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...
400 lines
16 KiB
C#
400 lines
16 KiB
C#
using System.Numerics;
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using Content.Shared.Atmos;
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using Content.Shared.Explosion;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Explosion.EntitySystems;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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namespace Content.Server.Explosion.EntitySystems;
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// This partial part of the explosion system has all of the functions used to facilitate explosions moving across grids.
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// A good portion of it is focused around keeping track of what tile-indices on a grid correspond to tiles that border
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// space. AFAIK no other system currently needs to track these "edge-tiles". If they do, this should probably be a
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// property of the grid itself?
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public sealed partial class ExplosionSystem
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{
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/// <summary>
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/// Set of tiles of each grid that are directly adjacent to space, along with the directions that face space.
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/// </summary>
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private Dictionary<EntityUid, Dictionary<Vector2i, NeighborFlag>> _gridEdges = new();
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/// <summary>
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/// On grid startup, prepare a map of grid edges.
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/// </summary>
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private void OnGridStartup(GridStartupEvent ev)
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{
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var grid = Comp<MapGridComponent>(ev.EntityUid);
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Dictionary<Vector2i, NeighborFlag> edges = new();
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_gridEdges[ev.EntityUid] = edges;
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foreach (var tileRef in _map.GetAllTiles(ev.EntityUid, grid))
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{
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if (IsEdge((ev.EntityUid, grid), tileRef.GridIndices, out var dir))
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edges.Add(tileRef.GridIndices, dir);
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}
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}
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private void OnGridRemoved(GridRemovalEvent ev)
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{
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_airtightMap.Remove(ev.EntityUid);
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_gridEdges.Remove(ev.EntityUid);
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// this should be a small enough set that iterating all of them is fine
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var query = EntityQueryEnumerator<ExplosionVisualsComponent>();
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while (query.MoveNext(out var visuals))
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{
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visuals.Tiles.Remove(ev.EntityUid);
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}
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}
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/// <summary>
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/// Take our map of grid edges, where each is defined in their own grid's reference frame, and map those
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/// edges all onto one grids reference frame.
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/// </summary>
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public (Dictionary<Vector2i, BlockedSpaceTile>, ushort) TransformGridEdges(
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MapCoordinates epicentre,
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EntityUid? referenceGrid,
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List<EntityUid> localGrids,
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float maxDistance)
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{
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Dictionary<Vector2i, BlockedSpaceTile> transformedEdges = new();
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var targetMatrix = Matrix3x2.Identity;
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Angle targetAngle = new();
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var tileSize = DefaultTileSize;
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var maxDistanceSq = (int) (maxDistance * maxDistance);
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// if the explosion is centered on some grid (and not just space), get the transforms.
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if (referenceGrid != null)
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{
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var targetGrid = Comp<MapGridComponent>(referenceGrid.Value);
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var xform = Transform(referenceGrid.Value);
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(_, targetAngle, targetMatrix) = _transformSystem.GetWorldPositionRotationInvMatrix(xform);
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tileSize = targetGrid.TileSize;
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}
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var offsetMatrix = Matrix3x2.Identity;
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offsetMatrix.M31 = tileSize / 2f;
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offsetMatrix.M32 = tileSize / 2f;
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// Here we can end up with a triple nested for loop:
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// foreach other grid
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// foreach edge tile in that grid
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// foreach tile in our grid that touches that tile (vast majority of the time: 1 tile, but could be up to 4)
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foreach (var gridToTransform in localGrids)
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{
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// we treat the target grid separately
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if (gridToTransform == referenceGrid)
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continue;
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if (!_gridEdges.TryGetValue(gridToTransform, out var edges))
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continue;
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if (!TryComp(gridToTransform, out MapGridComponent? grid))
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continue;
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if (grid.TileSize != tileSize)
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{
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Log.Error($"Explosions do not support grids with different grid sizes. GridIds: {gridToTransform} and {referenceGrid}");
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continue;
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}
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var xforms = GetEntityQuery<TransformComponent>();
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var xform = xforms.GetComponent(gridToTransform);
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var (_, gridWorldRotation, gridWorldMatrix, invGridWorldMatrid) = _transformSystem.GetWorldPositionRotationMatrixWithInv(xform, xforms);
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var localEpicentre = (Vector2i) Vector2.Transform(epicentre.Position, invGridWorldMatrid);
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var matrix = offsetMatrix * gridWorldMatrix * targetMatrix;
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var angle = gridWorldRotation - targetAngle;
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var (x, y) = angle.RotateVec(new Vector2(tileSize / 4f, tileSize / 4f));
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foreach (var (tile, dir) in edges)
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{
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// if a tile is further than max distance from the epicentre, we just ignore it.
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var delta = tile - localEpicentre;
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if (delta.X * delta.X + delta.Y * delta.Y > maxDistanceSq) // no Vector2.Length???
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continue;
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var center = Vector2.Transform(tile, matrix);
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if ((dir & NeighborFlag.Cardinal) == 0)
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{
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// this is purely a diagonal edge tile
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var newIndex = new Vector2i((int) MathF.Floor(center.X), (int) MathF.Floor(center.Y));
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if (!transformedEdges.TryGetValue(newIndex, out var data))
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{
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data = new();
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transformedEdges[newIndex] = data;
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}
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data.BlockingGridEdges.Add(new(default, null, center, angle, tileSize));
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continue;
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}
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// Instead of just mapping the center of the tile, we map for points on that tile. This is basically a
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// shitty approximation to doing a proper check to get all space-tiles that intersect this grid tile.
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// Not perfect, but works well enough.
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HashSet<Vector2i> transformedTiles = new()
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{
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new((int) MathF.Floor(center.X + x), (int) MathF.Floor(center.Y + x)), // center of tile, offset by (0.25, 0.25) in tile coordinates
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new((int) MathF.Floor(center.X - y), (int) MathF.Floor(center.Y - y)), // center offset by (-0.25, 0.25)
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new((int) MathF.Floor(center.X - x), (int) MathF.Floor(center.Y + y)), // offset by (-0.25, -0.25)
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new((int) MathF.Floor(center.X + y), (int) MathF.Floor(center.Y - x)), // offset by (0.25, -0.25)
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};
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foreach (var newIndices in transformedTiles)
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{
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if (!transformedEdges.TryGetValue(newIndices, out var data))
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{
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data = new();
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transformedEdges[newIndices] = data;
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}
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data.BlockingGridEdges.Add(new(tile, gridToTransform, center, angle, tileSize));
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}
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}
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}
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if (referenceGrid == null)
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return (transformedEdges, tileSize);
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// finally, we also include the blocking tiles from the reference grid.
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if (_gridEdges.TryGetValue(referenceGrid.Value, out var localEdges))
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{
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foreach (var (tile, dir) in localEdges)
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{
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// grids cannot overlap, so tile should never be an existing entry.
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// if this ever changes, this needs to do a try-get.
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var data = new BlockedSpaceTile();
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transformedEdges[tile] = data;
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data.UnblockedDirections = AtmosDirection.Invalid; // all directions are blocked automatically.
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if ((dir & NeighborFlag.Cardinal) == 0)
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data.BlockingGridEdges.Add(new(default, null, (tile + Vector2Helpers.Half) * tileSize, 0, tileSize));
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else
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data.BlockingGridEdges.Add(new(tile, referenceGrid.Value, (tile + Vector2Helpers.Half) * tileSize, 0, tileSize));
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}
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}
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return (transformedEdges, tileSize);
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}
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/// <summary>
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/// Given an grid-edge blocking map, check if the blockers are allowed to propagate to each other through gaps in grids.
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/// </summary>
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/// <remarks>
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/// After grid edges were transformed into the reference frame of some other grid, this function figures out
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/// which of those edges are actually blocking explosion propagation.
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/// </remarks>
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public void GetUnblockedDirections(Dictionary<Vector2i, BlockedSpaceTile> transformedEdges, float tileSize)
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{
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foreach (var (tile, data) in transformedEdges)
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{
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if (data.UnblockedDirections == AtmosDirection.Invalid)
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continue; // already all blocked.
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var tileCenter = (tile + new Vector2(0.5f, 0.5f)) * tileSize;
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foreach (var edge in data.BlockingGridEdges)
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{
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// if a blocking edge contains the center of the tile, block all directions
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if (edge.Box.Contains(tileCenter))
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{
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data.UnblockedDirections = AtmosDirection.Invalid;
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break;
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}
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// check north
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if (edge.Box.Contains(tileCenter + new Vector2(0, tileSize / 2f)))
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data.UnblockedDirections &= ~AtmosDirection.North;
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// check south
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if (edge.Box.Contains(tileCenter + new Vector2(0, -tileSize / 2f)))
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data.UnblockedDirections &= ~AtmosDirection.South;
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// check east
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if (edge.Box.Contains(tileCenter + new Vector2(tileSize / 2f, 0)))
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data.UnblockedDirections &= ~AtmosDirection.East;
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// check west
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if (edge.Box.Contains(tileCenter + new Vector2(-tileSize / 2f, 0)))
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data.UnblockedDirections &= ~AtmosDirection.West;
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}
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}
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}
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/// <summary>
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/// When a tile is updated, we might need to update the grid edge maps.
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/// </summary>
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private void OnTileChanged(ref TileChangedEvent ev)
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{
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if (!TryComp(ev.Entity, out MapGridComponent? grid))
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return;
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foreach (var change in ev.Changes)
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{
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// only need to update the grid-edge map if a tile was added or removed from the grid.
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if (!change.NewTile.IsEmpty && !change.OldTile.IsEmpty)
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continue;
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if (!_gridEdges.TryGetValue(ev.Entity, out var edges))
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{
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edges = new();
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_gridEdges[ev.Entity] = edges;
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}
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if (change.NewTile.IsEmpty)
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{
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// if the tile is empty, it cannot itself be an edge tile.
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edges.Remove(change.GridIndices);
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// add any valid neighbours to the list of edge-tiles
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for (var i = 0; i < NeighbourVectors.Length; i++)
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{
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var neighbourIndex = change.GridIndices + NeighbourVectors[i];
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if (_mapSystem.TryGetTileRef(ev.Entity, grid, neighbourIndex, out var neighbourTile) && !neighbourTile.Tile.IsEmpty)
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{
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var oppositeDirection = (NeighborFlag)(1 << ((i + 4) % 8));
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edges[neighbourIndex] = edges.GetValueOrDefault(neighbourIndex) | oppositeDirection;
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}
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}
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continue;
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}
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// the tile is not empty space, but was previously. So update directly adjacent neighbours, which may no longer
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// be edge tiles.
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for (var i = 0; i < NeighbourVectors.Length; i++)
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{
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var neighbourIndex = change.GridIndices + NeighbourVectors[i];
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if (edges.TryGetValue(neighbourIndex, out var neighborSpaceDir))
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{
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var oppositeDirection = (NeighborFlag)(1 << ((i + 4) % 8));
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neighborSpaceDir &= ~oppositeDirection;
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if (neighborSpaceDir == NeighborFlag.Invalid)
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{
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// no longer an edge tile
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edges.Remove(neighbourIndex);
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continue;
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}
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edges[neighbourIndex] = neighborSpaceDir;
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}
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}
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// finally check if the new tile is itself an edge tile
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if (IsEdge((ev.Entity, grid), change.GridIndices, out var spaceDir))
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edges.Add(change.GridIndices, spaceDir);
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}
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}
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/// <summary>
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/// Check whether a tile is on the edge of a grid (i.e., whether it borders space).
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/// </summary>
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/// <remarks>
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/// Optionally ignore a specific Vector2i. Used by <see cref="OnTileChanged"/> when we already know that a
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/// given tile is not space. This avoids unnecessary TryGetTileRef calls.
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/// </remarks>
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private bool IsEdge(Entity<MapGridComponent> grid, Vector2i index, out NeighborFlag spaceDirections)
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{
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spaceDirections = NeighborFlag.Invalid;
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for (var i = 0; i < NeighbourVectors.Length; i++)
|
|
{
|
|
if (!_mapSystem.TryGetTileRef(grid, grid.Comp, index + NeighbourVectors[i], out var neighborTile) || neighborTile.Tile.IsEmpty)
|
|
spaceDirections |= (NeighborFlag) (1 << i);
|
|
}
|
|
|
|
return spaceDirections != NeighborFlag.Invalid;
|
|
}
|
|
|
|
// yeah this is now the third direction flag enum, and the 5th (afaik) direction enum overall.....
|
|
/// <summary>
|
|
/// Directional bitflags used to denote the neighbouring tiles of some tile on a grid.. Differ from atmos and
|
|
/// normal directional flags as NorthEast != North | East
|
|
/// </summary>
|
|
[Flags]
|
|
public enum NeighborFlag : byte
|
|
{
|
|
Invalid = 0,
|
|
North = 1 << 0,
|
|
NorthEast = 1 << 1,
|
|
East = 1 << 2,
|
|
SouthEast = 1 << 3,
|
|
South = 1 << 4,
|
|
SouthWest = 1 << 5,
|
|
West = 1 << 6,
|
|
NorthWest = 1 << 7,
|
|
|
|
Cardinal = North | East | South | West,
|
|
Diagonal = NorthEast | SouthEast | SouthWest | NorthWest,
|
|
Any = Cardinal | Diagonal
|
|
}
|
|
|
|
public static bool AnyNeighborBlocked(NeighborFlag neighbors, AtmosDirection blockedDirs)
|
|
{
|
|
if ((neighbors & NeighborFlag.North) == NeighborFlag.North && (blockedDirs & AtmosDirection.North) == AtmosDirection.North)
|
|
return true;
|
|
|
|
if ((neighbors & NeighborFlag.South) == NeighborFlag.South && (blockedDirs & AtmosDirection.South) == AtmosDirection.South)
|
|
return true;
|
|
|
|
if ((neighbors & NeighborFlag.East) == NeighborFlag.East && (blockedDirs & AtmosDirection.East) == AtmosDirection.East)
|
|
return true;
|
|
|
|
if ((neighbors & NeighborFlag.West) == NeighborFlag.West && (blockedDirs & AtmosDirection.West) == AtmosDirection.West)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// array indices match NeighborFlags shifts.
|
|
public static readonly Vector2i[] NeighbourVectors =
|
|
{
|
|
new (0, 1),
|
|
new (1, 1),
|
|
new (1, 0),
|
|
new (1, -1),
|
|
new (0, -1),
|
|
new (-1, -1),
|
|
new (-1, 0),
|
|
new (-1, 1)
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// This class has information about the space equivalent of an airtight entity blocking explosions: the edges of grids.
|
|
/// </summary>
|
|
public sealed class BlockedSpaceTile
|
|
{
|
|
/// <summary>
|
|
/// What directions of this tile are not blocked?
|
|
/// </summary>
|
|
public AtmosDirection UnblockedDirections = AtmosDirection.All;
|
|
|
|
/// <summary>
|
|
/// The set of grid edge-tiles that are blocking this space tile.
|
|
/// </summary>
|
|
public List<GridEdgeData> BlockingGridEdges = new();
|
|
|
|
public sealed class GridEdgeData
|
|
{
|
|
public Vector2i Tile;
|
|
public EntityUid? Grid;
|
|
public Box2Rotated Box;
|
|
|
|
public GridEdgeData(Vector2i tile, EntityUid? grid, Vector2 center, Angle angle, float size)
|
|
{
|
|
Tile = tile;
|
|
Grid = grid;
|
|
Box = new(Box2.CenteredAround(center, new Vector2(size, size)), angle, center);
|
|
}
|
|
}
|
|
}
|