Remove explosion networking jank (#12733)

This commit is contained in:
Leon Friedrich
2022-11-27 23:24:35 +13:00
committed by GitHub
parent 85ce28c0a2
commit 2dc7663d1a
12 changed files with 237 additions and 326 deletions

View File

@@ -1,3 +1,4 @@
using Content.Shared.Explosion;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
@@ -10,26 +11,10 @@ namespace Content.Client.Explosion;
[UsedImplicitly]
public sealed class ExplosionOverlay : Overlay
{
/// <summary>
/// The explosion that needs to be drawn. This explosion is currently being processed by the server and
/// expanding outwards.
/// </summary>
internal Explosion? ActiveExplosion;
/// <summary>
/// This index specifies what parts of the currently expanding explosion should be drawn.
/// </summary>
public int Index;
/// <summary>
/// These explosions have finished expanding, but we will draw for a few more frames. This is important for
/// small explosions, as otherwise they disappear far too quickly.
/// </summary>
internal List<Explosion> CompletedExplosions = new ();
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
@@ -38,7 +23,7 @@ public sealed class ExplosionOverlay : Overlay
public ExplosionOverlay()
{
IoCManager.InjectDependencies(this);
_shader = IoCManager.Resolve<IPrototypeManager>().Index<ShaderPrototype>("unshaded").Instance();
_shader = _proto.Index<ShaderPrototype>("unshaded").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
@@ -48,22 +33,20 @@ public sealed class ExplosionOverlay : Overlay
var xforms = _entMan.GetEntityQuery<TransformComponent>();
if (ActiveExplosion != null && ActiveExplosion.Map == args.Viewport.Eye?.Position.MapId)
foreach (var (comp, appearance) in _entMan.EntityQuery<ExplosionVisualsComponent, AppearanceComponent>(true))
{
DrawExplosion(drawHandle, args.WorldBounds, ActiveExplosion, Index, xforms);
}
if (!appearance.TryGetData(ExplosionAppearanceData.Progress, out int index))
continue;
foreach (var exp in CompletedExplosions)
{
if (exp.Map == args.Viewport.Eye?.Position.MapId)
DrawExplosion(drawHandle, args.WorldBounds, exp, exp.Intensity.Count, xforms);
index = Math.Min(index, comp.Intensity.Count - 1);
DrawExplosion(drawHandle, args.WorldBounds, comp, index, xforms);
}
drawHandle.SetTransform(Matrix3.Identity);
drawHandle.UseShader(null);
}
private void DrawExplosion(DrawingHandleWorld drawHandle, Box2Rotated worldBounds, Explosion exp, int index, EntityQuery<TransformComponent> xforms)
private void DrawExplosion(DrawingHandleWorld drawHandle, Box2Rotated worldBounds, ExplosionVisualsComponent exp, int index, EntityQuery<TransformComponent> xforms)
{
Box2 gridBounds;
foreach (var (gridId, tiles) in exp.Tiles)
@@ -94,10 +77,10 @@ public sealed class ExplosionOverlay : Overlay
Box2 gridBounds,
int index,
Dictionary<int, List<Vector2i>> tileSets,
Explosion exp,
ExplosionVisualsComponent exp,
ushort tileSize)
{
for (var j = 0; j < index; j++)
for (var j = 0; j <= index; j++)
{
if (!tileSets.TryGetValue(j, out var tiles))
continue;