146 lines
6.0 KiB
C#
146 lines
6.0 KiB
C#
using System.Numerics;
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using Content.Shared._NF.Emp.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Graphics;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client._NF.Emp.Overlays
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{
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public sealed class EmpBlastOverlay : Overlay
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private TransformSystem? _transform;
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private const float PvsDist = 25.0f;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _baseShader;
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private readonly Dictionary<EntityUid, (ShaderInstance shd, EmpShaderInstance instance)> _blasts = new();
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public EmpBlastOverlay()
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{
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IoCManager.InjectDependencies(this);
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_baseShader = _prototypeManager.Index<ShaderPrototype>("Emp").Instance().Duplicate();
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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EmpQuery(args.Viewport.Eye);
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return _blasts.Count > 0;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null)
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return;
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var worldHandle = args.WorldHandle;
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var viewport = args.Viewport;
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foreach ((var shd, var instance) in _blasts.Values)
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{
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if (instance.CurrentMapCoords.MapId != args.MapId)
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continue;
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// To be clear, this needs to use "inside-viewport" pixels.
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// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
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var tempCoords = viewport.WorldToLocal(instance.CurrentMapCoords.Position);
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tempCoords.Y = viewport.Size.Y - tempCoords.Y;
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shd?.SetParameter("renderScale", viewport.RenderScale);
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shd?.SetParameter("positionInput", tempCoords);
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shd?.SetParameter("range", instance.Range);
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var life = (_gameTiming.RealTime - instance.Start).TotalSeconds / instance.Duration;
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shd?.SetParameter("life", (float)life);
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// There's probably a very good reason not to do this.
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// Oh well!
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shd?.SetParameter("SCREEN_TEXTURE", viewport.RenderTarget.Texture);
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worldHandle.UseShader(shd);
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worldHandle.DrawRect(Box2.CenteredAround(instance.CurrentMapCoords.Position, new Vector2(instance.Range, instance.Range) * 2f), Color.White);
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}
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worldHandle.UseShader(null);
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}
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//Queries all blasts on the map and either adds or removes them from the list of rendered blasts based on whether they should be drawn (in range? on the same z-level/map? blast entity still exists?)
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private void EmpQuery(IEye? currentEye)
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{
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_transform ??= _entityManager.System<TransformSystem>();
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if (currentEye == null)
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{
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_blasts.Clear();
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return;
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}
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var currentEyeLoc = currentEye.Position;
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var blasts = _entityManager.EntityQueryEnumerator<EmpBlastComponent>();
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//Add all blasts that are not added yet but qualify
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while (blasts.MoveNext(out var blastEntity, out var blast))
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{
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if (!_blasts.ContainsKey(blastEntity) && BlastQualifies(blastEntity, currentEyeLoc, blast))
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{
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_blasts.Add(
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blastEntity,
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(
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_baseShader.Duplicate(),
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new EmpShaderInstance(
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_transform.GetMapCoordinates(blastEntity),
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blast.VisualRange,
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blast.StartTime,
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blast.VisualDuration
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)
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)
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);
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}
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}
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var activeShaderIds = _blasts.Keys;
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foreach (var blastEntity in activeShaderIds) //Remove all blasts that are added and no longer qualify
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{
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if (_entityManager.EntityExists(blastEntity) &&
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_entityManager.TryGetComponent(blastEntity, out EmpBlastComponent? blast) &&
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BlastQualifies(blastEntity, currentEyeLoc, blast))
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{
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var shaderInstance = _blasts[blastEntity];
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shaderInstance.instance.CurrentMapCoords = _transform.GetMapCoordinates(blastEntity);
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shaderInstance.instance.Range = blast.VisualRange;
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}
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else
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{
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_blasts[blastEntity].shd.Dispose();
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_blasts.Remove(blastEntity);
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}
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}
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}
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private bool BlastQualifies(EntityUid blastEntity, MapCoordinates currentEyeLoc, EmpBlastComponent blast)
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{
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var transformComponent = _entityManager.GetComponent<TransformComponent>(blastEntity);
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var transformSystem = _entityManager.System<SharedTransformSystem>();
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return transformComponent.MapID == currentEyeLoc.MapId
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&& transformSystem.InRange(transformComponent.Coordinates, transformSystem.ToCoordinates(transformComponent.ParentUid, currentEyeLoc), PvsDist + blast.VisualRange);
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}
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private sealed record EmpShaderInstance(MapCoordinates CurrentMapCoords, float Range, TimeSpan Start, float Duration)
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{
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public MapCoordinates CurrentMapCoords = CurrentMapCoords;
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public float Range = Range;
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public TimeSpan Start = Start;
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public float Duration = Duration;
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};
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}
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}
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