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...
203 lines
7.0 KiB
C#
203 lines
7.0 KiB
C#
using System.Numerics;
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using Content.Shared.Interaction;
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using Content.Shared.Whitelist;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.Outline;
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/// <summary>
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/// System used to indicate whether an entity is a valid target based on some criteria.
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/// </summary>
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public sealed class TargetOutlineSystem : EntitySystem
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{
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private static readonly ProtoId<ShaderPrototype> ShaderTargetValid = "SelectionOutlineInrange";
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private static readonly ProtoId<ShaderPrototype> ShaderTargetInvalid = "SelectionOutline";
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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private bool _enabled = false;
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/// <summary>
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/// Whitelist that the target must satisfy.
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/// </summary>
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public EntityWhitelist? Whitelist = null;
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/// <summary>
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/// Blacklist that the target must satisfy.
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/// </summary>
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public EntityWhitelist? Blacklist = null;
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/// <summary>
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/// Predicate the target must satisfy.
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/// </summary>
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public Func<EntityUid, bool>? Predicate = null;
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/// <summary>
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/// Event to raise as targets to check whether they are valid.
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/// </summary>
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/// <remarks>
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/// This event will be uncanceled and re-used.
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/// </remarks>
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public CancellableEntityEventArgs? ValidationEvent = null;
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/// <summary>
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/// Minimum range for a target to be valid.
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/// </summary>
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/// <remarks>
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/// If a target is further than this distance, they will still be highlighted in a different color.
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/// </remarks>
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public float Range = -1;
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/// <summary>
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/// Whether to check if the player is unobstructed to the target;
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/// </summary>
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public bool CheckObstruction = true;
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/// <summary>
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/// The size of the box around the mouse to use when looking for valid targets.
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/// </summary>
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public float LookupSize = 1;
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private Vector2 LookupVector => new(LookupSize, LookupSize);
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private ShaderInstance? _shaderTargetValid;
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private ShaderInstance? _shaderTargetInvalid;
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private readonly HashSet<SpriteComponent> _highlightedSprites = new();
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public override void Initialize()
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{
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base.Initialize();
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_shaderTargetValid = _prototypeManager.Index(ShaderTargetValid).InstanceUnique();
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_shaderTargetInvalid = _prototypeManager.Index(ShaderTargetInvalid).InstanceUnique();
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}
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public void Disable()
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{
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if (_enabled == false)
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return;
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_enabled = false;
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RemoveHighlights();
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}
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public void Enable(float range, bool checkObstructions, Func<EntityUid, bool>? predicate, EntityWhitelist? whitelist, EntityWhitelist? blacklist, CancellableEntityEventArgs? validationEvent)
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{
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Range = range;
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CheckObstruction = checkObstructions;
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Predicate = predicate;
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Whitelist = whitelist;
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Blacklist = blacklist;
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ValidationEvent = validationEvent;
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_enabled = Predicate != null || Whitelist != null || Blacklist != null || ValidationEvent != null;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_enabled || !_timing.IsFirstTimePredicted)
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return;
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HighlightTargets();
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}
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private void HighlightTargets()
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{
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if (_playerManager.LocalEntity is not { Valid: true } player)
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return;
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// remove current highlights
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RemoveHighlights();
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// find possible targets on screen
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// TODO: Duplicated in SpriteSystem and DragDropSystem. Should probably be cached somewhere for a frame?
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var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition).Position;
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var bounds = new Box2(mousePos - LookupVector, mousePos + LookupVector);
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var pvsEntities = _lookup.GetEntitiesIntersecting(_eyeManager.CurrentEye.Position.MapId, bounds, LookupFlags.Approximate | LookupFlags.Static);
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var spriteQuery = GetEntityQuery<SpriteComponent>();
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foreach (var entity in pvsEntities)
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{
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if (!spriteQuery.TryGetComponent(entity, out var sprite) || !sprite.Visible)
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continue;
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// Check the predicate
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var valid = Predicate?.Invoke(entity) ?? true;
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// check the entity whitelist
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if (valid && Whitelist != null)
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valid = _whitelistSystem.IsWhitelistPass(Whitelist, entity);
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// and check the cancellable event
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if (valid && ValidationEvent != null)
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{
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ValidationEvent.Uncancel();
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RaiseLocalEvent(entity, (object) ValidationEvent, broadcast: false);
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valid = !ValidationEvent.Cancelled;
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}
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if (!valid)
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{
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// was this previously valid?
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if (_highlightedSprites.Remove(sprite) && (sprite.PostShader == _shaderTargetValid || sprite.PostShader == _shaderTargetInvalid))
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{
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sprite.PostShader = null;
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sprite.RenderOrder = 0;
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}
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continue;
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}
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// Range check
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if (CheckObstruction)
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valid = _interactionSystem.InRangeUnobstructed(player, entity, Range);
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else if (Range >= 0)
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{
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var origin = _transformSystem.GetWorldPosition(player);
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var target = _transformSystem.GetWorldPosition(entity);
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valid = (origin - target).LengthSquared() <= Range;
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}
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if (sprite.PostShader != null &&
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sprite.PostShader != _shaderTargetValid &&
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sprite.PostShader != _shaderTargetInvalid)
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return;
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// highlight depending on whether its in or out of range
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sprite.PostShader = valid ? _shaderTargetValid : _shaderTargetInvalid;
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sprite.RenderOrder = EntityManager.CurrentTick.Value;
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_highlightedSprites.Add(sprite);
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}
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}
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private void RemoveHighlights()
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{
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foreach (var sprite in _highlightedSprites)
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{
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if (sprite.PostShader != _shaderTargetValid && sprite.PostShader != _shaderTargetInvalid)
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continue;
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sprite.PostShader = null;
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sprite.RenderOrder = 0;
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}
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_highlightedSprites.Clear();
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}
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}
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