Re-organize all projects (#4166)
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155
Content.Client/IconSmoothing/IconSmoothSystem.cs
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155
Content.Client/IconSmoothing/IconSmoothSystem.cs
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Client.IconSmoothing
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{
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/// <summary>
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/// Entity system implementing the logic for <see cref="IconSmoothComponent"/>
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/// </summary>
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[UsedImplicitly]
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internal sealed class IconSmoothSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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private readonly Queue<EntityUid> _dirtyEntities = new();
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private int _generation;
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IconSmoothDirtyEvent>(HandleDirtyEvent);
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SubscribeLocalEvent<IconSmoothComponent, SnapGridPositionChangedEvent>(HandleSnapGridMove);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeLocalEvent<IconSmoothDirtyEvent>();
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UnsubscribeLocalEvent<IconSmoothComponent, SnapGridPositionChangedEvent>(HandleSnapGridMove);
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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if (_dirtyEntities.Count == 0)
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{
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return;
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}
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_generation += 1;
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// Performance: This could be spread over multiple updates, or made parallel.
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while (_dirtyEntities.Count > 0)
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{
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CalculateNewSprite(_dirtyEntities.Dequeue());
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}
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}
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private void HandleDirtyEvent(IconSmoothDirtyEvent ev)
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{
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// Yes, we updates ALL smoothing entities surrounding us even if they would never smooth with us.
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// This is simpler to implement. If you want to optimize it be my guest.
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var senderEnt = ev.Sender;
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if (senderEnt.IsValid() &&
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_mapManager.TryGetGrid(senderEnt.Transform.GridID, out var grid1) &&
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senderEnt.TryGetComponent(out IconSmoothComponent? iconSmooth)
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&& iconSmooth.Running)
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{
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var coords = senderEnt.Transform.Coordinates;
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_dirtyEntities.Enqueue(senderEnt.Uid);
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AddValidEntities(grid1.GetInDir(coords, Direction.North));
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AddValidEntities(grid1.GetInDir(coords, Direction.South));
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AddValidEntities(grid1.GetInDir(coords, Direction.East));
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AddValidEntities(grid1.GetInDir(coords, Direction.West));
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if (ev.Mode == IconSmoothingMode.Corners)
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{
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AddValidEntities(grid1.GetInDir(coords, Direction.NorthEast));
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AddValidEntities(grid1.GetInDir(coords, Direction.SouthEast));
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AddValidEntities(grid1.GetInDir(coords, Direction.SouthWest));
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AddValidEntities(grid1.GetInDir(coords, Direction.NorthWest));
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}
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}
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// Entity is no longer valid, update around the last position it was at.
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if (ev.LastPosition.HasValue && _mapManager.TryGetGrid(ev.LastPosition.Value.grid, out var grid))
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{
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var pos = ev.LastPosition.Value.pos;
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 0)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 0)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, 1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, -1)));
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if (ev.Mode == IconSmoothingMode.Corners)
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{
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, -1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 1)));
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AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, -1)));
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}
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}
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}
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private static void HandleSnapGridMove(EntityUid uid, IconSmoothComponent component, SnapGridPositionChangedEvent args)
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{
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component.SnapGridOnPositionChanged();
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}
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private void AddValidEntities(IEnumerable<EntityUid> candidates)
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{
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foreach (var entity in candidates)
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{
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if (ComponentManager.HasComponent<IconSmoothComponent>(entity))
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{
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_dirtyEntities.Enqueue(entity);
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}
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}
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}
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private void CalculateNewSprite(EntityUid euid)
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{
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// The generation check prevents updating an entity multiple times per tick.
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// As it stands now, it's totally possible for something to get queued twice.
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// Generation on the component is set after an update so we can cull updates that happened this generation.
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if (!EntityManager.EntityExists(euid)
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|| !ComponentManager.TryGetComponent(euid, out IconSmoothComponent? smoothing)
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|| smoothing.UpdateGeneration == _generation)
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{
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return;
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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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}
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/// <summary>
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/// Event raised by a <see cref="IconSmoothComponent"/> when it needs to be recalculated.
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/// </summary>
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public sealed class IconSmoothDirtyEvent : EntityEventArgs
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{
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public IconSmoothDirtyEvent(IEntity sender, (GridId grid, Vector2i pos)? lastPosition, IconSmoothingMode mode)
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{
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LastPosition = lastPosition;
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Mode = mode;
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Sender = sender;
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}
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public (GridId grid, Vector2i pos)? LastPosition { get; }
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public IconSmoothingMode Mode { get; }
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public IEntity Sender { get; }
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}
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}
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