Re-organize all projects (#4166)
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353
Content.Client/IconSmoothing/IconSmoothComponent.cs
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353
Content.Client/IconSmoothing/IconSmoothComponent.cs
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using System;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Content.Client.IconSmoothing
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{
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// TODO: Potential improvements:
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// Defer updating of these.
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// Get told by somebody to use a loop.
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/// <summary>
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/// Makes sprites of other grid-aligned entities like us connect.
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/// </summary>
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/// <remarks>
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/// The system is based on Baystation12's smoothwalling, and thus will work with those.
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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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/// Any objects with the same <c>key</c> will connect.
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/// </remarks>
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[RegisterComponent]
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public class IconSmoothComponent : Component
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[DataField("mode")]
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private IconSmoothingMode _mode = IconSmoothingMode.Corners;
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public override string Name => "IconSmooth";
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internal ISpriteComponent? Sprite { get; private set; }
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private (GridId, Vector2i) _lastPosition;
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/// <summary>
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/// We will smooth with other objects with the same key.
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/// </summary>
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[DataField("key")]
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public string? SmoothKey { get; }
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/// <summary>
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/// Prepended to the RSI state.
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/// </summary>
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[DataField("base")]
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public string StateBase { get; } = string.Empty;
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/// <summary>
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/// Mode that controls how the icon should be selected.
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/// </summary>
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public IconSmoothingMode Mode => _mode;
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/// <summary>
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/// Used by <see cref="IconSmoothSystem"/> to reduce redundant updates.
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/// </summary>
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internal int UpdateGeneration { get; set; }
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public override void Initialize()
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{
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base.Initialize();
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Sprite = Owner.GetComponent<ISpriteComponent>();
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}
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/// <inheritdoc />
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protected override void Startup()
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{
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base.Startup();
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if (Owner.Transform.Anchored)
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{
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// ensures lastposition initial value is populated on spawn. Just calling
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// the hook here would cause a dirty event to fire needlessly
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UpdateLastPosition();
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new IconSmoothDirtyEvent(Owner, null, Mode));
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}
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if (Sprite != null && Mode == IconSmoothingMode.Corners)
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{
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var state0 = $"{StateBase}0";
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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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private void UpdateLastPosition()
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{
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if (_mapManager.TryGetGrid(Owner.Transform.GridID, out var grid))
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{
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_lastPosition = (Owner.Transform.GridID, grid.TileIndicesFor(Owner.Transform.Coordinates));
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}
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else
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{
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// When this is called during component startup, the transform can end up being with an invalid grid ID.
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// In that case, use this.
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_lastPosition = (GridId.Invalid, new Vector2i(0, 0));
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}
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}
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internal virtual void CalculateNewSprite()
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{
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if (!_mapManager.TryGetGrid(Owner.Transform.GridID, out var grid))
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{
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Logger.Error($"Failed to calculate IconSmoothComponent sprite in {Owner} because grid {Owner.Transform.GridID} was missing.");
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return;
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}
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CalculateNewSprite(grid);
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}
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internal virtual void CalculateNewSprite(IMapGrid grid)
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{
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switch (Mode)
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{
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case IconSmoothingMode.Corners:
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CalculateNewSpriteCorners(grid);
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break;
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case IconSmoothingMode.CardinalFlags:
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CalculateNewSpriteCardinal(grid);
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break;
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case IconSmoothingMode.NoSprite:
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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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}
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private void CalculateNewSpriteCardinal(IMapGrid grid)
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{
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if (!Owner.Transform.Anchored || Sprite == null)
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{
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return;
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}
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var dirs = CardinalConnectDirs.None;
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var position = Owner.Transform.Coordinates;
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if (MatchingEntity(grid.GetInDir(position, Direction.North)))
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dirs |= CardinalConnectDirs.North;
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if (MatchingEntity(grid.GetInDir(position, Direction.South)))
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dirs |= CardinalConnectDirs.South;
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if (MatchingEntity(grid.GetInDir(position, Direction.East)))
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dirs |= CardinalConnectDirs.East;
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if (MatchingEntity(grid.GetInDir(position, Direction.West)))
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dirs |= CardinalConnectDirs.West;
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Sprite.LayerSetState(0, $"{StateBase}{(int) dirs}");
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}
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private void CalculateNewSpriteCorners(IMapGrid grid)
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{
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if (Sprite == null)
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{
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return;
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}
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var (cornerNE, cornerNW, cornerSW, cornerSE) = CalculateCornerFill(grid);
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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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protected (CornerFill ne, CornerFill nw, CornerFill sw, CornerFill se) CalculateCornerFill(IMapGrid grid)
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{
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if (!Owner.Transform.Anchored)
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{
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return (CornerFill.None, CornerFill.None, CornerFill.None, CornerFill.None);
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}
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var position = Owner.Transform.Coordinates;
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var n = MatchingEntity(grid.GetInDir(position, Direction.North));
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var ne = MatchingEntity(grid.GetInDir(position, Direction.NorthEast));
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var e = MatchingEntity(grid.GetInDir(position, Direction.East));
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var se = MatchingEntity(grid.GetInDir(position, Direction.SouthEast));
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var s = MatchingEntity(grid.GetInDir(position, Direction.South));
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var sw = MatchingEntity(grid.GetInDir(position, Direction.SouthWest));
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var w = MatchingEntity(grid.GetInDir(position, Direction.West));
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var nw = MatchingEntity(grid.GetInDir(position, 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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switch (Owner.Transform.WorldRotation.GetCardinalDir())
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{
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case Direction.North:
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return (cornerSW, cornerSE, cornerNE, cornerNW);
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case Direction.West:
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return (cornerSE, cornerNE, cornerNW, cornerSW);
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case Direction.South:
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return (cornerNE, cornerNW, cornerSW, cornerSE);
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default:
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return (cornerNW, cornerSW, cornerSE, cornerNE);
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}
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}
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/// <inheritdoc />
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protected override void Shutdown()
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{
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base.Shutdown();
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if (Owner.Transform.Anchored)
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{
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new IconSmoothDirtyEvent(Owner, _lastPosition, Mode));
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}
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}
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public void SnapGridOnPositionChanged()
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{
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if (Owner.Transform.Anchored)
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{
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new IconSmoothDirtyEvent(Owner, _lastPosition, Mode));
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UpdateLastPosition();
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}
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}
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[System.Diagnostics.Contracts.Pure]
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protected bool MatchingEntity(IEnumerable<EntityUid> candidates)
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{
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foreach (var entity in candidates)
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{
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if (!Owner.EntityManager.ComponentManager.TryGetComponent(entity, out IconSmoothComponent? other))
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{
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continue;
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}
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if (other.SmoothKey == 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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public 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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public enum CornerLayers : byte
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{
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SE,
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NE,
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NW,
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SW,
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}
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}
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/// <summary>
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/// Controls the mode with which icon smoothing is calculated.
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/// </summary>
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[PublicAPI]
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public enum IconSmoothingMode : byte
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{
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/// <summary>
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/// Each icon is made up of 4 corners, each of which can get a different state depending on
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/// adjacent entities clockwise, counter-clockwise and diagonal with the corner.
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/// </summary>
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Corners,
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/// <summary>
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/// There are 16 icons, only one of which is used at once.
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/// The icon selected is a bit field made up of the cardinal direction flags that have adjacent entities.
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/// </summary>
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CardinalFlags,
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/// <summary>
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/// Where this component contributes to our neighbors being calculated but we do not update our own sprite.
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/// </summary>
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NoSprite,
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}
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}
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