Re-organize all projects (#4166)
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242
Content.Client/Wall/Components/LowWallComponent.cs
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242
Content.Client/Wall/Components/LowWallComponent.cs
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Diagnostics.Contracts;
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using Content.Client.IconSmoothing;
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using Content.Client.Window;
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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.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.ViewVariables;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Content.Client.Wall.Components
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{
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// TODO: Over layers should be placed ABOVE the window itself too.
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// This is gonna require a client entity & parenting,
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// so IsMapTransform being naive is gonna be a problem.
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/// <summary>
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/// Override of icon smoothing to handle the specific complexities of low walls.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IconSmoothComponent))]
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public class LowWallComponent : IconSmoothComponent
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{
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public override string Name => "LowWall";
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[Dependency] private readonly IMapManager _mapManager = default!;
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public CornerFill LastCornerNE { get; private set; }
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public CornerFill LastCornerSE { get; private set; }
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public CornerFill LastCornerSW { get; private set; }
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public CornerFill LastCornerNW { get; private set; }
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[ViewVariables] private IEntity? _overlayEntity;
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[ViewVariables]
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private ISpriteComponent? _overlaySprite;
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protected override void Startup()
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{
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base.Startup();
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_overlayEntity = Owner.EntityManager.SpawnEntity("LowWallOverlay", Owner.Transform.Coordinates);
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_overlayEntity.Transform.AttachParent(Owner);
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_overlayEntity.Transform.LocalPosition = Vector2.Zero;
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_overlaySprite = _overlayEntity.GetComponent<ISpriteComponent>();
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var overState0 = $"{StateBase}over_0";
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_overlaySprite.LayerMapSet(OverCornerLayers.SE, _overlaySprite.AddLayerState(overState0));
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_overlaySprite.LayerSetDirOffset(OverCornerLayers.SE, DirectionOffset.None);
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_overlaySprite.LayerMapSet(OverCornerLayers.NE, _overlaySprite.AddLayerState(overState0));
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_overlaySprite.LayerSetDirOffset(OverCornerLayers.NE, DirectionOffset.CounterClockwise);
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_overlaySprite.LayerMapSet(OverCornerLayers.NW, _overlaySprite.AddLayerState(overState0));
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_overlaySprite.LayerSetDirOffset(OverCornerLayers.NW, DirectionOffset.Flip);
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_overlaySprite.LayerMapSet(OverCornerLayers.SW, _overlaySprite.AddLayerState(overState0));
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_overlaySprite.LayerSetDirOffset(OverCornerLayers.SW, DirectionOffset.Clockwise);
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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_overlayEntity?.Delete();
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}
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internal override void CalculateNewSprite()
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{
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base.CalculateNewSprite();
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if (Sprite == null || !Owner.Transform.Anchored || _overlaySprite == null)
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{
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return;
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}
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var grid = _mapManager.GetGrid(Owner.Transform.GridID);
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var coords = Owner.Transform.Coordinates;
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var (n, nl) = MatchingWall(grid.GetInDir(coords, Direction.North));
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var (ne, nel) = MatchingWall(grid.GetInDir(coords, Direction.NorthEast));
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var (e, el) = MatchingWall(grid.GetInDir(coords, Direction.East));
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var (se, sel) = MatchingWall(grid.GetInDir(coords, Direction.SouthEast));
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var (s, sl) = MatchingWall(grid.GetInDir(coords, Direction.South));
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var (sw, swl) = MatchingWall(grid.GetInDir(coords, Direction.SouthWest));
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var (w, wl) = MatchingWall(grid.GetInDir(coords, Direction.West));
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var (nw, nwl) = MatchingWall(grid.GetInDir(coords, 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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var lowCornerNE = CornerFill.None;
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var lowCornerSE = CornerFill.None;
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var lowCornerSW = CornerFill.None;
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var lowCornerNW = 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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if (!nl)
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{
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lowCornerNE |= CornerFill.CounterClockwise;
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lowCornerNW |= CornerFill.Clockwise;
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}
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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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if (!nel && (nl || el || n && e))
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{
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lowCornerNE |= CornerFill.Diagonal;
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}
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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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if (!el)
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{
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lowCornerNE |= CornerFill.Clockwise;
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lowCornerSE |= CornerFill.CounterClockwise;
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}
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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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if (!sel && (sl || el || s && e))
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{
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lowCornerSE |= CornerFill.Diagonal;
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}
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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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if (!sl)
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{
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lowCornerSE |= CornerFill.Clockwise;
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lowCornerSW |= CornerFill.CounterClockwise;
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}
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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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if (!swl && (sl || wl || s && w))
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{
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lowCornerSW |= CornerFill.Diagonal;
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}
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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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if (!wl)
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{
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lowCornerSW |= CornerFill.Clockwise;
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lowCornerNW |= CornerFill.CounterClockwise;
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}
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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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if (!nwl && (nl || wl || n && w))
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{
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lowCornerNW |= CornerFill.Diagonal;
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}
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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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_overlaySprite.LayerSetState(OverCornerLayers.NE, $"{StateBase}over_{(int) lowCornerNE}");
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_overlaySprite.LayerSetState(OverCornerLayers.SE, $"{StateBase}over_{(int) lowCornerSE}");
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_overlaySprite.LayerSetState(OverCornerLayers.SW, $"{StateBase}over_{(int) lowCornerSW}");
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_overlaySprite.LayerSetState(OverCornerLayers.NW, $"{StateBase}over_{(int) lowCornerNW}");
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LastCornerNE = cornerNE;
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LastCornerSE = cornerSE;
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LastCornerSW = cornerSW;
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LastCornerNW = cornerNW;
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foreach (var entity in grid.GetLocal(coords))
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{
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if (Owner.EntityManager.ComponentManager.TryGetComponent(entity, out WindowComponent? window))
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{
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window.UpdateSprite();
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}
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}
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}
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[Pure]
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private (bool connected, bool lowWall) MatchingWall(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, other is LowWallComponent);
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}
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}
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return (false, false);
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}
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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private enum OverCornerLayers : 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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}
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62
Content.Client/Wall/Components/ReinforcedWallComponent.cs
Normal file
62
Content.Client/Wall/Components/ReinforcedWallComponent.cs
Normal file
@@ -0,0 +1,62 @@
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using Content.Client.IconSmoothing;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Content.Client.Wall.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IconSmoothComponent))]
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public class ReinforcedWallComponent : IconSmoothComponent
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{
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public override string Name => "ReinforcedWall";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("reinforcedBase")]
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private string? _reinforcedStateBase = default;
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protected override void Startup()
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{
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base.Startup();
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if (Sprite != null)
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{
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var state0 = $"{_reinforcedStateBase}0";
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Sprite.LayerMapSet(ReinforcedCornerLayers.SE, Sprite.AddLayerState(state0));
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Sprite.LayerSetDirOffset(ReinforcedCornerLayers.SE, DirectionOffset.None);
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Sprite.LayerMapSet(ReinforcedCornerLayers.NE, Sprite.AddLayerState(state0));
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Sprite.LayerSetDirOffset(ReinforcedCornerLayers.NE, DirectionOffset.CounterClockwise);
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Sprite.LayerMapSet(ReinforcedCornerLayers.NW, Sprite.AddLayerState(state0));
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Sprite.LayerSetDirOffset(ReinforcedCornerLayers.NW, DirectionOffset.Flip);
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Sprite.LayerMapSet(ReinforcedCornerLayers.SW, Sprite.AddLayerState(state0));
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Sprite.LayerSetDirOffset(ReinforcedCornerLayers.SW, DirectionOffset.Clockwise);
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Sprite.LayerMapSet(ReinforcedWallVisualLayers.Deconstruction, Sprite.AddBlankLayer());
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}
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}
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internal override void CalculateNewSprite(IMapGrid grid)
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{
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base.CalculateNewSprite(grid);
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var (cornerNE, cornerNW, cornerSW, cornerSE) = CalculateCornerFill(grid);
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if (Sprite != null)
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{
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Sprite.LayerSetState(ReinforcedCornerLayers.NE, $"{_reinforcedStateBase}{(int) cornerNE}");
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Sprite.LayerSetState(ReinforcedCornerLayers.SE, $"{_reinforcedStateBase}{(int) cornerSE}");
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Sprite.LayerSetState(ReinforcedCornerLayers.SW, $"{_reinforcedStateBase}{(int) cornerSW}");
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Sprite.LayerSetState(ReinforcedCornerLayers.NW, $"{_reinforcedStateBase}{(int) cornerNW}");
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}
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}
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public enum ReinforcedCornerLayers : 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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}
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