APC & SMES appearances. (#78)
* CEV-Eris SMES sprite as RSI. Has been modified so that the light overlay states use alpha blending. * Add tiny glow to SMES display sprite. * Appearances work v2 * More WiP * RoundToLevels works correctly on even level counts now. * SMES -> Smes because MS guidelines. * CEV-Eris APC sprite. * APC visuals. * Reduce SMES scale again to normal levels. * Update submodule
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@@ -67,6 +67,7 @@
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<Compile Include="GameObjects\Components\Inventory\EquipmentSlotDefinitions.cs" />
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<Compile Include="GameObjects\Components\Inventory\InventoryTemplates.cs" />
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<Compile Include="GameObjects\Components\Inventory\SharedInventoryComponent.cs" />
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<Compile Include="GameObjects\Components\Power\PowerShared.cs" />
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<Compile Include="GameObjects\Components\Storage\SharedStorageComponent.cs" />
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<Compile Include="GameObjects\ContentNetIDs.cs" />
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<Compile Include="GameObjects\PhysicalConstants.cs" />
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@@ -100,6 +101,9 @@
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<None Include="app.config" />
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<None Include="packages.config" />
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<Compile Include="Input\ContentKeyFunctions.cs" />
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<Compile Include="Utility\ContentHelpers.cs" />
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<Compile Include="GameObjects\Components\Power\SharedSmesComponent.cs" />
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<Compile Include="GameObjects\Components\Power\SharedApcComponent.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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</Project>
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17
Content.Shared/GameObjects/Components/Power/PowerShared.cs
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17
Content.Shared/GameObjects/Components/Power/PowerShared.cs
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@@ -0,0 +1,17 @@
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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 System.Text;
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using System.Threading.Tasks;
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using SS14.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Power
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{
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[Serializable, NetSerializable]
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public enum ChargeState
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{
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Still,
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Charging,
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Discharging,
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}
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}
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@@ -0,0 +1,30 @@
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using System;
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using SS14.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Power
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{
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[Serializable, NetSerializable]
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public enum ApcVisuals
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{
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ChargeState
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}
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[Serializable, NetSerializable]
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public enum ApcChargeState
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{
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/// <summary>
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/// APC does not have enough power to charge cell (if necessary) and keep powering the area.
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/// </summary>
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Lack,
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/// <summary>
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/// APC is not full but has enough power.
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/// </summary>
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Charging,
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/// <summary>
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/// APC battery is full and has enough power.
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/// </summary>
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Full,
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}
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}
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@@ -0,0 +1,16 @@
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using SS14.Shared.Serialization;
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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 System.Text;
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using System.Threading.Tasks;
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namespace Content.Shared.GameObjects.Components.Power
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{
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[Serializable, NetSerializable]
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public enum SmesVisuals
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{
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LastChargeState,
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LastChargeLevel,
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}
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}
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60
Content.Shared/Utility/ContentHelpers.cs
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60
Content.Shared/Utility/ContentHelpers.cs
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@@ -0,0 +1,60 @@
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using System;
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namespace Content.Shared.Utility
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{
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public static class ContentHelpers
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{
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/// <summary>
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/// Assigns the value <paramref name="actual" /> going from 0 to <paramref name="max" />
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/// such that it is divided into a set of (amount <paramref name="levels" />) "levels".
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/// Rounding is performed to the "middle" so that the highest and lowest levels are only assigned
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/// if <paramref name="actual" /> is exactly <paramref name="max" /> or 0.
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/// </summary>
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/// <example>
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/// Say you have a progress bar going from 0 -> 100 inclusive and you want to map this to 6 sprite states (0, 4 intermediates and full).
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/// This method allows you to easily map this progress bar to the sprite states.
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/// </example>
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/// <param name="levels">The amount of levels to subdivide into.</param>
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/// <returns>An integer from 0 to <paramref name="levels" />-1.</returns>
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/// <exception cref="ArgumentException">
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/// Thrown if levels is less than 1.
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/// </exception>
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public static int RoundToLevels(double actual, double max, int levels)
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{
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if (levels <= 0)
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{
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throw new ArgumentException("Levels must be greater than 0.", nameof(levels));
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}
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if (actual >= max)
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{
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return levels - 1;
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}
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if (actual <= 0)
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{
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return 0;
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}
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var toOne = actual / max;
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double threshold;
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if (levels % 2 == 0)
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{
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// Basically, if we have an even count of levels, there's no exact "mid point".
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// Thus, I nominate the first one below the 50% mark.
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threshold = ((levels / 2f) - 1) / (levels - 1);
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}
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else
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{
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threshold = 0.5f;
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}
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var preround = toOne * (levels - 1);
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if (toOne <= threshold)
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{
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return (int)Math.Ceiling(preround);
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}
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else
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{
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return (int)Math.Floor(preround);
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}
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}
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}
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}
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