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...
179 lines
7.7 KiB
C#
179 lines
7.7 KiB
C#
using System.Numerics;
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using System.Threading;
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using Content.Shared._DV.CosmicCult;
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using Content.Shared._DV.CosmicCult.Components;
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using Content.Shared.Actions;
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using Content.Shared.Actions.Components;
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using Content.Shared.Actions.Events;
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using Content.Shared.Maps;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Client._DV.CosmicCult.Visuals;
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/// <summary>
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/// This handles rendering a preview of where the monument will be placed
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/// </summary>
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public sealed class MonumentPlacementPreviewSystem : EntitySystem
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{
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//most of these aren't used by this system, see MonumentPlacementPreviewOverlay for a note on why they're here
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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private MonumentPlacementPreviewOverlay? _cachedOverlay;
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private CancellationTokenSource? _cancellationTokenSource;
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private const int MinimumDistanceFromSpace = 3;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MonumentPlacementPreviewComponent, ActionAttemptEvent>(OnAttemptMonumentPlacement);
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SubscribeLocalEvent<CosmicCultLeadComponent, EventCosmicPlaceMonument>(OnCosmicPlaceMonument);
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SubscribeLocalEvent<CosmicCultLeadComponent, EventCosmicMoveMonument>(OnCosmicMoveMonument);
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}
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private void DoMonumentAnimation(EntityUid performer)
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{
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if (_cachedOverlay == null || _cancellationTokenSource == null)
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return;
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if (!VerifyPlacement(Transform(performer), out _))
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return;
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_cachedOverlay.LockPlacement = true;
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_cancellationTokenSource.Cancel(); //cancel the previous timer
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//remove the overlay automatically after the primeTime expires
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//no cancellation token for this one as this'll never need to get cancelled afaik
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Timer.Spawn(TimeSpan.FromSeconds(3.8), //anim takes 3.8s, might want to have the ghost disappear earlier but eh
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() =>
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{
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_overlay.RemoveOverlay<MonumentPlacementPreviewOverlay>();
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_cachedOverlay = null;
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_cancellationTokenSource = null;
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}
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);
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}
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private void OnCosmicMoveMonument(Entity<CosmicCultLeadComponent> ent, ref EventCosmicMoveMonument args)
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{
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DoMonumentAnimation(args.Performer);
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}
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private void OnCosmicPlaceMonument(Entity<CosmicCultLeadComponent> ent, ref EventCosmicPlaceMonument args)
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{
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DoMonumentAnimation(args.Performer);
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}
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//duplicated from the ability check, minus the station check because that can't be done clientside afaik?
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//and no popups because they're done in the ability check as well
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public bool VerifyPlacement(TransformComponent xform, out EntityCoordinates outPos)
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{
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outPos = new EntityCoordinates();
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//MAKE SURE WE'RE STANDING ON A GRID
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if (!TryComp(xform.GridUid, out MapGridComponent? grid))
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{
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return false;
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}
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//CHECK IF IT'S BEING PLACED CHEESILY CLOSE TO SPACE
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var worldPos = _transform.GetWorldPosition(xform); //this is technically wrong but basically fine; if
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foreach (var tile in _map.GetTilesIntersecting(xform.GridUid.Value, grid, new Circle(worldPos, MinimumDistanceFromSpace)))
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{
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if(_turf.IsSpace(tile))
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return false;
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}
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var localTile = _map.GetTileRef(xform.GridUid.Value, grid, xform.Coordinates);
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var targetIndices = localTile.GridIndices + new Vector2i(0, 1);
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var pos = _map.ToCenterCoordinates(xform.GridUid.Value, targetIndices, grid);
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outPos = pos;
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var box = new Box2(pos.Position + new Vector2(-1.4f, -0.4f), pos.Position + new Vector2(1.4f, 0.4f));
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//CHECK FOR ENTITY AND ENVIRONMENTAL INTERSECTIONS
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if (_lookup.AnyLocalEntitiesIntersecting(xform.GridUid.Value, box, LookupFlags.Dynamic | LookupFlags.Static, _player.LocalEntity))
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return false;
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//if all of those aren't false, return true
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return true;
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}
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private void OnAttemptMonumentPlacement(Entity<MonumentPlacementPreviewComponent> ent, ref ActionAttemptEvent args)
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{
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if (!TryComp<ConfirmableActionComponent>(ent, out var confirmableAction))
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return; //return if the action somehow doesn't have a confirmableAction comp
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//if we've already got a cached overlay, reset the timers & bump alpha back up to 1.
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//todo do that
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//should probably smoothly transition alpha back up to 1 but idrc (this will bother me a lot I'm lying) it's an incredibly specific thing that occurs in a .25s window at the end of a 10s wait
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//not a great solution but I'm not sure if a Real:tm: (also not entirely sure what a Real:tm: fix would be here tbh? hooking into ActionAttemptEvent?) fix would actually work here? need to investigate.
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if (_cachedOverlay != null && _cancellationTokenSource != null)
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{
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_cancellationTokenSource.Cancel();
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_cancellationTokenSource = new CancellationTokenSource();
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StartTimers(confirmableAction, _cancellationTokenSource, _cachedOverlay);
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if (_cachedOverlay.FadingOut) //if we're fading out
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{
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_cachedOverlay.FadingOut = false; //stop it
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var progress = (1 - (_cachedOverlay.FadeOutProgress / _cachedOverlay.FadeOutTime)) * _cachedOverlay.FadeInTime; //set fade in progress to 1 - fade out progress (so 70% out becomes 30% in)
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_cachedOverlay.FadeInProgress = progress;
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_cachedOverlay.FadingIn = true; //start fading in again
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_cachedOverlay.FadeOutProgress = 0; //stop the fadeout entirely
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} //no need for a special fade in case as well, that can go as normal
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return;
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}
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_cancellationTokenSource = new CancellationTokenSource();
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//it's probably inefficient to make a new one every time, but this'll be happening like four times a round maybe
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//massive ctor because iocmanager hates me
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_cachedOverlay = new MonumentPlacementPreviewOverlay(EntityManager, _player, _proto, _timing, ent.Comp.Tier);
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_overlay.AddOverlay(_cachedOverlay);
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StartTimers(confirmableAction, _cancellationTokenSource, _cachedOverlay);
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}
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private void StartTimers(ConfirmableActionComponent comp, CancellationTokenSource tokenSource, MonumentPlacementPreviewOverlay overlay)
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{
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//remove the overlay automatically after the primeTime expires
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Timer.Spawn(comp.PrimeTime + comp.ConfirmDelay,
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() =>
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{
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_overlay.RemoveOverlay<MonumentPlacementPreviewOverlay>();
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_cachedOverlay = null;
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_cancellationTokenSource = null;
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},
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tokenSource.Token
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);
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//start a timer to start the fade out as well, with the same cancellation token
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Timer.Spawn(comp.PrimeTime + comp.ConfirmDelay - TimeSpan.FromSeconds(overlay.FadeOutTime),
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() =>
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{
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overlay.FadingOut = true;
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},
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tokenSource.Token
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);
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}
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}
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