* additionalKeys * Update lava.yml * Update Content.Client/IconSmoothing/IconSmoothComponent.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
543 lines
22 KiB
C#
543 lines
22 KiB
C#
using System.Numerics;
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using Content.Shared.IconSmoothing;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Map.Enumerators;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Content.Client.IconSmoothing
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{
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// TODO: just make this set appearance data?
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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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public sealed partial class IconSmoothSystem : EntitySystem
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{
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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private readonly Queue<EntityUid> _dirtyEntities = new();
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private readonly Queue<EntityUid> _anchorChangedEntities = new();
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private int _generation;
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public void SetEnabled(EntityUid uid, bool value, IconSmoothComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || value == component.Enabled)
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return;
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component.Enabled = value;
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DirtyNeighbours(uid, component);
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}
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public override void Initialize()
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{
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base.Initialize();
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InitializeEdge();
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SubscribeLocalEvent<IconSmoothComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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SubscribeLocalEvent<IconSmoothComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<IconSmoothComponent, ComponentStartup>(OnStartup);
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}
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private void OnStartup(EntityUid uid, IconSmoothComponent component, ComponentStartup args)
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{
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var xform = Transform(uid);
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if (xform.Anchored)
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{
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component.LastPosition = TryComp<MapGridComponent>(xform.GridUid, out var grid)
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? (xform.GridUid.Value, _mapSystem.TileIndicesFor(xform.GridUid.Value, grid, xform.Coordinates))
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: (null, new Vector2i(0, 0));
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DirtyNeighbours(uid, component);
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}
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if (component.Mode != IconSmoothingMode.Corners || !TryComp(uid, out SpriteComponent? sprite))
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return;
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SetCornerLayers(sprite, component);
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if (component.Shader != null)
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{
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sprite.LayerSetShader(CornerLayers.SE, component.Shader);
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sprite.LayerSetShader(CornerLayers.NE, component.Shader);
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sprite.LayerSetShader(CornerLayers.NW, component.Shader);
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sprite.LayerSetShader(CornerLayers.SW, component.Shader);
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}
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}
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public void SetStateBase(EntityUid uid, IconSmoothComponent component, string newState)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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component.StateBase = newState;
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SetCornerLayers(sprite, component);
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}
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private void SetCornerLayers(SpriteComponent sprite, IconSmoothComponent component)
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{
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sprite.LayerMapRemove(CornerLayers.SE);
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sprite.LayerMapRemove(CornerLayers.NE);
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sprite.LayerMapRemove(CornerLayers.NW);
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sprite.LayerMapRemove(CornerLayers.SW);
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var state0 = $"{component.StateBase}0";
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sprite.LayerMapSet(CornerLayers.SE, sprite.AddLayerState(state0));
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sprite.LayerSetDirOffset(CornerLayers.SE, DirectionOffset.None);
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sprite.LayerMapSet(CornerLayers.NE, sprite.AddLayerState(state0));
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sprite.LayerSetDirOffset(CornerLayers.NE, DirectionOffset.CounterClockwise);
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sprite.LayerMapSet(CornerLayers.NW, sprite.AddLayerState(state0));
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sprite.LayerSetDirOffset(CornerLayers.NW, DirectionOffset.Flip);
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sprite.LayerMapSet(CornerLayers.SW, sprite.AddLayerState(state0));
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sprite.LayerSetDirOffset(CornerLayers.SW, DirectionOffset.Clockwise);
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}
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private void OnShutdown(EntityUid uid, IconSmoothComponent component, ComponentShutdown args)
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{
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_dirtyEntities.Enqueue(uid);
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DirtyNeighbours(uid, component);
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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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var xformQuery = GetEntityQuery<TransformComponent>();
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var smoothQuery = GetEntityQuery<IconSmoothComponent>();
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// first process anchor state changes.
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while (_anchorChangedEntities.TryDequeue(out var uid))
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{
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if (!xformQuery.TryGetComponent(uid, out var xform))
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continue;
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if (xform.MapID == MapId.Nullspace)
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{
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// in null-space. Almost certainly because it left PVS. If something ever gets sent to null-space
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// for reasons other than this (or entity deletion), then maybe we still need to update ex-neighbor
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// smoothing here.
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continue;
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}
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DirtyNeighbours(uid, comp: null, xform, smoothQuery);
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}
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// Next, update actual sprites.
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if (_dirtyEntities.Count == 0)
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return;
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_generation += 1;
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var spriteQuery = GetEntityQuery<SpriteComponent>();
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// Performance: This could be spread over multiple updates, or made parallel.
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while (_dirtyEntities.TryDequeue(out var uid))
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{
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CalculateNewSprite(uid, spriteQuery, smoothQuery, xformQuery);
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}
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}
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public void DirtyNeighbours(EntityUid uid, IconSmoothComponent? comp = null, TransformComponent? transform = null, EntityQuery<IconSmoothComponent>? smoothQuery = null)
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{
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smoothQuery ??= GetEntityQuery<IconSmoothComponent>();
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if (!smoothQuery.Value.Resolve(uid, ref comp) || !comp.Running)
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return;
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_dirtyEntities.Enqueue(uid);
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if (!Resolve(uid, ref transform))
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return;
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Vector2i pos;
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EntityUid entityUid;
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if (transform.Anchored && TryComp<MapGridComponent>(transform.GridUid, out var grid))
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{
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entityUid = transform.GridUid.Value;
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pos = _mapSystem.CoordinatesToTile(transform.GridUid.Value, grid, transform.Coordinates);
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}
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else
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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 (comp.LastPosition is not (EntityUid gridId, Vector2i oldPos))
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return;
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if (!TryComp(gridId, out grid))
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return;
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entityUid = gridId;
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pos = oldPos;
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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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DirtyEntities(_mapSystem.GetAnchoredEntitiesEnumerator(entityUid, grid, pos + new Vector2i(1, 0)));
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DirtyEntities(_mapSystem.GetAnchoredEntitiesEnumerator(entityUid, grid, pos + new Vector2i(-1, 0)));
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DirtyEntities(_mapSystem.GetAnchoredEntitiesEnumerator(entityUid, grid, pos + new Vector2i(0, 1)));
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DirtyEntities(_mapSystem.GetAnchoredEntitiesEnumerator(entityUid, grid, pos + new Vector2i(0, -1)));
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if (comp.Mode is IconSmoothingMode.Corners or IconSmoothingMode.NoSprite or IconSmoothingMode.Diagonal)
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{
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DirtyEntities(_mapSystem.GetAnchoredEntitiesEnumerator(entityUid, grid, pos + new Vector2i(1, 1)));
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DirtyEntities(_mapSystem.GetAnchoredEntitiesEnumerator(entityUid, grid, pos + new Vector2i(-1, -1)));
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DirtyEntities(_mapSystem.GetAnchoredEntitiesEnumerator(entityUid, grid, pos + new Vector2i(-1, 1)));
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DirtyEntities(_mapSystem.GetAnchoredEntitiesEnumerator(entityUid, grid, pos + new Vector2i(1, -1)));
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}
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}
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private void DirtyEntities(AnchoredEntitiesEnumerator entities)
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{
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// Instead of doing HasComp -> Enqueue -> TryGetComp, we will just enqueue all entities. Generally when
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// dealing with walls neighboring anchored entities will also be walls, and in those instances that will
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// require one less component fetch/check.
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while (entities.MoveNext(out var entity))
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{
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_dirtyEntities.Enqueue(entity.Value);
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}
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}
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private void OnAnchorChanged(EntityUid uid, IconSmoothComponent component, ref AnchorStateChangedEvent args)
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{
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if (!args.Detaching)
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_anchorChangedEntities.Enqueue(uid);
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}
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private void CalculateNewSprite(EntityUid uid,
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EntityQuery<SpriteComponent> spriteQuery,
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EntityQuery<IconSmoothComponent> smoothQuery,
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EntityQuery<TransformComponent> xformQuery,
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IconSmoothComponent? smooth = null)
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{
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TransformComponent? xform;
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Entity<MapGridComponent>? gridEntity = null;
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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 (!smoothQuery.Resolve(uid, ref smooth, false)
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|| smooth.Mode == IconSmoothingMode.NoSprite
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|| smooth.UpdateGeneration == _generation
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|| !smooth.Enabled
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|| !smooth.Running)
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{
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if (smooth is { Enabled: true } &&
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TryComp<SmoothEdgeComponent>(uid, out var edge) &&
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xformQuery.TryGetComponent(uid, out xform))
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{
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var directions = DirectionFlag.None;
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if (TryComp(xform.GridUid, out MapGridComponent? grid))
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{
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var gridUid = xform.GridUid.Value;
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var pos = _mapSystem.TileIndicesFor(gridUid, grid, xform.Coordinates);
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gridEntity = (gridUid, grid);
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if (MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.North)), smoothQuery))
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directions |= DirectionFlag.North;
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if (MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.South)), smoothQuery))
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directions |= DirectionFlag.South;
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if (MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.East)), smoothQuery))
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directions |= DirectionFlag.East;
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if (MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.West)), smoothQuery))
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directions |= DirectionFlag.West;
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}
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CalculateEdge(uid, directions, component: edge);
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}
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return;
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}
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xform = xformQuery.GetComponent(uid);
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smooth.UpdateGeneration = _generation;
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if (!spriteQuery.TryGetComponent(uid, out var sprite))
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{
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Log.Error($"Encountered a icon-smoothing entity without a sprite: {ToPrettyString(uid)}");
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RemCompDeferred(uid, smooth);
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return;
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}
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var spriteEnt = (uid, sprite);
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if (xform.Anchored)
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{
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if (TryComp(xform.GridUid, out MapGridComponent? grid))
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{
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gridEntity = (xform.GridUid.Value, grid);
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}
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else
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{
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Log.Error($"Failed to calculate IconSmoothComponent sprite in {uid} because grid {xform.GridUid} was missing.");
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return;
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}
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}
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switch (smooth.Mode)
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{
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case IconSmoothingMode.Corners:
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CalculateNewSpriteCorners(gridEntity, smooth, spriteEnt, xform, smoothQuery);
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break;
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case IconSmoothingMode.CardinalFlags:
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CalculateNewSpriteCardinal(gridEntity, smooth, spriteEnt, xform, smoothQuery);
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break;
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case IconSmoothingMode.Diagonal:
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CalculateNewSpriteDiagonal(gridEntity, smooth, spriteEnt, xform, smoothQuery);
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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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}
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private void CalculateNewSpriteDiagonal(Entity<MapGridComponent>? gridEntity, IconSmoothComponent smooth,
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Entity<SpriteComponent> sprite, TransformComponent xform, EntityQuery<IconSmoothComponent> smoothQuery)
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{
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if (gridEntity == null)
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{
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sprite.Comp.LayerSetState(0, $"{smooth.StateBase}0");
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return;
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}
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var gridUid = gridEntity.Value.Owner;
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var grid = gridEntity.Value.Comp;
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var neighbors = new Vector2[]
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{
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new(1, 0),
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new(1, -1),
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new(0, -1),
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};
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var pos = _mapSystem.TileIndicesFor(gridUid, grid, xform.Coordinates);
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var rotation = xform.LocalRotation;
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var matching = true;
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for (var i = 0; i < neighbors.Length; i++)
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{
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var neighbor = (Vector2i)rotation.RotateVec(neighbors[i]);
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matching = matching && MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos + neighbor), smoothQuery);
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}
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if (matching)
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{
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sprite.Comp.LayerSetState(0, $"{smooth.StateBase}1");
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}
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else
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{
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sprite.Comp.LayerSetState(0, $"{smooth.StateBase}0");
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}
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}
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private void CalculateNewSpriteCardinal(Entity<MapGridComponent>? gridEntity, IconSmoothComponent smooth, Entity<SpriteComponent> sprite, TransformComponent xform, EntityQuery<IconSmoothComponent> smoothQuery)
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{
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var dirs = CardinalConnectDirs.None;
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if (gridEntity == null)
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{
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sprite.Comp.LayerSetState(0, $"{smooth.StateBase}{(int)dirs}");
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return;
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}
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var gridUid = gridEntity.Value.Owner;
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var grid = gridEntity.Value.Comp;
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var pos = _mapSystem.TileIndicesFor(gridUid, grid, xform.Coordinates);
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if (MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.North)), smoothQuery))
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dirs |= CardinalConnectDirs.North;
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if (MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.South)), smoothQuery))
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dirs |= CardinalConnectDirs.South;
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if (MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.East)), smoothQuery))
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dirs |= CardinalConnectDirs.East;
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if (MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.West)), smoothQuery))
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dirs |= CardinalConnectDirs.West;
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sprite.Comp.LayerSetState(0, $"{smooth.StateBase}{(int)dirs}");
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var directions = DirectionFlag.None;
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if ((dirs & CardinalConnectDirs.South) != 0x0)
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directions |= DirectionFlag.South;
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if ((dirs & CardinalConnectDirs.East) != 0x0)
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directions |= DirectionFlag.East;
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if ((dirs & CardinalConnectDirs.North) != 0x0)
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directions |= DirectionFlag.North;
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if ((dirs & CardinalConnectDirs.West) != 0x0)
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directions |= DirectionFlag.West;
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CalculateEdge(sprite, directions, sprite);
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}
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private bool MatchingEntity(IconSmoothComponent smooth, AnchoredEntitiesEnumerator candidates, EntityQuery<IconSmoothComponent> smoothQuery)
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{
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while (candidates.MoveNext(out var entity))
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{
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if (smoothQuery.TryGetComponent(entity, out var other) &&
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other.SmoothKey != null &&
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(other.SmoothKey == smooth.SmoothKey || smooth.AdditionalKeys.Contains(other.SmoothKey)) &&
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other.Enabled)
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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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private void CalculateNewSpriteCorners(Entity<MapGridComponent>? gridEntity, IconSmoothComponent smooth, Entity<SpriteComponent> spriteEnt, TransformComponent xform, EntityQuery<IconSmoothComponent> smoothQuery)
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{
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var (cornerNE, cornerNW, cornerSW, cornerSE) = gridEntity == null
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? (CornerFill.None, CornerFill.None, CornerFill.None, CornerFill.None)
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: CalculateCornerFill(gridEntity.Value, smooth, xform, smoothQuery);
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// TODO figure out a better way to set multiple sprite layers.
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// This will currently re-calculate the sprite bounding box 4 times.
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// It will also result in 4-8 sprite update events being raised when it only needs to be 1-2.
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// At the very least each event currently only queues a sprite for updating.
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// Oh god sprite component is a mess.
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var sprite = spriteEnt.Comp;
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sprite.LayerSetState(CornerLayers.NE, $"{smooth.StateBase}{(int)cornerNE}");
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sprite.LayerSetState(CornerLayers.SE, $"{smooth.StateBase}{(int)cornerSE}");
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sprite.LayerSetState(CornerLayers.SW, $"{smooth.StateBase}{(int)cornerSW}");
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sprite.LayerSetState(CornerLayers.NW, $"{smooth.StateBase}{(int)cornerNW}");
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var directions = DirectionFlag.None;
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if ((cornerSE & cornerSW) != CornerFill.None)
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directions |= DirectionFlag.South;
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if ((cornerSE & cornerNE) != CornerFill.None)
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directions |= DirectionFlag.East;
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if ((cornerNE & cornerNW) != CornerFill.None)
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directions |= DirectionFlag.North;
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if ((cornerNW & cornerSW) != CornerFill.None)
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directions |= DirectionFlag.West;
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CalculateEdge(spriteEnt, directions, sprite);
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}
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private (CornerFill ne, CornerFill nw, CornerFill sw, CornerFill se) CalculateCornerFill(Entity<MapGridComponent> gridEntity, IconSmoothComponent smooth, TransformComponent xform, EntityQuery<IconSmoothComponent> smoothQuery)
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{
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var gridUid = gridEntity.Owner;
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var grid = gridEntity.Comp;
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var pos = _mapSystem.TileIndicesFor(gridUid, grid, xform.Coordinates);
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var n = MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.North)), smoothQuery);
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var ne = MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.NorthEast)), smoothQuery);
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var e = MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.East)), smoothQuery);
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var se = MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.SouthEast)), smoothQuery);
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var s = MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.South)), smoothQuery);
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var sw = MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.SouthWest)), smoothQuery);
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var w = MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.West)), smoothQuery);
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var nw = MatchingEntity(smooth, _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, pos.Offset(Direction.NorthWest)), smoothQuery);
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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)
|
|
{
|
|
cornerSE |= CornerFill.Diagonal;
|
|
}
|
|
|
|
if (s)
|
|
{
|
|
cornerSE |= CornerFill.Clockwise;
|
|
cornerSW |= CornerFill.CounterClockwise;
|
|
}
|
|
|
|
if (sw)
|
|
{
|
|
cornerSW |= CornerFill.Diagonal;
|
|
}
|
|
|
|
if (w)
|
|
{
|
|
cornerSW |= CornerFill.Clockwise;
|
|
cornerNW |= CornerFill.CounterClockwise;
|
|
}
|
|
|
|
if (nw)
|
|
{
|
|
cornerNW |= CornerFill.Diagonal;
|
|
}
|
|
|
|
// Local is fine as we already know it's parented to the grid (due to the way anchoring works).
|
|
switch (xform.LocalRotation.GetCardinalDir())
|
|
{
|
|
case Direction.North:
|
|
return (cornerSW, cornerSE, cornerNE, cornerNW);
|
|
case Direction.West:
|
|
return (cornerSE, cornerNE, cornerNW, cornerSW);
|
|
case Direction.South:
|
|
return (cornerNE, cornerNW, cornerSW, cornerSE);
|
|
default:
|
|
return (cornerNW, cornerSW, cornerSE, cornerNE);
|
|
}
|
|
}
|
|
|
|
// TODO consider changing this to use DirectionFlags?
|
|
// would require re-labelling all the RSI states.
|
|
[Flags]
|
|
private enum CardinalConnectDirs : byte
|
|
{
|
|
None = 0,
|
|
North = 1,
|
|
South = 2,
|
|
East = 4,
|
|
West = 8
|
|
}
|
|
|
|
|
|
[Flags]
|
|
private enum CornerFill : byte
|
|
{
|
|
// These values are pulled from Baystation12.
|
|
// I'm too lazy to convert the state names.
|
|
None = 0,
|
|
|
|
// The cardinal tile counter-clockwise of this corner is filled.
|
|
CounterClockwise = 1,
|
|
|
|
// The diagonal tile in the direction of this corner.
|
|
Diagonal = 2,
|
|
|
|
// The cardinal tile clockwise of this corner is filled.
|
|
Clockwise = 4,
|
|
}
|
|
|
|
private enum CornerLayers : byte
|
|
{
|
|
SE,
|
|
NE,
|
|
NW,
|
|
SW,
|
|
}
|
|
}
|
|
}
|