Files
tbd-station-14/Content.Client/GameObjects/Components/IconSmoothing/IconSmoothComponent.cs
2019-04-15 21:11:38 -06:00

136 lines
4.9 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Client.GameObjects.EntitySystems;
using JetBrains.Annotations;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using static Robust.Client.GameObjects.SpriteComponent;
namespace Content.Client.GameObjects.Components.IconSmoothing
{
// TODO: Potential improvements:
// Defer updating of these.
// Get told by somebody to use a loop.
/// <summary>
/// Makes sprites of other grid-aligned entities like us connect.
/// </summary>
/// <remarks>
/// The system is based on Baystation12's smoothwalling, and thus will work with those.
/// To use, set <c>base</c> equal to the prefix of the corner states in the sprite base RSI.
/// Any objects with the same <c>key</c> will connect.
/// </remarks>
public sealed class IconSmoothComponent : Component
{
private string _smoothKey;
private string _stateBase;
private IconSmoothingMode _mode;
public override string Name => "IconSmooth";
internal ISpriteComponent Sprite { get; private set; }
internal SnapGridComponent SnapGrid { get; private set; }
private (GridId, MapIndices) _lastPosition;
/// <summary>
/// We will smooth with other objects with the same key.
/// </summary>
public string SmoothKey => _smoothKey;
/// <summary>
/// Prepended to the RSI state.
/// </summary>
public string StateBase => _stateBase;
/// <summary>
/// Mode that controls how the icon should be selected.
/// </summary>
public IconSmoothingMode Mode => _mode;
/// <summary>
/// Used by <see cref="IconSmoothSystem"/> to reduce redundant updates.
/// </summary>
internal int UpdateGeneration { get; set; }
public override void Initialize()
{
base.Initialize();
SnapGrid = Owner.GetComponent<SnapGridComponent>();
Sprite = Owner.GetComponent<ISpriteComponent>();
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataFieldCached(ref _stateBase, "base", "");
serializer.DataFieldCached(ref _smoothKey, "key", null);
serializer.DataFieldCached(ref _mode, "mode", IconSmoothingMode.Corners);
}
public override void Startup()
{
base.Startup();
SnapGrid.OnPositionChanged += SnapGridOnPositionChanged;
Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(null, SnapGrid.Offset, Mode));
var state0 = $"{StateBase}0";
if (Mode == IconSmoothingMode.Corners)
{
Sprite.LayerMapSet(CornerLayers.SE, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.SE, DirectionOffset.None);
Sprite.LayerMapSet(CornerLayers.NE, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.NE, DirectionOffset.CounterClockwise);
Sprite.LayerMapSet(CornerLayers.NW, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.NW, DirectionOffset.Flip);
Sprite.LayerMapSet(CornerLayers.SW, Sprite.AddLayerState(state0));
Sprite.LayerSetDirOffset(CornerLayers.SW, DirectionOffset.Clockwise);
}
}
public override void Shutdown()
{
SnapGrid.OnPositionChanged -= SnapGridOnPositionChanged;
Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(_lastPosition, SnapGrid.Offset, Mode));
base.Shutdown();
}
private void SnapGridOnPositionChanged()
{
Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(_lastPosition, SnapGrid.Offset, Mode));
_lastPosition = (Owner.Transform.GridID, SnapGrid.Position);
}
[SuppressMessage("ReSharper", "InconsistentNaming")]
public enum CornerLayers
{
SE,
NE,
NW,
SW,
}
}
/// <summary>
/// Controls the mode with which icon smoothing is calculated.
/// </summary>
[PublicAPI]
public enum IconSmoothingMode
{
/// <summary>
/// Each icon is made up of 4 corners, each of which can get a different state depending on
/// adjacent entities clockwise, counter-clockwise and diagonal with the corner.
/// </summary>
Corners,
/// <summary>
/// There are 16 icons, only one of which is used at once.
/// The icon selected is a bit field made up of the cardinal direction flags that have adjacent entities.
/// </summary>
CardinalFlags,
}
}