Files
tbd-station-14/Content.Client/IconSmoothing/IconSmoothComponent.cs
Ed d6e0114126 randomize iconSmoothing (#28158)
* randomize iconSmoothing

* Revert "randomize iconSmoothing"

This reverts commit 094356f975737c0af24ce39d849aec7852b9af6e.

* try 2

* trying work with client-server communication

* still dont work

* Tayrtahn good suggestion

* remove outdated code

* Fix!

* move data to Appearance

* Update RandomIconSmoothComponent.cs
2024-07-19 18:13:35 +10:00

79 lines
2.9 KiB
C#

using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Client.IconSmoothing
{
/// <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>
[RegisterComponent]
public sealed partial class IconSmoothComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField("enabled")]
public bool Enabled = true;
public (EntityUid?, Vector2i)? LastPosition;
/// <summary>
/// We will smooth with other objects with the same key.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("key")]
public string? SmoothKey { get; private set; }
/// <summary>
/// Prepended to the RSI state.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("base")]
public string StateBase { get; set; } = string.Empty;
[DataField("shader", customTypeSerializer:typeof(PrototypeIdSerializer<ShaderPrototype>))]
public string? Shader;
/// <summary>
/// Mode that controls how the icon should be selected.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("mode")]
public IconSmoothingMode Mode = IconSmoothingMode.Corners;
/// <summary>
/// Used by <see cref="IconSmoothSystem"/> to reduce redundant updates.
/// </summary>
internal int UpdateGeneration { get; set; }
}
/// <summary>
/// Controls the mode with which icon smoothing is calculated.
/// </summary>
[PublicAPI]
public enum IconSmoothingMode : byte
{
/// <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,
/// <summary>
/// The icon represents a triangular sprite with only 2 states, representing South / East being occupied or not.
/// </summary>
Diagonal,
/// <summary>
/// Where this component contributes to our neighbors being calculated but we do not update our own sprite.
/// </summary>
NoSprite,
}
}