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...
304 lines
12 KiB
C#
304 lines
12 KiB
C#
using Content.Client.Pinpointer.UI;
|
|
using Content.Shared.Atmos.Components;
|
|
using Content.Shared.Pinpointer;
|
|
using Robust.Client.Graphics;
|
|
using Robust.Shared.Collections;
|
|
using Robust.Shared.Map.Components;
|
|
using System.Linq;
|
|
using System.Numerics;
|
|
|
|
namespace Content.Client.Atmos.Consoles;
|
|
|
|
public sealed partial class AtmosMonitoringConsoleNavMapControl : NavMapControl
|
|
{
|
|
[Dependency] private readonly IEntityManager _entManager = default!;
|
|
|
|
public bool ShowPipeNetwork = true;
|
|
public int? FocusNetId = null;
|
|
|
|
private const int ChunkSize = 4;
|
|
private const float ScaleModifier = 4f;
|
|
|
|
private readonly float[] _layerFraction = { 0.5f, 0.75f, 0.25f };
|
|
private const float LineThickness = 0.05f;
|
|
|
|
private readonly Color _basePipeNetColor = Color.LightGray;
|
|
private readonly Color _unfocusedPipeNetColor = Color.DimGray;
|
|
|
|
private List<AtmosMonitoringConsoleLine> _atmosPipeNetwork = new();
|
|
private Dictionary<Color, Color> _sRGBLookUp = new Dictionary<Color, Color>();
|
|
|
|
// Look up tables for merging continuous lines. Indexed by line color
|
|
private Dictionary<Color, Dictionary<Vector2i, Vector2i>> _horizLines = new();
|
|
private Dictionary<Color, Dictionary<Vector2i, Vector2i>> _horizLinesReversed = new();
|
|
private Dictionary<Color, Dictionary<Vector2i, Vector2i>> _vertLines = new();
|
|
private Dictionary<Color, Dictionary<Vector2i, Vector2i>> _vertLinesReversed = new();
|
|
|
|
public AtmosMonitoringConsoleNavMapControl() : base()
|
|
{
|
|
PostWallDrawingAction += DrawAllPipeNetworks;
|
|
}
|
|
|
|
protected override void UpdateNavMap()
|
|
{
|
|
base.UpdateNavMap();
|
|
|
|
if (!_entManager.TryGetComponent<AtmosMonitoringConsoleComponent>(Owner, out var console))
|
|
return;
|
|
|
|
if (!_entManager.TryGetComponent<MapGridComponent>(MapUid, out var grid))
|
|
return;
|
|
|
|
_atmosPipeNetwork = GetDecodedAtmosPipeChunks(console.AtmosPipeChunks, grid);
|
|
}
|
|
|
|
private void DrawAllPipeNetworks(DrawingHandleScreen handle)
|
|
{
|
|
if (!ShowPipeNetwork)
|
|
return;
|
|
|
|
// Draw networks
|
|
if (_atmosPipeNetwork != null && _atmosPipeNetwork.Any())
|
|
DrawPipeNetwork(handle, _atmosPipeNetwork);
|
|
}
|
|
|
|
private void DrawPipeNetwork(DrawingHandleScreen handle, List<AtmosMonitoringConsoleLine> atmosPipeNetwork)
|
|
{
|
|
var offset = GetOffset();
|
|
offset = offset with { Y = -offset.Y };
|
|
|
|
if (WorldRange / WorldMaxRange > 0.5f)
|
|
{
|
|
var pipeNetworks = new Dictionary<Color, ValueList<Vector2>>();
|
|
|
|
foreach (var chunkedLine in atmosPipeNetwork)
|
|
{
|
|
var start = ScalePosition(chunkedLine.Origin - offset);
|
|
var end = ScalePosition(chunkedLine.Terminus - offset);
|
|
|
|
if (!pipeNetworks.TryGetValue(chunkedLine.Color, out var subNetwork))
|
|
subNetwork = new ValueList<Vector2>();
|
|
|
|
subNetwork.Add(start);
|
|
subNetwork.Add(end);
|
|
|
|
pipeNetworks[chunkedLine.Color] = subNetwork;
|
|
}
|
|
|
|
foreach ((var color, var subNetwork) in pipeNetworks)
|
|
{
|
|
if (subNetwork.Count > 0)
|
|
handle.DrawPrimitives(DrawPrimitiveTopology.LineList, subNetwork.Span, color);
|
|
}
|
|
}
|
|
|
|
else
|
|
{
|
|
var pipeVertexUVs = new Dictionary<Color, ValueList<Vector2>>();
|
|
|
|
foreach (var chunkedLine in atmosPipeNetwork)
|
|
{
|
|
var leftTop = ScalePosition(new Vector2
|
|
(Math.Min(chunkedLine.Origin.X, chunkedLine.Terminus.X) - LineThickness,
|
|
Math.Min(chunkedLine.Origin.Y, chunkedLine.Terminus.Y) - LineThickness)
|
|
- offset);
|
|
|
|
var rightTop = ScalePosition(new Vector2
|
|
(Math.Max(chunkedLine.Origin.X, chunkedLine.Terminus.X) + LineThickness,
|
|
Math.Min(chunkedLine.Origin.Y, chunkedLine.Terminus.Y) - LineThickness)
|
|
- offset);
|
|
|
|
var leftBottom = ScalePosition(new Vector2
|
|
(Math.Min(chunkedLine.Origin.X, chunkedLine.Terminus.X) - LineThickness,
|
|
Math.Max(chunkedLine.Origin.Y, chunkedLine.Terminus.Y) + LineThickness)
|
|
- offset);
|
|
|
|
var rightBottom = ScalePosition(new Vector2
|
|
(Math.Max(chunkedLine.Origin.X, chunkedLine.Terminus.X) + LineThickness,
|
|
Math.Max(chunkedLine.Origin.Y, chunkedLine.Terminus.Y) + LineThickness)
|
|
- offset);
|
|
|
|
if (!pipeVertexUVs.TryGetValue(chunkedLine.Color, out var pipeVertexUV))
|
|
pipeVertexUV = new ValueList<Vector2>();
|
|
|
|
pipeVertexUV.Add(leftBottom);
|
|
pipeVertexUV.Add(leftTop);
|
|
pipeVertexUV.Add(rightBottom);
|
|
pipeVertexUV.Add(leftTop);
|
|
pipeVertexUV.Add(rightBottom);
|
|
pipeVertexUV.Add(rightTop);
|
|
|
|
pipeVertexUVs[chunkedLine.Color] = pipeVertexUV;
|
|
}
|
|
|
|
foreach ((var color, var pipeVertexUV) in pipeVertexUVs)
|
|
{
|
|
if (pipeVertexUV.Count > 0)
|
|
handle.DrawPrimitives(DrawPrimitiveTopology.TriangleList, pipeVertexUV.Span, color);
|
|
}
|
|
}
|
|
}
|
|
|
|
private List<AtmosMonitoringConsoleLine> GetDecodedAtmosPipeChunks(Dictionary<Vector2i, AtmosPipeChunk>? chunks, MapGridComponent? grid)
|
|
{
|
|
var decodedOutput = new List<AtmosMonitoringConsoleLine>();
|
|
|
|
if (chunks == null || grid == null)
|
|
return decodedOutput;
|
|
|
|
// Clear stale look up table values
|
|
_horizLines.Clear();
|
|
_horizLinesReversed.Clear();
|
|
_vertLines.Clear();
|
|
_vertLinesReversed.Clear();
|
|
|
|
// Generate masks
|
|
var northMask = (ulong)1 << 0;
|
|
var southMask = (ulong)1 << 1;
|
|
var westMask = (ulong)1 << 2;
|
|
var eastMask = (ulong)1 << 3;
|
|
|
|
foreach ((var chunkOrigin, var chunk) in chunks)
|
|
{
|
|
var list = new List<AtmosMonitoringConsoleLine>();
|
|
|
|
foreach (var ((netId, layer, pipeColor), atmosPipeData) in chunk.AtmosPipeData)
|
|
{
|
|
// Determine the correct coloration for the pipe
|
|
var color = pipeColor * _basePipeNetColor;
|
|
|
|
if (FocusNetId != null && FocusNetId != netId)
|
|
color *= _unfocusedPipeNetColor;
|
|
|
|
// Get the associated line look up tables
|
|
if (!_horizLines.TryGetValue(color, out var horizLines))
|
|
{
|
|
horizLines = new();
|
|
_horizLines[color] = horizLines;
|
|
}
|
|
|
|
if (!_horizLinesReversed.TryGetValue(color, out var horizLinesReversed))
|
|
{
|
|
horizLinesReversed = new();
|
|
_horizLinesReversed[color] = horizLinesReversed;
|
|
}
|
|
|
|
if (!_vertLines.TryGetValue(color, out var vertLines))
|
|
{
|
|
vertLines = new();
|
|
_vertLines[color] = vertLines;
|
|
}
|
|
|
|
if (!_vertLinesReversed.TryGetValue(color, out var vertLinesReversed))
|
|
{
|
|
vertLinesReversed = new();
|
|
_vertLinesReversed[color] = vertLinesReversed;
|
|
}
|
|
|
|
var layerFraction = _layerFraction[(int)layer];
|
|
var origin = new Vector2(grid.TileSize * layerFraction, -grid.TileSize * layerFraction);
|
|
|
|
// Loop over the chunk
|
|
for (var tileIdx = 0; tileIdx < ChunkSize * ChunkSize; tileIdx++)
|
|
{
|
|
if (atmosPipeData == 0)
|
|
continue;
|
|
|
|
var mask = (ulong)SharedNavMapSystem.AllDirMask << tileIdx * SharedNavMapSystem.Directions;
|
|
|
|
if ((atmosPipeData & mask) == 0)
|
|
continue;
|
|
|
|
var relativeTile = GetTileFromIndex(tileIdx);
|
|
var tile = (chunk.Origin * ChunkSize + relativeTile) * grid.TileSize;
|
|
tile = tile with { Y = -tile.Y };
|
|
|
|
// Calculate the draw point offsets
|
|
var vertLineOrigin = (atmosPipeData & northMask << tileIdx * SharedNavMapSystem.Directions) > 0 ?
|
|
new Vector2(grid.TileSize * layerFraction, -grid.TileSize * 1f) : origin;
|
|
|
|
var vertLineTerminus = (atmosPipeData & southMask << tileIdx * SharedNavMapSystem.Directions) > 0 ?
|
|
new Vector2(grid.TileSize * layerFraction, -grid.TileSize * 0f) : origin;
|
|
|
|
var horizLineOrigin = (atmosPipeData & eastMask << tileIdx * SharedNavMapSystem.Directions) > 0 ?
|
|
new Vector2(grid.TileSize * 1f, -grid.TileSize * layerFraction) : origin;
|
|
|
|
var horizLineTerminus = (atmosPipeData & westMask << tileIdx * SharedNavMapSystem.Directions) > 0 ?
|
|
new Vector2(grid.TileSize * 0f, -grid.TileSize * layerFraction) : origin;
|
|
|
|
// Scale up the vectors and convert to vector2i so we can merge them
|
|
AddOrUpdateNavMapLine(ConvertVector2ToVector2i(tile + horizLineOrigin, ScaleModifier),
|
|
ConvertVector2ToVector2i(tile + horizLineTerminus, ScaleModifier), horizLines, horizLinesReversed);
|
|
AddOrUpdateNavMapLine(ConvertVector2ToVector2i(tile + vertLineOrigin, ScaleModifier),
|
|
ConvertVector2ToVector2i(tile + vertLineTerminus, ScaleModifier), vertLines, vertLinesReversed);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Scale the vector2is back down and convert to vector2
|
|
foreach (var (color, horizLines) in _horizLines)
|
|
{
|
|
// Get the corresponding sRBG color
|
|
var sRGB = GetsRGBColor(color);
|
|
|
|
foreach (var (origin, terminal) in horizLines)
|
|
decodedOutput.Add(new AtmosMonitoringConsoleLine
|
|
(ConvertVector2iToVector2(origin, 1f / ScaleModifier), ConvertVector2iToVector2(terminal, 1f / ScaleModifier), sRGB));
|
|
}
|
|
|
|
foreach (var (color, vertLines) in _vertLines)
|
|
{
|
|
// Get the corresponding sRBG color
|
|
var sRGB = GetsRGBColor(color);
|
|
|
|
foreach (var (origin, terminal) in vertLines)
|
|
decodedOutput.Add(new AtmosMonitoringConsoleLine
|
|
(ConvertVector2iToVector2(origin, 1f / ScaleModifier), ConvertVector2iToVector2(terminal, 1f / ScaleModifier), sRGB));
|
|
}
|
|
|
|
return decodedOutput;
|
|
}
|
|
|
|
private Vector2 ConvertVector2iToVector2(Vector2i vector, float scale = 1f)
|
|
{
|
|
return new Vector2(vector.X * scale, vector.Y * scale);
|
|
}
|
|
|
|
private Vector2i ConvertVector2ToVector2i(Vector2 vector, float scale = 1f)
|
|
{
|
|
return new Vector2i((int)MathF.Round(vector.X * scale), (int)MathF.Round(vector.Y * scale));
|
|
}
|
|
|
|
private Vector2i GetTileFromIndex(int index)
|
|
{
|
|
var x = index / ChunkSize;
|
|
var y = index % ChunkSize;
|
|
return new Vector2i(x, y);
|
|
}
|
|
|
|
private Color GetsRGBColor(Color color)
|
|
{
|
|
if (!_sRGBLookUp.TryGetValue(color, out var sRGB))
|
|
{
|
|
sRGB = Color.ToSrgb(color);
|
|
_sRGBLookUp[color] = sRGB;
|
|
}
|
|
|
|
return sRGB;
|
|
}
|
|
}
|
|
|
|
public struct AtmosMonitoringConsoleLine
|
|
{
|
|
public readonly Vector2 Origin;
|
|
public readonly Vector2 Terminus;
|
|
public readonly Color Color;
|
|
|
|
public AtmosMonitoringConsoleLine(Vector2 origin, Vector2 terminus, Color color)
|
|
{
|
|
Origin = origin;
|
|
Terminus = terminus;
|
|
Color = color;
|
|
}
|
|
}
|