Power monitoring console overhaul (#20927)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
2023-12-24 00:07:41 -06:00
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using Content.Client.Pinpointer.UI;
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using Content.Shared.Pinpointer;
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using Content.Shared.Power;
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using Robust.Client.Graphics;
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using Robust.Shared.Collections;
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using Robust.Shared.Map.Components;
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using System.Numerics;
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namespace Content.Client.Power;
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public sealed partial class PowerMonitoringConsoleNavMapControl : NavMapControl
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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// Cable indexing
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// 0: CableType.HighVoltage
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// 1: CableType.MediumVoltage
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// 2: CableType.Apc
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private readonly Color[] _powerCableColors = { Color.OrangeRed, Color.Yellow, Color.LimeGreen };
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private readonly Vector2[] _powerCableOffsets = { new Vector2(-0.2f, -0.2f), Vector2.Zero, new Vector2(0.2f, 0.2f) };
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private Dictionary<Color, Color> _sRGBLookUp = new Dictionary<Color, Color>();
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public PowerMonitoringCableNetworksComponent? PowerMonitoringCableNetworks;
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public List<PowerMonitoringConsoleLineGroup> HiddenLineGroups = new();
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public Dictionary<Vector2i, List<PowerMonitoringConsoleLine>>? PowerCableNetwork;
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public Dictionary<Vector2i, List<PowerMonitoringConsoleLine>>? FocusCableNetwork;
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private MapGridComponent? _grid;
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public PowerMonitoringConsoleNavMapControl() : base()
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{
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// Set colors
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TileColor = new Color(30, 57, 67);
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WallColor = new Color(102, 164, 217);
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2024-03-03 18:39:19 +11:00
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BackgroundColor = Color.FromSrgb(TileColor.WithAlpha(BackgroundOpacity));
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Power monitoring console overhaul (#20927)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
2023-12-24 00:07:41 -06:00
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PostWallDrawingAction += DrawAllCableNetworks;
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}
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protected override void UpdateNavMap()
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{
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base.UpdateNavMap();
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if (Owner == null)
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return;
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if (!_entManager.TryGetComponent<PowerMonitoringCableNetworksComponent>(Owner, out var cableNetworks))
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return;
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if (!_entManager.TryGetComponent(MapUid, out _grid))
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return;
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PowerCableNetwork = GetDecodedPowerCableChunks(cableNetworks.AllChunks, _grid);
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FocusCableNetwork = GetDecodedPowerCableChunks(cableNetworks.FocusChunks, _grid);
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}
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public void DrawAllCableNetworks(DrawingHandleScreen handle)
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{
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// Draw full cable network
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if (PowerCableNetwork != null && PowerCableNetwork.Count > 0)
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{
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var modulator = (FocusCableNetwork != null && FocusCableNetwork.Count > 0) ? Color.DimGray : Color.White;
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DrawCableNetwork(handle, PowerCableNetwork, modulator);
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}
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// Draw focus network
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if (FocusCableNetwork != null && FocusCableNetwork.Count > 0)
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DrawCableNetwork(handle, FocusCableNetwork, Color.White);
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}
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public void DrawCableNetwork(DrawingHandleScreen handle, Dictionary<Vector2i, List<PowerMonitoringConsoleLine>> fullCableNetwork, Color modulator)
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{
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var offset = GetOffset();
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var area = new Box2(-WorldRange, -WorldRange, WorldRange + 1f, WorldRange + 1f).Translated(offset);
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if (WorldRange / WorldMaxRange > 0.5f)
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{
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var cableNetworks = new ValueList<Vector2>[3];
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foreach ((var chunk, var chunkedLines) in fullCableNetwork)
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{
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var offsetChunk = new Vector2(chunk.X, chunk.Y) * SharedNavMapSystem.ChunkSize;
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if (offsetChunk.X < area.Left - SharedNavMapSystem.ChunkSize || offsetChunk.X > area.Right)
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continue;
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if (offsetChunk.Y < area.Bottom - SharedNavMapSystem.ChunkSize || offsetChunk.Y > area.Top)
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continue;
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foreach (var chunkedLine in chunkedLines)
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{
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if (HiddenLineGroups.Contains(chunkedLine.Group))
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continue;
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2024-03-03 18:39:19 +11:00
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var start = ScalePosition(chunkedLine.Origin - new Vector2(offset.X, -offset.Y));
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var end = ScalePosition(chunkedLine.Terminus - new Vector2(offset.X, -offset.Y));
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Power monitoring console overhaul (#20927)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
2023-12-24 00:07:41 -06:00
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cableNetworks[(int) chunkedLine.Group].Add(start);
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cableNetworks[(int) chunkedLine.Group].Add(end);
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}
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}
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for (int cableNetworkIdx = 0; cableNetworkIdx < cableNetworks.Length; cableNetworkIdx++)
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{
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var cableNetwork = cableNetworks[cableNetworkIdx];
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if (cableNetwork.Count > 0)
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{
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var color = _powerCableColors[cableNetworkIdx] * modulator;
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if (!_sRGBLookUp.TryGetValue(color, out var sRGB))
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{
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sRGB = Color.ToSrgb(color);
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_sRGBLookUp[color] = sRGB;
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}
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handle.DrawPrimitives(DrawPrimitiveTopology.LineList, cableNetwork.Span, sRGB);
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}
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}
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}
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else
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{
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var cableVertexUVs = new ValueList<Vector2>[3];
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foreach ((var chunk, var chunkedLines) in fullCableNetwork)
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{
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var offsetChunk = new Vector2(chunk.X, chunk.Y) * SharedNavMapSystem.ChunkSize;
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if (offsetChunk.X < area.Left - SharedNavMapSystem.ChunkSize || offsetChunk.X > area.Right)
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continue;
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if (offsetChunk.Y < area.Bottom - SharedNavMapSystem.ChunkSize || offsetChunk.Y > area.Top)
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continue;
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foreach (var chunkedLine in chunkedLines)
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{
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if (HiddenLineGroups.Contains(chunkedLine.Group))
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continue;
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2024-03-03 18:39:19 +11:00
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var leftTop = ScalePosition(new Vector2
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Power monitoring console overhaul (#20927)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
2023-12-24 00:07:41 -06:00
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(Math.Min(chunkedLine.Origin.X, chunkedLine.Terminus.X) - 0.1f,
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Math.Min(chunkedLine.Origin.Y, chunkedLine.Terminus.Y) - 0.1f)
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- new Vector2(offset.X, -offset.Y));
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2024-03-03 18:39:19 +11:00
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var rightTop = ScalePosition(new Vector2
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Power monitoring console overhaul (#20927)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
2023-12-24 00:07:41 -06:00
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(Math.Max(chunkedLine.Origin.X, chunkedLine.Terminus.X) + 0.1f,
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Math.Min(chunkedLine.Origin.Y, chunkedLine.Terminus.Y) - 0.1f)
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- new Vector2(offset.X, -offset.Y));
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2024-03-03 18:39:19 +11:00
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var leftBottom = ScalePosition(new Vector2
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Power monitoring console overhaul (#20927)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
2023-12-24 00:07:41 -06:00
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(Math.Min(chunkedLine.Origin.X, chunkedLine.Terminus.X) - 0.1f,
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Math.Max(chunkedLine.Origin.Y, chunkedLine.Terminus.Y) + 0.1f)
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- new Vector2(offset.X, -offset.Y));
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2024-03-03 18:39:19 +11:00
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var rightBottom = ScalePosition(new Vector2
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Power monitoring console overhaul (#20927)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
2023-12-24 00:07:41 -06:00
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(Math.Max(chunkedLine.Origin.X, chunkedLine.Terminus.X) + 0.1f,
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Math.Max(chunkedLine.Origin.Y, chunkedLine.Terminus.Y) + 0.1f)
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- new Vector2(offset.X, -offset.Y));
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cableVertexUVs[(int) chunkedLine.Group].Add(leftBottom);
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cableVertexUVs[(int) chunkedLine.Group].Add(leftTop);
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cableVertexUVs[(int) chunkedLine.Group].Add(rightBottom);
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cableVertexUVs[(int) chunkedLine.Group].Add(leftTop);
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cableVertexUVs[(int) chunkedLine.Group].Add(rightBottom);
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cableVertexUVs[(int) chunkedLine.Group].Add(rightTop);
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}
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}
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for (int cableNetworkIdx = 0; cableNetworkIdx < cableVertexUVs.Length; cableNetworkIdx++)
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{
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var cableVertexUV = cableVertexUVs[cableNetworkIdx];
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if (cableVertexUV.Count > 0)
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{
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var color = _powerCableColors[cableNetworkIdx] * modulator;
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if (!_sRGBLookUp.TryGetValue(color, out var sRGB))
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{
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sRGB = Color.ToSrgb(color);
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_sRGBLookUp[color] = sRGB;
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}
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handle.DrawPrimitives(DrawPrimitiveTopology.TriangleList, cableVertexUV.Span, sRGB);
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}
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}
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}
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}
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public Dictionary<Vector2i, List<PowerMonitoringConsoleLine>>? GetDecodedPowerCableChunks(Dictionary<Vector2i, PowerCableChunk>? chunks, MapGridComponent? grid)
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{
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if (chunks == null || grid == null)
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return null;
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var decodedOutput = new Dictionary<Vector2i, List<PowerMonitoringConsoleLine>>();
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foreach ((var chunkOrigin, var chunk) in chunks)
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{
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var list = new List<PowerMonitoringConsoleLine>();
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for (int cableIdx = 0; cableIdx < chunk.PowerCableData.Length; cableIdx++)
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{
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var chunkMask = chunk.PowerCableData[cableIdx];
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Vector2 offset = _powerCableOffsets[cableIdx];
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for (var chunkIdx = 0; chunkIdx < SharedNavMapSystem.ChunkSize * SharedNavMapSystem.ChunkSize; chunkIdx++)
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{
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var value = (int) Math.Pow(2, chunkIdx);
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var mask = chunkMask & value;
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if (mask == 0x0)
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continue;
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var relativeTile = SharedNavMapSystem.GetTile(mask);
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var tile = (chunk.Origin * SharedNavMapSystem.ChunkSize + relativeTile) * grid.TileSize;
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var position = new Vector2(tile.X, -tile.Y);
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PowerCableChunk neighborChunk;
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bool neighbor;
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// Note: we only check the north and east neighbors
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// East
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if (relativeTile.X == SharedNavMapSystem.ChunkSize - 1)
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{
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neighbor = chunks.TryGetValue(chunkOrigin + new Vector2i(1, 0), out neighborChunk) &&
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(neighborChunk.PowerCableData[cableIdx] & SharedNavMapSystem.GetFlag(new Vector2i(0, relativeTile.Y))) != 0x0;
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}
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else
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{
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var flag = SharedNavMapSystem.GetFlag(relativeTile + new Vector2i(1, 0));
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neighbor = (chunkMask & flag) != 0x0;
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}
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if (neighbor)
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{
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// Add points
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var line = new PowerMonitoringConsoleLine
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(position + offset + new Vector2(grid.TileSize * 0.5f, -grid.TileSize * 0.5f),
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position + new Vector2(1f, 0f) + offset + new Vector2(grid.TileSize * 0.5f, -grid.TileSize * 0.5f),
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(PowerMonitoringConsoleLineGroup) cableIdx);
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list.Add(line);
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}
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// North
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if (relativeTile.Y == SharedNavMapSystem.ChunkSize - 1)
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{
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neighbor = chunks.TryGetValue(chunkOrigin + new Vector2i(0, 1), out neighborChunk) &&
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(neighborChunk.PowerCableData[cableIdx] & SharedNavMapSystem.GetFlag(new Vector2i(relativeTile.X, 0))) != 0x0;
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|
}
|
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|
else
|
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{
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var flag = SharedNavMapSystem.GetFlag(relativeTile + new Vector2i(0, 1));
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neighbor = (chunkMask & flag) != 0x0;
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}
|
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if (neighbor)
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{
|
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|
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|
// Add points
|
|
|
|
|
var line = new PowerMonitoringConsoleLine
|
|
|
|
|
(position + offset + new Vector2(grid.TileSize * 0.5f, -grid.TileSize * 0.5f),
|
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|
position + new Vector2(0f, -1f) + offset + new Vector2(grid.TileSize * 0.5f, -grid.TileSize * 0.5f),
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|
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(PowerMonitoringConsoleLineGroup) cableIdx);
|
|
|
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|
|
list.Add(line);
|
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|
}
|
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|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (list.Count > 0)
|
|
|
|
|
decodedOutput.Add(chunkOrigin, list);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return decodedOutput;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public struct PowerMonitoringConsoleLine
|
|
|
|
|
{
|
|
|
|
|
public readonly Vector2 Origin;
|
|
|
|
|
public readonly Vector2 Terminus;
|
|
|
|
|
public readonly PowerMonitoringConsoleLineGroup Group;
|
|
|
|
|
|
|
|
|
|
public PowerMonitoringConsoleLine(Vector2 origin, Vector2 terminus, PowerMonitoringConsoleLineGroup group)
|
|
|
|
|
{
|
|
|
|
|
Origin = origin;
|
|
|
|
|
Terminus = terminus;
|
|
|
|
|
Group = group;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public enum PowerMonitoringConsoleLineGroup : byte
|
|
|
|
|
{
|
|
|
|
|
HighVoltage,
|
|
|
|
|
MediumVoltage,
|
|
|
|
|
Apc,
|
|
|
|
|
}
|