6
2026-01-05 11:43:53 +03:00

146 lines
6.0 KiB
C#

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