Cardboard Box and Stealth Components (#11569)
This commit is contained in:
60
Content.Client/CardboardBox/CardboardBoxSystem.cs
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60
Content.Client/CardboardBox/CardboardBoxSystem.cs
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@@ -0,0 +1,60 @@
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using Content.Shared.CardboardBox;
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using Content.Shared.CardboardBox.Components;
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using Content.Shared.Examine;
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using Content.Shared.Movement.Components;
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using Robust.Client.GameObjects;
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namespace Content.Client.CardboardBox;
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public sealed class CardboardBoxSystem : SharedCardboardBoxSystem
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{
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<PlayBoxEffectMessage>(OnBoxEffect);
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}
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private void OnBoxEffect(PlayBoxEffectMessage msg)
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{
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if (!TryComp<CardboardBoxComponent>(msg.Source, out var box))
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return;
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var xformQuery = GetEntityQuery<TransformComponent>();
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if (!xformQuery.TryGetComponent(msg.Source, out var xform))
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return;
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var sourcePos = xform.MapPosition;
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//Any mob that can move should be surprised?
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//God mind rework needs to come faster so it can just check for mind
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//TODO: Replace with Mind Query when mind rework is in.
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var mobMoverEntities = new HashSet<EntityUid>();
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//Filter out entities in range to see that they're a mob and add them to the mobMoverEntities hash for faster lookup
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foreach (var moverComp in _entityLookup.GetComponentsInRange<MobMoverComponent>(xform.Coordinates, box.Distance))
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{
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if (moverComp.Owner == msg.Mover)
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continue;
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mobMoverEntities.Add(moverComp.Owner);
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}
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//Play the effect for the mobs as long as they can see the box and are in range.
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foreach (var mob in mobMoverEntities)
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{
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if (!xformQuery.TryGetComponent(mob, out var moverTransform) || !ExamineSystemShared.InRangeUnOccluded(sourcePos, moverTransform.MapPosition, box.Distance, null))
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continue;
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var ent = Spawn(box.Effect, moverTransform.MapPosition);
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if (!xformQuery.TryGetComponent(ent, out var entTransform) || !TryComp<SpriteComponent>(ent, out var sprite))
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continue;
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sprite.Offset = new Vector2(0, 1);
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entTransform.AttachParent(mob);
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}
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}
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}
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74
Content.Client/Stealth/StealthSystem.cs
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74
Content.Client/Stealth/StealthSystem.cs
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@@ -0,0 +1,74 @@
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using Content.Client.Interactable.Components;
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using Content.Shared.Stealth;
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using Content.Shared.Stealth.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Stealth;
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public sealed class StealthSystem : SharedStealthSystem
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{
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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private ShaderInstance _shader = default!;
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public override void Initialize()
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{
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base.Initialize();
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_shader = _protoMan.Index<ShaderPrototype>("Stealth").InstanceUnique();
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SubscribeLocalEvent<StealthComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<StealthComponent, BeforePostShaderRenderEvent>(OnShaderRender);
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}
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protected override void OnInit(EntityUid uid, StealthComponent component, ComponentInit args)
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{
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base.OnInit(uid, component, args);
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if (!TryComp(uid, out SpriteComponent? sprite))
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return;
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sprite.PostShader = _shader;
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sprite.GetScreenTexture = true;
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sprite.RaiseShaderEvent = true;
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if (TryComp(uid, out InteractionOutlineComponent? outline))
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{
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RemComp(uid, outline);
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component.HadOutline = true;
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}
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}
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private void OnRemove(EntityUid uid, StealthComponent component, ComponentRemove args)
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{
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if (!TryComp(uid, out SpriteComponent? sprite))
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return;
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sprite.PostShader = null;
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sprite.GetScreenTexture = false;
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sprite.RaiseShaderEvent = false;
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sprite.Color = Color.White;
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if (component.HadOutline)
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AddComp<InteractionOutlineComponent>(uid);
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}
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private void OnShaderRender(EntityUid uid, StealthComponent component, BeforePostShaderRenderEvent args)
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{
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// Distortion effect uses screen coordinates. If a player moves, the entities appear to move on screen. this
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// makes the distortion very noticeable.
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// So we need to use relative screen coordinates. The reference frame we use is the parent's position on screen.
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// this ensures that if the Stealth is not moving relative to the parent, its relative screen position remains
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// unchanged.
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var parentXform = Transform(Transform(uid).ParentUid);
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var reference = args.Viewport.WorldToLocal(parentXform.WorldPosition);
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var visibility = GetVisibility(uid, component);
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_shader.SetParameter("reference", reference);
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_shader.SetParameter("visibility", visibility);
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visibility = MathF.Max(0, visibility);
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args.Sprite.Color = new Color(visibility, visibility, 1, 1);
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}
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}
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61
Content.Server/CardboardBox/CardboardBoxSystem.cs
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61
Content.Server/CardboardBox/CardboardBoxSystem.cs
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@@ -0,0 +1,61 @@
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using System.Linq;
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using Content.Shared.CardboardBox.Components;
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using Content.Server.Storage.Components;
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using Content.Shared.CardboardBox;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.CardboardBox;
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public sealed class CardboardBoxSystem : SharedCardboardBoxSystem
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CardboardBoxComponent, StorageBeforeCloseEvent>(OnBeforeStorageClosed);
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SubscribeLocalEvent<CardboardBoxComponent, StorageAfterOpenEvent>(AfterStorageOpen);
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}
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private void OnBeforeStorageClosed(EntityUid uid, CardboardBoxComponent component, StorageBeforeCloseEvent args)
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{
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var mobMover = args.Contents.Where(HasComp<MobMoverComponent>).ToList();
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//Grab the first mob to set as the mover and to prevent other mobs from entering.
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foreach (var mover in mobMover)
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{
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//Set the movement relay for the box as the first mob
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if (component.Mover == null && args.Contents.Contains(mover))
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{
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var relay = EnsureComp<RelayInputMoverComponent>(mover);
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_mover.SetRelay(mover, uid, relay);
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component.Mover = mover;
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}
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if (mover != component.Mover)
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args.Contents.Remove(mover);
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}
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}
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private void AfterStorageOpen(EntityUid uid, CardboardBoxComponent component, StorageAfterOpenEvent args)
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{
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//Remove the mover after the box is opened and play the effect if it hasn't been played yet.
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if (component.Mover != null)
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{
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RemComp<RelayInputMoverComponent>(component.Mover.Value);
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if (_timing.CurTime > component.EffectCooldown)
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{
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RaiseNetworkEvent(new PlayBoxEffectMessage(component.Owner, component.Mover.Value), Filter.PvsExcept(component.Owner));
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_audio.PlayPvs(component.EffectSound, component.Owner);
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component.EffectCooldown = _timing.CurTime + CardboardBoxComponent.MaxEffectCooldown;
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}
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}
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component.Mover = null;
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}
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}
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8
Content.Server/Stealth/StealthSystem.cs
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8
Content.Server/Stealth/StealthSystem.cs
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@@ -0,0 +1,8 @@
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using Content.Shared.Stealth;
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namespace Content.Server.Stealth;
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public sealed class StealthSystem : SharedStealthSystem
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{
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}
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@@ -37,6 +37,15 @@ public sealed class EntityStorageComponent : Component, IGasMixtureHolder
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[DataField("isCollidableWhenOpen")]
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public bool IsCollidableWhenOpen;
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/// <summary>
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/// If true, it opens the storage when the entity inside of it moves
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/// If false, it prevents the storage from opening when the entity inside of it moves.
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/// This is for objects that you want the player to move while inside, like large cardboard boxes, without opening the storage.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("openOnMove")]
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public bool OpenOnMove = true;
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//The offset for where items are emptied/vacuumed for the EntityStorage.
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[DataField("enteringOffset")]
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public Vector2 EnteringOffset = new(0, 0);
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@@ -149,7 +149,10 @@ namespace Content.Server.Storage.EntitySystems
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return;
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component.LastInternalOpenAttempt = _gameTiming.CurTime;
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_entityStorage.TryOpenStorage(args.Entity, component.Owner);
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if (component.OpenOnMove)
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{
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_entityStorage.TryOpenStorage(args.Entity, component.Owner);
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}
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}
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@@ -0,0 +1,68 @@
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.CardboardBox.Components;
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/// <summary>
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/// Allows a user to control an EntityStorage entity while inside of it.
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/// Used for big cardboard box entities.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class CardboardBoxComponent : Component
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{
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/// <summary>
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/// The person in control of this box
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/// </summary>
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[ViewVariables]
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[DataField("mover")]
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public EntityUid? Mover;
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/// <summary>
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/// The entity used for the box opening effect
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("effect")]
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public string Effect = "Exclamation";
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/// <summary>
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/// Sound played upon effect creation
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("effectSound")]
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public SoundSpecifier? EffectSound;
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/// <summary>
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/// How far should the box opening effect go?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("distance")]
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public float Distance = 6f;
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/// <summary>
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/// Current time + max effect cooldown to check to see if effect can play again
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/// Prevents effect spam
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/// </summary>
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[DataField("effectCooldown", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan EffectCooldown = TimeSpan.FromSeconds(1f);
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/// <summary>
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/// How much time should pass + current time until the effect plays again
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/// Prevents effect spam
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/// </summary>
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[DataField("maxEffectCooldown", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public static readonly TimeSpan MaxEffectCooldown = TimeSpan.FromSeconds(5f);
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}
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[Serializable, NetSerializable]
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public sealed class PlayBoxEffectMessage : EntityEventArgs
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{
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public EntityUid Source;
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public EntityUid Mover;
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public PlayBoxEffectMessage(EntityUid source, EntityUid mover)
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{
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Source = source;
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Mover = mover;
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}
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}
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6
Content.Shared/CardboardBox/SharedCardboardBoxSystem.cs
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6
Content.Shared/CardboardBox/SharedCardboardBoxSystem.cs
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@@ -0,0 +1,6 @@
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namespace Content.Shared.CardboardBox;
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public abstract class SharedCardboardBoxSystem : EntitySystem
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{
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}
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60
Content.Shared/Stealth/Components/StealthComponent.cs
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60
Content.Shared/Stealth/Components/StealthComponent.cs
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Stealth.Components;
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/// <summary>
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/// Add this component to an entity that you want to be cloaked.
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/// It overlays a shader on the entity to give them an invisibility cloaked effect
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/// It also turns the entity invisible
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedStealthSystem))]
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public sealed class StealthComponent : Component
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{
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/// <summary>
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/// Whether or not the entity previously had an interaction outline prior to cloaking.
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/// </summary>
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[DataField("hadOutline")]
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public bool HadOutline;
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/// <summary>
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/// Last set level of visibility. Ranges from 1 (fully visible) and -1 (fully hidden). To get the actual current
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/// visibility, use <see cref="SharedStealthSystem.GetVisibility(EntityUid, StealthComponent?)"/>
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/// </summary>
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[DataField("lastVisibility")]
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[Access(typeof(SharedStealthSystem), Other = AccessPermissions.None)]
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public float LastVisibility;
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/// <summary>
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/// Time at which <see cref="LastVisibility"/> was set. Null implies the entity is currently paused and not
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/// accumulating any visibility change.
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/// </summary>
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[DataField("lastUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan? LastUpdated;
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/// <summary>
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/// Rate that effects how fast an entity's visibility passively changes.
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/// </summary>
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[DataField("passiveVisibilityRate")]
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public readonly float PassiveVisibilityRate = -0.15f;
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/// <summary>
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/// Rate for movement induced visibility changes. Scales with distance moved.
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/// </summary>
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[DataField("movementVisibilityRate")]
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public readonly float MovementVisibilityRate = 0.2f;
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}
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[Serializable, NetSerializable]
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public sealed class StealthComponentState : ComponentState
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{
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public float Visibility;
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public TimeSpan? LastUpdated;
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public StealthComponentState(float stealthLevel, TimeSpan? lastUpdated)
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{
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Visibility = stealthLevel;
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LastUpdated = lastUpdated;
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}
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}
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122
Content.Shared/Stealth/SharedStealthSystem.cs
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122
Content.Shared/Stealth/SharedStealthSystem.cs
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@@ -0,0 +1,122 @@
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using Content.Shared.Stealth.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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namespace Content.Shared.Stealth;
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public abstract class SharedStealthSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StealthComponent, ComponentGetState>(OnStealthGetState);
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SubscribeLocalEvent<StealthComponent, ComponentHandleState>(OnStealthHandleState);
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SubscribeLocalEvent<StealthComponent, MoveEvent>(OnMove);
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SubscribeLocalEvent<StealthComponent, EntityPausedEvent>(OnPaused);
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SubscribeLocalEvent<StealthComponent, ComponentInit>(OnInit);
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}
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private void OnPaused(EntityUid uid, StealthComponent component, EntityPausedEvent args)
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{
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if (args.Paused)
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{
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component.LastVisibility = GetVisibility(uid, component);
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component.LastUpdated = null;
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}
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else
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{
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component.LastUpdated = _timing.CurTime;
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}
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Dirty(component);
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}
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protected virtual void OnInit(EntityUid uid, StealthComponent component, ComponentInit args)
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{
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if (component.LastUpdated != null || Paused(uid))
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return;
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component.LastUpdated = _timing.CurTime;
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}
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private void OnStealthGetState(EntityUid uid, StealthComponent component, ref ComponentGetState args)
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{
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args.State = new StealthComponentState(component.LastVisibility, component.LastUpdated);
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}
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private void OnStealthHandleState(EntityUid uid, StealthComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StealthComponentState cast)
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return;
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component.LastVisibility = cast.Visibility;
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component.LastUpdated = cast.LastUpdated;
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}
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private void OnMove(EntityUid uid, StealthComponent component, ref MoveEvent args)
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{
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if (args.FromStateHandling)
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return;
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if (args.NewPosition.EntityId != args.OldPosition.EntityId)
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return;
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var delta = component.MovementVisibilityRate * (args.NewPosition.Position - args.OldPosition.Position).Length;
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ModifyVisibility(uid, delta, component);
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}
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/// <summary>
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/// Modifies the visibility based on the delta provided.
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/// </summary>
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/// <param name="delta">The delta to be used in visibility calculation.</param>
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public void ModifyVisibility(EntityUid uid, float delta, StealthComponent? component = null)
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{
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if (delta == 0 || !Resolve(uid, ref component))
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return;
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if (component.LastUpdated != null)
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{
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component.LastVisibility = GetVisibility(uid, component);
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component.LastUpdated = _timing.CurTime;
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}
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component.LastVisibility = Math.Clamp(component.LastVisibility + delta, -1f, 1f);
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Dirty(component);
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}
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/// <summary>
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/// Sets the visibility directly with no modifications
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/// </summary>
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/// <param name="value">The value to set the visibility to. -1 is fully invisible, 1 is fully visible</param>
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public void SetVisibility(EntityUid uid, float value, StealthComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.LastVisibility = value;
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if (component.LastUpdated != null)
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component.LastUpdated = _timing.CurTime;
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Dirty(component);
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}
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/// <summary>
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/// Gets the current visibility from the <see cref="StealthComponent"/>
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/// Use this instead of getting LastVisibility from the component directly.
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/// </summary>
|
||||
/// <returns>Returns a calculation that accounts for any stealth change that happened since last update, otherwise returns based on if it can resolve the component.</returns>
|
||||
public float GetVisibility(EntityUid uid, StealthComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component))
|
||||
return 1;
|
||||
|
||||
if (component.LastUpdated == null)
|
||||
return component.LastVisibility;
|
||||
|
||||
var deltaTime = _timing.CurTime - component.LastUpdated.Value;
|
||||
return Math.Clamp(component.LastVisibility + (float) deltaTime.TotalSeconds * component.PassiveVisibilityRate, -1f, 1f);
|
||||
}
|
||||
}
|
||||
BIN
Resources/Audio/Effects/box_deploy.ogg
Normal file
BIN
Resources/Audio/Effects/box_deploy.ogg
Normal file
Binary file not shown.
BIN
Resources/Audio/Effects/chime.ogg
Normal file
BIN
Resources/Audio/Effects/chime.ogg
Normal file
Binary file not shown.
@@ -40,4 +40,16 @@ The following sounds are taken from TGstation github (licensed under CC by 3.0):
|
||||
|
||||
demon_dies.ogg: taken at https://github.com/tgstation/tgstation/commit/d4f678a1772007ff8d7eddd21cf7218c8e07bfc0
|
||||
|
||||
pop.ogg licensed under CC0 1.0 by mirrorcult
|
||||
pop.ogg licensed under CC0 1.0 by mirrorcult
|
||||
|
||||
box_deploy.ogg and chime.ogg taken from Citadel Station at commit: https://github.com/Citadel-Station-13/Citadel-Station-13/commit/b604390f334343be80045d955705cf48ee056c61
|
||||
|
||||
- files: ["box_deploy.ogg"]
|
||||
license: "CC-BY-NC-SA-3.0"
|
||||
copyright: "box_deploy.ogg taken from Citadel Station."
|
||||
source: "https://github.com/Citadel-Station-13/Citadel-Station-13/commit/b604390f334343be80045d955705cf48ee056c61"
|
||||
|
||||
- files: ["chime.ogg"]
|
||||
license: "CC-BY-NC-SA-3.0"
|
||||
copyright: "chime.ogg taken from Citadel Station."
|
||||
source: "https://github.com/Citadel-Station-13/Citadel-Station-13/commit/b604390f334343be80045d955705cf48ee056c61"
|
||||
@@ -0,0 +1,115 @@
|
||||
- type: entity
|
||||
id: BaseBigBox
|
||||
name: cardboard box
|
||||
description: Huh? Just a box...
|
||||
components:
|
||||
- type: Transform
|
||||
noRot: true
|
||||
- type: Clickable
|
||||
- type: Physics
|
||||
bodyType: KinematicController
|
||||
- type: Fixtures
|
||||
fixtures:
|
||||
- shape:
|
||||
!type:PhysShapeAabb
|
||||
bounds: "-0.4,-0.4,0.4,0.4"
|
||||
mask:
|
||||
- MobMask
|
||||
layer:
|
||||
- SlipLayer
|
||||
hard: true
|
||||
- type: Pullable
|
||||
- type: CardboardBox
|
||||
effectSound: /Audio/Effects/chime.ogg
|
||||
- type: InputMover
|
||||
- type: EntityStorage
|
||||
isCollidableWhenOpen: false
|
||||
openOnMove: false
|
||||
airtight: false
|
||||
capacity: 4 #4 Entities seems like a nice comfy fit for a cardboard box.
|
||||
- type: ContainerContainer
|
||||
containers:
|
||||
entity_storage: !type:Container
|
||||
- type: Sprite
|
||||
noRot: true
|
||||
netsync: false
|
||||
sprite: Structures/Storage/closet.rsi
|
||||
layers:
|
||||
- state: cardboard
|
||||
- state: cardboard_open
|
||||
map: ["enum.StorageVisualLayers.Door"]
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: StorageVisualizer
|
||||
state: cardboard
|
||||
state_open: cardboard_open
|
||||
- type: Tag
|
||||
tags:
|
||||
- DoorBumpOpener
|
||||
|
||||
- type: entity
|
||||
id: StealthBox
|
||||
parent: BaseBigBox
|
||||
name: cardboard box #it's still just a box
|
||||
description: Kept ya waiting, huh?
|
||||
components:
|
||||
- type: Sprite
|
||||
noRot: true
|
||||
netsync: false
|
||||
sprite: Structures/Storage/closet.rsi
|
||||
layers:
|
||||
- state: agentbox
|
||||
- state: cardboard_open
|
||||
map: ["enum.StorageVisualLayers.Door"]
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: StorageVisualizer
|
||||
state: agentbox
|
||||
state_open: cardboard_open
|
||||
- type: Stealth
|
||||
passiveVisibilityRate: -0.24
|
||||
movementVisibilityRate: 0.10
|
||||
|
||||
#For admin spawning only
|
||||
- type: entity
|
||||
id: GhostBox
|
||||
parent: StealthBox
|
||||
name: ghost box
|
||||
description: Beware!
|
||||
components:
|
||||
- type: Fixtures
|
||||
fixtures:
|
||||
- shape:
|
||||
!type:PhysShapeAabb
|
||||
bounds: "-0.4,-0.4,0.4,0.4"
|
||||
mask:
|
||||
- MobMask
|
||||
layer:
|
||||
- SlipLayer
|
||||
hard: false #It's a ghostly box, it can go through walls
|
||||
- type: EntityStorage
|
||||
isCollidableWhenOpen: false
|
||||
openOnMove: false
|
||||
airtight: true #whoever's inside should probably breath
|
||||
|
||||
#Exclamation effect for box opening
|
||||
- type: entity
|
||||
id: Exclamation
|
||||
name: exclamation
|
||||
noSpawn: true
|
||||
save: false
|
||||
components:
|
||||
- type: Transform
|
||||
noRot: true
|
||||
- type: Sprite
|
||||
sprite: Structures/Storage/closet.rsi
|
||||
drawdepth: Effects
|
||||
noRot: true
|
||||
netsync: false
|
||||
layers:
|
||||
- state: "cardboard_special"
|
||||
- type: TimedDespawn
|
||||
lifetime: 1
|
||||
- type: Tag
|
||||
tags:
|
||||
- HideContextMenu
|
||||
@@ -70,3 +70,9 @@
|
||||
id: Dim
|
||||
kind: source
|
||||
path: "/Textures/Shaders/dim.swsl"
|
||||
|
||||
# cloaking distortion effect
|
||||
- type: shader
|
||||
id: Stealth
|
||||
kind: source
|
||||
path: "/Textures/Shaders/stealth.swsl"
|
||||
|
||||
37
Resources/Textures/Shaders/stealth.swsl
Normal file
37
Resources/Textures/Shaders/stealth.swsl
Normal file
@@ -0,0 +1,37 @@
|
||||
light_mode unshaded;
|
||||
|
||||
uniform sampler2D SCREEN_TEXTURE;
|
||||
uniform highp float visibility; // number between -1 and 1
|
||||
uniform mediump vec2 reference;
|
||||
|
||||
const mediump float time_scale = 0.25;
|
||||
const mediump float distance_scale = 0.125;
|
||||
|
||||
void fragment() {
|
||||
|
||||
vec4 sprite = zTexture(UV);
|
||||
|
||||
if (sprite.a == 0.0) {
|
||||
discard;
|
||||
}
|
||||
|
||||
// get distortion magnitude. hand crafted from a random jumble of trig functions
|
||||
vec2 coords = (FRAGCOORD.xy + reference) * distance_scale;
|
||||
float w = sin(TIME + (coords.x + coords.y + 2.0*sin(TIME*time_scale) * sin(TIME*time_scale + coords.x - coords.y)) );
|
||||
|
||||
// visualize distortion via:
|
||||
// COLOR = vec4(w,w,w,1);
|
||||
|
||||
w *= (3 + visibility * 2);
|
||||
|
||||
vec4 background = zTextureSpec(SCREEN_TEXTURE, ( FRAGCOORD.xy + vec2(w) ) * SCREEN_PIXEL_SIZE );
|
||||
|
||||
float alpha;
|
||||
if (visibility>0)
|
||||
alpha = sprite.a * visibility;
|
||||
else
|
||||
alpha = 0;
|
||||
|
||||
COLOR.xyz = mix(background.xyz, sprite.xyz, alpha);
|
||||
COLOR.a = 1.0;
|
||||
}
|
||||
Reference in New Issue
Block a user