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...
507 lines
17 KiB
C#
507 lines
17 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Station.Systems;
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using Content.Server.Warps;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Localizations;
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using Content.Shared.Maps;
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using Content.Shared.Pinpointer;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Timing;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Warps;
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namespace Content.Server.Pinpointer;
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/// <summary>
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/// Handles data to be used for in-grid map displays.
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/// </summary>
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public sealed partial class NavMapSystem : SharedNavMapSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLog = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly TurfSystem _turfSystem = default!;
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public const float CloseDistance = 15f;
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public const float FarDistance = 30f;
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private EntityQuery<AirtightComponent> _airtightQuery;
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private EntityQuery<MapGridComponent> _gridQuery;
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private EntityQuery<NavMapComponent> _navQuery;
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public override void Initialize()
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{
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base.Initialize();
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var categories = Enum.GetNames(typeof(NavMapChunkType)).Length - 1; // -1 due to "Invalid" entry.
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if (Categories != categories)
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throw new Exception($"{nameof(Categories)} must be equal to the number of chunk types");
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_airtightQuery = GetEntityQuery<AirtightComponent>();
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_gridQuery = GetEntityQuery<MapGridComponent>();
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_navQuery = GetEntityQuery<NavMapComponent>();
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// Initialization events
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SubscribeLocalEvent<StationGridAddedEvent>(OnStationInit);
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// Grid change events
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SubscribeLocalEvent<GridSplitEvent>(OnNavMapSplit);
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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SubscribeLocalEvent<AirtightChanged>(OnAirtightChange);
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// Beacon events
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SubscribeLocalEvent<NavMapBeaconComponent, MapInitEvent>(OnNavMapBeaconMapInit);
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SubscribeLocalEvent<NavMapBeaconComponent, AnchorStateChangedEvent>(OnNavMapBeaconAnchor);
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SubscribeLocalEvent<ConfigurableNavMapBeaconComponent, NavMapBeaconConfigureBuiMessage>(OnConfigureMessage);
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SubscribeLocalEvent<ConfigurableNavMapBeaconComponent, MapInitEvent>(OnConfigurableMapInit);
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SubscribeLocalEvent<ConfigurableNavMapBeaconComponent, ExaminedEvent>(OnConfigurableExamined);
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}
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private void OnStationInit(StationGridAddedEvent ev)
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{
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var comp = EnsureComp<NavMapComponent>(ev.GridId);
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RefreshGrid(ev.GridId, comp, Comp<MapGridComponent>(ev.GridId));
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}
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#region: Grid change event handling
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private void OnNavMapSplit(ref GridSplitEvent args)
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{
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if (!_navQuery.TryComp(args.Grid, out var comp))
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return;
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foreach (var grid in args.NewGrids)
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{
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var newComp = EnsureComp<NavMapComponent>(grid);
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RefreshGrid(grid, newComp, _gridQuery.GetComponent(grid));
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}
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RefreshGrid(args.Grid, comp, _gridQuery.GetComponent(args.Grid));
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}
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private NavMapChunk EnsureChunk(NavMapComponent component, Vector2i origin)
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{
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if (!component.Chunks.TryGetValue(origin, out var chunk))
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{
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chunk = new(origin);
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component.Chunks[origin] = chunk;
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}
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return chunk;
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}
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private void OnTileChanged(ref TileChangedEvent ev)
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{
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if (!_navQuery.TryComp(ev.Entity, out var navMap))
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return;
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foreach (var change in ev.Changes)
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{
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if (!change.EmptyChanged)
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continue;
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var tile = change.GridIndices;
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var chunkOrigin = SharedMapSystem.GetChunkIndices(tile, ChunkSize);
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var chunk = EnsureChunk(navMap, chunkOrigin);
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// This could be easily replaced in the future to accommodate diagonal tiles
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var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
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ref var tileData = ref chunk.TileData[GetTileIndex(relative)];
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if (_turfSystem.IsSpace(change.NewTile))
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{
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tileData = 0;
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if (PruneEmpty((ev.Entity, navMap), chunk))
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continue;
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}
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else
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{
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tileData = FloorMask;
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}
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DirtyChunk((ev.Entity, navMap), chunk);
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}
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}
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private void DirtyChunk(Entity<NavMapComponent> entity, NavMapChunk chunk)
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{
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if (chunk.LastUpdate == _gameTiming.CurTick)
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return;
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chunk.LastUpdate = _gameTiming.CurTick;
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Dirty(entity);
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}
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private void OnAirtightChange(ref AirtightChanged args)
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{
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if (args.AirBlockedChanged)
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return;
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var gridUid = args.Position.Grid;
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if (!_navQuery.TryComp(gridUid, out var navMap) ||
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!_gridQuery.TryComp(gridUid, out var mapGrid))
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{
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return;
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}
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var chunkOrigin = SharedMapSystem.GetChunkIndices(args.Position.Tile, ChunkSize);
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var (newValue, chunk) = RefreshTileEntityContents(gridUid, navMap, mapGrid, chunkOrigin, args.Position.Tile, setFloor: false);
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if (newValue == 0 && PruneEmpty((gridUid, navMap), chunk))
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return;
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DirtyChunk((gridUid, navMap), chunk);
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}
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#endregion
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#region: Beacon event handling
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private void OnNavMapBeaconMapInit(EntityUid uid, NavMapBeaconComponent component, MapInitEvent args)
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{
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// DeltaV - start of beacon map bugfix
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if (component.DefaultText == null || component.Text != null)
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{
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// temporary fix until issue is resolved upstream:
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// https://github.com/space-wizards/space-station-14/issues/37691
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UpdateNavMapBeaconData(uid, component);
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return;
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}
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// DeltaV - end of beacon map bugfix
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component.Text = Loc.GetString(component.DefaultText);
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Dirty(uid, component);
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UpdateNavMapBeaconData(uid, component);
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}
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private void OnNavMapBeaconAnchor(EntityUid uid, NavMapBeaconComponent component, ref AnchorStateChangedEvent args)
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{
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UpdateBeaconEnabledVisuals((uid, component));
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UpdateNavMapBeaconData(uid, component);
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}
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private void OnConfigureMessage(Entity<ConfigurableNavMapBeaconComponent> ent, ref NavMapBeaconConfigureBuiMessage args)
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{
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if (!TryComp<NavMapBeaconComponent>(ent, out var beacon))
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return;
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if (beacon.Text == args.Text &&
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beacon.Color == args.Color &&
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beacon.Enabled == args.Enabled)
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return;
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_adminLog.Add(LogType.Action, LogImpact.Medium,
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$"{ToPrettyString(args.Actor):player} configured NavMapBeacon \'{ToPrettyString(ent):entity}\' with text \'{args.Text}\', color {args.Color.ToHexNoAlpha()}, and {(args.Enabled ? "enabled" : "disabled")} it.");
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if (TryComp<WarpPointComponent>(ent, out var warpPoint))
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{
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warpPoint.Location = args.Text;
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}
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beacon.Text = args.Text;
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beacon.Color = args.Color;
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beacon.Enabled = args.Enabled;
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Dirty(ent, beacon);
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UpdateBeaconEnabledVisuals((ent, beacon));
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UpdateNavMapBeaconData(ent, beacon);
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}
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private void OnConfigurableMapInit(Entity<ConfigurableNavMapBeaconComponent> ent, ref MapInitEvent args)
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{
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if (!TryComp<NavMapBeaconComponent>(ent, out var navMap))
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return;
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// We set this on mapinit just in case the text was edited via VV or something.
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if (TryComp<WarpPointComponent>(ent, out var warpPoint))
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warpPoint.Location = navMap.Text;
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UpdateBeaconEnabledVisuals((ent, navMap));
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}
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private void OnConfigurableExamined(Entity<ConfigurableNavMapBeaconComponent> ent, ref ExaminedEvent args)
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{
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if (!args.IsInDetailsRange || !TryComp<NavMapBeaconComponent>(ent, out var navMap))
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return;
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args.PushMarkup(Loc.GetString("nav-beacon-examine-text",
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("enabled", navMap.Enabled),
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("color", navMap.Color.ToHexNoAlpha()),
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("label", navMap.Text ?? string.Empty)));
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}
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#endregion
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#region: Grid functions
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private void RefreshGrid(EntityUid uid, NavMapComponent component, MapGridComponent mapGrid)
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{
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// Clear stale data
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component.Chunks.Clear();
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component.Beacons.Clear();
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// Refresh beacons
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var query = EntityQueryEnumerator<NavMapBeaconComponent, TransformComponent>();
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while (query.MoveNext(out var qUid, out var qNavComp, out var qTransComp))
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{
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if (qTransComp.ParentUid != uid)
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continue;
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UpdateNavMapBeaconData(qUid, qNavComp);
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}
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// Loop over all tiles
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var tileRefs = _mapSystem.GetAllTiles(uid, mapGrid);
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foreach (var tileRef in tileRefs)
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{
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var tile = tileRef.GridIndices;
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var chunkOrigin = SharedMapSystem.GetChunkIndices(tile, ChunkSize);
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var chunk = EnsureChunk(component, chunkOrigin);
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chunk.LastUpdate = _gameTiming.CurTick;
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RefreshTileEntityContents(uid, component, mapGrid, chunkOrigin, tile, setFloor: true);
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}
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Dirty(uid, component);
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}
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private (int NewVal, NavMapChunk Chunk) RefreshTileEntityContents(EntityUid uid,
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NavMapComponent component,
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MapGridComponent mapGrid,
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Vector2i chunkOrigin,
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Vector2i tile,
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bool setFloor)
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{
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var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
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var chunk = EnsureChunk(component, chunkOrigin);
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ref var tileData = ref chunk.TileData[GetTileIndex(relative)];
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// Clear all data except for floor bits
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if (setFloor)
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tileData = FloorMask;
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else
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tileData &= FloorMask;
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var enumerator = _mapSystem.GetAnchoredEntitiesEnumerator(uid, mapGrid, tile);
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while (enumerator.MoveNext(out var ent))
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{
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if (!_airtightQuery.TryComp(ent, out var airtight))
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continue;
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var category = GetEntityType(ent.Value);
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if (category == NavMapChunkType.Invalid)
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continue;
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var directions = (int)airtight.AirBlockedDirection;
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tileData |= directions << (int) category;
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}
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// Remove walls that intersect with doors (unless they can both physically fit on the same tile)
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// TODO NAVMAP why can this even happen?
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// Is this for blast-doors or something?
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// Shift airlock bits over to the wall bits
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var shiftedAirlockBits = (tileData & AirlockMask) >> ((int) NavMapChunkType.Airlock - (int) NavMapChunkType.Wall);
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// And then mask door bits
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tileData &= ~shiftedAirlockBits;
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return (tileData, chunk);
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}
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private bool PruneEmpty(Entity<NavMapComponent> entity, NavMapChunk chunk)
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{
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foreach (var val in chunk.TileData)
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{
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// TODO NAVMAP SIMD
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if (val != 0)
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return false;
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}
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entity.Comp.Chunks.Remove(chunk.Origin);
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Dirty(entity);
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return true;
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}
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#endregion
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#region: Beacon functions
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private void UpdateNavMapBeaconData(EntityUid uid, NavMapBeaconComponent component, TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref xform))
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return;
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if (xform.GridUid == null)
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return;
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if (!_navQuery.TryComp(xform.GridUid, out var navMap))
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return;
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var meta = MetaData(uid);
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var changed = navMap.Beacons.Remove(meta.NetEntity);
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if (TryCreateNavMapBeaconData(uid, component, xform, meta, out var beaconData))
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{
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navMap.Beacons.Add(meta.NetEntity, beaconData.Value);
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changed = true;
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}
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if (changed)
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Dirty(xform.GridUid.Value, navMap);
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}
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private void UpdateBeaconEnabledVisuals(Entity<NavMapBeaconComponent> ent)
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{
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_appearance.SetData(ent, NavMapBeaconVisuals.Enabled, ent.Comp.Enabled && Transform(ent).Anchored);
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}
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/// <summary>
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/// Sets the beacon's Enabled field and refreshes the grid.
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/// </summary>
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public void SetBeaconEnabled(EntityUid uid, bool enabled, NavMapBeaconComponent? comp = null)
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{
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if (!Resolve(uid, ref comp) || comp.Enabled == enabled)
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return;
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comp.Enabled = enabled;
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UpdateBeaconEnabledVisuals((uid, comp));
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}
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/// <summary>
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/// Toggles the beacon's Enabled field and refreshes the grid.
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/// </summary>
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public void ToggleBeacon(EntityUid uid, NavMapBeaconComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return;
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SetBeaconEnabled(uid, !comp.Enabled, comp);
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}
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/// <summary>
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/// For a given position, tries to find the nearest configurable beacon that is marked as visible.
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/// This is used for things like announcements where you want to find the closest "landmark" to something.
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/// </summary>
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[PublicAPI]
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public bool TryGetNearestBeacon(Entity<TransformComponent?> ent,
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[NotNullWhen(true)] out Entity<NavMapBeaconComponent>? beacon,
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[NotNullWhen(true)] out MapCoordinates? beaconCoords)
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{
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beacon = null;
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beaconCoords = null;
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if (!Resolve(ent, ref ent.Comp))
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return false;
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return TryGetNearestBeacon(_transformSystem.GetMapCoordinates(ent, ent.Comp), out beacon, out beaconCoords);
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}
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/// <summary>
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/// For a given position, tries to find the nearest configurable beacon that is marked as visible.
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/// This is used for things like announcements where you want to find the closest "landmark" to something.
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/// </summary>
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public bool TryGetNearestBeacon(MapCoordinates coordinates,
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[NotNullWhen(true)] out Entity<NavMapBeaconComponent>? beacon,
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[NotNullWhen(true)] out MapCoordinates? beaconCoords)
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{
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beacon = null;
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beaconCoords = null;
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var minDistance = float.PositiveInfinity;
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var query = EntityQueryEnumerator<ConfigurableNavMapBeaconComponent, NavMapBeaconComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out _, out var navBeacon, out var xform))
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{
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if (!navBeacon.Enabled)
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continue;
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if (navBeacon.Text == null)
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continue;
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if (coordinates.MapId != xform.MapID)
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continue;
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var coords = _transformSystem.GetWorldPosition(xform);
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var distanceSquared = (coordinates.Position - coords).LengthSquared();
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if (!float.IsInfinity(minDistance) && distanceSquared >= minDistance)
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continue;
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minDistance = distanceSquared;
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beacon = (uid, navBeacon);
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beaconCoords = new MapCoordinates(coords, xform.MapID);
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}
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return beacon != null;
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}
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/// <summary>
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/// Returns a string describing the rough distance and direction
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/// to the position of <paramref name="ent"/> from the nearest beacon.
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/// </summary>
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[PublicAPI]
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public string GetNearestBeaconString(Entity<TransformComponent?> ent, bool onlyName = false)
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{
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if (!Resolve(ent, ref ent.Comp))
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return Loc.GetString("nav-beacon-pos-no-beacons");
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return GetNearestBeaconString(_transformSystem.GetMapCoordinates(ent, ent.Comp), onlyName);
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}
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/// <summary>
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/// Returns a string describing the rough distance and direction
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/// to <paramref name="coordinates"/> from the nearest beacon.
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/// </summary>
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public string GetNearestBeaconString(MapCoordinates coordinates, bool onlyName = false)
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{
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if (!TryGetNearestBeacon(coordinates, out var beacon, out var pos))
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return Loc.GetString("nav-beacon-pos-no-beacons");
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if (onlyName)
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return beacon.Value.Comp.Text!;
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var gridOffset = Angle.Zero;
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if (_mapManager.TryFindGridAt(pos.Value, out var grid, out _))
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gridOffset = Transform(grid).LocalRotation;
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// get the angle between the two positions, adjusted for the grid rotation so that
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// we properly preserve north in relation to the grid.
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var offset = coordinates.Position - pos.Value.Position;
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var dir = offset.ToWorldAngle();
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var adjustedDir = (dir - gridOffset).GetDir();
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var length = offset.Length();
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if (length < CloseDistance)
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{
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return Loc.GetString("nav-beacon-pos-format",
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("color", beacon.Value.Comp.Color),
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("marker", beacon.Value.Comp.Text!));
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}
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var modifier = length > FarDistance
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? Loc.GetString("nav-beacon-pos-format-direction-mod-far")
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: string.Empty;
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// we can null suppress the text being null because TryGetNearestVisibleStationBeacon always gives us a beacon with not-null text.
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return Loc.GetString("nav-beacon-pos-format-direction",
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("modifier", modifier),
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("direction", ContentLocalizationManager.FormatDirection(adjustedDir).ToLowerInvariant()),
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("color", beacon.Value.Comp.Color),
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("marker", beacon.Value.Comp.Text!));
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}
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#endregion
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}
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