mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-16 07:12:27 +02:00
Something to note is that grid placement is still very scuffed. On certain rotations, it begins acting weird.
247 lines
9.4 KiB
C#
247 lines
9.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Robust.Client.Placement
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{
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public abstract class PlacementMode
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{
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public readonly PlacementManager pManager;
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/// <summary>
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/// Holds the current tile we are hovering our mouse over
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/// </summary>
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public TileRef CurrentTile { get; set; }
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/// <summary>
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/// Local coordinates of our cursor on the map
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/// </summary>
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public EntityCoordinates MouseCoords { get; set; }
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/// <summary>
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/// Texture resources to draw to represent the entity we are trying to spawn
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/// </summary>
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public List<Texture>? TexturesToDraw { get; set; }
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/// <summary>
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/// Color set to the ghost entity when it has a valid spawn position
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/// </summary>
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public Color ValidPlaceColor { get; set; } = new(20, 180, 20); //Default valid color is green
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/// <summary>
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/// Color set to the ghost entity when it has an invalid spawn position
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/// </summary>
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public Color InvalidPlaceColor { get; set; } = new(180, 20, 20); //Default invalid placement is red
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/// <summary>
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/// Used for line and grid placement to determine how spaced apart the entities should be
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/// </summary>
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protected float GridDistancing = 1f;
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/// <summary>
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/// Whether this mode requires us to verify the player is spawning within a certain range of themselves
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/// </summary>
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public virtual bool RangeRequired => false;
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/// <summary>
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/// Whether this mode can use the line placement mode
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/// </summary>
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public virtual bool HasLineMode => false;
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/// <summary>
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/// Whether this mode can use the grid placement mode
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/// </summary>
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public virtual bool HasGridMode => false;
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protected PlacementMode(PlacementManager pMan)
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{
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pManager = pMan;
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}
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public virtual string ModeName => GetType().Name;
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/// <summary>
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/// Aligns the location of placement based on cursor location
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/// </summary>
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/// <param name="mouseScreen"></param>
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/// <returns>Returns whether the current position is a valid placement position</returns>
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public abstract void AlignPlacementMode(ScreenCoordinates mouseScreen);
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/// <summary>
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/// Verifies the location of placement is a valid position to place at
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/// </summary>
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/// <param name="mouseScreen"></param>
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/// <returns></returns>
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public abstract bool IsValidPosition(EntityCoordinates position);
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public virtual void Render(DrawingHandleWorld handle)
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{
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var sce = pManager.CurrentPlacementOverlayEntity;
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if (sce is not {} scent || pManager.EntityManager.Deleted(scent))
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return;
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var sc = pManager.EntityManager.GetComponent<SpriteComponent>(sce!.Value);
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IEnumerable<EntityCoordinates> locationcollection;
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switch (pManager.PlacementType)
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{
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case PlacementManager.PlacementTypes.None:
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locationcollection = SingleCoordinate();
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break;
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case PlacementManager.PlacementTypes.Line:
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locationcollection = LineCoordinates();
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break;
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case PlacementManager.PlacementTypes.Grid:
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locationcollection = GridCoordinates();
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break;
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default:
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locationcollection = SingleCoordinate();
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break;
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}
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var dirAng = pManager.Direction.ToAngle();
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foreach (var coordinate in locationcollection)
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{
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if (!coordinate.IsValid(pManager.EntityManager))
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return; // Just some paranoia just in case
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var worldPos = coordinate.ToMapPos(pManager.EntityManager);
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var worldRot = pManager.EntityManager.GetComponent<TransformComponent>(coordinate.EntityId).WorldRotation + dirAng;
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sc.Color = IsValidPosition(coordinate) ? ValidPlaceColor : InvalidPlaceColor;
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sc.Render(handle, pManager.eyeManager.CurrentEye.Rotation, worldRot, worldPos);
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}
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}
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public IEnumerable<EntityCoordinates> SingleCoordinate()
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{
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yield return MouseCoords;
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}
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public IEnumerable<EntityCoordinates> LineCoordinates()
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{
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var (_, (x, y)) = MouseCoords.WithEntityId(pManager.StartPoint.EntityId) - pManager.StartPoint;
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float iterations;
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Vector2 distance;
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if (Math.Abs(x) > Math.Abs(y))
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{
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iterations = Math.Abs(x / GridDistancing);
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distance = new Vector2(x > 0 ? 1 : -1, 0) * GridDistancing;
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}
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else
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{
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iterations = Math.Abs(y / GridDistancing);
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distance = new Vector2(0, y > 0 ? 1 : -1) * GridDistancing;
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}
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for (var i = 0; i <= iterations; i++)
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{
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yield return new EntityCoordinates(pManager.StartPoint.EntityId, pManager.StartPoint.Position + distance * i);
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}
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}
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// This name is a nice reminder of our origins. Never forget.
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public IEnumerable<EntityCoordinates> GridCoordinates()
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{
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var placementdiff = MouseCoords.WithEntityId(pManager.StartPoint.EntityId) - pManager.StartPoint;
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var distanceX = new Vector2(placementdiff.X > 0 ? 1 : -1, 0) * GridDistancing;
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var distanceY = new Vector2(0, placementdiff.Y > 0 ? 1 : -1) * GridDistancing;
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var iterationsX = Math.Abs(placementdiff.X / GridDistancing);
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var iterationsY = Math.Abs(placementdiff.Y / GridDistancing);
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for (var x = 0; x <= iterationsX; x++)
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{
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for (var y = 0; y <= iterationsY; y++)
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{
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yield return new EntityCoordinates(pManager.StartPoint.EntityId, pManager.StartPoint.Position + distanceX * x + distanceY * y);
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}
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}
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}
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/// <summary>
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/// Returns the tile ref for a grid, or a map.
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/// </summary>
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public TileRef GetTileRef(EntityCoordinates coordinates)
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{
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var mapCoords = coordinates.ToMap(pManager.EntityManager);
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var gridId = coordinates.GetGridId(pManager.EntityManager);
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return gridId.IsValid() ? pManager.MapManager.GetGrid(gridId).GetTileRef(MouseCoords)
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: new TileRef(mapCoords.MapId, gridId,
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MouseCoords.ToVector2i(pManager.EntityManager, pManager.MapManager), Tile.Empty);
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}
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public TextureResource GetSprite(string key)
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{
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return pManager.ResourceCache.GetResource<TextureResource>(new ResourcePath("/Textures/") / key);
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}
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public bool TryGetSprite(string key, [NotNullWhen(true)] out TextureResource? sprite)
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{
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return pManager.ResourceCache.TryGetResource(new ResourcePath(@"/Textures/") / key, out sprite);
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}
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/// <summary>
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/// Checks if the player is spawning within a certain range of his character if range is required on this mode
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/// </summary>
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/// <returns></returns>
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public bool RangeCheck(EntityCoordinates coordinates)
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{
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if (!RangeRequired)
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return true;
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var controlled = pManager.PlayerManager.LocalPlayer?.ControlledEntity ?? EntityUid.Invalid;
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if (controlled == EntityUid.Invalid)
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{
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return false;
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}
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var range = pManager.CurrentPermission!.Range;
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if (range > 0 && !pManager.EntityManager.GetComponent<TransformComponent>(controlled).Coordinates.InRange(pManager.EntityManager, coordinates, range))
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return false;
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return true;
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}
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public bool IsColliding(EntityCoordinates coordinates)
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{
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var bounds = pManager.ColliderAABB;
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var mapCoords = coordinates.ToMap(pManager.EntityManager);
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var (x, y) = mapCoords.Position;
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var collisionBox = Box2.FromDimensions(
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bounds.Left + x,
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bounds.Bottom + y,
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bounds.Width,
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bounds.Height);
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return EntitySystem.Get<SharedPhysicsSystem>().TryCollideRect(collisionBox, mapCoords.MapId);
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}
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protected Vector2 ScreenToWorld(Vector2 point)
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{
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return pManager.eyeManager.ScreenToMap(point).Position;
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}
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protected Vector2 WorldToScreen(Vector2 point)
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{
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return pManager.eyeManager.WorldToScreen(point);
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}
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protected EntityCoordinates ScreenToCursorGrid(ScreenCoordinates coords)
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{
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var mapCoords = pManager.eyeManager.ScreenToMap(coords.Position);
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if (!pManager.MapManager.TryFindGridAt(mapCoords, out var grid))
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{
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return EntityCoordinates.FromMap(pManager.MapManager, mapCoords);
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}
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return EntityCoordinates.FromMap(pManager.EntityManager, grid.GridEntityId, mapCoords);
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}
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}
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}
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