* Content changes for engine delta-state PR (#28134) * Update GasTileOverlayState * Update DecalGridState * Update NavMapState * poke * poke2 * poke3 * Poke dem tests * Update engine to v223.0.0 (#28239) * Update RobustToolbox * Improve InteractionSystem range & BUI checks (#27999) * Improve InteractionSystem range & BUI checks * Ghost fixes * AAA * Fix test * fix nullable * revert to broadcast event * Fixes for eengine PR * Ah buckle code * ) * Update engine to v223.0.0 * Update engine to v223.1.0 * Update engine to v223.1.1 * Hotfix for crashes from bad item names (#28256) * Fix weapon error logs (#28264) * Update engine to v223.1.2 (#28273) * Update RobustToolbox * Update RobustToolbox * Fix dud modular grenade visuals (#28265) * Fix not networking whitelist and blacklist in storage component (#28238) * fix id card console not updating records (#28237) * fix id card console not updating records * test --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Remove the network tab (#28231) It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command. * antag objective issuing refactor (#28216) * add AntagObjectives from GenericAntag * add AntagRandomObjectives that traitor and thief can use * make ObjectivesSystem use initial character name which AntagSelection passes * make thief and traitor use AntagRandomObjectives * remove now unused locale * make sleeper agents rule use baseTraitorRule * restore dragon rule oop * bandaid for genericantag * real * typo --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * move nukie profile loading into its own rule (#28208) * move profile loading out of nukeops rule * make BaseNukeopsRule and use AntagLoadProfileRule * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * fix antagSelect * Objects ordered through cargo system shouldn't start anchored (#28115) * Order normal space heater instead of anchored variant * Make sure ordered objects don't spawn anchored * Order space heater flatpack instead of a regular space heater * Remove obsolete TODO * Remove unnecessary name --------- Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Move PendingZombieComponent to Shared (#28143) * Move PendingZombieComponent to Shared * network me boy --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Make it possible to hide full health bars below a total damage threshold (#28127) * Make it possible to hide full health bars below a total damage threshold * Fix not setting state * Fix storage UI interactions (#28291) * Fix storage UI interactions * Add VV support * Fix stripping not marking interactions as handled (#28292) * Make NetworkConfigurator use BoundUserInterfaceCheckRangeEvent (#28293) * Fix hypodarts not injecting with people that have ANY outerclothing (#28301) Update darts.yml * fix borg ui mispredict opening (#28305) move borg ui junk to shared * Add loadout group check (#28311) Forgot to add it back in one of the rewrites. * fix mirror server crashes (#28318) * Remove bogus C# finalizers (#28315) Begging people to learn how this programming language works before throwing random syntax into a file. None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine. * Cleans up some entity-related spawnmenu stuff (#28234) * cleans up a lot of stuff in the spawnmenu * skibidi dode * spawners update * Revert "spawners update" This reverts commit bc27d9f556b29f6fb1f89cebbe0ac37e28319fd0. * fix antag selection being evil (#28197) * fix antag selection being evil * fix test * untroll the other tests * remove role timer troll * Allow tests to modify antag preferences * Fix antag selection * Misc test fixes * Add AntagPreferenceTest * Fix lazy mistakes * Test cleanup * Try stop players in lobbies from being assigned mid-round antags * ranting * I am going insane --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> * Revert "fix mirror server crashes (#28318)" This reverts commit bcb0e555b058a4049d0cdb32d64eaf86c35a67be. * fix * Update engine to 223.2.0 (#28329) * Update RobustToolbox * Update RobustToolbox --------- Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> Co-authored-by: Ady4ik <141335742+Ady4ik@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com>
152 lines
5.6 KiB
C#
152 lines
5.6 KiB
C#
using System.Collections;
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using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using static Content.Shared.Decals.DecalGridComponent;
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namespace Content.Shared.Decals
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{
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public abstract class SharedDecalSystem : EntitySystem
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{
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[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] protected readonly IMapManager MapManager = default!;
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protected bool PvsEnabled;
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// Note that this constant is effectively baked into all map files, because of how they save the grid decal component.
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// So if this ever needs changing, the maps need converting.
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public const int ChunkSize = 32;
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public static Vector2i GetChunkIndices(Vector2 coordinates) => new ((int) Math.Floor(coordinates.X / ChunkSize), (int) Math.Floor(coordinates.Y / ChunkSize));
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GridInitializeEvent>(OnGridInitialize);
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SubscribeLocalEvent<DecalGridComponent, ComponentStartup>(OnCompStartup);
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SubscribeLocalEvent<DecalGridComponent, ComponentGetState>(OnGetState);
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}
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private void OnGetState(EntityUid uid, DecalGridComponent component, ref ComponentGetState args)
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{
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if (PvsEnabled && !args.ReplayState)
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return;
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// Should this be a full component state or a delta-state?
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if (args.FromTick <= component.CreationTick || args.FromTick <= component.ForceTick)
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{
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args.State = new DecalGridState(component.ChunkCollection.ChunkCollection);
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return;
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}
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var data = new Dictionary<Vector2i, DecalChunk>();
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foreach (var (index, chunk) in component.ChunkCollection.ChunkCollection)
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{
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if (chunk.LastModified >= args.FromTick)
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data[index] = chunk;
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}
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args.State = new DecalGridDeltaState(data, new(component.ChunkCollection.ChunkCollection.Keys));
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}
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private void OnGridInitialize(GridInitializeEvent msg)
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{
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EnsureComp<DecalGridComponent>(msg.EntityUid);
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}
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private void OnCompStartup(EntityUid uid, DecalGridComponent component, ComponentStartup args)
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{
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foreach (var (indices, decals) in component.ChunkCollection.ChunkCollection)
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{
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foreach (var decalUid in decals.Decals.Keys)
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{
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component.DecalIndex[decalUid] = indices;
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}
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}
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// This **shouldn't** be required, but just in case we ever get entity prototypes that have decal grids, we
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// need to ensure that we send an initial full state to players.
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Dirty(uid, component);
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}
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protected Dictionary<Vector2i, DecalChunk>? ChunkCollection(EntityUid gridEuid, DecalGridComponent? comp = null)
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{
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if (!Resolve(gridEuid, ref comp))
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return null;
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return comp.ChunkCollection.ChunkCollection;
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}
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protected virtual void DirtyChunk(EntityUid id, Vector2i chunkIndices, DecalChunk chunk) {}
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// internal, so that client/predicted code doesn't accidentally remove decals. There is a public server-side function.
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protected bool RemoveDecalInternal(EntityUid gridId, uint decalId, [NotNullWhen(true)] out Decal? removed, DecalGridComponent? component = null)
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{
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removed = null;
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if (!Resolve(gridId, ref component))
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return false;
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if (!component.DecalIndex.Remove(decalId, out var indices)
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|| !component.ChunkCollection.ChunkCollection.TryGetValue(indices, out var chunk)
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|| !chunk.Decals.Remove(decalId, out removed))
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{
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return false;
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}
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if (chunk.Decals.Count == 0)
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component.ChunkCollection.ChunkCollection.Remove(indices);
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DirtyChunk(gridId, indices, chunk);
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OnDecalRemoved(gridId, decalId, component, indices, chunk);
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return true;
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}
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protected virtual void OnDecalRemoved(EntityUid gridId, uint decalId, DecalGridComponent component, Vector2i indices, DecalChunk chunk)
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{
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// used by client-side overlay code
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}
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public virtual HashSet<(uint Index, Decal Decal)> GetDecalsInRange(EntityUid gridId, Vector2 position, float distance = 0.75f, Func<Decal, bool>? validDelegate = null)
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{
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// NOOP on client atm.
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return new HashSet<(uint Index, Decal Decal)>();
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}
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public virtual bool RemoveDecal(EntityUid gridId, uint decalId, DecalGridComponent? component = null)
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{
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// NOOP on client atm.
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return true;
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}
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}
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/// <summary>
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/// Sent by clients to request that a decal is placed on the server.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class RequestDecalPlacementEvent : EntityEventArgs
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{
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public Decal Decal;
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public NetCoordinates Coordinates;
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public RequestDecalPlacementEvent(Decal decal, NetCoordinates coordinates)
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{
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Decal = decal;
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Coordinates = coordinates;
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}
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}
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[Serializable, NetSerializable]
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public sealed class RequestDecalRemovalEvent : EntityEventArgs
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{
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public NetCoordinates Coordinates;
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public RequestDecalRemovalEvent(NetCoordinates coordinates)
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{
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Coordinates = coordinates;
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}
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}
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}
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