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...
313 lines
11 KiB
C#
313 lines
11 KiB
C#
using System.Numerics;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Shuttles.Components;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Threading;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Shuttles.UI;
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/// <summary>
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/// Provides common functionality for radar-like displays on shuttle consoles.
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/// </summary>
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[GenerateTypedNameReferences]
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[Virtual]
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public partial class BaseShuttleControl : MapGridControl
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{
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[Dependency] private readonly IParallelManager _parallel = default!;
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protected readonly SharedMapSystem Maps;
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protected readonly Font Font;
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private GridDrawJob _drawJob;
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// Cache grid drawing data as it can be expensive to build
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public readonly Dictionary<EntityUid, GridDrawData> GridData = new();
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// Per-draw caching
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private readonly List<Vector2i> _gridTileList = new();
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private readonly HashSet<Vector2i> _gridNeighborSet = new();
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private readonly List<(Vector2 Start, Vector2 End)> _edges = new();
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private Vector2[] _allVertices = Array.Empty<Vector2>();
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private (DirectionFlag, Vector2i)[] _neighborDirections;
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public BaseShuttleControl() : this(32f, 32f, 32f)
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{
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}
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public BaseShuttleControl(float minRange, float maxRange, float range) : base(minRange, maxRange, range)
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{
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RobustXamlLoader.Load(this);
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Maps = EntManager.System<SharedMapSystem>();
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Font = new VectorFont(IoCManager.Resolve<IResourceCache>().GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 12);
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_drawJob = new GridDrawJob()
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{
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ScaledVertices = _allVertices,
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};
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_neighborDirections = new (DirectionFlag, Vector2i)[4];
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for (var i = 0; i < 4; i++)
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{
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var dir = (DirectionFlag) Math.Pow(2, i);
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var dirVec = dir.AsDir().ToIntVec();
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_neighborDirections[i] = (dir, dirVec);
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}
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}
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protected void DrawData(DrawingHandleScreen handle, string text)
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{
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var coordsDimensions = handle.GetDimensions(Font, text, 1f);
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const float coordsMargins = 5f;
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handle.DrawString(Font,
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new Vector2(coordsMargins, PixelHeight) - new Vector2(0f, coordsDimensions.Y + coordsMargins),
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text,
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Color.FromSrgb(IFFComponent.SelfColor));
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}
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protected void DrawCircles(DrawingHandleScreen handle)
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{
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// Equatorial lines
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var gridLines = Color.LightGray.WithAlpha(0.01f);
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// Each circle is this x distance of the last one.
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const float EquatorialMultiplier = 2f;
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var minDistance = MathF.Pow(EquatorialMultiplier, EquatorialMultiplier * 1.5f);
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var maxDistance = MathF.Pow(2f, EquatorialMultiplier * 6f);
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var cornerDistance = MathF.Sqrt(WorldRange * WorldRange + WorldRange * WorldRange);
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var origin = ScalePosition(-new Vector2(Offset.X, -Offset.Y));
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for (var radius = minDistance; radius <= maxDistance; radius *= EquatorialMultiplier)
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{
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if (radius > cornerDistance)
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continue;
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var color = Color.ToSrgb(gridLines).WithAlpha(0.05f);
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var scaledRadius = MinimapScale * radius;
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var text = $"{radius:0}m";
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var textDimensions = handle.GetDimensions(Font, text, UIScale);
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handle.DrawCircle(origin, scaledRadius, color, false);
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handle.DrawString(Font, ScalePosition(new Vector2(0f, -radius)) - new Vector2(0f, textDimensions.Y), text, UIScale, color);
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}
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const int gridLinesRadial = 8;
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for (var i = 0; i < gridLinesRadial; i++)
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{
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Angle angle = (Math.PI / gridLinesRadial) * i;
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// TODO: Handle distance properly.
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var aExtent = angle.ToVec() * ScaledMinimapRadius * 1.42f;
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var lineColor = Color.MediumSpringGreen.WithAlpha(0.02f);
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handle.DrawLine(origin - aExtent, origin + aExtent, lineColor);
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}
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}
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protected void DrawGrid(DrawingHandleScreen handle, Matrix3x2 gridToView, Entity<MapGridComponent> grid, Color color, float alpha = 0.01f)
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{
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var rator = Maps.GetAllTilesEnumerator(grid.Owner, grid.Comp);
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var tileSize = grid.Comp.TileSize;
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// Check if we even have data
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// TODO: Need to prune old grid-data if we don't draw it.
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var gridData = GridData.GetOrNew(grid.Owner);
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if (gridData.LastBuild < grid.Comp.LastTileModifiedTick)
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{
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gridData.Vertices.Clear();
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_gridTileList.Clear();
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_gridNeighborSet.Clear();
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// Okay so there's 2 steps to this
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// 1. Is that get we get a set of all tiles. This is used to decompose into triangle-strips
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// 2. Is that we get a list of all tiles. This is used for edge data to decompose into line-strips.
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while (rator.MoveNext(out var tileRef))
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{
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var index = tileRef.Value.GridIndices;
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_gridNeighborSet.Add(index);
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_gridTileList.Add(index);
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var bl = Maps.TileToVector(grid, index);
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var br = bl + new Vector2(tileSize, 0f);
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var tr = bl + new Vector2(tileSize, tileSize);
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var tl = bl + new Vector2(0f, tileSize);
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gridData.Vertices.Add(bl);
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gridData.Vertices.Add(br);
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gridData.Vertices.Add(tl);
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gridData.Vertices.Add(br);
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gridData.Vertices.Add(tl);
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gridData.Vertices.Add(tr);
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}
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gridData.EdgeIndex = gridData.Vertices.Count;
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_edges.Clear();
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foreach (var index in _gridTileList)
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{
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// We get all of the raw lines up front
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// then we decompose them into longer lines in a separate step.
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foreach (var (dir, dirVec) in _neighborDirections)
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{
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var neighbor = index + dirVec;
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if (_gridNeighborSet.Contains(neighbor))
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continue;
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var bl = Maps.TileToVector(grid, index);
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var br = bl + new Vector2(tileSize, 0f);
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var tr = bl + new Vector2(tileSize, tileSize);
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var tl = bl + new Vector2(0f, tileSize);
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// Could probably rotate this but this might be faster?
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Vector2 actualStart;
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Vector2 actualEnd;
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switch (dir)
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{
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case DirectionFlag.South:
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actualStart = bl;
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actualEnd = br;
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break;
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case DirectionFlag.East:
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actualStart = br;
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actualEnd = tr;
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break;
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case DirectionFlag.North:
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actualStart = tr;
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actualEnd = tl;
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break;
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case DirectionFlag.West:
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actualStart = tl;
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actualEnd = bl;
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break;
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default:
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throw new NotImplementedException();
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}
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_edges.Add((actualStart, actualEnd));
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}
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}
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// Decompose the edges into longer lines to save data.
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// Now we decompose the lines into longer lines (less data to send to the GPU)
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var decomposed = true;
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while (decomposed)
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{
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decomposed = false;
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for (var i = 0; i < _edges.Count; i++)
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{
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var (start, end) = _edges[i];
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var neighborFound = false;
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var neighborIndex = 0;
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Vector2 neighborStart;
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Vector2 neighborEnd = Vector2.Zero;
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// Does our end correspond with another start?
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for (var j = i + 1; j < _edges.Count; j++)
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{
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(neighborStart, neighborEnd) = _edges[j];
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if (!end.Equals(neighborStart))
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continue;
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neighborFound = true;
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neighborIndex = j;
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break;
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}
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if (!neighborFound)
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continue;
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// Check if our start and the neighbor's end are collinear
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if (!CollinearSimplifier.IsCollinear(start, end, neighborEnd, 10f * float.Epsilon))
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continue;
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decomposed = true;
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_edges[i] = (start, neighborEnd);
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_edges.RemoveAt(neighborIndex);
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}
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}
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gridData.Vertices.EnsureCapacity(_edges.Count * 2);
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foreach (var edge in _edges)
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{
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gridData.Vertices.Add(edge.Start);
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gridData.Vertices.Add(edge.End);
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}
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gridData.LastBuild = grid.Comp.LastTileModifiedTick;
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}
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var totalData = gridData.Vertices.Count;
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var triCount = gridData.EdgeIndex;
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var edgeCount = totalData - gridData.EdgeIndex;
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Extensions.EnsureLength(ref _allVertices, totalData);
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_drawJob.Matrix = gridToView;
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_drawJob.Vertices = gridData.Vertices;
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_drawJob.ScaledVertices = _allVertices;
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_parallel.ProcessNow(_drawJob, totalData);
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const float BatchSize = 3f * 4096;
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for (var i = 0; i < Math.Ceiling(triCount / BatchSize); i++)
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{
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var start = (int) (i * BatchSize);
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var end = (int) Math.Min(triCount, start + BatchSize);
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var count = end - start;
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handle.DrawPrimitives(DrawPrimitiveTopology.TriangleList, new Span<Vector2>(_allVertices, start, count), color.WithAlpha(alpha));
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}
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handle.DrawPrimitives(DrawPrimitiveTopology.LineList, new Span<Vector2>(_allVertices, gridData.EdgeIndex, edgeCount), color);
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}
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private record struct GridDrawJob : IParallelRobustJob
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{
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public int BatchSize => 64;
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public Matrix3x2 Matrix;
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public List<Vector2> Vertices;
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public Vector2[] ScaledVertices;
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public void Execute(int index)
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{
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ScaledVertices[index] = Vector2.Transform(Vertices[index], Matrix);
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}
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}
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}
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public sealed class GridDrawData
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{
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/*
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* List of lists because we use LineStrip and TriangleStrip respectively (less data to pass to the GPU).
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*/
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public List<Vector2> Vertices = new();
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/// <summary>
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/// Vertices index from when edges start.
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/// </summary>
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public int EdgeIndex;
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public GameTick LastBuild;
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}
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