid);
var invMatrix = args.Viewport.GetWorldToLocalMatrix();
if (grid != null)
{
// TODO: Pass in attached entity's grid.
// TODO: Credit OD on the moved to code
// TODO: Call the moved-to code here.
_visibleTiles.Clear();
var lookups = _entManager.System<EntityLookupSystem>();
var xforms = _entManager.System<SharedTransformSystem>();
_entManager.System<StationAiVisionSystem>().GetView((gridUid, grid), worldBounds, _visibleTiles);
var gridMatrix = xforms.GetWorldMatrix(gridUid);
var matty = Matrix3x2.Multiply(gridMatrix, invMatrix);
// Draw visible tiles to stencil
worldHandle.RenderInRenderTarget(_stencilTexture!, () =>
{
worldHandle.SetTransform(matty);
foreach (var tile in _visibleTiles)
{
var aabb = lookups.GetLocalBounds(tile, grid.TileSize);
worldHandle.DrawRect(aabb, Color.White);
}
},
Color.Transparent);
// Once this is gucci optimise rendering.
worldHandle.RenderInRenderTarget(_staticTexture!,
() =>
{
worldHandle.SetTransform(invMatrix);
var shader = _proto.Index<ShaderPrototype>("CameraStatic").Instance();
worldHandle.UseShader(shader);
worldHandle.DrawRect(worldBounds, Color.White);
},
Color.Black);
}
// Not on a grid
else
{
worldHandle.RenderInRenderTarget(_stencilTexture!, () =>
{
},
Color.Transparent);
worldHandle.RenderInRenderTarget(_staticTexture!,
() =>
{
worldHandle.SetTransform(Matrix3x2.Identity);
worldHandle.DrawRect(worldBounds, Color.Black);
}, Color.Black);
}
// Use the lighting as a mask
worldHandle.UseShader(_proto.Index<ShaderPrototype>("StencilMask").Instance());
worldHandle.DrawTextureRect(_stencilTexture!.Texture, worldBounds);
// Draw the static
worldHandle.UseShader(_proto.Index<ShaderPrototype>("StencilDraw").Instance());
worldHandle.DrawTextureRect(_staticTexture!.Texture, worldBounds);
worldHandle.SetTransform(Matrix3x2.Identity);
worldHandle.UseShader(null);
}
}

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@@ -0,0 +1,80 @@
using Content.Shared.Silicons.StationAi;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;
namespace Content.Client.Silicons.StationAi;
public sealed partial class StationAiSystem : EntitySystem
{
[Dependency] private readonly IOverlayManager _overlayMgr = default!;
[Dependency] private readonly IPlayerManager _player = default!;
private StationAiOverlay? _overlay;
public override void Initialize()
{
base.Initialize();
// InitializeAirlock();
// InitializePowerToggle();
SubscribeLocalEvent<StationAiOverlayComponent, LocalPlayerAttachedEvent>(OnAiAttached);
SubscribeLocalEvent<StationAiOverlayComponent, LocalPlayerDetachedEvent>(OnAiDetached);
SubscribeLocalEvent<StationAiOverlayComponent, ComponentInit>(OnAiOverlayInit);
SubscribeLocalEvent<StationAiOverlayComponent, ComponentRemove>(OnAiOverlayRemove);
}
private void OnAiOverlayInit(Entity<StationAiOverlayComponent> ent, ref ComponentInit args)
{
var attachedEnt = _player.LocalEntity;
if (attachedEnt != ent.Owner)
return;
AddOverlay();
}
private void OnAiOverlayRemove(Entity<StationAiOverlayComponent> ent, ref ComponentRemove args)
{
var attachedEnt = _player.LocalEntity;
if (attachedEnt != ent.Owner)
return;
RemoveOverlay();
}
private void AddOverlay()
{
if (_overlay != null)
return;
_overlay = new StationAiOverlay();
_overlayMgr.AddOverlay(_overlay);
}
private void RemoveOverlay()
{
if (_overlay == null)
return;
_overlayMgr.RemoveOverlay(_overlay);
_overlay = null;
}
private void OnAiAttached(Entity<StationAiOverlayComponent> ent, ref LocalPlayerAttachedEvent args)
{
AddOverlay();
}
private void OnAiDetached(Entity<StationAiOverlayComponent> ent, ref LocalPlayerDetachedEvent args)
{
RemoveOverlay();
}
public override void Shutdown()
{
base.Shutdown();
_overlayMgr.RemoveOverlay<StationAiOverlay>();
}
}

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@@ -7,14 +7,17 @@ using Content.Client.UserInterface.Controls;
using Content.Client.UserInterface.Systems.DecalPlacer;
using Content.Client.UserInterface.Systems.Sandbox.Windows;
using Content.Shared.Input;
using Content.Shared.Silicons.StationAi;
using JetBrains.Annotations;
using Robust.Client.Console;
using Robust.Client.Debugging;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
using Robust.Client.UserInterface.Controllers.Implementations;
using Robust.Shared.Console;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Player;
@@ -27,10 +30,12 @@ namespace Content.Client.UserInterface.Systems.Sandbox;
[UsedImplicitly]
public sealed class SandboxUIController : UIController, IOnStateChanged<GameplayState>, IOnSystemChanged<SandboxSystem>
{
[Dependency] private readonly IConsoleHost _console = default!;
[Dependency] private readonly IEyeManager _eye = default!;
[Dependency] private readonly IInputManager _input = default!;
[Dependency] private readonly ILightManager _light = default!;
[Dependency] private readonly IClientAdminManager _admin = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[UISystemDependency] private readonly DebugPhysicsSystem _debugPhysics = default!;
[UISystemDependency] private readonly MarkerSystem _marker = default!;
@@ -116,6 +121,21 @@ public sealed class SandboxUIController : UIController, IOnStateChanged<Gameplay
_window.ShowMarkersButton.Pressed = _marker.MarkersVisible;
_window.ShowBbButton.Pressed = (_debugPhysics.Flags & PhysicsDebugFlags.Shapes) != 0x0;
_window.AiOverlayButton.OnPressed += args =>
{
var player = _player.LocalEntity;
if (player == null)
return;
var pnent = EntityManager.GetNetEntity(player.Value);
// Need NetworkedAddComponent but engine PR.
if (args.Button.Pressed)
_console.ExecuteCommand($"addcomp {pnent.Id} StationAiOverlay");
else
_console.ExecuteCommand($"rmcomp {pnent.Id} StationAiOverlay");
};
_window.RespawnButton.OnPressed += _ => _sandbox.Respawn();
_window.SpawnTilesButton.OnPressed += _ => TileSpawningController.ToggleWindow();
_window.SpawnEntitiesButton.OnPressed += _ => EntitySpawningController.ToggleWindow();

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@@ -4,6 +4,7 @@
Title="{Loc sandbox-window-title}"
Resizable="False">
<BoxContainer Orientation="Vertical" SeparationOverride="4">
<Button Name="AiOverlayButton" Access="Public" Text="{Loc sandbox-window-ai-overlay-button}" ToggleMode="True"/>
<Button Name="RespawnButton" Access="Public" Text="{Loc sandbox-window-respawn-button}"/>
<Button Name="SpawnEntitiesButton" Access="Public" Text="{Loc sandbox-window-spawn-entities-button}"/>
<Button Name="SpawnTilesButton" Access="Public" Text="{Loc sandbox-window-spawn-tiles-button}"/>

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@@ -0,0 +1,9 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Silicons.StationAi;
/// <summary>
/// Handles the static overlay for station AI.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class StationAiOverlayComponent : Component;

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@@ -0,0 +1,19 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Silicons.StationAi;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]//, Access(typeof(SharedStationAiSystem))]
public sealed partial class StationAiVisionComponent : Component
{
[DataField, AutoNetworkedField]
public bool Enabled = true;
[DataField, AutoNetworkedField]
public bool Occluded = true;
/// <summary>
/// Range in tiles
/// </summary>
[DataField, AutoNetworkedField]
public float Range = 7.5f;
}

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@@ -0,0 +1,518 @@
using Robust.Shared.Map.Components;
using Robust.Shared.Threading;
using Robust.Shared.Utility;
namespace Content.Shared.Silicons.StationAi;
public sealed class StationAiVisionSystem : EntitySystem
{
/*
* This class handles 2 things:
* 1. It handles general "what tiles are visible" line of sight checks.
* 2. It does single-tile lookups to tell if they're visible or not with support for a faster range-only path.
*/
[Dependency] private readonly IParallelManager _parallel = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedMapSystem _maps = default!;
[Dependency] private readonly SharedTransformSystem _xforms = default!;
private SeedJob _seedJob;
private ViewJob _job;
private readonly HashSet<Entity<OccluderComponent>> _occluders = new();
private readonly HashSet<Entity<StationAiVisionComponent>> _seeds = new();
private readonly HashSet<Vector2i> _viewportTiles = new();
// Dummy set
private readonly HashSet<Vector2i> _singleTiles = new();
// Occupied tiles per-run.
// For now it's only 1-grid supported but updating to TileRefs if required shouldn't be too hard.
private readonly HashSet<Vector2i> _opaque = new();
/// <summary>
/// Do we skip line of sight checks and just check vision ranges.
/// </summary>
private bool FastPath;
/// <summary>
/// Have we found the target tile if we're only checking for a single one.
/// </summary>
private bool TargetFound;
public override void Initialize()
{
base.Initialize();
_seedJob = new()
{
System = this,
};
_job = new ViewJob()
{
EntManager = EntityManager,
Maps = _maps,
System = this,
};
}
/// <summary>
/// Returns whether a tile is accessible based on vision.
/// </summary>
public bool IsAccessible(Entity<MapGridComponent> grid, Vector2i tile, float expansionSize = 8.5f, bool fastPath = false)
{
_viewportTiles.Clear();
_opaque.Clear();
_seeds.Clear();
_viewportTiles.Add(tile);
var localBounds = _lookup.GetLocalBounds(tile, grid.Comp.TileSize);
var expandedBounds = localBounds.Enlarged(expansionSize);
_seedJob.Grid = grid;
_seedJob.ExpandedBounds = expandedBounds;
_parallel.ProcessNow(_seedJob);
_job.Data.Clear();
FastPath = fastPath;
foreach (var seed in _seeds)
{
if (!seed.Comp.Enabled)
continue;
_job.Data.Add(seed);
}
if (_seeds.Count == 0)
return false;
// Skip occluders step if we're just doing range checks.
if (!fastPath)
{
var tileEnumerator = _maps.GetLocalTilesEnumerator(grid, grid, expandedBounds, ignoreEmpty: false);
// Get all other relevant tiles.
while (tileEnumerator.MoveNext(out var tileRef))
{
var tileBounds = _lookup.GetLocalBounds(tileRef.GridIndices, grid.Comp.TileSize).Enlarged(-0.05f);
_occluders.Clear();
_lookup.GetLocalEntitiesIntersecting(grid.Owner, tileBounds, _occluders, LookupFlags.Static);
if (_occluders.Count > 0)
{
_opaque.Add(tileRef.GridIndices);
}
}
}
for (var i = _job.Vis1.Count; i < _job.Data.Count; i++)
{
_job.Vis1.Add(new Dictionary<Vector2i, int>());
_job.Vis2.Add(new Dictionary<Vector2i, int>());
_job.SeedTiles.Add(new HashSet<Vector2i>());
_job.BoundaryTiles.Add(new HashSet<Vector2i>());
}
_job.TargetTile = tile;
TargetFound = false;
_singleTiles.Clear();
_job.Grid = grid;
_job.VisibleTiles = _singleTiles;
_parallel.ProcessNow(_job, _job.Data.Count);
return TargetFound;
}
/// <summary>
/// Gets a byond-equivalent for tiles in the specified worldAABB.
/// </summary>
/// <param name="expansionSize">How much to expand the bounds before to find vision intersecting it. Makes this the largest vision size + 1 tile.</param>
public void GetView(Entity<MapGridComponent> grid, Box2Rotated worldBounds, HashSet<Vector2i> visibleTiles, float expansionSize = 8.5f)
{
_viewportTiles.Clear();
_opaque.Clear();
_seeds.Clear();
var expandedBounds = worldBounds.Enlarged(expansionSize);
// TODO: Would be nice to be able to run this while running the other stuff.
_seedJob.Grid = grid;
var localAABB = _xforms.GetInvWorldMatrix(grid).TransformBox(expandedBounds);
_seedJob.ExpandedBounds = localAABB;
_parallel.ProcessNow(_seedJob);
_job.Data.Clear();
FastPath = false;
foreach (var seed in _seeds)
{
if (!seed.Comp.Enabled)
continue;
_job.Data.Add(seed);
}
if (_seeds.Count == 0)
return;
// Get viewport tiles
var tileEnumerator = _maps.GetLocalTilesEnumerator(grid, grid, localAABB, ignoreEmpty: false);
while (tileEnumerator.MoveNext(out var tileRef))
{
var tileBounds = _lookup.GetLocalBounds(tileRef.GridIndices, grid.Comp.TileSize).Enlarged(-0.05f);
_occluders.Clear();
_lookup.GetLocalEntitiesIntersecting(grid.Owner, tileBounds, _occluders, LookupFlags.Static);
if (_occluders.Count > 0)
{
_opaque.Add(tileRef.GridIndices);
}
_viewportTiles.Add(tileRef.GridIndices);
}
tileEnumerator = _maps.GetLocalTilesEnumerator(grid, grid, localAABB, ignoreEmpty: false);
// Get all other relevant tiles.
while (tileEnumerator.MoveNext(out var tileRef))
{
if (_viewportTiles.Contains(tileRef.GridIndices))
continue;
var tileBounds = _lookup.GetLocalBounds(tileRef.GridIndices, grid.Comp.TileSize).Enlarged(-0.05f);
_occluders.Clear();
_lookup.GetLocalEntitiesIntersecting(grid.Owner, tileBounds, _occluders, LookupFlags.Static);
if (_occluders.Count > 0)
{
_opaque.Add(tileRef.GridIndices);
}
}
// Wait for seed job here
for (var i = _job.Vis1.Count; i < _job.Data.Count; i++)
{
_job.Vis1.Add(new Dictionary<Vector2i, int>());
_job.Vis2.Add(new Dictionary<Vector2i, int>());
_job.SeedTiles.Add(new HashSet<Vector2i>());
_job.BoundaryTiles.Add(new HashSet<Vector2i>());
}
_job.TargetTile = null;
TargetFound = false;
_job.Grid = grid;
_job.VisibleTiles = visibleTiles;
_parallel.ProcessNow(_job, _job.Data.Count);
}
private int GetMaxDelta(Vector2i tile, Vector2i center)
{
var delta = tile - center;
return Math.Max(Math.Abs(delta.X), Math.Abs(delta.Y));
}
private int GetSumDelta(Vector2i tile, Vector2i center)
{
var delta = tile - center;
return Math.Abs(delta.X) + Math.Abs(delta.Y);
}
/// <summary>
/// Checks if any of a tile's neighbors are visible.
/// </summary>
private bool CheckNeighborsVis(
Dictionary<Vector2i, int> vis,
Vector2i index,
int d)
{
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
if (x == 0 && y == 0)
continue;
var neighbor = index + new Vector2i(x, y);
var neighborD = vis.GetValueOrDefault(neighbor);
if (neighborD == d)
return true;
}
}
return false;
}
/// Checks whether this tile fits the definition of a "corner"
/// </summary>
private bool IsCorner(
HashSet<Vector2i> tiles,
HashSet<Vector2i> blocked,
Dictionary<Vector2i, int> vis1,
Vector2i index,
Vector2i delta)
{
var diagonalIndex = index + delta;
if (!tiles.TryGetValue(diagonalIndex, out var diagonal))
return false;
var cardinal1 = new Vector2i(index.X, diagonal.Y);
var cardinal2 = new Vector2i(diagonal.X, index.Y);
return vis1.GetValueOrDefault(diagonal) != 0 &&
vis1.GetValueOrDefault(cardinal1) != 0 &&
vis1.GetValueOrDefault(cardinal2) != 0 &&
blocked.Contains(cardinal1) &&
blocked.Contains(cardinal2) &&
!blocked.Contains(diagonal);
}
/// <summary>
/// Gets the relevant vision seeds for later.
/// </summary>
private record struct SeedJob() : IRobustJob
{
public StationAiVisionSystem System;
public Entity<MapGridComponent> Grid;
public Box2 ExpandedBounds;
public void Execute()
{
System._lookup.GetLocalEntitiesIntersecting(Grid.Owner, ExpandedBounds, System._seeds);
}
}
private record struct ViewJob() : IParallelRobustJob
{
public int BatchSize => 1;
public IEntityManager EntManager;
public SharedMapSystem Maps;
public StationAiVisionSystem System;
public Entity<MapGridComponent> Grid;
public List<Entity<StationAiVisionComponent>> Data = new();
// If we're doing range-checks might be able to early out
public Vector2i? TargetTile;
public HashSet<Vector2i> VisibleTiles;
public readonly List<Dictionary<Vector2i, int>> Vis1 = new();
public readonly List<Dictionary<Vector2i, int>> Vis2 = new();
public readonly List<HashSet<Vector2i>> SeedTiles = new();
public readonly List<HashSet<Vector2i>> BoundaryTiles = new();
public void Execute(int index)
{
// If we're looking for a single tile then early-out if someone else has found it.
if (TargetTile != null)
{
lock (System)
{
if (System.TargetFound)
{
return;
}
}
}
var seed = Data[index];
var seedXform = EntManager.GetComponent<TransformComponent>(seed);
// Fastpath just get tiles in range.
// Either xray-vision or system is doing a quick-and-dirty check.
if (!seed.Comp.Occluded || System.FastPath)
{
var squircles = Maps.GetLocalTilesIntersecting(Grid.Owner,
Grid.Comp,
new Circle(System._xforms.GetWorldPosition(seedXform), seed.Comp.Range), ignoreEmpty: false);
// Try to find the target tile.
if (TargetTile != null)
{
foreach (var tile in squircles)
{
if (tile.GridIndices == TargetTile)
{
lock (System)
{
System.TargetFound = true;
}
return;
}
}
}
else
{
lock (VisibleTiles)
{
foreach (var tile in squircles)
{
VisibleTiles.Add(tile.GridIndices);
}
}
}
return;
}
// Code based upon https://github.com/OpenDreamProject/OpenDream/blob/c4a3828ccb997bf3722673620460ebb11b95ccdf/OpenDreamShared/Dream/ViewAlgorithm.cs
var range = seed.Comp.Range;
var vis1 = Vis1[index];
var vis2 = Vis2[index];
var seedTiles = SeedTiles[index];
var boundary = BoundaryTiles[index];
// Cleanup last run
vis1.Clear();
vis2.Clear();
seedTiles.Clear();
boundary.Clear();
var maxDepthMax = 0;
var sumDepthMax = 0;
var eyePos = Maps.GetTileRef(Grid.Owner, Grid, seedXform.Coordinates).GridIndices;
for (var x = Math.Floor(eyePos.X - range); x <= eyePos.X + range; x++)
{
for (var y = Math.Floor(eyePos.Y - range); y <= eyePos.Y + range; y++)
{
var tile = new Vector2i((int)x, (int)y);
var delta = tile - eyePos;
var xDelta = Math.Abs(delta.X);
var yDelta = Math.Abs(delta.Y);
var deltaSum = xDelta + yDelta;
maxDepthMax = Math.Max(maxDepthMax, Math.Max(xDelta, yDelta));
sumDepthMax = Math.Max(sumDepthMax, deltaSum);
seedTiles.Add(tile);
}
}
// Step 3, Diagonal shadow loop
for (var d = 0; d < maxDepthMax; d++)
{
foreach (var tile in seedTiles)
{
var maxDelta = System.GetMaxDelta(tile, eyePos);
if (maxDelta == d + 1 && System.CheckNeighborsVis(vis2, tile, d))
{
vis2[tile] = (System._opaque.Contains(tile) ? -1 : d + 1);
}
}
}
// Step 4, Straight shadow loop
for (var d = 0; d < sumDepthMax; d++)
{
foreach (var tile in seedTiles)
{
var sumDelta = System.GetSumDelta(tile, eyePos);
if (sumDelta == d + 1 && System.CheckNeighborsVis(vis1, tile, d))
{
if (System._opaque.Contains(tile))
{
vis1[tile] = -1;
}
else if (vis2.GetValueOrDefault(tile) != 0)
{
vis1[tile] = d + 1;
}
}
}
}
// Add the eye itself
vis1[eyePos] = 1;
// Step 6.
// Step 7.
// Step 8.
foreach (var tile in seedTiles)
{
vis2[tile] = vis1.GetValueOrDefault(tile, 0);
}
// Step 9
foreach (var tile in seedTiles)
{
if (!System._opaque.Contains(tile))
continue;
var tileVis1 = vis1.GetValueOrDefault(tile);
if (tileVis1 != 0)
continue;
if (System.IsCorner(seedTiles, System._opaque, vis1, tile, Vector2i.UpRight) ||
System.IsCorner(seedTiles, System._opaque, vis1, tile, Vector2i.UpLeft) ||
System.IsCorner(seedTiles, System._opaque, vis1, tile, Vector2i.DownLeft) ||
System.IsCorner(seedTiles, System._opaque, vis1, tile, Vector2i.DownRight))
{
boundary.Add(tile);
}
}
// Make all wall/corner tiles visible
foreach (var tile in boundary)
{
vis1[tile] = -1;
}
if (TargetTile != null)
{
if (vis2.TryGetValue(TargetTile.Value, out var tileVis2))
{
DebugTools.Assert(seedTiles.Contains(TargetTile.Value));
if (tileVis2 != 0)
{
lock (System)
{
System.TargetFound = true;
return;
}
}
}
}
else
{
// vis2 is what we care about for LOS.
foreach (var tile in seedTiles)
{
// If not in viewport don't care.
if (!System._viewportTiles.Contains(tile))
continue;
var tileVis2 = vis2.GetValueOrDefault(tile, 0);
if (tileVis2 != 0)
{
// No idea if it's better to do this inside or out.
lock (VisibleTiles)
{
VisibleTiles.Add(tile);
}
}
}
}
}
}
}

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@@ -1,4 +1,5 @@
sandbox-window-title = Sandbox Panel
sandbox-window-ai-overlay-button = AI Overlay
sandbox-window-respawn-button = Respawn
sandbox-window-spawn-entities-button = Spawn Entities
sandbox-window-spawn-tiles-button = Spawn Tiles

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@@ -4,6 +4,7 @@
name: camera
description: A surveillance camera. It's watching you. Kinda.
components:
- type: StationAiVision
- type: Clickable
- type: InteractionOutline
- type: Construction