Flash overlay rework and bugfixes (#27369)

This commit is contained in:
slarticodefast
2024-06-02 06:17:53 +02:00
committed by GitHub
parent f5bc921bdd
commit 1283989346
18 changed files with 187 additions and 208 deletions

View File

@@ -152,7 +152,6 @@ namespace Content.Client.Entry
_parallaxManager.LoadDefaultParallax();
_overlayManager.AddOverlay(new SingularityOverlay());
_overlayManager.AddOverlay(new FlashOverlay());
_overlayManager.AddOverlay(new RadiationPulseOverlay());
_chatManager.Initialize();
_clientPreferencesManager.Initialize();

View File

@@ -1,12 +1,11 @@
using System.Numerics;
using Content.Shared.Flash;
using Content.Shared.Flash.Components;
using Content.Shared.StatusEffect;
using Content.Client.Viewport;
using Robust.Client.Graphics;
using Robust.Client.State;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Graphics;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using SixLabors.ImageSharp.PixelFormats;
@@ -17,66 +16,87 @@ namespace Content.Client.Flash
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IClyde _displayManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private readonly StatusEffectsSystem _statusSys;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _shader;
private double _startTime = -1;
private double _lastsFor = 1;
private Texture? _screenshotTexture;
public float PercentComplete = 0.0f;
public Texture? ScreenshotTexture;
public FlashOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("FlashedEffect").Instance().Duplicate();
_shader = _prototypeManager.Index<ShaderPrototype>("FlashedEffect").InstanceUnique();
_statusSys = _entityManager.System<StatusEffectsSystem>();
}
public void ReceiveFlash(double duration)
protected override void FrameUpdate(FrameEventArgs args)
{
var playerEntity = _playerManager.LocalEntity;
if (playerEntity == null)
return;
if (!_entityManager.HasComponent<FlashedComponent>(playerEntity)
|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
return;
if (!_statusSys.TryGetTime(playerEntity.Value, SharedFlashSystem.FlashedKey, out var time, status))
return;
var curTime = _timing.CurTime;
var lastsFor = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
var timeDone = (float) (curTime - time.Value.Item1).TotalSeconds;
PercentComplete = timeDone / lastsFor;
}
public void ReceiveFlash()
{
if (_stateManager.CurrentState is IMainViewportState state)
{
// take a screenshot
// note that the callback takes a while and ScreenshotTexture will be null the first few Draws
state.Viewport.Viewport.Screenshot(image =>
{
var rgba32Image = image.CloneAs<Rgba32>(SixLabors.ImageSharp.Configuration.Default);
_screenshotTexture = _displayManager.LoadTextureFromImage(rgba32Image);
ScreenshotTexture = _displayManager.LoadTextureFromImage(rgba32Image);
});
}
}
_startTime = _gameTiming.CurTime.TotalSeconds;
_lastsFor = duration;
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
return false;
if (args.Viewport.Eye != eyeComp.Eye)
return false;
return PercentComplete < 1.0f;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
return;
if (args.Viewport.Eye != eyeComp.Eye)
return;
var percentComplete = (float) ((_gameTiming.CurTime.TotalSeconds - _startTime) / _lastsFor);
if (percentComplete >= 1.0f)
if (ScreenshotTexture == null)
return;
var worldHandle = args.WorldHandle;
_shader.SetParameter("percentComplete", PercentComplete);
worldHandle.UseShader(_shader);
_shader.SetParameter("percentComplete", percentComplete);
if (_screenshotTexture != null)
{
worldHandle.DrawTextureRectRegion(_screenshotTexture, args.WorldBounds);
}
worldHandle.DrawTextureRectRegion(ScreenshotTexture, args.WorldBounds);
worldHandle.UseShader(null);
}
protected override void DisposeBehavior()
{
base.DisposeBehavior();
_screenshotTexture = null;
ScreenshotTexture = null;
PercentComplete = 1.0f;
}
}
}

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@@ -1,62 +1,67 @@
using Content.Shared.Flash;
using Content.Shared.Flash.Components;
using Content.Shared.StatusEffect;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameStates;
using Robust.Shared.Timing;
using Robust.Shared.Player;
namespace Content.Client.Flash;
namespace Content.Client.Flash
{
public sealed class FlashSystem : SharedFlashSystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
private FlashOverlay _overlay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlashableComponent, ComponentHandleState>(OnFlashableHandleState);
SubscribeLocalEvent<FlashedComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<FlashedComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<FlashedComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<FlashedComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<FlashedComponent, StatusEffectAddedEvent>(OnStatusAdded);
_overlay = new();
}
private void OnFlashableHandleState(EntityUid uid, FlashableComponent component, ref ComponentHandleState args)
private void OnPlayerAttached(EntityUid uid, FlashedComponent component, LocalPlayerAttachedEvent args)
{
if (args.Current is not FlashableComponentState state)
return;
_overlayMan.AddOverlay(_overlay);
}
// Yes, this code is awful. I'm just porting it to an entity system so don't blame me.
if (_playerManager.LocalEntity != uid)
private void OnPlayerDetached(EntityUid uid, FlashedComponent component, LocalPlayerDetachedEvent args)
{
return;
_overlay.PercentComplete = 1.0f;
_overlay.ScreenshotTexture = null;
_overlayMan.RemoveOverlay(_overlay);
}
if (state.Time == default)
private void OnInit(EntityUid uid, FlashedComponent component, ComponentInit args)
{
return;
}
// Few things here:
// 1. If a shorter duration flash is applied then don't do anything
// 2. If the client-side time is later than when the flash should've ended don't do anything
var currentTime = _gameTiming.CurTime.TotalSeconds;
var newEndTime = state.Time.TotalSeconds + state.Duration;
var currentEndTime = component.LastFlash.TotalSeconds + component.Duration;
if (currentEndTime > newEndTime)
if (_player.LocalEntity == uid)
{
return;
_overlayMan.AddOverlay(_overlay);
}
}
if (currentTime > newEndTime)
private void OnShutdown(EntityUid uid, FlashedComponent component, ComponentShutdown args)
{
return;
if (_player.LocalEntity == uid)
{
_overlay.PercentComplete = 1.0f;
_overlay.ScreenshotTexture = null;
_overlayMan.RemoveOverlay(_overlay);
}
}
component.LastFlash = state.Time;
component.Duration = state.Duration;
var overlay = _overlayManager.GetOverlay<FlashOverlay>();
overlay.ReceiveFlash(component.Duration);
private void OnStatusAdded(EntityUid uid, FlashedComponent component, StatusEffectAddedEvent args)
{
if (_player.LocalEntity == uid && args.Key == FlashedKey)
{
_overlay.ReceiveFlash();
}
}
}

View File

@@ -3,7 +3,6 @@ using Robust.Shared.Prototypes;
namespace Content.Server.Flash.Components;
// Also needed FlashableComponent on entity to work
[RegisterComponent, Access(typeof(DamagedByFlashingSystem))]
public sealed partial class DamagedByFlashingComponent : Component
{

View File

@@ -1,5 +1,9 @@
namespace Content.Server.Flash.Components
{
namespace Content.Server.Flash.Components;
/// <summary>
/// Makes the entity immune to being flashed.
/// When given to clothes in the "head", "eyes" or "mask" slot it protects the wearer.
/// </summary>
[RegisterComponent, Access(typeof(FlashSystem))]
public sealed partial class FlashImmunityComponent : Component
{
@@ -7,4 +11,3 @@ namespace Content.Server.Flash.Components
[DataField("enabled")]
public bool Enabled { get; set; } = true;
}
}

View File

@@ -9,18 +9,17 @@ using Content.Shared.Charges.Systems;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Flash;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Physics;
using Content.Shared.Tag;
using Content.Shared.Traits.Assorted;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.StatusEffect;
using Content.Shared.Examine;
using Robust.Server.Audio;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
namespace Content.Server.Flash
@@ -31,14 +30,14 @@ namespace Content.Server.Flash
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly SharedChargesSystem _charges = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly ExamineSystemShared _examine = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly StunSystem _stun = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
public override void Initialize()
{
@@ -114,31 +113,18 @@ namespace Content.Server.Flash
float flashDuration,
float slowTo,
bool displayPopup = true,
FlashableComponent? flashable = null,
bool melee = false,
TimeSpan? stunDuration = null)
{
if (!Resolve(target, ref flashable, false))
return;
var attempt = new FlashAttemptEvent(target, user, used);
RaiseLocalEvent(target, attempt, true);
if (attempt.Cancelled)
return;
if (melee)
{
var ev = new AfterFlashedEvent(target, user, used);
if (user != null)
RaiseLocalEvent(user.Value, ref ev);
if (used != null)
RaiseLocalEvent(used.Value, ref ev);
}
flashable.LastFlash = _timing.CurTime;
flashable.Duration = flashDuration / 1000f; // TODO: Make this sane...
Dirty(target, flashable);
// don't paralyze, slowdown or convert to rev if the target is immune to flashes
if (!_statusEffectsSystem.TryAddStatusEffect<FlashedComponent>(target, FlashedKey, TimeSpan.FromSeconds(flashDuration / 1000f), true))
return;
if (stunDuration != null)
{
@@ -155,28 +141,40 @@ namespace Content.Server.Flash
_popup.PopupEntity(Loc.GetString("flash-component-user-blinds-you",
("user", Identity.Entity(user.Value, EntityManager))), target, target);
}
if (melee)
{
var ev = new AfterFlashedEvent(target, user, used);
if (user != null)
RaiseLocalEvent(user.Value, ref ev);
if (used != null)
RaiseLocalEvent(used.Value, ref ev);
}
}
public void FlashArea(Entity<FlashComponent?> source, EntityUid? user, float range, float duration, float slowTo = 0.8f, bool displayPopup = false, float probability = 1f, SoundSpecifier? sound = null)
{
var transform = Transform(source);
var mapPosition = _transform.GetMapCoordinates(transform);
var flashableQuery = GetEntityQuery<FlashableComponent>();
var statusEffectsQuery = GetEntityQuery<StatusEffectsComponent>();
var damagedByFlashingQuery = GetEntityQuery<DamagedByFlashingComponent>();
foreach (var entity in _entityLookup.GetEntitiesInRange(transform.Coordinates, range))
{
if (!_random.Prob(probability))
continue;
if (!flashableQuery.TryGetComponent(entity, out var flashable))
// Is the entity affected by the flash either through status effects or by taking damage?
if (!statusEffectsQuery.HasComponent(entity) && !damagedByFlashingQuery.HasComponent(entity))
continue;
// Check for unobstructed entities while ignoring the mobs with flashable components.
if (!_interaction.InRangeUnobstructed(entity, mapPosition, range, flashable.CollisionGroup, predicate: (e) => flashableQuery.HasComponent(e) || e == source.Owner))
// Check for entites in view
// put damagedByFlashingComponent in the predicate because shadow anomalies block vision.
if (!_examine.InRangeUnOccluded(entity, mapPosition, range, predicate: (e) => damagedByFlashingQuery.HasComponent(e)))
continue;
// They shouldn't have flash removed in between right?
Flash(entity, user, source, duration, slowTo, displayPopup, flashableQuery.GetComponent(entity));
Flash(entity, user, source, duration, slowTo, displayPopup);
}
_audio.PlayPvs(sound, source, AudioParams.Default.WithVolume(1f).WithMaxDistance(3f));
@@ -201,6 +199,8 @@ namespace Content.Server.Flash
private void OnPermanentBlindnessFlashAttempt(EntityUid uid, PermanentBlindnessComponent component, FlashAttemptEvent args)
{
// check for total blindness
if (component.Blindness == 0)
args.Cancel();
}
@@ -210,6 +210,10 @@ namespace Content.Server.Flash
}
}
/// <summary>
/// Called before a flash is used to check if the attempt is cancelled by blindness, items or FlashImmunityComponent.
/// Raised on the target hit by the flash, the user of the flash and the flash used.
/// </summary>
public sealed class FlashAttemptEvent : CancellableEntityEventArgs
{
public readonly EntityUid Target;
@@ -225,7 +229,7 @@ namespace Content.Server.Flash
}
/// <summary>
/// Called after a flash is used via melee on another person to check for rev conversion.
/// Raised on the user of the flash, the target hit by the flash, and the flash used.
/// Raised on the target hit by the flash, the user of the flash and the flash used.
/// </summary>
[ByRefEvent]
public readonly struct AfterFlashedEvent
@@ -241,6 +245,4 @@ namespace Content.Server.Flash
Used = used;
}
}
}

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@@ -1,6 +1,6 @@
using Content.Shared.Flash;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Flash.Components
{
@@ -43,4 +43,13 @@ namespace Content.Shared.Flash.Components
[DataField]
public float Probability = 1f;
}
[Serializable, NetSerializable]
public enum FlashVisuals : byte
{
BaseLayer,
LightLayer,
Burnt,
Flashing,
}
}

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@@ -0,0 +1,9 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Flash.Components;
/// <summary>
/// Exists for use as a status effect. Adds a shader to the client that obstructs vision.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class FlashedComponent : Component { }

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@@ -1,40 +0,0 @@
using Content.Shared.Physics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Flash
{
[RegisterComponent, NetworkedComponent]
public sealed partial class FlashableComponent : Component
{
public float Duration;
public TimeSpan LastFlash;
[DataField]
public CollisionGroup CollisionGroup = CollisionGroup.Opaque;
public override bool SendOnlyToOwner => true;
}
[Serializable, NetSerializable]
public sealed class FlashableComponentState : ComponentState
{
public float Duration { get; }
public TimeSpan Time { get; }
public FlashableComponentState(float duration, TimeSpan time)
{
Duration = duration;
Time = time;
}
}
[Serializable, NetSerializable]
public enum FlashVisuals : byte
{
BaseLayer,
LightLayer,
Burnt,
Flashing,
}
}

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@@ -1,19 +1,10 @@
using Robust.Shared.GameStates;
using Content.Shared.StatusEffect;
namespace Content.Shared.Flash
{
public abstract class SharedFlashSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlashableComponent, ComponentGetState>(OnFlashableGetState);
}
private static void OnFlashableGetState(EntityUid uid, FlashableComponent component, ref ComponentGetState args)
{
args.State = new FlashableComponentState(component.Duration, component.LastFlash);
}
[ValidatePrototypeId<StatusEffectPrototype>]
public const string FlashedKey = "Flashed";
}
}

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@@ -126,6 +126,7 @@
- Stun
- KnockedDown
- SlowedDown
- Flashed
- type: TypingIndicator
proto: robot
- type: Speech
@@ -147,7 +148,6 @@
locked: true
- type: ActivatableUIRequiresLock
- type: LockedWiresPanel
- type: Flashable
- type: Damageable
damageContainer: Silicon
- type: Destructible

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@@ -48,7 +48,6 @@
sprite: Mobs/Effects/onfire.rsi
normalState: Generic_mob_burning
- type: Climbing
- type: Flashable
- type: NameIdentifier
group: GenericNumber

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@@ -781,7 +781,6 @@
amount: 3
- id: DrinkTequilaBottleFull
amount: 1
- type: Flashable
- type: Tag
tags:
- CannotSuicide
@@ -808,7 +807,6 @@
# name: ghost-role-information-tropico-name
# description: ghost-role-information-tropico-description
# - type: GhostTakeoverAvailable
# - type: Flashable
- type: Tag
tags:
- VimPilot

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@@ -25,6 +25,7 @@
- ForcedSleep
- TemporaryBlindness
- Pacified
- Flashed
- type: Buckle
- type: StandingState
- type: Tag
@@ -99,6 +100,7 @@
- TemporaryBlindness
- Pacified
- StaminaModifier
- Flashed
- type: Bloodstream
bloodMaxVolume: 150
- type: MobPrice

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@@ -140,6 +140,7 @@
- TemporaryBlindness
- Pacified
- StaminaModifier
- Flashed
- type: Reflect
enabled: false
reflectProb: 0
@@ -234,7 +235,6 @@
id: BaseMobSpeciesOrganic
abstract: true
components:
- type: Flashable
- type: Barotrauma
damage:
types:
@@ -249,24 +249,7 @@
Heat: -0.07
groups:
Brute: -0.07
# Organs
- type: StatusEffects
allowed:
- Stun
- KnockedDown
- SlowedDown
- Stutter
- SeeingRainbows
- Electrocution
- ForcedSleep
- TemporaryBlindness
- Drunk
- SlurredSpeech
- RatvarianLanguage
- PressureImmunity
- Muted
- Pacified
- StaminaModifier
- type: Blindable
# Other
- type: Temperature

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@@ -15,9 +15,6 @@
path: /Audio/Items/hiss.ogg
params:
variation: 0.08
- type: Flashable
collisionGroup:
- None
- type: DamagedByFlashing
flashDamage:
types:

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@@ -59,3 +59,6 @@
- type: statusEffect
id: StaminaModifier
- type: statusEffect
id: Flashed

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@@ -11,7 +11,7 @@ void fragment() {
highp vec4 textureMix = mix(tex1, tex2, 0.5);
// Gradually mixes between the texture mix and a full-white texture, causing the "blinding" effect
// Gradually mixes between the texture mix and a full-black texture, causing the "blinding" effect
highp vec4 mixed = mix(vec4(0.0, 0.0, 0.0, 1.0), textureMix, percentComplete);
COLOR = vec4(mixed.rgb, remaining);