Status Icons (#17529)

This commit is contained in:
Nemanja
2023-06-27 20:31:53 -04:00
committed by GitHub
parent 19864b444d
commit 044d5f6853
12 changed files with 276 additions and 0 deletions

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@@ -0,0 +1,92 @@
using Content.Shared.StatusIcon.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
namespace Content.Client.StatusIcon;
public sealed class StatusIconOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entity = default!;
private readonly SpriteSystem _sprite;
private readonly TransformSystem _transform;
private readonly StatusIconSystem _statusIcon;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
internal StatusIconOverlay()
{
IoCManager.InjectDependencies(this);
_sprite = _entity.System<SpriteSystem>();
_transform = _entity.System<TransformSystem>();
_statusIcon = _entity.System<StatusIconSystem>();
}
protected override void Draw(in OverlayDrawArgs args)
{
var handle = args.WorldHandle;
var eyeRot = args.Viewport.Eye?.Rotation ?? default;
var xformQuery = _entity.GetEntityQuery<TransformComponent>();
var scaleMatrix = Matrix3.CreateScale(new Vector2(1, 1));
var rotationMatrix = Matrix3.CreateRotation(-eyeRot);
var query = _entity.AllEntityQueryEnumerator<StatusIconComponent, SpriteComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var comp, out var sprite, out var xform))
{
if (xform.MapID != args.MapId)
continue;
var icons = _statusIcon.GetStatusIcons(uid);
if (icons.Count == 0)
continue;
var bounds = comp.Bounds ?? sprite.Bounds;
var worldPos = _transform.GetWorldPosition(xform, xformQuery);
var worldMatrix = Matrix3.CreateTranslation(worldPos);
Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
handle.SetTransform(matty);
var count = 0;
var accOffsetL = 0;
var accOffsetR = 0;
icons.Sort();
foreach (var proto in icons)
{
var texture = _sprite.Frame0(proto.Icon);
float yOffset;
float xOffset;
// the icons are ordered left to right, top to bottom.
// extra icons that don't fit are just cut off.
if (count % 2 == 0)
{
if (accOffsetL + texture.Height > sprite.Bounds.Height * EyeManager.PixelsPerMeter)
break;
accOffsetL += texture.Height;
yOffset = (bounds.Height + sprite.Offset.Y) / 2f - (float) accOffsetL / EyeManager.PixelsPerMeter;
xOffset = -(bounds.Width + sprite.Offset.X) / 2f;
}
else
{
if (accOffsetR + texture.Height > sprite.Bounds.Height * EyeManager.PixelsPerMeter)
break;
accOffsetR += texture.Height;
yOffset = (bounds.Height + sprite.Offset.Y) / 2f - (float) accOffsetR / EyeManager.PixelsPerMeter;
xOffset = (bounds.Width + sprite.Offset.X) / 2f - (float) texture.Width / EyeManager.PixelsPerMeter;
}
count++;
var position = new Vector2(xOffset, yOffset);
handle.DrawTexture(texture, position);
}
}
}
}

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@@ -0,0 +1,66 @@
using Content.Shared.CCVar;
using Content.Shared.StatusIcon;
using Content.Shared.StatusIcon.Components;
using Robust.Client.Graphics;
using Robust.Shared.Configuration;
namespace Content.Client.StatusIcon;
/// <summary>
/// This handles rendering gathering and rendering icons on entities.
/// </summary>
public sealed class StatusIconSystem : SharedStatusIconSystem
{
[Dependency] private readonly IConfigurationManager _configuration = default!;
[Dependency] private readonly IOverlayManager _overlay = default!;
private bool _globalEnabled;
private bool _localEnabled;
/// <inheritdoc/>
public override void Initialize()
{
_configuration.OnValueChanged(CCVars.LocalStatusIconsEnabled, OnLocalStatusIconChanged, true);
_configuration.OnValueChanged(CCVars.GlobalStatusIconsEnabled, OnGlobalStatusIconChanged, true);
}
public override void Shutdown()
{
base.Shutdown();
_configuration.UnsubValueChanged(CCVars.LocalStatusIconsEnabled, OnLocalStatusIconChanged);
_configuration.UnsubValueChanged(CCVars.GlobalStatusIconsEnabled, OnGlobalStatusIconChanged);
}
private void OnLocalStatusIconChanged(bool obj)
{
_localEnabled = obj;
UpdateOverlayVisible();
}
private void OnGlobalStatusIconChanged(bool obj)
{
_globalEnabled = obj;
UpdateOverlayVisible();
}
private void UpdateOverlayVisible()
{
if (_overlay.RemoveOverlay<StatusIconOverlay>())
return;
if (_globalEnabled && _localEnabled)
_overlay.AddOverlay(new StatusIconOverlay());
}
public List<StatusIconData> GetStatusIcons(EntityUid uid)
{
if (!Exists(uid) || Terminating(uid))
return new();
var ev = new GetStatusIconsEvent(new());
RaiseLocalEvent(uid, ref ev);
return ev.StatusIcons;
}
}

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@@ -273,6 +273,18 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<bool> GameTableBonk = public static readonly CVarDef<bool> GameTableBonk =
CVarDef.Create("game.table_bonk", false, CVar.REPLICATED); CVarDef.Create("game.table_bonk", false, CVar.REPLICATED);
/// <summary>
/// Whether or not status icons are rendered for everyone.
/// </summary>
public static readonly CVarDef<bool> GlobalStatusIconsEnabled =
CVarDef.Create("game.global_status_icons_enabled", true, CVar.SERVER | CVar.REPLICATED);
/// <summary>
/// Whether or not status icons are rendered on this specific client.
/// </summary>
public static readonly CVarDef<bool> LocalStatusIconsEnabled =
CVarDef.Create("game.local_status_icons_enabled", true, CVar.CLIENTONLY);
#if EXCEPTION_TOLERANCE #if EXCEPTION_TOLERANCE
/// <summary> /// <summary>
/// Amount of times round start must fail before the server is shut down. /// Amount of times round start must fail before the server is shut down.

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@@ -0,0 +1,27 @@
using Robust.Shared.GameStates;
namespace Content.Shared.StatusIcon.Components;
/// <summary>
/// This is used for noting if an entity is able to
/// have StatusIcons displayed on them and inherent icons. (debug purposes)
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStatusIconSystem))]
public sealed partial class StatusIconComponent : Component
{
/// <summary>
/// Optional bounds for where the icons are laid out.
/// If null, the sprite bounds will be used.
/// </summary>
[AutoNetworkedField]
[DataField("bounds"), ViewVariables(VVAccess.ReadWrite)]
public Box2? Bounds;
}
/// <summary>
/// Event raised directed on an entity CLIENT-SIDE ONLY
/// in order to get what status icons an entity has.
/// </summary>
/// <param name="StatusIcons"></param>
[ByRefEvent]
public record struct GetStatusIconsEvent(List<StatusIconData> StatusIcons);

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@@ -0,0 +1,9 @@
namespace Content.Shared.StatusIcon;
public abstract class SharedStatusIconSystem : EntitySystem
{
// If you are trying to add logic for status icons here, you're probably in the wrong place.
// Status icons are gathered and rendered entirely clientside.
// If you wish to use data to render icons, you should replicate that data to the client
// and subscribe to GetStatusIconsEvent in order to add the relevant icon to a given entity.
}

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@@ -0,0 +1,40 @@
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.StatusIcon;
/// <summary>
/// A data structure that holds relevant
/// information for status icons.
/// </summary>
[Virtual, DataDefinition]
public class StatusIconData : IComparable<StatusIconData>
{
/// <summary>
/// The icon that's displayed on the entity.
/// </summary>
[DataField("icon", required: true)]
public SpriteSpecifier Icon = default!;
/// <summary>
/// A priority for the order in which the icons will be displayed.
/// </summary>
[DataField("priority")]
public int Priority = 10;
public int CompareTo(StatusIconData? other)
{
return Priority.CompareTo(other?.Priority ?? int.MaxValue);
}
}
/// <summary>
/// <see cref="StatusIconData"/> but in new convenient prototype form!
/// </summary>
[Prototype("statusIcon")]
public sealed class StatusIconPrototype : StatusIconData, IPrototype
{
/// <inheritdoc/>
[IdDataField]
public string ID { get; } = default!;
}

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@@ -107,6 +107,7 @@
- type: HeatResistance - type: HeatResistance
- type: CombatMode - type: CombatMode
- type: Internals - type: Internals
- type: StatusIcon
- type: StatusEffects - type: StatusEffects
allowed: allowed:
- SlowedDown - SlowedDown

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@@ -67,6 +67,7 @@
Bloodloss: Bloodloss:
-1 -1
- type: Stamina - type: Stamina
- type: StatusIcon
- type: StatusEffects - type: StatusEffects
allowed: allowed:
- Stun - Stun

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@@ -0,0 +1,6 @@
- type: statusIcon
id: ZombieFaction
priority: 11
icon:
sprite: Interface/Misc/job_icons.rsi
state: Zombie

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@@ -0,0 +1,19 @@
- type: statusIcon
id: DebugStatus
icon:
sprite: Interface/Misc/research_disciplines.rsi
state: civilianservices
- type: statusIcon
id: DebugStatus2
priority: 1
icon:
sprite: Interface/Misc/research_disciplines.rsi
state: arsenal
- type: statusIcon
id: DebugStatus3
priority: 5
icon:
sprite: Interface/Misc/research_disciplines.rsi
state: experimental

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@@ -142,6 +142,9 @@
{ {
"name": "SecurityCadet" "name": "SecurityCadet"
}, },
{
"name": "Zombie"
},
{ {
"name": "Zookeeper" "name": "Zookeeper"
} }