Icon Smooth Cleanup (#44748)

* Iconsmooth cleanup

* better comment
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Princess Cheeseballs 2026-07-18 03:30:21 -07:00 • committed by GitHub
parent 41ecaa27d0
commit ca2efb626e
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2 changed files with 83 additions and 77 deletions

View file

@ -1,84 +1,91 @@
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Prototypes;
namespace Content.Client.IconSmoothing
namespace Content.Client.IconSmoothing;
/// <summary>
/// Makes sprites of other grid-aligned entities like us connect.
/// </summary>
/// <remarks>
/// The system is based on Baystation12's smoothwalling, and thus will work with those.
/// To use, set <c>base</c> equal to the prefix of the corner states in the sprite base RSI.
/// Any objects with the same <c>key</c> will connect.
/// </remarks>
[RegisterComponent]
public sealed partial class IconSmoothComponent : Component
{
[DataField]
public bool Enabled = true;
public (EntityUid?, Vector2i)? LastPosition;
/// <summary>
/// Objects with this key can smooth with us, and vice versa.
/// TODO: YAML HELL, Make smoothing one way.
/// </summary>
[DataField("key", required: true)]
public string SmoothKey { get; private set; }
/// <summary>
/// We will attempt to smooth with any objects that contain these keys.
/// Only works one way, objects with these keys will not smooth with us
/// </summary>
[DataField]
public List<string> AdditionalKeys = new();
/// <summary>
/// Index override for our iconsmooth layers. If null, layers will appear on top.
/// </summary>
[DataField]
public int? Index;
/// <summary>
/// Prepended to the RSI state.
/// </summary>
[DataField("base")]
public string StateBase { get; set; } = string.Empty;
[DataField]
public ProtoId<ShaderPrototype>? Shader;
/// <summary>
/// Mode that controls how the icon should be selected.
/// </summary>
[DataField]
public IconSmoothingMode Mode = IconSmoothingMode.Corners;
/// <summary>
/// Used by <see cref="IconSmoothSystem"/> to reduce redundant updates.
/// </summary>
internal int UpdateGeneration { get; set; }
}
/// <summary>
/// Controls the mode with which icon smoothing is calculated.
/// </summary>
[PublicAPI]
public enum IconSmoothingMode : byte
{
/// <summary>
/// Makes sprites of other grid-aligned entities like us connect.
/// Each icon is made up of 4 corners, each of which can get a different state depending on
/// adjacent entities clockwise, counter-clockwise and diagonal with the corner.
/// </summary>
/// <remarks>
/// The system is based on Baystation12's smoothwalling, and thus will work with those.
/// To use, set <c>base</c> equal to the prefix of the corner states in the sprite base RSI.
/// Any objects with the same <c>key</c> will connect.
/// </remarks>
[RegisterComponent]
public sealed partial class IconSmoothComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField("enabled")]
public bool Enabled = true;
public (EntityUid?, Vector2i)? LastPosition;
/// <summary>
/// We will smooth with other objects with the same key.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("key")]
public string? SmoothKey { get; private set; }
/// <summary>
/// Additional keys to smooth with.
/// </summary>
[DataField]
public List<string> AdditionalKeys = new();
/// <summary>
/// Prepended to the RSI state.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("base")]
public string StateBase { get; set; } = string.Empty;
[DataField("shader", customTypeSerializer:typeof(PrototypeIdSerializer<ShaderPrototype>))]
public string? Shader;
/// <summary>
/// Mode that controls how the icon should be selected.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("mode")]
public IconSmoothingMode Mode = IconSmoothingMode.Corners;
/// <summary>
/// Used by <see cref="IconSmoothSystem"/> to reduce redundant updates.
/// </summary>
internal int UpdateGeneration { get; set; }
}
Corners,
/// <summary>
/// Controls the mode with which icon smoothing is calculated.
/// There are 16 icons, only one of which is used at once.
/// The icon selected is a bit field made up of the cardinal direction flags that have adjacent entities.
/// </summary>
[PublicAPI]
public enum IconSmoothingMode : byte
{
/// <summary>
/// Each icon is made up of 4 corners, each of which can get a different state depending on
/// adjacent entities clockwise, counter-clockwise and diagonal with the corner.
/// </summary>
Corners,
CardinalFlags,
/// <summary>
/// There are 16 icons, only one of which is used at once.
/// The icon selected is a bit field made up of the cardinal direction flags that have adjacent entities.
/// </summary>
CardinalFlags,
/// <summary>
/// The icon represents a triangular sprite with only 2 states, representing South / East being occupied or not.
/// </summary>
Diagonal,
/// <summary>
/// The icon represents a triangular sprite with only 2 states, representing South / East being occupied or not.
/// </summary>
Diagonal,
/// <summary>
/// Where this component contributes to our neighbors being calculated but we do not update our own sprite.
/// </summary>
NoSprite,
}
/// <summary>
/// Where this component contributes to our neighbors being calculated but we do not update our own sprite.
/// </summary>
NoSprite,
}

View file

@ -88,13 +88,13 @@ namespace Content.Client.IconSmoothing
_sprite.LayerMapRemove(sprite, CornerLayers.SW);
var state0 = $"{component.StateBase}0";
_sprite.LayerMapSet(sprite, CornerLayers.SE, _sprite.AddRsiLayer(sprite, state0));
_sprite.LayerMapSet(sprite, CornerLayers.SE, _sprite.AddRsiLayer(sprite, state0, index: component.Index));
_sprite.LayerSetDirOffset(sprite, CornerLayers.SE, DirectionOffset.None);
_sprite.LayerMapSet(sprite, CornerLayers.NE, _sprite.AddRsiLayer(sprite, state0));
_sprite.LayerMapSet(sprite, CornerLayers.NE, _sprite.AddRsiLayer(sprite, state0, index: component.Index));
_sprite.LayerSetDirOffset(sprite, CornerLayers.NE, DirectionOffset.CounterClockwise);
_sprite.LayerMapSet(sprite, CornerLayers.NW, _sprite.AddRsiLayer(sprite, state0));
_sprite.LayerMapSet(sprite, CornerLayers.NW, _sprite.AddRsiLayer(sprite, state0, index: component.Index));
_sprite.LayerSetDirOffset(sprite, CornerLayers.NW, DirectionOffset.Flip);
_sprite.LayerMapSet(sprite, CornerLayers.SW, _sprite.AddRsiLayer(sprite, state0));
_sprite.LayerMapSet(sprite, CornerLayers.SW, _sprite.AddRsiLayer(sprite, state0, index: component.Index));
_sprite.LayerSetDirOffset(sprite, CornerLayers.SW, DirectionOffset.Clockwise);
}
@ -369,7 +369,6 @@ namespace Content.Client.IconSmoothing
while (candidates.MoveNext(out var entity))
{
if (_iconSmoothQuery.TryGetComponent(entity, out var other) &&
other.SmoothKey != null &&
(other.SmoothKey == smooth.SmoothKey || smooth.AdditionalKeys.Contains(other.SmoothKey)) &&
other.Enabled)
{