Files
RobustToolbox/Robust.Client/Utility/DirExt.cs
2023-09-11 19:17:28 +10:00

175 lines
6.0 KiB
C#

using System;
using Robust.Client.Graphics;
using Robust.Shared.Graphics.RSI;
using Robust.Shared.Maths;
using static Robust.Client.GameObjects.SpriteComponent;
using Direction = Robust.Shared.Maths.Direction;
namespace Robust.Client.Utility
{
public static class DirExt
{
public static Direction Convert(this RsiDirection dir)
{
switch (dir)
{
case RsiDirection.South:
return Direction.South;
case RsiDirection.North:
return Direction.North;
case RsiDirection.East:
return Direction.East;
case RsiDirection.West:
return Direction.West;
case RsiDirection.SouthEast:
return Direction.SouthEast;
case RsiDirection.SouthWest:
return Direction.SouthWest;
case RsiDirection.NorthEast:
return Direction.NorthEast;
case RsiDirection.NorthWest:
return Direction.NorthWest;
}
throw new ArgumentException($"Unknown RSI dir: {dir}.", nameof(dir));
}
/// <summary>
/// 'Rounds' a diagonal direction down to a cardinal direction
/// </summary>
/// <param name="dir">The direction to round</param>
/// <returns><paramref name="dir"/> if it's a cardinal direction, otherwise either north or
/// south.</returns>
public static RsiDirection RoundToCardinal(this RsiDirection dir)
{
switch (dir)
{
case RsiDirection.NorthEast:
case RsiDirection.NorthWest:
return RsiDirection.North;
case RsiDirection.SouthEast:
case RsiDirection.SouthWest:
return RsiDirection.South;
default:
return dir;
}
}
public static RsiDirection Convert(this Direction dir, RsiDirectionType type)
{
if (type == RsiDirectionType.Dir1)
return RsiDirection.South;
switch (dir)
{
case Direction.North:
return RsiDirection.North;
case Direction.South:
return RsiDirection.South;
case Direction.East:
return RsiDirection.East;
case Direction.West:
return RsiDirection.West;
}
var rsiDir = dir switch
{
Direction.SouthEast => RsiDirection.SouthEast,
Direction.SouthWest => RsiDirection.SouthWest,
Direction.NorthEast => RsiDirection.NorthEast,
Direction.NorthWest => RsiDirection.NorthWest,
_ => throw new ArgumentException($"Unknown dir: {dir}.", nameof(dir))
};
// Round down to a four-way direction if appropriate.
if (type == RsiDirectionType.Dir4)
{
return RoundToCardinal(rsiDir);
}
return rsiDir;
}
public static Direction TurnCw(this Direction dir)
{
return (Direction)(((int)dir + 7) % 8);
}
public static Direction TurnCcw(this Direction dir)
{
return (Direction)(((int)dir + 1) % 8);
}
public static RsiDirection ToRsiDirection(this Angle angle, RsiDirectionType type)
{
return type switch
{
RsiDirectionType.Dir1 => RsiDirection.South,
RsiDirectionType.Dir4 => angle.GetCardinalDir().Convert(type),
RsiDirectionType.Dir8 => angle.GetDir().Convert(type),
_ => throw new ArgumentOutOfRangeException($"Unknown rsi direction type: {type}.", nameof(type))
};
}
public static RsiDirection OffsetRsiDir(this RsiDirection dir, DirectionOffset offset)
{
// There is probably a better way to do this.
// Eh.
//
// Maybe convert RSI direction to a direction and use the much more elegant solution in `TurnCw()` functions?
// but that conversion would probably be slower than this, even though its a mess to read.
switch (offset)
{
case DirectionOffset.None:
return dir;
case DirectionOffset.Clockwise:
return dir switch
{
RsiDirection.North => RsiDirection.East,
RsiDirection.East => RsiDirection.South,
RsiDirection.South => RsiDirection.West,
RsiDirection.West => RsiDirection.North,
_ => throw new NotImplementedException()
};
case DirectionOffset.CounterClockwise:
return dir switch
{
RsiDirection.North => RsiDirection.West,
RsiDirection.East => RsiDirection.North,
RsiDirection.South => RsiDirection.East,
RsiDirection.West => RsiDirection.South,
_ => throw new NotImplementedException()
};
case DirectionOffset.Flip:
switch (dir)
{
case RsiDirection.North:
return RsiDirection.South;
case RsiDirection.East:
return RsiDirection.West;
case RsiDirection.South:
return RsiDirection.North;
case RsiDirection.West:
return RsiDirection.East;
default:
throw new NotImplementedException();
}
default:
throw new NotImplementedException();
}
}
}
}