mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-03 09:37:27 +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...
324 lines
12 KiB
C#
324 lines
12 KiB
C#
using System.Numerics;
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using Content.Client.Items.Systems;
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using Content.Shared.Item;
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using Content.Shared.Storage;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.CustomControls;
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namespace Content.Client.UserInterface.Systems.Storage.Controls;
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public sealed class ItemGridPiece : Control, IEntityControl
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{
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private readonly IEntityManager _entityManager;
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private readonly StorageUIController _storageController;
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private readonly List<(Texture, Vector2)> _texturesPositions = new();
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public readonly EntityUid Entity;
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public ItemStorageLocation Location;
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public ItemGridPieceMarks? Marked;
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public event Action<GUIBoundKeyEventArgs, ItemGridPiece>? OnPiecePressed;
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public event Action<GUIBoundKeyEventArgs, ItemGridPiece>? OnPieceUnpressed;
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#region Textures
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private readonly string _centerTexturePath = "Storage/piece_center";
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private Texture? _centerTexture;
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private readonly string _topTexturePath = "Storage/piece_top";
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private Texture? _topTexture;
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private readonly string _bottomTexturePath = "Storage/piece_bottom";
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private Texture? _bottomTexture;
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private readonly string _leftTexturePath = "Storage/piece_left";
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private Texture? _leftTexture;
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private readonly string _rightTexturePath = "Storage/piece_right";
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private Texture? _rightTexture;
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private readonly string _topLeftTexturePath = "Storage/piece_topLeft";
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private Texture? _topLeftTexture;
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private readonly string _topRightTexturePath = "Storage/piece_topRight";
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private Texture? _topRightTexture;
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private readonly string _bottomLeftTexturePath = "Storage/piece_bottomLeft";
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private Texture? _bottomLeftTexture;
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private readonly string _bottomRightTexturePath = "Storage/piece_bottomRight";
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private Texture? _bottomRightTexture;
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private readonly string _markedFirstTexturePath = "Storage/marked_first";
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private Texture? _markedFirstTexture;
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private readonly string _markedSecondTexturePath = "Storage/marked_second";
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private Texture? _markedSecondTexture;
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#endregion
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public ItemGridPiece(Entity<ItemComponent> entity, ItemStorageLocation location, IEntityManager entityManager)
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{
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IoCManager.InjectDependencies(this);
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_entityManager = entityManager;
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_storageController = UserInterfaceManager.GetUIController<StorageUIController>();
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Entity = entity.Owner;
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Location = location;
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Visible = true;
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MouseFilter = MouseFilterMode.Stop;
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TooltipSupplier = SupplyTooltip;
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OnThemeUpdated();
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}
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private Control? SupplyTooltip(Control sender)
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{
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if (_storageController.IsDragging)
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return null;
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return new Tooltip
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{
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Text = _entityManager.GetComponent<MetaDataComponent>(Entity).EntityName
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};
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}
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protected override void OnThemeUpdated()
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{
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base.OnThemeUpdated();
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_centerTexture = Theme.ResolveTextureOrNull(_centerTexturePath)?.Texture;
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_topTexture = Theme.ResolveTextureOrNull(_topTexturePath)?.Texture;
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_bottomTexture = Theme.ResolveTextureOrNull(_bottomTexturePath)?.Texture;
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_leftTexture = Theme.ResolveTextureOrNull(_leftTexturePath)?.Texture;
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_rightTexture = Theme.ResolveTextureOrNull(_rightTexturePath)?.Texture;
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_topLeftTexture = Theme.ResolveTextureOrNull(_topLeftTexturePath)?.Texture;
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_topRightTexture = Theme.ResolveTextureOrNull(_topRightTexturePath)?.Texture;
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_bottomLeftTexture = Theme.ResolveTextureOrNull(_bottomLeftTexturePath)?.Texture;
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_bottomRightTexture = Theme.ResolveTextureOrNull(_bottomRightTexturePath)?.Texture;
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_markedFirstTexture = Theme.ResolveTextureOrNull(_markedFirstTexturePath)?.Texture;
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_markedSecondTexture = Theme.ResolveTextureOrNull(_markedSecondTexturePath)?.Texture;
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}
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protected override void Draw(DrawingHandleScreen handle)
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{
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base.Draw(handle);
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// really just an "oh shit" catch.
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if (!_entityManager.EntityExists(Entity) || !_entityManager.TryGetComponent<ItemComponent>(Entity, out var itemComponent))
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{
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Dispose();
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return;
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}
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if (_storageController.IsDragging && _storageController.DraggingGhost?.Entity == Entity &&
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_storageController.DraggingGhost != this)
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{
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return;
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}
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var adjustedShape = _entityManager.System<ItemSystem>().GetAdjustedItemShape((Entity, itemComponent), Location.Rotation, Vector2i.Zero);
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var boundingGrid = adjustedShape.GetBoundingBox();
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var size = _centerTexture!.Size * 2 * UIScale;
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var hovering = !_storageController.IsDragging && UserInterfaceManager.CurrentlyHovered == this;
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//yeah, this coloring is kinda hardcoded. deal with it. B)
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Color? colorModulate = hovering ? null : Color.FromHex("#a8a8a8");
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var marked = Marked != null;
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Vector2i? maybeMarkedPos = null;
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_texturesPositions.Clear();
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for (var y = boundingGrid.Bottom; y <= boundingGrid.Top; y++)
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{
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for (var x = boundingGrid.Left; x <= boundingGrid.Right; x++)
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{
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if (!adjustedShape.Contains(x, y))
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continue;
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var offset = size * 2 * new Vector2(x - boundingGrid.Left, y - boundingGrid.Bottom);
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var topLeft = PixelPosition + offset.Floored();
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if (GetTexture(adjustedShape, new Vector2i(x, y), Direction.NorthEast) is {} neTexture)
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{
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var neOffset = new Vector2(size.X, 0);
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handle.DrawTextureRect(neTexture, new UIBox2(topLeft + neOffset, topLeft + neOffset + size), colorModulate);
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}
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if (GetTexture(adjustedShape, new Vector2i(x, y), Direction.NorthWest) is {} nwTexture)
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{
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_texturesPositions.Add((nwTexture, Position + offset / UIScale));
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handle.DrawTextureRect(nwTexture, new UIBox2(topLeft, topLeft + size), colorModulate);
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if (marked && nwTexture == _topLeftTexture)
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{
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maybeMarkedPos = topLeft;
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marked = false;
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}
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}
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if (GetTexture(adjustedShape, new Vector2i(x, y), Direction.SouthEast) is {} seTexture)
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{
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var seOffset = size;
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handle.DrawTextureRect(seTexture, new UIBox2(topLeft + seOffset, topLeft + seOffset + size), colorModulate);
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}
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if (GetTexture(adjustedShape, new Vector2i(x, y), Direction.SouthWest) is {} swTexture)
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{
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var swOffset = new Vector2(0, size.Y);
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handle.DrawTextureRect(swTexture, new UIBox2(topLeft + swOffset, topLeft + swOffset + size), colorModulate);
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}
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}
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}
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// typically you'd divide by two, but since the textures are half a tile, this is done implicitly
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var iconOffset = Location.Rotation.RotateVec(itemComponent.StoredOffset) * 2 * UIScale;
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var iconPosition = new Vector2(
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(boundingGrid.Width + 1) * size.X + iconOffset.X,
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(boundingGrid.Height + 1) * size.Y + iconOffset.Y);
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var iconRotation = Location.Rotation + Angle.FromDegrees(itemComponent.StoredRotation);
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if (itemComponent.StoredSprite is { } storageSprite)
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{
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var scale = 2 * UIScale;
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var sprite = _entityManager.System<SpriteSystem>().Frame0(storageSprite);
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var sizeDifference = ((boundingGrid.Size + Vector2i.One) * _centerTexture.Size * 2 - sprite.Size) * UIScale;
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var spriteBox = new Box2Rotated(new Box2(0f, sprite.Height * scale, sprite.Width * scale, 0f), -iconRotation, Vector2.Zero);
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var root = spriteBox.CalcBoundingBox().BottomLeft;
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var pos = PixelPosition * 2
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+ (Parent?.GlobalPixelPosition ?? Vector2.Zero)
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+ sizeDifference
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+ iconOffset;
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handle.SetTransform(pos, iconRotation);
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var box = new UIBox2(root, root + sprite.Size * scale);
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var ev = new BeforeRenderInGridEvent(new Color(255, 255, 255));
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_entityManager.EventBus.RaiseLocalEvent(Entity, ev);
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handle.DrawTextureRect(sprite, box, ev.Color);
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handle.SetTransform(GlobalPixelPosition, Angle.Zero);
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}
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else
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{
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_entityManager.System<SpriteSystem>().ForceUpdate(Entity);
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handle.DrawEntity(Entity,
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PixelPosition + iconPosition,
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Vector2.One * 2 * UIScale,
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Angle.Zero,
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eyeRotation: iconRotation,
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overrideDirection: Direction.South);
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}
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if (maybeMarkedPos is {} markedPos)
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{
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var markedTexture = Marked switch
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{
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ItemGridPieceMarks.First => _markedFirstTexture,
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ItemGridPieceMarks.Second => _markedSecondTexture,
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_ => null,
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};
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if (markedTexture != null)
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{
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handle.DrawTextureRect(markedTexture, new UIBox2(markedPos, markedPos + size));
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}
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}
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}
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protected override bool HasPoint(Vector2 point)
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{
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foreach (var (texture, position) in _texturesPositions)
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{
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if (!new Box2(position, position + texture.Size * 4).Contains(point))
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continue;
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return true;
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}
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return false;
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}
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protected override void KeyBindDown(GUIBoundKeyEventArgs args)
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{
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base.KeyBindDown(args);
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OnPiecePressed?.Invoke(args, this);
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}
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protected override void KeyBindUp(GUIBoundKeyEventArgs args)
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{
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base.KeyBindUp(args);
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OnPieceUnpressed?.Invoke(args, this);
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}
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private Texture? GetTexture(IReadOnlyList<Box2i> boxes, Vector2i position, Direction corner)
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{
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var top = !boxes.Contains(position - Vector2i.Up);
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var bottom = !boxes.Contains(position - Vector2i.Down);
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var left = !boxes.Contains(position + Vector2i.Left);
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var right = !boxes.Contains(position + Vector2i.Right);
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switch (corner)
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{
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case Direction.NorthEast:
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if (top && right)
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return _topRightTexture;
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if (top)
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return _topTexture;
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if (right)
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return _rightTexture;
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return _centerTexture;
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case Direction.NorthWest:
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if (top && left)
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return _topLeftTexture;
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if (top)
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return _topTexture;
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if (left)
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return _leftTexture;
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return _centerTexture;
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case Direction.SouthEast:
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if (bottom && right)
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return _bottomRightTexture;
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if (bottom)
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return _bottomTexture;
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if (right)
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return _rightTexture;
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return _centerTexture;
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case Direction.SouthWest:
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if (bottom && left)
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return _bottomLeftTexture;
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if (bottom)
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return _bottomTexture;
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if (left)
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return _leftTexture;
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return _centerTexture;
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default:
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return null;
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}
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}
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public static Vector2 GetCenterOffset(Entity<ItemComponent?> entity, ItemStorageLocation location, IEntityManager entMan)
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{
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var boxSize = entMan.System<ItemSystem>().GetAdjustedItemShape(entity, location).GetBoundingBox().Size;
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var actualSize = new Vector2(boxSize.X + 1, boxSize.Y + 1);
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return actualSize * new Vector2i(8, 8);
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}
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public EntityUid? UiEntity => Entity;
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}
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/// <summary>
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/// This event gets raised before a sprite gets drawn in a grid and lets to change the sprite color for several gameobjects that have special sprites to render in containers.
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/// </summary>
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public sealed class BeforeRenderInGridEvent : EntityEventArgs
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{
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public Color Color { get; set; }
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public BeforeRenderInGridEvent(Color color)
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{
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Color = color;
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}
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}
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public enum ItemGridPieceMarks
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{
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First,
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Second,
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}
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