mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +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...
275 lines
11 KiB
C#
275 lines
11 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text.Json;
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using System.Threading.Tasks;
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using Content.IntegrationTests;
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using Content.MapRenderer.Painters;
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using Content.Server.Maps;
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using Robust.Shared.Prototypes;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.Formats.Webp;
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namespace Content.MapRenderer
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{
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internal sealed class Program
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{
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private const string NoMapsChosenMessage = "No maps were chosen";
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private static readonly Func<string, string> ChosenMapIdNotIntMessage = id => $"The chosen id is not a valid integer: {id}";
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private static readonly Func<int, string> NoMapFoundWithIdMessage = id => $"No map found with chosen id: {id}";
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internal static async Task Main(string[] args)
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{
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if (!CommandLineArguments.TryParse(args, out var arguments))
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return;
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var testContext = new ExternalTestContext("Content.MapRenderer", Console.Out);
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PoolManager.Startup();
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if (arguments.Maps.Count == 0)
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{
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Console.WriteLine("Didn't specify any maps to paint! Loading the map list...");
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await using var pair = await PoolManager.GetServerClient(testContext: testContext);
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var mapIds = pair.Server
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.ResolveDependency<IPrototypeManager>()
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.EnumeratePrototypes<GameMapPrototype>()
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.Where(map => !pair.IsTestPrototype(map))
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.Select(map => map.ID)
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.ToArray();
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Array.Sort(mapIds);
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Console.WriteLine("Map List");
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Console.WriteLine(string.Join('\n', mapIds.Select((id, i) => $"{i,3}: {id}")));
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Console.WriteLine("Select one, multiple separated by commas or \"all\":");
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Console.Write("> ");
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var input = Console.ReadLine();
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if (input == null)
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{
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Console.WriteLine(NoMapsChosenMessage);
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return;
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}
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var selectedIds = new List<int>();
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if (input is "all" or "\"all\"")
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{
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selectedIds = Enumerable.Range(0, mapIds.Length).ToList();
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}
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else
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{
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var inputArray = input.Split(',');
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if (inputArray.Length == 0)
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{
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Console.WriteLine(NoMapsChosenMessage);
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return;
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}
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foreach (var idString in inputArray)
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{
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if (!int.TryParse(idString.Trim(), out var id))
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{
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Console.WriteLine(ChosenMapIdNotIntMessage(idString));
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return;
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}
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selectedIds.Add(id);
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}
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}
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var selectedMapPrototypes = new List<string>();
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foreach (var id in selectedIds)
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{
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if (id < 0 || id >= mapIds.Length)
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{
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Console.WriteLine(NoMapFoundWithIdMessage(id));
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return;
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}
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selectedMapPrototypes.Add(mapIds[id]);
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}
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arguments.Maps.AddRange(selectedMapPrototypes);
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if (selectedMapPrototypes.Count == 0)
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{
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Console.WriteLine(NoMapsChosenMessage);
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return;
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}
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Console.WriteLine($"Selected maps: {string.Join(", ", selectedMapPrototypes)}");
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}
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var maps = new List<RenderMap>();
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if (arguments.ArgumentsAreFileNames)
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{
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Console.WriteLine("Retrieving maps by file names...");
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//
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// Handle legacy command line processing:
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// Ideally, people pass file names that are relative to the process working directory.
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// i.e. regular command-line behavior.
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//
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// However, the map renderer was originally written to only handle gameMap prototypes,
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// so it would actually go through the list of prototypes and match file name arguments
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// via a *very* coarse check.
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//
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// So if we have any input filenames that don't exist... we run the old behavior.
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// Yes by the way this means a typo means spinning up an entire integration pool pair
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// before the map renderer can report a proper failure.
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//
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// Note that this legacy processing is very important! The map server currently relies on it,
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// because it wants to work with file names, but we *need* to resolve the input to a prototype
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// to properly export viewer JSON data.
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//
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var lookupPrototypeFiles = new List<string>();
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foreach (var map in arguments.Maps)
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{
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if (File.Exists(map))
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{
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maps.Add(new RenderMapFile { FileName = map });
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}
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else
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{
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lookupPrototypeFiles.Add(map);
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}
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}
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if (lookupPrototypeFiles.Count > 0)
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{
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Console.Write($"Following map files did not exist on disk directly, searching through prototypes: {string.Join(", ", lookupPrototypeFiles)}");
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await using var pair = await PoolManager.GetServerClient();
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var mapPrototypes = pair.Server
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.ResolveDependency<IPrototypeManager>()
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.EnumeratePrototypes<GameMapPrototype>()
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.ToArray();
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foreach (var toFind in lookupPrototypeFiles)
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{
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foreach (var mapPrototype in mapPrototypes)
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{
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if (mapPrototype.MapPath.Filename == toFind)
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{
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maps.Add(new RenderMapPrototype { Prototype = mapPrototype, });
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Console.WriteLine($"Found matching map prototype: {mapPrototype.MapName}");
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goto found;
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}
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}
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await Console.Error.WriteLineAsync($"Found no map prototype for file '{toFind}'!");
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found: ;
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}
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}
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}
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else
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{
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foreach (var map in arguments.Maps)
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{
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maps.Add(new RenderMapPrototype { Prototype = map });
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}
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}
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await Run(arguments, maps, testContext);
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PoolManager.Shutdown();
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}
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private static async Task Run(
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CommandLineArguments arguments,
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List<RenderMap> toRender,
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ExternalTestContext testContext)
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{
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Console.WriteLine($"Creating images for {toRender.Count} maps");
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var parallaxOutput = arguments.OutputParallax ? new ParallaxOutput(arguments.OutputPath) : null;
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var mapNames = new List<string>();
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foreach (var map in toRender)
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{
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Console.WriteLine($"Painting map {map}");
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await using var painter = new MapPainter(map, testContext);
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await painter.Initialize();
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await painter.SetupView(showMarkers: arguments.ShowMarkers);
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var mapViewerData = await painter.GenerateMapViewerData(parallaxOutput);
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var mapShort = map.ShortName;
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var directory = Path.Combine(arguments.OutputPath, mapShort);
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mapNames.Add(mapShort);
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var i = 0;
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try
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{
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await foreach (var renderedGrid in painter.Paint())
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{
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var grid = renderedGrid.Image;
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Directory.CreateDirectory(directory);
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var savePath = $"{directory}{Path.DirectorySeparatorChar}{mapShort}-{i}.{arguments.Format}";
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Console.WriteLine($"Writing grid of size {grid.Width}x{grid.Height} to {savePath}");
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switch (arguments.Format)
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{
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case OutputFormat.webp:
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var encoder = new WebpEncoder
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{
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Method = WebpEncodingMethod.BestQuality,
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FileFormat = WebpFileFormatType.Lossless,
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TransparentColorMode = WebpTransparentColorMode.Preserve
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};
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await grid.SaveAsync(savePath, encoder);
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break;
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default:
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case OutputFormat.png:
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await grid.SaveAsPngAsync(savePath);
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break;
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}
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grid.Dispose();
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mapViewerData.Grids.Add(new GridLayer(renderedGrid, Path.Combine(mapShort, Path.GetFileName(savePath))));
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i++;
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}
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}
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catch (Exception ex)
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{
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Console.WriteLine($"Painting map {map} failed due to an internal exception:");
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Console.WriteLine(ex);
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continue;
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}
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if (arguments.ExportViewerJson)
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{
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var json = JsonSerializer.Serialize(mapViewerData);
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await File.WriteAllTextAsync(Path.Combine(directory, "map.json"), json);
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}
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try
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{
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await painter.CleanReturnAsync();
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}
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catch (Exception e)
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{
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Console.WriteLine($"Exception while shutting down painter: {e}");
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}
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}
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var mapNamesString = $"[{string.Join(',', mapNames.Select(s => $"\"{s}\""))}]";
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Console.WriteLine($@"::set-output name=map_names::{mapNamesString}");
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Console.WriteLine($"Processed {arguments.Maps.Count} maps.");
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Console.WriteLine($"It's now safe to manually exit the process (automatic exit in a few moments...)");
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}
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}
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}
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