mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
283 lines
12 KiB
C#
283 lines
12 KiB
C#
using System.Collections.Frozen;
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using System.Linq;
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using System.Numerics;
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using Content.Client.Administration.Systems;
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using Content.Client.Stylesheets;
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using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Content.Shared.Ghost;
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using Content.Shared.Mind;
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using Content.Shared.Roles;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Administration;
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internal sealed class AdminNameOverlay : Overlay
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{
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private readonly AdminSystem _system;
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private readonly IEntityManager _entityManager;
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private readonly IEyeManager _eyeManager;
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private readonly EntityLookupSystem _entityLookup;
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private readonly IUserInterfaceManager _userInterfaceManager;
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private readonly SharedRoleSystem _roles;
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private readonly IPrototypeManager _prototypeManager;
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private readonly Font _font;
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private readonly Font _fontBold;
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private AdminOverlayAntagFormat _overlayFormat;
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private AdminOverlayAntagSymbolStyle _overlaySymbolStyle;
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private bool _overlayPlaytime;
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private bool _overlayStartingJob;
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private float _ghostFadeDistance;
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private float _ghostHideDistance;
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private int _overlayStackMax;
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private float _overlayMergeDistance;
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//TODO make this adjustable via GUI?
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private static readonly FrozenSet<ProtoId<RoleTypePrototype>> Filter =
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new ProtoId<RoleTypePrototype>[] {"SoloAntagonist", "TeamAntagonist", "SiliconAntagonist", "FreeAgent"}
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.ToFrozenSet();
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private readonly string _antagLabelClassic = Loc.GetString("admin-overlay-antag-classic");
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public AdminNameOverlay(
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AdminSystem system,
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IEntityManager entityManager,
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IEyeManager eyeManager,
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IResourceCache resourceCache,
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EntityLookupSystem entityLookup,
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IUserInterfaceManager userInterfaceManager,
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IConfigurationManager config,
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SharedRoleSystem roles,
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IPrototypeManager prototypeManager)
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{
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_system = system;
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_entityManager = entityManager;
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_eyeManager = eyeManager;
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_entityLookup = entityLookup;
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_userInterfaceManager = userInterfaceManager;
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_roles = roles;
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_prototypeManager = prototypeManager;
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ZIndex = 200;
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// Setting these to a specific ttf would break the antag symbols
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_font = resourceCache.NotoStack();
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_fontBold = resourceCache.NotoStack(variation: "Bold");
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config.OnValueChanged(CCVars.AdminOverlayAntagFormat, (show) => { _overlayFormat = UpdateOverlayFormat(show); }, true);
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config.OnValueChanged(CCVars.AdminOverlaySymbolStyle, (show) => { _overlaySymbolStyle = UpdateOverlaySymbolStyle(show); }, true);
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config.OnValueChanged(CCVars.AdminOverlayPlaytime, (show) => { _overlayPlaytime = show; }, true);
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config.OnValueChanged(CCVars.AdminOverlayStartingJob, (show) => { _overlayStartingJob = show; }, true);
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config.OnValueChanged(CCVars.AdminOverlayGhostHideDistance, (f) => { _ghostHideDistance = f; }, true);
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config.OnValueChanged(CCVars.AdminOverlayGhostFadeDistance, (f) => { _ghostFadeDistance = f; }, true);
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config.OnValueChanged(CCVars.AdminOverlayStackMax, (i) => { _overlayStackMax = i; }, true);
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config.OnValueChanged(CCVars.AdminOverlayMergeDistance, (f) => { _overlayMergeDistance = f; }, true);
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}
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private AdminOverlayAntagFormat UpdateOverlayFormat(string formatString)
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{
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if (!Enum.TryParse<AdminOverlayAntagFormat>(formatString, out var format))
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format = AdminOverlayAntagFormat.Binary;
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return format;
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}
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private AdminOverlayAntagSymbolStyle UpdateOverlaySymbolStyle(string symbolString)
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{
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if (!Enum.TryParse<AdminOverlayAntagSymbolStyle>(symbolString, out var symbolStyle))
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symbolStyle = AdminOverlayAntagSymbolStyle.Off;
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return symbolStyle;
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}
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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protected override void Draw(in OverlayDrawArgs args)
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{
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var viewport = args.WorldAABB;
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var colorDisconnected = Color.White;
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var uiScale = _userInterfaceManager.RootControl.UIScale;
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var lineoffset = new Vector2(0f, 14f) * uiScale;
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var drawnOverlays = new List<(Vector2,Vector2)>() ; // A saved list of the overlays already drawn
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// Get all player positions before drawing overlays, so they can be sorted before iteration
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var sortable = new List<(PlayerInfo, Box2, EntityUid, Vector2)>();
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foreach (var info in _system.PlayerList)
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{
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var entity = _entityManager.GetEntity(info.NetEntity);
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// If entity does not exist or is on a different map, skip
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if (entity == null
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|| !_entityManager.EntityExists(entity)
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|| _entityManager.GetComponent<TransformComponent>(entity.Value).MapID != args.MapId)
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continue;
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var aabb = _entityLookup.GetWorldAABB(entity.Value);
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// if not on screen, skip
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if (!aabb.Intersects(in viewport))
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continue;
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// Get on-screen coordinates of player
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var screenCoordinates = _eyeManager.WorldToScreen(aabb.Center).Rounded();
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sortable.Add((info, aabb, entity.Value, screenCoordinates));
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}
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// Draw overlays for visible players, starting from the top of the screen
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foreach (var info in sortable.OrderBy(s => s.Item4.Y).ToList())
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{
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var playerInfo = info.Item1;
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var rolePrototype = playerInfo.RoleProto == null
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? null
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: _prototypeManager.Index(playerInfo.RoleProto.Value);
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var roleName = Loc.GetString(rolePrototype?.Name ?? RoleTypePrototype.FallbackName);
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var roleColor = rolePrototype?.Color ?? RoleTypePrototype.FallbackColor;
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var roleSymbol = rolePrototype?.Symbol ?? RoleTypePrototype.FallbackSymbol;
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var aabb = info.Item2;
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var entity = info.Item3;
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var screenCoordinatesCenter = info.Item4;
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//the center position is kept separately, for simpler position comparison later
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var centerOffset = new Vector2(28f, -18f) * uiScale;
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var screenCoordinates = screenCoordinatesCenter + centerOffset;
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var alpha = 1f;
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//TODO make a smarter system where the starting offset can be modified by the predicted position and size of already-drawn overlays/stacks?
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var currentOffset = Vector2.Zero;
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// Ghosts near the cursor are made transparent/invisible
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// TODO would be "cheaper" if playerinfo already contained a ghost bool, this gets called every frame for every onscreen player!
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if (_entityManager.HasComponent<GhostComponent>(entity))
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{
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// We want the map positions here, so we don't have to worry about resolution and such shenanigans
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var mobPosition = aabb.Center;
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var mousePosition = _eyeManager
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.ScreenToMap(_userInterfaceManager.MousePositionScaled.Position * uiScale)
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.Position;
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var dist = Vector2.Distance(mobPosition, mousePosition);
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if (dist < _ghostHideDistance)
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continue;
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alpha = Math.Clamp((dist - _ghostHideDistance) / (_ghostFadeDistance - _ghostHideDistance), 0f, 1f);
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colorDisconnected.A = alpha;
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}
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// If the new overlay text block is within merge distance of any previous ones
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// merge them into a stack so they don't hide each other
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var stack = drawnOverlays.FindAll(x =>
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Vector2.Distance(_eyeManager.ScreenToMap(x.Item1).Position, aabb.Center) <= _overlayMergeDistance);
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if (stack.Count > 0)
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{
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screenCoordinates = stack.First().Item1 + centerOffset;
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// Replacing this overlay's coordinates for the later save with the stack root's coordinates
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// so that other overlays don't try to stack to these coordinates
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screenCoordinatesCenter = stack.First().Item1;
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var i = 1;
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foreach (var s in stack)
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{
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// additional entries after maximum stack size is reached will be drawn over the last entry
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if (i <= _overlayStackMax - 1)
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currentOffset = lineoffset + s.Item2 ;
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i++;
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}
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}
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// Character name
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var color = Color.Aquamarine;
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color.A = alpha;
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args.ScreenHandle.DrawString(_font, screenCoordinates + currentOffset, playerInfo.CharacterName, uiScale, playerInfo.Connected ? color : colorDisconnected);
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currentOffset += lineoffset;
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// Username
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color = Color.Yellow;
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color.A = alpha;
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args.ScreenHandle.DrawString(_font, screenCoordinates + currentOffset, playerInfo.Username, uiScale, playerInfo.Connected ? color : colorDisconnected);
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currentOffset += lineoffset;
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// Playtime
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if (!string.IsNullOrEmpty(playerInfo.PlaytimeString) && _overlayPlaytime)
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{
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color = Color.Orange;
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color.A = alpha;
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args.ScreenHandle.DrawString(_font, screenCoordinates + currentOffset, playerInfo.PlaytimeString, uiScale, playerInfo.Connected ? color : colorDisconnected);
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currentOffset += lineoffset;
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}
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// Job
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if (!string.IsNullOrEmpty(playerInfo.StartingJob) && _overlayStartingJob)
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{
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color = Color.GreenYellow;
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color.A = alpha;
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args.ScreenHandle.DrawString(_font, screenCoordinates + currentOffset, Loc.GetString(playerInfo.StartingJob), uiScale, playerInfo.Connected ? color : colorDisconnected);
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currentOffset += lineoffset;
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}
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// Determine antag symbol
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string? symbol;
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switch (_overlaySymbolStyle)
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{
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case AdminOverlayAntagSymbolStyle.Specific:
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symbol = roleSymbol;
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break;
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case AdminOverlayAntagSymbolStyle.Basic:
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symbol = Loc.GetString("player-tab-antag-prefix");
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break;
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default:
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case AdminOverlayAntagSymbolStyle.Off:
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symbol = string.Empty;
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break;
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}
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// Determine antag/role type name
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string? text;
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switch (_overlayFormat)
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{
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case AdminOverlayAntagFormat.Roletype:
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color = roleColor;
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symbol = IsFiltered(playerInfo.RoleProto) ? symbol : string.Empty;
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text = IsFiltered(playerInfo.RoleProto)
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? roleName.ToUpper()
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: string.Empty;
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break;
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case AdminOverlayAntagFormat.Subtype:
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color = roleColor;
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symbol = IsFiltered(playerInfo.RoleProto) ? symbol : string.Empty;
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text = IsFiltered(playerInfo.RoleProto)
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? _roles.GetRoleSubtypeLabel(roleName, playerInfo.Subtype).ToUpper()
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: string.Empty;
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break;
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default:
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case AdminOverlayAntagFormat.Binary:
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color = Color.OrangeRed;
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symbol = playerInfo.Antag ? symbol : string.Empty;
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text = playerInfo.Antag ? _antagLabelClassic : string.Empty;
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break;
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}
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// Draw antag label
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color.A = alpha;
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var label = !string.IsNullOrEmpty(symbol)
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? Loc.GetString("player-tab-character-name-antag-symbol", ("symbol", symbol), ("name", text))
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: text;
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args.ScreenHandle.DrawString(_fontBold, screenCoordinates + currentOffset, label, uiScale, color);
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currentOffset += lineoffset;
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//Save the coordinates and size of the text block, for stack merge check
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drawnOverlays.Add((screenCoordinatesCenter, currentOffset));
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}
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}
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private static bool IsFiltered(ProtoId<RoleTypePrototype>? roleProtoId)
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{
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if (roleProtoId == null)
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return false;
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return Filter.Contains(roleProtoId.Value);
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}
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}
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