Improved icon smoothing to use ECS properly, cables smooth now.
This commit is contained in:
304
Content.Client/GameObjects/EntitySystems/IconSmoothSystem.cs
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304
Content.Client/GameObjects/EntitySystems/IconSmoothSystem.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.GameObjects.Components.IconSmoothing;
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using JetBrains.Annotations;
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using SS14.Client.Interfaces.GameObjects.Components;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.Components.Transform;
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using SS14.Shared.GameObjects.Systems;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Map;
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using SS14.Shared.IoC;
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using SS14.Shared.Map;
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using SS14.Shared.Maths;
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namespace Content.Client.GameObjects.EntitySystems
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{
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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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internal sealed class IconSmoothSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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#pragma warning restore 649
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private readonly Queue<IEntity> _dirtyEntities = new Queue<IEntity>();
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private int _generation;
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public override void SubscribeEvents()
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{
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base.SubscribeEvents();
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SubscribeEvent<IconSmoothDirtyEvent>(HandleDirtyEvent);
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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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IoCManager.InjectDependencies(this);
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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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if (_dirtyEntities.Count == 0)
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{
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return;
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}
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_generation += 1;
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// Performance: This could be spread over multiple updates, or made parallel.
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while (_dirtyEntities.Count > 0)
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{
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CalculateNewSprite(_dirtyEntities.Dequeue());
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}
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}
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private void HandleDirtyEvent(object sender, IconSmoothDirtyEvent ev)
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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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// This is simpler to implement. If you want to optimize it be my guest.
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if (sender is IEntity senderEnt && senderEnt.IsValid() &&
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senderEnt.HasComponent<IconSmoothComponent>())
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{
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var snapGrid = senderEnt.GetComponent<SnapGridComponent>();
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_dirtyEntities.Enqueue(senderEnt);
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AddValidEntities(snapGrid.GetInDir(Direction.North));
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AddValidEntities(snapGrid.GetInDir(Direction.South));
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AddValidEntities(snapGrid.GetInDir(Direction.East));
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AddValidEntities(snapGrid.GetInDir(Direction.West));
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if (ev.Mode == IconSmoothingMode.Corners)
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{
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AddValidEntities(snapGrid.GetInDir(Direction.NorthEast));
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AddValidEntities(snapGrid.GetInDir(Direction.SouthEast));
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AddValidEntities(snapGrid.GetInDir(Direction.SouthWest));
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AddValidEntities(snapGrid.GetInDir(Direction.NorthWest));
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}
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}
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else if (ev.LastPosition.HasValue)
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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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var grid = _mapManager.GetGrid(ev.LastPosition.Value.grid);
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var pos = ev.LastPosition.Value.pos;
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, 0), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, 0), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(0, 1), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(0, -1), ev.Offset));
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if (ev.Mode == IconSmoothingMode.Corners)
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{
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, 1), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, -1), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(-1, 1), ev.Offset));
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AddValidEntities(grid.GetSnapGridCell(pos + new MapIndices(1, -1), ev.Offset));
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}
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}
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}
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private void AddValidEntities(IEnumerable<IEntity> candidates)
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{
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foreach (var entity in candidates)
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{
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if (entity.HasComponent<IconSmoothComponent>())
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{
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_dirtyEntities.Enqueue(entity);
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}
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}
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}
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private void AddValidEntities(IEnumerable<IComponent> candidates)
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{
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AddValidEntities(candidates.Select(c => c.Owner));
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}
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private void CalculateNewSprite(IEntity entity)
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{
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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 (!entity.IsValid()
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|| !entity.TryGetComponent(out IconSmoothComponent smoothing)
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|| smoothing.UpdateGeneration == _generation)
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{
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return;
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}
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var sprite = smoothing.Sprite;
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var snapGrid = smoothing.SnapGrid;
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switch (smoothing.Mode)
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{
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case IconSmoothingMode.Corners:
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_calculateNewSpriteCorers(smoothing, snapGrid, sprite);
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break;
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case IconSmoothingMode.CardinalFlags:
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_calculateNewSpriteCardinal(smoothing, snapGrid, sprite);
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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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smoothing.UpdateGeneration = _generation;
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}
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private static void _calculateNewSpriteCardinal(IconSmoothComponent smoothing, SnapGridComponent snapGrid,
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ISpriteComponent sprite)
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{
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var dirs = CardinalConnectDirs.None;
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if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.North)))
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dirs |= CardinalConnectDirs.North;
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if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.South)))
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dirs |= CardinalConnectDirs.South;
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if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.East)))
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dirs |= CardinalConnectDirs.East;
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if (MatchingEntity(smoothing, snapGrid.GetInDir(Direction.West)))
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dirs |= CardinalConnectDirs.West;
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sprite.LayerSetState(0, $"{smoothing.StateBase}{(int) dirs}");
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}
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private static void _calculateNewSpriteCorers(IconSmoothComponent smoothing, SnapGridComponent snapGrid,
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ISpriteComponent sprite)
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{
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var n = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.North));
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var ne = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.NorthEast));
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var e = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.East));
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var se = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.SouthEast));
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var s = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.South));
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var sw = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.SouthWest));
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var w = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.West));
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var nw = MatchingEntity(smoothing, snapGrid.GetInDir(Direction.NorthWest));
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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)
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{
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cornerSE |= CornerFill.Diagonal;
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}
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if (s)
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{
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cornerSE |= CornerFill.Clockwise;
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cornerSW |= CornerFill.CounterClockwise;
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}
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if (sw)
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{
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cornerSW |= CornerFill.Diagonal;
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}
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if (w)
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{
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cornerSW |= CornerFill.Clockwise;
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cornerNW |= CornerFill.CounterClockwise;
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}
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if (nw)
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{
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cornerNW |= CornerFill.Diagonal;
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}
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sprite.LayerSetState(IconSmoothComponent.CornerLayers.NE, $"{smoothing.StateBase}{(int) cornerNE}");
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sprite.LayerSetState(IconSmoothComponent.CornerLayers.SE, $"{smoothing.StateBase}{(int) cornerSE}");
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sprite.LayerSetState(IconSmoothComponent.CornerLayers.SW, $"{smoothing.StateBase}{(int) cornerSW}");
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sprite.LayerSetState(IconSmoothComponent.CornerLayers.NW, $"{smoothing.StateBase}{(int) cornerNW}");
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}
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[System.Diagnostics.Contracts.Pure]
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private static bool MatchingEntity(IconSmoothComponent source, IEnumerable<IEntity> candidates)
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{
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foreach (var entity in candidates)
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{
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if (!entity.TryGetComponent(out IconSmoothComponent other))
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{
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return false;
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}
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if (other.SmoothKey == source.SmoothKey)
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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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[Flags]
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private enum CardinalConnectDirs : byte
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{
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None = 0,
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North = 1,
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South = 2,
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East = 4,
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West = 8
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}
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[Flags]
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private enum CornerFill : byte
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{
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// These values are pulled from Baystation12.
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// I'm too lazy to convert the state names.
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None = 0,
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// The cardinal tile counter-clockwise of this corner is filled.
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CounterClockwise = 1,
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// The diagonal tile in the direction of this corner.
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Diagonal = 2,
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// The cardinal tile clockwise of this corner is filled.
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Clockwise = 4,
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}
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}
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/// <summary>
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/// Event raised by a <see cref="IconSmoothComponent"/> when it needs to be recalculated.
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/// </summary>
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public sealed class IconSmoothDirtyEvent : EntitySystemMessage
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{
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public IconSmoothDirtyEvent((GridId grid, MapIndices pos)? lastPosition, SnapGridOffset offset, IconSmoothingMode mode)
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{
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LastPosition = lastPosition;
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Offset = offset;
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Mode = mode;
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}
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public (GridId grid, MapIndices pos)? LastPosition { get; }
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public SnapGridOffset Offset { get; }
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public IconSmoothingMode Mode { get; }
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}
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}
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