mirror of
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* 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...
231 lines
9.7 KiB
C#
231 lines
9.7 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Numerics;
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using Content.Shared.Physics;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Toolshed.Commands.Values;
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namespace Content.Shared.Maps;
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/// <summary>
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/// This system provides various useful helper methods for turfs & tiles. Replacement for <see cref="TurfHelpers"/>
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/// </summary>
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public sealed class TurfSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitions = default!;
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/// <summary>
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/// Attempts to get the turf at or under some given coordinates or null if no such turf exists.
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/// </summary>
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/// <param name="coordinates">The coordinates to search for a turf.</param>
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/// <returns>A <see cref="TileRef"/> for the turf found at the given coordinates or null if no such turf exists.</returns>
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public TileRef? GetTileRef(EntityCoordinates coordinates)
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{
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if (!coordinates.IsValid(EntityManager))
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return null;
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var pos = _transform.ToMapCoordinates(coordinates);
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if (!_mapManager.TryFindGridAt(pos, out var gridUid, out var gridComp))
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return null;
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if (!_mapSystem.TryGetTileRef(gridUid, gridComp, coordinates, out var tile))
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return null;
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return tile;
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}
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/// <summary>
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/// Attempts to get the turf at or under some given coordinates.
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/// </summary>
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/// <param name="coordinates">The coordinates to search for a turf.</param>
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/// <param name="tile">Returns the turf found at the given coordinates if any.</param>
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/// <returns>True if a turf was found at the given coordinates, false otherwise.</returns>
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public bool TryGetTileRef(EntityCoordinates coordinates, [NotNullWhen(true)] out TileRef? tile)
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{
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return (tile = GetTileRef(coordinates)) is not null;
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}
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/// <summary>
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/// Returns true if a given tile is blocked by physics-enabled entities.
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/// </summary>
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public bool IsTileBlocked(TileRef turf, CollisionGroup mask, float minIntersectionArea = 0.1f)
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=> IsTileBlocked(turf.GridUid, turf.GridIndices, mask, minIntersectionArea: minIntersectionArea);
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/// <summary>
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/// Returns true if a given tile is blocked by physics-enabled entities.
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/// </summary>
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/// <param name="gridUid">The grid that owns the tile</param>
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/// <param name="indices">The tile indices</param>
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/// <param name="mask">Collision layers to check</param>
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/// <param name="grid">Grid component</param>
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/// <param name="gridXform">Grid's transform</param>
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/// <param name="minIntersectionArea">Minimum area that must be covered for a tile to be considered blocked</param>
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public bool IsTileBlocked(EntityUid gridUid,
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Vector2i indices,
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CollisionGroup mask,
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MapGridComponent? grid = null,
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TransformComponent? gridXform = null,
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float minIntersectionArea = 0.1f)
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{
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if (!Resolve(gridUid, ref grid, ref gridXform))
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return false;
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var xformQuery = GetEntityQuery<TransformComponent>();
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var (gridPos, gridRot, matrix) = _transform.GetWorldPositionRotationMatrix(gridXform, xformQuery);
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var size = grid.TileSize;
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var localPos = new Vector2(indices.X * size + (size / 2f), indices.Y * size + (size / 2f));
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var worldPos = Vector2.Transform(localPos, matrix);
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// This is scaled to 95 % so it doesn't encompass walls on other tiles.
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var tileAabb = Box2.UnitCentered.Scale(0.95f * size);
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var worldBox = new Box2Rotated(tileAabb.Translated(worldPos), gridRot, worldPos);
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tileAabb = tileAabb.Translated(localPos);
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var intersectionArea = 0f;
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var fixtureQuery = GetEntityQuery<FixturesComponent>();
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foreach (var ent in _entityLookup.GetEntitiesIntersecting(gridUid, worldBox, LookupFlags.Dynamic | LookupFlags.Static))
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{
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if (!fixtureQuery.TryGetComponent(ent, out var fixtures))
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continue;
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// get grid local coordinates
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var (pos, rot) = _transform.GetWorldPositionRotation(xformQuery.GetComponent(ent), xformQuery);
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rot -= gridRot;
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pos = (-gridRot).RotateVec(pos - gridPos);
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var xform = new Transform(pos, (float)rot.Theta);
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foreach (var fixture in fixtures.Fixtures.Values)
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{
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if (!fixture.Hard)
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continue;
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if ((fixture.CollisionLayer & (int)mask) == 0)
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continue;
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for (var i = 0; i < fixture.Shape.ChildCount; i++)
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{
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var intersection = fixture.Shape.ComputeAABB(xform, i).Intersect(tileAabb);
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intersectionArea += intersection.Width * intersection.Height;
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if (intersectionArea > minIntersectionArea)
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return true;
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}
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}
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}
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return false;
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}
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/// <summary>
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/// Returns whether a tile is considered to be space or directly exposed to space.
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/// </summary>
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/// <param name="tile">The tile in question.</param>
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/// <returns>True if the tile is considered to be space, false otherwise.</returns>
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public bool IsSpace(Tile tile)
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{
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return GetContentTileDefinition(tile).MapAtmosphere;
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}
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/// <summary>
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/// Returns whether a tile is considered to be space or directly exposed to space.
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/// </summary>
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/// <param name="tile">The tile in question.</param>
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/// <returns>True if the tile is considered to be space, false otherwise.</returns>
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public bool IsSpace(TileRef tile)
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{
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return IsSpace(tile.Tile);
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}
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/// <summary>
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/// Returns the location of the centre of the tile in grid coordinates.
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/// </summary>
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public EntityCoordinates GetTileCenter(TileRef turf)
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{
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var grid = Comp<MapGridComponent>(turf.GridUid);
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var center = (turf.GridIndices + new Vector2(0.5f, 0.5f)) * grid.TileSize;
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return new EntityCoordinates(turf.GridUid, center);
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}
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/// <summary>
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/// Returns the content tile definition for a tile.
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/// </summary>
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public ContentTileDefinition GetContentTileDefinition(Tile tile)
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{
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return (ContentTileDefinition)_tileDefinitions[tile.TypeId];
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}
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/// <summary>
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/// Returns the content tile definition for a tile ref.
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/// </summary>
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public ContentTileDefinition GetContentTileDefinition(TileRef tile)
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{
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return GetContentTileDefinition(tile.Tile);
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}
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/// <summary>
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/// Collects all of the entities intersecting with the turf at a given position into a provided <see cref="HashSet{EntityUid}"/>
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/// </summary>
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/// <param name="coords">The position of the turf to search for entities.</param>
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/// <param name="intersecting">The hashset used to collect the relevant entities.</param>
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/// <param name="flags">A set of lookup categories to search for relevant entities.</param>
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public void GetEntitiesInTile(EntityCoordinates coords, HashSet<EntityUid> intersecting, LookupFlags flags = LookupFlags.Static)
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{
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if (!TryGetTileRef(coords, out var tileRef))
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return;
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_entityLookup.GetEntitiesInTile(tileRef.Value, intersecting, flags);
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}
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/// <summary>
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/// Returns a collection containing all of the entities overlapping with the turf at a given position.
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/// </summary>
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/// <inheritdoc cref="GetEntitiesInTile(EntityCoordinates, HashSet{EntityUid}, LookupFlags)"/>
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/// <returns>A hashset containing all of the entities overlapping with the turf in question.</returns>
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public HashSet<EntityUid> GetEntitiesInTile(EntityCoordinates coords, LookupFlags flags = LookupFlags.Static)
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{
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if (!TryGetTileRef(coords, out var tileRef))
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return [];
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return _entityLookup.GetEntitiesInTile(tileRef.Value, flags);
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}
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}
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/// <summary>
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/// Extension methods for looking up entities with respect to given turfs.
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/// </summary>
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public static partial class TurfLookupExtensions
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{
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/// <summary>
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/// Collects all of the entities overlapping with a given turf into a provided <see cref="HashSet{EntityUid}"/>.
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/// </summary>
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/// <param name="turf">The turf in question.</param>
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/// <param name="intersecting">The hashset used to collect the relevant entities.</param>
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/// <param name="flags">A set of lookup categories to search for relevant entities.</param>
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public static void GetEntitiesInTile(this EntityLookupSystem lookupSystem, TileRef turf, HashSet<EntityUid> intersecting, LookupFlags flags = LookupFlags.Static)
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{
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var bounds = lookupSystem.GetWorldBounds(turf);
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bounds.Box = bounds.Box.Scale(0.9f); // Otherwise the box can clip into neighboring tiles.
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lookupSystem.GetEntitiesIntersecting(turf.GridUid, bounds, intersecting, flags);
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}
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/// <summary>
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/// Returns a collection containing all of the entities overlapping with a given turf.
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/// </summary>
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/// <inheritdoc cref="GetEntitiesInTile(EntityLookupSystem, TileRef, HashSet{EntityUid}, LookupFlags)"/>
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/// <returns>A hashset containing all of the entities overlapping with the turf in question.</returns>
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public static HashSet<EntityUid> GetEntitiesInTile(this EntityLookupSystem lookupSystem, TileRef turf, LookupFlags flags = LookupFlags.Static)
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{
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var intersecting = new HashSet<EntityUid>();
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lookupSystem.GetEntitiesInTile(turf, intersecting, flags);
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return intersecting;
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}
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}
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