Improved icon smoothing to use ECS properly, cables smooth now.
@@ -90,6 +90,7 @@
|
|||||||
<Compile Include="GameObjects\Components\Weapons\Ranged\ClientRangedWeaponComponent.cs" />
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<Compile Include="GameObjects\Components\Weapons\Ranged\ClientRangedWeaponComponent.cs" />
|
||||||
<Compile Include="GameObjects\EntitySystems\CameraRecoilSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\CameraRecoilSystem.cs" />
|
||||||
<Compile Include="GameObjects\EntitySystems\ClientNotifySystem.cs" />
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<Compile Include="GameObjects\EntitySystems\ClientNotifySystem.cs" />
|
||||||
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<Compile Include="GameObjects\EntitySystems\IconSmoothSystem.cs" />
|
||||||
<Compile Include="GameObjects\EntitySystems\RangedWeaponSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\RangedWeaponSystem.cs" />
|
||||||
<Compile Include="GameObjects\EntitySystems\VerbSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\VerbSystem.cs" />
|
||||||
<Compile Include="GameTicking\ClientGameTicker.cs" />
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<Compile Include="GameTicking\ClientGameTicker.cs" />
|
||||||
|
|||||||
@@ -3,7 +3,7 @@ using Content.Client.GameObjects.Components.Actor;
|
|||||||
using Content.Client.GameObjects.Components.Clothing;
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using Content.Client.GameObjects.Components.Clothing;
|
||||||
using Content.Client.GameObjects.Components.Construction;
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using Content.Client.GameObjects.Components.Construction;
|
||||||
using Content.Client.GameObjects.Components.Power;
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using Content.Client.GameObjects.Components.Power;
|
||||||
using Content.Client.GameObjects.Components.SmoothWalling;
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using Content.Client.GameObjects.Components.IconSmoothing;
|
||||||
using Content.Client.GameObjects.Components.Storage;
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using Content.Client.GameObjects.Components.Storage;
|
||||||
using Content.Client.GameObjects.Components.Weapons.Ranged;
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using Content.Client.GameObjects.Components.Weapons.Ranged;
|
||||||
using Content.Client.GameTicking;
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using Content.Client.GameTicking;
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||||||
|
|||||||
@@ -1,18 +1,14 @@
|
|||||||
using System;
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using System.Diagnostics.CodeAnalysis;
|
||||||
using System.Collections.Generic;
|
using Content.Client.GameObjects.EntitySystems;
|
||||||
using Content.Shared.GameObjects;
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using JetBrains.Annotations;
|
||||||
using SS14.Client.Interfaces.GameObjects.Components;
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using SS14.Client.Interfaces.GameObjects.Components;
|
||||||
using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects;
|
||||||
using SS14.Shared.GameObjects.Components.Transform;
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using SS14.Shared.GameObjects.Components.Transform;
|
||||||
using SS14.Shared.Interfaces.GameObjects;
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|
||||||
using SS14.Shared.Interfaces.Map;
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|
||||||
using SS14.Shared.IoC;
|
|
||||||
using SS14.Shared.Map;
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using SS14.Shared.Map;
|
||||||
using SS14.Shared.Maths;
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|
||||||
using SS14.Shared.Serialization;
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using SS14.Shared.Serialization;
|
||||||
using static SS14.Client.GameObjects.SpriteComponent;
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using static SS14.Client.GameObjects.SpriteComponent;
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||||||
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||||||
namespace Content.Client.GameObjects.Components.SmoothWalling
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namespace Content.Client.GameObjects.Components.IconSmoothing
|
||||||
{
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{
|
||||||
// TODO: Potential improvements:
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// TODO: Potential improvements:
|
||||||
// Defer updating of these.
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// Defer updating of these.
|
||||||
@@ -25,212 +21,115 @@ namespace Content.Client.GameObjects.Components.SmoothWalling
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|||||||
/// To use, set <c>base</c> equal to the prefix of the corner states in the sprite base RSI.
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/// 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.
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/// Any objects with the same <c>key</c> will connect.
|
||||||
/// </remarks>
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/// </remarks>
|
||||||
public class IconSmoothComponent : Component, IComponentDebug
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public sealed class IconSmoothComponent : Component
|
||||||
{
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{
|
||||||
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private string _smoothKey;
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||||||
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private string _stateBase;
|
||||||
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private IconSmoothingMode _mode;
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||||||
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|
||||||
public override string Name => "IconSmooth";
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public override string Name => "IconSmooth";
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||||||
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|
||||||
ISpriteComponent Sprite;
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internal ISpriteComponent Sprite { get; private set; }
|
||||||
SnapGridComponent SnapGrid;
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internal SnapGridComponent SnapGrid { get; private set; }
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||||||
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private (GridId, MapIndices) _lastPosition;
|
||||||
/// <summary>
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|
||||||
/// Prepended to the RSI state.
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|
||||||
/// </summary>
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|
||||||
string StateBase;
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||||||
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|
||||||
/// <summary>
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/// <summary>
|
||||||
/// We will smooth with other objects with the same key.
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/// We will smooth with other objects with the same key.
|
||||||
/// </summary>
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/// </summary>
|
||||||
string SmoothKey;
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public string SmoothKey => _smoothKey;
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||||||
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||||||
IconSmoothComponent[] Neighbors = new IconSmoothComponent[8];
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/// <summary>
|
||||||
// "Use an array".
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/// Prepended to the RSI state.
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||||||
// Nah. I'm too lazy. This is easy to understand compared to the enum value fuckery if I used an array.
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/// </summary>
|
||||||
// Deal with it.
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public string StateBase => _stateBase;
|
||||||
CornerFill CornerSE;
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|
||||||
CornerFill CornerNE;
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/// <summary>
|
||||||
CornerFill CornerNW;
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/// Mode that controls how the icon should be selected.
|
||||||
CornerFill CornerSW;
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/// </summary>
|
||||||
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public IconSmoothingMode Mode => _mode;
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||||||
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|
||||||
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/// <summary>
|
||||||
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/// Used by <see cref="IconSmoothSystem"/> to reduce redundant updates.
|
||||||
|
/// </summary>
|
||||||
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internal int UpdateGeneration { get; set; }
|
||||||
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|
||||||
public override void Initialize()
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public override void Initialize()
|
||||||
{
|
{
|
||||||
base.Initialize();
|
base.Initialize();
|
||||||
|
|
||||||
var state0 = $"{StateBase}0";
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|
||||||
SnapGrid = Owner.GetComponent<SnapGridComponent>();
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SnapGrid = Owner.GetComponent<SnapGridComponent>();
|
||||||
Sprite = Owner.GetComponent<ISpriteComponent>();
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Sprite = Owner.GetComponent<ISpriteComponent>();
|
||||||
Sprite.LayerMapSet(CornerLayers.SE, Sprite.AddLayerState(state0));
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||||||
Sprite.LayerSetDirOffset(CornerLayers.SE, DirectionOffset.None);
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|
||||||
Sprite.LayerMapSet(CornerLayers.NE, Sprite.AddLayerState(state0));
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|
||||||
Sprite.LayerSetDirOffset(CornerLayers.NE, DirectionOffset.CounterClockwise);
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|
||||||
Sprite.LayerMapSet(CornerLayers.NW, Sprite.AddLayerState(state0));
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|
||||||
Sprite.LayerSetDirOffset(CornerLayers.NW, DirectionOffset.Flip);
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|
||||||
Sprite.LayerMapSet(CornerLayers.SW, Sprite.AddLayerState(state0));
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|
||||||
Sprite.LayerSetDirOffset(CornerLayers.SW, DirectionOffset.Clockwise);
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|
||||||
}
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}
|
||||||
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|
||||||
public override void ExposeData(ObjectSerializer serializer)
|
public override void ExposeData(ObjectSerializer serializer)
|
||||||
{
|
{
|
||||||
base.ExposeData(serializer);
|
base.ExposeData(serializer);
|
||||||
serializer.DataFieldCached(ref StateBase, "base", "");
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|
||||||
serializer.DataFieldCached(ref SmoothKey, "key", null);
|
serializer.DataFieldCached(ref _stateBase, "base", "");
|
||||||
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serializer.DataFieldCached(ref _smoothKey, "key", null);
|
||||||
|
serializer.DataFieldCached(ref _mode, "mode", IconSmoothingMode.Corners);
|
||||||
}
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}
|
||||||
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|
||||||
public override void Startup()
|
public override void Startup()
|
||||||
{
|
{
|
||||||
base.Startup();
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base.Startup();
|
||||||
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|
||||||
SnapGrid.OnPositionChanged += SnapGridPositionChanged;
|
SnapGrid.OnPositionChanged += SnapGridOnPositionChanged;
|
||||||
|
Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(null, SnapGrid.Offset, Mode));
|
||||||
UpdateConnections(true);
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var state0 = $"{StateBase}0";
|
||||||
UpdateIcon();
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if (Mode == IconSmoothingMode.Corners)
|
||||||
|
{
|
||||||
|
Sprite.LayerMapSet(CornerLayers.SE, Sprite.AddLayerState(state0));
|
||||||
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Sprite.LayerSetDirOffset(CornerLayers.SE, DirectionOffset.None);
|
||||||
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Sprite.LayerMapSet(CornerLayers.NE, Sprite.AddLayerState(state0));
|
||||||
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Sprite.LayerSetDirOffset(CornerLayers.NE, DirectionOffset.CounterClockwise);
|
||||||
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Sprite.LayerMapSet(CornerLayers.NW, Sprite.AddLayerState(state0));
|
||||||
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Sprite.LayerSetDirOffset(CornerLayers.NW, DirectionOffset.Flip);
|
||||||
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Sprite.LayerMapSet(CornerLayers.SW, Sprite.AddLayerState(state0));
|
||||||
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Sprite.LayerSetDirOffset(CornerLayers.SW, DirectionOffset.Clockwise);
|
||||||
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}
|
||||||
}
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}
|
||||||
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|
||||||
public override void Shutdown()
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public override void Shutdown()
|
||||||
{
|
{
|
||||||
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SnapGrid.OnPositionChanged -= SnapGridOnPositionChanged;
|
||||||
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Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(_lastPosition, SnapGrid.Offset, Mode));
|
||||||
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|
||||||
base.Shutdown();
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base.Shutdown();
|
||||||
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|
||||||
SnapGrid.OnPositionChanged -= SnapGridPositionChanged;
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|
||||||
SayGoodbyes();
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|
||||||
}
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}
|
||||||
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|
||||||
void SayGoodbyes()
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private void SnapGridOnPositionChanged()
|
||||||
{
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{
|
||||||
foreach (var neighbor in Neighbors)
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Owner.EntityManager.RaiseEvent(Owner, new IconSmoothDirtyEvent(_lastPosition, SnapGrid.Offset, Mode));
|
||||||
{
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_lastPosition = (Owner.Transform.GridID, SnapGrid.Position);
|
||||||
// Goodbye neighbor.
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|
||||||
neighbor?.UpdateConnections(false);
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|
||||||
neighbor?.UpdateIcon();
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|
||||||
}
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|
||||||
}
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}
|
||||||
|
|
||||||
void SnapGridPositionChanged()
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[SuppressMessage("ReSharper", "InconsistentNaming")]
|
||||||
{
|
public enum CornerLayers
|
||||||
SayGoodbyes();
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|
||||||
UpdateConnections(true);
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|
||||||
UpdateIcon();
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|
||||||
}
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|
||||||
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|
||||||
void UpdateIcon()
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|
||||||
{
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|
||||||
// Try to turn this into a loop without hard to understand bit fuckery or 20 lines of helper functions.
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|
||||||
// Challenge: do it in less lines.
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|
||||||
// I dare you.
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||||||
// No cheating like putting everything on a single line. Proper code conventions.
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|
||||||
// This comment does not count, btw.
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|
||||||
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|
||||||
Sprite.LayerSetState(CornerLayers.NE, $"{StateBase}{(int)CornerNE}");
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|
||||||
Sprite.LayerSetState(CornerLayers.SE, $"{StateBase}{(int)CornerSE}");
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|
||||||
Sprite.LayerSetState(CornerLayers.SW, $"{StateBase}{(int)CornerSW}");
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|
||||||
Sprite.LayerSetState(CornerLayers.NW, $"{StateBase}{(int)CornerNW}");
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|
||||||
}
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|
||||||
|
|
||||||
void UpdateConnections(bool propagate)
|
|
||||||
{
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|
||||||
for (int i = 0; i < Neighbors.Length; i++)
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|
||||||
{
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|
||||||
var found = false;
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|
||||||
var dir = (Direction)i;
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|
||||||
foreach (var entity in SnapGrid.GetInDir(dir))
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|
||||||
{
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|
||||||
if (entity.TryGetComponent(out IconSmoothComponent smooth) && smooth.SmoothKey == SmoothKey)
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|
||||||
{
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|
||||||
Neighbors[i] = smooth;
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|
||||||
if (propagate)
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|
||||||
{
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|
||||||
smooth.UpdateConnections(false);
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|
||||||
smooth.UpdateIcon();
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|
||||||
}
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|
||||||
// Temptation to use goto: 10.
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|
||||||
found = true;
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|
||||||
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)
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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 (Neighbors[(int)Direction.NorthEast] != null)
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|
||||||
{
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|
||||||
CornerNE |= CornerFill.Diagonal;
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|
||||||
}
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|
||||||
if (Neighbors[(int)Direction.East] != null)
|
|
||||||
{
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|
||||||
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
|
|
||||||
{
|
{
|
||||||
SE,
|
SE,
|
||||||
NE,
|
NE,
|
||||||
NW,
|
NW,
|
||||||
SW,
|
SW,
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
[Flags]
|
/// <summary>
|
||||||
enum CornerFill : byte
|
/// Controls the mode with which icon smoothing is calculated.
|
||||||
{
|
/// </summary>
|
||||||
// These values are pulled from Baystation12.
|
[PublicAPI]
|
||||||
// I'm too lazy to convert the state names.
|
public enum IconSmoothingMode
|
||||||
None = 0,
|
{
|
||||||
// The cardinal tile counter-clockwise of this corner is filled.
|
/// <summary>
|
||||||
CounterClockwise = 1,
|
/// Each icon is made up of 4 corners, each of which can get a different state depending on
|
||||||
// The diagonal tile in the direction of this corner.
|
/// adjacent entities clockwise, counter-clockwise and diagonal with the corner.
|
||||||
Diagonal = 2,
|
/// </summary>
|
||||||
// The cardinal tile clockwise of this corner is filled.
|
Corners,
|
||||||
Clockwise = 4,
|
|
||||||
}
|
/// <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: Clickable
|
||||||
- type: BoundingBox
|
- type: BoundingBox
|
||||||
- type: Sprite
|
- type: Sprite
|
||||||
|
netsync: false
|
||||||
drawdepth: BelowFloor
|
drawdepth: BelowFloor
|
||||||
color: Red
|
color: Red
|
||||||
texture: Objects/eightdirwire.png
|
sprite: Objects/power_cable.rsi
|
||||||
|
state: cable_0
|
||||||
- type: Icon
|
- type: Icon
|
||||||
texture: Objects/eightdirwire.png
|
texture: Objects/eightdirwire.png
|
||||||
- type: PowerTransfer
|
- type: PowerTransfer
|
||||||
|
- type: SnapGrid
|
||||||
|
offset: Center
|
||||||
|
- type: IconSmooth
|
||||||
|
base: cable_
|
||||||
|
key: power_cables
|
||||||
|
mode: CardinalFlags
|
||||||
|
|
||||||
snap:
|
snap:
|
||||||
- Wire
|
- 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
|
||||||
|
},
|
||||||
|
]
|
||||||
|
}
|
||||||