Files
tbd-station-14/Content.Client/IconSmoothing/IconSmoothComponent.cs
metalgearsloth 37f432ca58 Procgen biomes (#13487)
* Planetmap tiles

Biomes etc etc

* a

* oop

* Chunk-based rendering

* funny

* Less allocations

* Fix overdraw

* Content tile edge support

Also updated grass to use it as a POC.

* Kindly revert

* Update for variant edges

* fixes

* Use fastnoise

* Remove redundant group

* a

* refactor a fair bit

* Prototype data instead

* tweaks

* a

* fix maths

* working

* a

* Slightly better empty support

* a

* flowers

* sounds

* lewd

* Networking

* more fixes

* better

* colours

* Some chunk loading

* Proper loading and unloading

* Better loading

* Fix parallax and movement sounds

* Anchoring support + decal setup

* Most of the way to load and unload

* Decal loading kinda werkin

* large trees

* started diffing

* a

* Variant support and deserts

* a

* snow

* agony, even

* working again

* todo

* a

* laba tiles

* aeiou

* a

# Conflicts:
#	Resources/Prototypes/Entities/Tiles/planet.yml
#	Resources/Prototypes/Tiles/planet.yml
#	Resources/Textures/Tiles/Planet/Lava/lava.rsi/meta.json

* laba

* Add lava

* Initial ignition

* triggers

* a

* a

* y

* Add basalt tiles

Did some unconventional things for the animation + rocks.

* fixies

* mergies

* promotion

* lava biome

* Lava planet start

* cleanup and more lava

* laba

* maccas

* biome stuf

* weh

* bongflicts

* aeaeae

* More fixes

* a

* these too
2023-02-12 02:15:09 +00:00

73 lines
2.6 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 class IconSmoothComponent : Component
{
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; }
/// <summary>
/// Prepended to the RSI state.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("base")]
public string StateBase { get; } = string.Empty;
/// <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,
}
}