Improved icon smoothing to use ECS properly, cables smooth now.
@@ -90,6 +90,7 @@
|
||||
<Compile Include="GameObjects\Components\Weapons\Ranged\ClientRangedWeaponComponent.cs" />
|
||||
<Compile Include="GameObjects\EntitySystems\CameraRecoilSystem.cs" />
|
||||
<Compile Include="GameObjects\EntitySystems\ClientNotifySystem.cs" />
|
||||
<Compile Include="GameObjects\EntitySystems\IconSmoothSystem.cs" />
|
||||
<Compile Include="GameObjects\EntitySystems\RangedWeaponSystem.cs" />
|
||||
<Compile Include="GameObjects\EntitySystems\VerbSystem.cs" />
|
||||
<Compile Include="GameTicking\ClientGameTicker.cs" />
|
||||
|
||||
@@ -3,7 +3,7 @@ using Content.Client.GameObjects.Components.Actor;
|
||||
using Content.Client.GameObjects.Components.Clothing;
|
||||
using Content.Client.GameObjects.Components.Construction;
|
||||
using Content.Client.GameObjects.Components.Power;
|
||||
using Content.Client.GameObjects.Components.SmoothWalling;
|
||||
using Content.Client.GameObjects.Components.IconSmoothing;
|
||||
using Content.Client.GameObjects.Components.Storage;
|
||||
using Content.Client.GameObjects.Components.Weapons.Ranged;
|
||||
using Content.Client.GameTicking;
|
||||
|
||||
@@ -1,18 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Shared.GameObjects;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Client.GameObjects.EntitySystems;
|
||||
using JetBrains.Annotations;
|
||||
using SS14.Client.Interfaces.GameObjects.Components;
|
||||
using SS14.Shared.GameObjects;
|
||||
using SS14.Shared.GameObjects.Components.Transform;
|
||||
using SS14.Shared.Interfaces.GameObjects;
|
||||
using SS14.Shared.Interfaces.Map;
|
||||
using SS14.Shared.IoC;
|
||||
using SS14.Shared.Map;
|
||||
using SS14.Shared.Maths;
|
||||
using SS14.Shared.Serialization;
|
||||
using static SS14.Client.GameObjects.SpriteComponent;
|
||||
|
||||
namespace Content.Client.GameObjects.Components.SmoothWalling
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||||
namespace Content.Client.GameObjects.Components.IconSmoothing
|
||||
{
|
||||
// TODO: Potential improvements:
|
||||
// Defer updating of these.
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||||
@@ -25,212 +21,115 @@ namespace Content.Client.GameObjects.Components.SmoothWalling
|
||||
/// To use, set <c>base</c> equal to the prefix of the corner states in the sprite base RSI.
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||||
/// Any objects with the same <c>key</c> will connect.
|
||||
/// </remarks>
|
||||
public class IconSmoothComponent : Component, IComponentDebug
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||||
public sealed class IconSmoothComponent : Component
|
||||
{
|
||||
private string _smoothKey;
|
||||
private string _stateBase;
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||||
private IconSmoothingMode _mode;
|
||||
|
||||
public override string Name => "IconSmooth";
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||||
|
||||
ISpriteComponent Sprite;
|
||||
SnapGridComponent SnapGrid;
|
||||
|
||||
/// <summary>
|
||||
/// Prepended to the RSI state.
|
||||
/// </summary>
|
||||
string StateBase;
|
||||
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>
|
||||
string SmoothKey;
|
||||
public string SmoothKey => _smoothKey;
|
||||
|
||||
IconSmoothComponent[] Neighbors = new IconSmoothComponent[8];
|
||||
// "Use an array".
|
||||
// Nah. I'm too lazy. This is easy to understand compared to the enum value fuckery if I used an array.
|
||||
// Deal with it.
|
||||
CornerFill CornerSE;
|
||||
CornerFill CornerNE;
|
||||
CornerFill CornerNW;
|
||||
CornerFill CornerSW;
|
||||
/// <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();
|
||||
|
||||
var state0 = $"{StateBase}0";
|
||||
SnapGrid = Owner.GetComponent<SnapGridComponent>();
|
||||
Sprite = Owner.GetComponent<ISpriteComponent>();
|
||||
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);
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||||
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 ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
serializer.DataFieldCached(ref StateBase, "base", "");
|
||||
serializer.DataFieldCached(ref SmoothKey, "key", null);
|
||||
|
||||
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 += SnapGridPositionChanged;
|
||||
|
||||
UpdateConnections(true);
|
||||
UpdateIcon();
|
||||
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();
|
||||
|
||||
SnapGrid.OnPositionChanged -= SnapGridPositionChanged;
|
||||
SayGoodbyes();
|
||||
}
|
||||
|
||||
void SayGoodbyes()
|
||||
private void SnapGridOnPositionChanged()
|
||||
{
|
||||
foreach (var neighbor in Neighbors)
|
||||
{
|
||||
// Goodbye neighbor.
|
||||
neighbor?.UpdateConnections(false);
|
||||
neighbor?.UpdateIcon();
|
||||
}
|
||||
Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(_lastPosition, SnapGrid.Offset, Mode));
|
||||
_lastPosition = (Owner.Transform.GridID, SnapGrid.Position);
|
||||
}
|
||||
|
||||
void SnapGridPositionChanged()
|
||||
{
|
||||
SayGoodbyes();
|
||||
UpdateConnections(true);
|
||||
UpdateIcon();
|
||||
}
|
||||
|
||||
void UpdateIcon()
|
||||
{
|
||||
// Try to turn this into a loop without hard to understand bit fuckery or 20 lines of helper functions.
|
||||
// Challenge: do it in less lines.
|
||||
// I dare you.
|
||||
// No cheating like putting everything on a single line. Proper code conventions.
|
||||
// This comment does not count, btw.
|
||||
|
||||
Sprite.LayerSetState(CornerLayers.NE, $"{StateBase}{(int)CornerNE}");
|
||||
Sprite.LayerSetState(CornerLayers.SE, $"{StateBase}{(int)CornerSE}");
|
||||
Sprite.LayerSetState(CornerLayers.SW, $"{StateBase}{(int)CornerSW}");
|
||||
Sprite.LayerSetState(CornerLayers.NW, $"{StateBase}{(int)CornerNW}");
|
||||
}
|
||||
|
||||
void UpdateConnections(bool propagate)
|
||||
{
|
||||
for (int i = 0; i < Neighbors.Length; i++)
|
||||
{
|
||||
var found = false;
|
||||
var dir = (Direction)i;
|
||||
foreach (var entity in SnapGrid.GetInDir(dir))
|
||||
{
|
||||
if (entity.TryGetComponent(out IconSmoothComponent smooth) && smooth.SmoothKey == SmoothKey)
|
||||
{
|
||||
Neighbors[i] = smooth;
|
||||
if (propagate)
|
||||
{
|
||||
smooth.UpdateConnections(false);
|
||||
smooth.UpdateIcon();
|
||||
}
|
||||
// Temptation to use goto: 10.
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!found)
|
||||
{
|
||||
Neighbors[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
CornerNE = CornerSE = CornerNW = CornerSW = CornerFill.None;
|
||||
|
||||
// "Use a loop".
|
||||
// Well screw that I did the exact same thing while writing lighting corner population code in BYOND.
|
||||
// This is 10x easier to understand and write than a complex loop working with the internet mapping of direction flags.
|
||||
if (Neighbors[(int)Direction.North] != null)
|
||||
{
|
||||
CornerNE |= CornerFill.CounterClockwise;
|
||||
CornerNW |= CornerFill.Clockwise;
|
||||
}
|
||||
if (Neighbors[(int)Direction.NorthEast] != null)
|
||||
{
|
||||
CornerNE |= CornerFill.Diagonal;
|
||||
}
|
||||
if (Neighbors[(int)Direction.East] != null)
|
||||
{
|
||||
CornerNE |= CornerFill.Clockwise;
|
||||
CornerSE |= CornerFill.CounterClockwise;
|
||||
}
|
||||
if (Neighbors[(int)Direction.SouthEast] != null)
|
||||
{
|
||||
CornerSE |= CornerFill.Diagonal;
|
||||
}
|
||||
if (Neighbors[(int)Direction.South] != null)
|
||||
{
|
||||
CornerSE |= CornerFill.Clockwise;
|
||||
CornerSW |= CornerFill.CounterClockwise;
|
||||
}
|
||||
if (Neighbors[(int)Direction.SouthWest] != null)
|
||||
{
|
||||
CornerSW |= CornerFill.Diagonal;
|
||||
}
|
||||
if (Neighbors[(int)Direction.West] != null)
|
||||
{
|
||||
CornerSW |= CornerFill.Clockwise;
|
||||
CornerNW |= CornerFill.CounterClockwise;
|
||||
}
|
||||
if (Neighbors[(int)Direction.NorthWest] != null)
|
||||
{
|
||||
CornerNW |= CornerFill.Diagonal;
|
||||
}
|
||||
}
|
||||
|
||||
public string GetDebugString()
|
||||
{
|
||||
return string.Format(
|
||||
"N/NE/E/SE/S/SW/W/NW: {0}/{1}/{2}/{3}/{4}/{5}/{6}/{7} cfill NE/SE/SW/NW: {8}/{9}/{10}/{11}",
|
||||
Neighbors[(int)Direction.North]?.Owner?.Uid,
|
||||
Neighbors[(int)Direction.NorthEast]?.Owner?.Uid,
|
||||
Neighbors[(int)Direction.East]?.Owner?.Uid,
|
||||
Neighbors[(int)Direction.SouthEast]?.Owner?.Uid,
|
||||
Neighbors[(int)Direction.South]?.Owner?.Uid,
|
||||
Neighbors[(int)Direction.SouthWest]?.Owner?.Uid,
|
||||
Neighbors[(int)Direction.West]?.Owner?.Uid,
|
||||
Neighbors[(int)Direction.NorthWest]?.Owner?.Uid,
|
||||
CornerNE, CornerSE, CornerSW, CornerNW
|
||||
);
|
||||
}
|
||||
|
||||
enum CornerLayers
|
||||
[SuppressMessage("ReSharper", "InconsistentNaming")]
|
||||
public enum CornerLayers
|
||||
{
|
||||
SE,
|
||||
NE,
|
||||
NW,
|
||||
SW,
|
||||
}
|
||||
}
|
||||
|
||||
[Flags]
|
||||
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,
|
||||
}
|
||||
/// <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,
|
||||
}
|
||||
}
|
||||
|
||||
304
Content.Client/GameObjects/EntitySystems/IconSmoothSystem.cs
Normal file
@@ -0,0 +1,304 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Client.GameObjects.Components.IconSmoothing;
|
||||
using JetBrains.Annotations;
|
||||
using SS14.Client.Interfaces.GameObjects.Components;
|
||||
using SS14.Shared.GameObjects;
|
||||
using SS14.Shared.GameObjects.Components.Transform;
|
||||
using SS14.Shared.GameObjects.Systems;
|
||||
using SS14.Shared.Interfaces.GameObjects;
|
||||
using SS14.Shared.Interfaces.Map;
|
||||
using SS14.Shared.IoC;
|
||||
using SS14.Shared.Map;
|
||||
using SS14.Shared.Maths;
|
||||
|
||||
namespace Content.Client.GameObjects.EntitySystems
|
||||
{
|
||||
/// <summary>
|
||||
/// Entity system implementing the logic for <see cref="IconSmoothComponent"/>
|
||||
/// </summary>
|
||||
[UsedImplicitly]
|
||||
internal sealed class IconSmoothSystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IMapManager _mapManager;
|
||||
#pragma warning restore 649
|
||||
|
||||
private readonly Queue<IEntity> _dirtyEntities = new Queue<IEntity>();
|
||||
|
||||
private int _generation;
|
||||
|
||||
public override void SubscribeEvents()
|
||||
{
|
||||
base.SubscribeEvents();
|
||||
|
||||
SubscribeEvent<IconSmoothDirtyEvent>(HandleDirtyEvent);
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
IoCManager.InjectDependencies(this);
|
||||
}
|
||||
|
||||
public override void FrameUpdate(float frameTime)
|
||||
{
|
||||
base.FrameUpdate(frameTime);
|
||||
|
||||
if (_dirtyEntities.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_generation += 1;
|
||||
|
||||
// Performance: This could be spread over multiple updates, or made parallel.
|
||||
while (_dirtyEntities.Count > 0)
|
||||
{
|
||||
CalculateNewSprite(_dirtyEntities.Dequeue());
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleDirtyEvent(object sender, IconSmoothDirtyEvent ev)
|
||||
{
|
||||
// Yes, we updates ALL smoothing entities surrounding us even if they would never smooth with us.
|
||||
// This is simpler to implement. If you want to optimize it be my guest.
|
||||
if (sender is IEntity senderEnt && senderEnt.IsValid() &&
|
||||
senderEnt.HasComponent<IconSmoothComponent>())
|
||||
{
|
||||
var snapGrid = senderEnt.GetComponent<SnapGridComponent>();
|
||||
|
||||
_dirtyEntities.Enqueue(senderEnt);
|
||||
AddValidEntities(snapGrid.GetInDir(Direction.North));
|
||||
AddValidEntities(snapGrid.GetInDir(Direction.South));
|
||||
AddValidEntities(snapGrid.GetInDir(Direction.East));
|
||||
AddValidEntities(snapGrid.GetInDir(Direction.West));
|
||||
if (ev.Mode == IconSmoothingMode.Corners)
|
||||
{
|
||||
|
||||
AddValidEntities(snapGrid.GetInDir(Direction.NorthEast));
|
||||
AddValidEntities(snapGrid.GetInDir(Direction.SouthEast));
|
||||
AddValidEntities(snapGrid.GetInDir(Direction.SouthWest));
|
||||
AddValidEntities(snapGrid.GetInDir(Direction.NorthWest));
|
||||
}
|
||||
}
|
||||
else if (ev.LastPosition.HasValue)
|
||||
{
|
||||
// Entity is no longer valid, update around the last position it was at.
|
||||
var grid = _mapManager.GetGrid(ev.LastPosition.Value.grid);
|
||||
var pos = ev.LastPosition.Value.pos;
|
||||
|
||||
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, 0), ev.Offset));
|
||||
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, 0), ev.Offset));
|
||||
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(0, 1), ev.Offset));
|
||||
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(0, -1), ev.Offset));
|
||||
if (ev.Mode == IconSmoothingMode.Corners)
|
||||
{
|
||||
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, 1), ev.Offset));
|
||||
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, -1), ev.Offset));
|
||||
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, 1), ev.Offset));
|
||||
AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, -1), ev.Offset));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void AddValidEntities(IEnumerable<IEntity> candidates)
|
||||
{
|
||||
foreach (var entity in candidates)
|
||||
{
|
||||
if (entity.HasComponent<IconSmoothComponent>())
|
||||
{
|
||||
_dirtyEntities.Enqueue(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void AddValidEntities(IEnumerable<IComponent> candidates)
|
||||
{
|
||||
AddValidEntities(candidates.Select(c => c.Owner));
|
||||
}
|
||||
|
||||
private void CalculateNewSprite(IEntity entity)
|
||||
{
|
||||
// The generation check prevents updating an entity multiple times per tick.
|
||||
// As it stands now, it's totally possible for something to get queued twice.
|
||||
// Generation on the component is set after an update so we can cull updates that happened this generation.
|
||||
if (!entity.IsValid()
|
||||
|| !entity.TryGetComponent(out IconSmoothComponent smoothing)
|
||||
|| smoothing.UpdateGeneration == _generation)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var sprite = smoothing.Sprite;
|
||||
var snapGrid = smoothing.SnapGrid;
|
||||
|
||||
switch (smoothing.Mode)
|
||||
{
|
||||
case IconSmoothingMode.Corners:
|
||||
_calculateNewSpriteCorers(smoothing, snapGrid, sprite);
|
||||
break;
|
||||
|
||||
case IconSmoothingMode.CardinalFlags:
|
||||
_calculateNewSpriteCardinal(smoothing, snapGrid, sprite);
|
||||
break;
|
||||
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
smoothing.UpdateGeneration = _generation;
|
||||
}
|
||||
|
||||
private static void _calculateNewSpriteCardinal(IconSmoothComponent smoothing, SnapGridComponent snapGrid,
|
||||
ISpriteComponent sprite)
|
||||
{
|
||||
var dirs = CardinalConnectDirs.None;
|
||||
|
||||
if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.North)))
|
||||
dirs |= CardinalConnectDirs.North;
|
||||
if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.South)))
|
||||
dirs |= CardinalConnectDirs.South;
|
||||
if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.East)))
|
||||
dirs |= CardinalConnectDirs.East;
|
||||
if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.West)))
|
||||
dirs |= CardinalConnectDirs.West;
|
||||
|
||||
sprite.LayerSetState(0, $"{smoothing.StateBase}{(int) dirs}");
|
||||
}
|
||||
|
||||
private static void _calculateNewSpriteCorers(IconSmoothComponent smoothing, SnapGridComponent snapGrid,
|
||||
ISpriteComponent sprite)
|
||||
{
|
||||
var n = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.North));
|
||||
var ne = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.NorthEast));
|
||||
var e = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.East));
|
||||
var se = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.SouthEast));
|
||||
var s = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.South));
|
||||
var sw = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.SouthWest));
|
||||
var w = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.West));
|
||||
var nw = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.NorthWest));
|
||||
|
||||
// ReSharper disable InconsistentNaming
|
||||
var cornerNE = CornerFill.None;
|
||||
var cornerSE = CornerFill.None;
|
||||
var cornerSW = CornerFill.None;
|
||||
var cornerNW = CornerFill.None;
|
||||
// ReSharper restore InconsistentNaming
|
||||
|
||||
if (n)
|
||||
{
|
||||
cornerNE |= CornerFill.CounterClockwise;
|
||||
cornerNW |= CornerFill.Clockwise;
|
||||
}
|
||||
|
||||
if (ne)
|
||||
{
|
||||
cornerNE |= CornerFill.Diagonal;
|
||||
}
|
||||
|
||||
if (e)
|
||||
{
|
||||
cornerNE |= CornerFill.Clockwise;
|
||||
cornerSE |= CornerFill.CounterClockwise;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
sprite.LayerSetState(IconSmoothComponent.CornerLayers.NE, $"{smoothing.StateBase}{(int) cornerNE}");
|
||||
sprite.LayerSetState(IconSmoothComponent.CornerLayers.SE, $"{smoothing.StateBase}{(int) cornerSE}");
|
||||
sprite.LayerSetState(IconSmoothComponent.CornerLayers.SW, $"{smoothing.StateBase}{(int) cornerSW}");
|
||||
sprite.LayerSetState(IconSmoothComponent.CornerLayers.NW, $"{smoothing.StateBase}{(int) cornerNW}");
|
||||
}
|
||||
|
||||
[System.Diagnostics.Contracts.Pure]
|
||||
private static bool MatchingEntity(IconSmoothComponent source, IEnumerable<IEntity> candidates)
|
||||
{
|
||||
foreach (var entity in candidates)
|
||||
{
|
||||
if (!entity.TryGetComponent(out IconSmoothComponent other))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (other.SmoothKey == source.SmoothKey)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
[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,
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Event raised by a <see cref="IconSmoothComponent"/> when it needs to be recalculated.
|
||||
/// </summary>
|
||||
public sealed class IconSmoothDirtyEvent : EntitySystemMessage
|
||||
{
|
||||
public IconSmoothDirtyEvent((GridId grid, MapIndices pos)? lastPosition, SnapGridOffset offset, IconSmoothingMode mode)
|
||||
{
|
||||
LastPosition = lastPosition;
|
||||
Offset = offset;
|
||||
Mode = mode;
|
||||
}
|
||||
|
||||
public (GridId grid, MapIndices pos)? LastPosition { get; }
|
||||
public SnapGridOffset Offset { get; }
|
||||
public IconSmoothingMode Mode { get; }
|
||||
}
|
||||
}
|
||||
@@ -6,12 +6,20 @@
|
||||
- type: Clickable
|
||||
- type: BoundingBox
|
||||
- type: Sprite
|
||||
netsync: false
|
||||
drawdepth: BelowFloor
|
||||
color: Red
|
||||
texture: Objects/eightdirwire.png
|
||||
sprite: Objects/power_cable.rsi
|
||||
state: cable_0
|
||||
- type: Icon
|
||||
texture: Objects/eightdirwire.png
|
||||
- type: PowerTransfer
|
||||
- type: SnapGrid
|
||||
offset: Center
|
||||
- type: IconSmooth
|
||||
base: cable_
|
||||
key: power_cables
|
||||
mode: CardinalFlags
|
||||
|
||||
snap:
|
||||
- Wire
|
||||
|
||||
BIN
Resources/Textures/Objects/power_cable.rsi/cable_0.png
Normal file
|
After Width: | Height: | Size: 174 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_1.png
Normal file
|
After Width: | Height: | Size: 182 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_10.png
Normal file
|
After Width: | Height: | Size: 249 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_11.png
Normal file
|
After Width: | Height: | Size: 298 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_12.png
Normal file
|
After Width: | Height: | Size: 119 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_13.png
Normal file
|
After Width: | Height: | Size: 271 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_14.png
Normal file
|
After Width: | Height: | Size: 268 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_15.png
Normal file
|
After Width: | Height: | Size: 339 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_2.png
Normal file
|
After Width: | Height: | Size: 186 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_3.png
Normal file
|
After Width: | Height: | Size: 131 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_4.png
Normal file
|
After Width: | Height: | Size: 179 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_5.png
Normal file
|
After Width: | Height: | Size: 235 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_6.png
Normal file
|
After Width: | Height: | Size: 197 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_7.png
Normal file
|
After Width: | Height: | Size: 283 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_8.png
Normal file
|
After Width: | Height: | Size: 174 B |
BIN
Resources/Textures/Objects/power_cable.rsi/cable_9.png
Normal file
|
After Width: | Height: | Size: 202 B |
73
Resources/Textures/Objects/power_cable.rsi/meta.json
Normal file
@@ -0,0 +1,73 @@
|
||||
{
|
||||
"version": 1,
|
||||
"size": {
|
||||
"x": 32,
|
||||
"y": 32
|
||||
},
|
||||
"states": [
|
||||
{
|
||||
"name": "cable_0",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_1",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_2",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_3",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_4",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_5",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_6",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_7",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_8",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_9",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_10",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_11",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_12",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_13",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_14",
|
||||
"directions": 1
|
||||
},
|
||||
{
|
||||
"name": "cable_15",
|
||||
"directions": 1
|
||||
},
|
||||
]
|
||||
}
|
||||