Shuttle console + FTL rework (#24430)

* Add shuttle interior drawing back

Just do it per-tile she'll be right, at least it's done with 1 draw call.

* Revamp shuttle console

* Bunch of cleanup work

* Lables sortito

* dok

* Pixel alignment and colours

* Fix a bunch of drawing bugs

* Shuttle map drawing

* Drawing fixes

* Map parallax working finally

* weh

* Commit all my stuff

* mic

* deez

* Update everything

* Xamlify everything

* uh

* Rudimentary blocker range

* My enemies have succeeded

* Bunch of changes to FTL

* Heaps of cleanup

* Fix FTL bugs

* FTL

* weewoo

* FTL fallback

* wew

* weh

* Basic FTL working

* FTL working

* FTL destination fixes

* a

* Exclusion zones

* Fix drawing / FTL

* Beacons working

* Coordinates drawing

* Fix unknown map names

* Dorks beginning

* State + docking cleanup start

* Basic dock drawing

* Bunch of drawing fixes

* Batching / color fixes

* Cleanup and beacons support

* weh

* weh

* Begin pings

* First draft at map objects

* Map fixup

* Faster drawing

* Fix perf + FTL

* Cached drawing

* Fix drawing

* Best I got

* strips

* Back to lists but with caching

* Final optimisation

* Fix dock bounds

* Docking work

* stinker

* kobolds

* Btns

* Docking vis working

* Fix docking pre-vis

* canasses

* Helldivers 2

* a

* Array life

* Fix

* Fix TODOs

* liltenhead feature club

* dorking

* Merge artifacts

* Last-minute touchup
This commit is contained in:
metalgearsloth
2024-03-03 18:39:19 +11:00
committed by GitHub
parent 2ef38f8a62
commit c5486873db
99 changed files with 4896 additions and 2371 deletions

View File

@@ -163,15 +163,15 @@ public sealed partial class EmergencyShuttleSystem
if (!Deleted(centcomm.Entity))
{
_shuttle.FTLTravel(comp.EmergencyShuttle.Value, shuttle,
centcomm.Entity.Value, _consoleAccumulator, TransitTime, true);
_shuttle.FTLToDock(comp.EmergencyShuttle.Value, shuttle,
centcomm.Entity.Value, _consoleAccumulator, TransitTime);
continue;
}
if (!Deleted(centcomm.MapEntity))
{
// TODO: Need to get non-overlapping positions.
_shuttle.FTLTravel(comp.EmergencyShuttle.Value, shuttle,
_shuttle.FTLToCoordinates(comp.EmergencyShuttle.Value, shuttle,
new EntityCoordinates(centcomm.MapEntity.Value,
_random.NextVector2(1000f)), _consoleAccumulator, TransitTime);
}
@@ -201,7 +201,7 @@ public sealed partial class EmergencyShuttleSystem
}
// Don't dock them. If you do end up doing this then stagger launch.
_shuttle.FTLTravel(uid, shuttle, centcomm.Entity.Value, hyperspaceTime: TransitTime);
_shuttle.FTLToDock(uid, shuttle, centcomm.Entity.Value, hyperspaceTime: TransitTime);
RemCompDeferred<EscapePodComponent>(uid);
}
@@ -217,15 +217,18 @@ public sealed partial class EmergencyShuttleSystem
// All the others.
if (_consoleAccumulator < minTime)
{
var query = AllEntityQuery<StationCentcommComponent>();
var query = AllEntityQuery<StationCentcommComponent, TransformComponent>();
// Guarantees that emergency shuttle arrives first before anyone else can FTL.
while (query.MoveNext(out var comp))
while (query.MoveNext(out var comp, out var centcommXform))
{
if (Deleted(comp.Entity))
continue;
_shuttle.AddFTLDestination(comp.Entity.Value, true);
if (_shuttle.TryAddFTLDestination(centcommXform.MapID, true, out var ftlComp))
{
_shuttle.SetFTLWhitelist((centcommXform.MapUid!.Value, ftlComp), null);
}
}
}
}