Adds jittering. (#4809)

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
Vera Aguilera Puerto
2021-10-09 17:30:04 +02:00
committed by GitHub
parent 05cd30b564
commit 67fd509c9f
8 changed files with 283 additions and 1 deletions

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@@ -0,0 +1,103 @@
using System;
using System.Collections.Immutable;
using Content.Shared.Jittering;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Random;
namespace Content.Client.Jittering
{
public class JitteringSystem : SharedJitteringSystem
{
[Dependency] private readonly IRobustRandom _random = default!;
private readonly float[] _sign = { -1, 1 };
private readonly string _jitterAnimationKey = "jittering";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<JitteringComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<JitteringComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<JitteringComponent, AnimationCompletedEvent>(OnAnimationCompleted);
}
private void OnStartup(EntityUid uid, JitteringComponent jittering, ComponentStartup args)
{
if (!EntityManager.TryGetComponent(uid, out ISpriteComponent? sprite))
return;
var animationPlayer = EntityManager.EnsureComponent<AnimationPlayerComponent>(uid);
animationPlayer.Play(GetAnimation(jittering, sprite), _jitterAnimationKey);
}
private void OnShutdown(EntityUid uid, JitteringComponent jittering, ComponentShutdown args)
{
if (EntityManager.TryGetComponent(uid, out AnimationPlayerComponent? animationPlayer))
animationPlayer.Stop(_jitterAnimationKey);
if (EntityManager.TryGetComponent(uid, out SpriteComponent? sprite))
sprite.Offset = Vector2.Zero;
}
private void OnAnimationCompleted(EntityUid uid, JitteringComponent jittering, AnimationCompletedEvent args)
{
if(args.Key != _jitterAnimationKey || jittering.EndTime <= GameTiming.CurTime)
return;
if(EntityManager.TryGetComponent(uid, out AnimationPlayerComponent? animationPlayer)
&& EntityManager.TryGetComponent(uid, out ISpriteComponent? sprite))
animationPlayer.Play(GetAnimation(jittering, sprite), _jitterAnimationKey);
}
private Animation GetAnimation(JitteringComponent jittering, ISpriteComponent sprite)
{
var amplitude = MathF.Min(4f, jittering.Amplitude / 100f + 1f) / 10f;
var offset = new Vector2(_random.NextFloat(amplitude/4f, amplitude),
_random.NextFloat(amplitude / 4f, amplitude / 3f));
offset.X *= _random.Pick(_sign);
offset.Y *= _random.Pick(_sign);
if (Math.Sign(offset.X) == Math.Sign(jittering.LastJitter.X)
|| Math.Sign(offset.Y) == Math.Sign(jittering.LastJitter.Y))
{
// If the sign is the same as last time on both axis we flip one randomly
// to avoid jitter staying in one quadrant too much.
if (_random.Prob(0.5f))
offset.X *= -1;
else
offset.Y *= -1;
}
// Animation length shouldn't be too high so we will cap it at 2 seconds...
var length = Math.Min((1f/jittering.Frequency), 2f);
jittering.LastJitter = offset;
return new Animation()
{
Length = TimeSpan.FromSeconds(length),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(ISpriteComponent),
Property = nameof(ISpriteComponent.Offset),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Offset, 0f),
new AnimationTrackProperty.KeyFrame(offset, length),
}
}
}
};
}
}
}

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@@ -5,6 +5,7 @@ using Content.Server.Nutrition.EntitySystems;
using Content.Server.Stunnable.Components;
using Content.Shared.Administration;
using Content.Shared.Damage;
using Content.Shared.Jittering;
using Content.Shared.MobState;
using Content.Shared.Nutrition.Components;
using Robust.Server.Player;
@@ -71,6 +72,11 @@ namespace Content.Server.Administration.Commands
{
EntitySystem.Get<CreamPieSystem>().SetCreamPied(target.Uid, creamPied, false);
}
if (target.HasComponent<JitteringComponent>())
{
target.RemoveComponent<JitteringComponent>();
}
}
}
}

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@@ -0,0 +1,9 @@
using Content.Shared.Jittering;
namespace Content.Server.Jittering
{
public class JitteringSystem : SharedJitteringSystem
{
// This entity system only exists on the server so it will be registered, otherwise we can't use SharedJitteringSystem...
}
}

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@@ -1,5 +1,7 @@
using System;
using System.Linq;
using Content.Server.Items;
using Content.Server.Jittering;
using Content.Server.PowerCell.Components;
using Content.Server.Stunnable.Components;
using Content.Server.Weapon.Melee;
@@ -70,6 +72,8 @@ namespace Content.Server.Stunnable
if (!Get<ActionBlockerSystem>().CanUse(args.User))
return;
Get<JitteringSystem>().DoJitter(args.User.Uid, TimeSpan.FromMinutes(1), 20f, 8f);
if (comp.Activated)
{
TurnOff(comp);

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@@ -0,0 +1,44 @@
using System;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Jittering
{
[Friend(typeof(SharedJitteringSystem))]
[RegisterComponent, NetworkedComponent]
public class JitteringComponent : Component
{
public override string Name => "Jittering";
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan EndTime { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float Amplitude { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float Frequency { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 LastJitter { get; set; }
}
[Serializable, NetSerializable]
public class JitteringComponentState : ComponentState
{
public TimeSpan EndTime { get; }
public float Amplitude { get; }
public float Frequency { get; }
public JitteringComponentState(TimeSpan endTime, float amplitude, float frequency)
{
EndTime = endTime;
Amplitude = amplitude;
Frequency = frequency;
}
}
}

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@@ -0,0 +1,114 @@
using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Content.Shared.Jittering
{
/// <summary>
/// A system for applying a jitter animation to any entity.
/// </summary>
public abstract class SharedJitteringSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
public float MaxAmplitude = 300f;
public float MinAmplitude = 1f;
public float MaxFrequency = 10f;
public float MinFrequency = 1f;
/// <summary>
/// List of jitter components to be removed, cached so we don't allocate it every tick.
/// </summary>
private readonly List<JitteringComponent> _removeList = new();
public override void Initialize()
{
SubscribeLocalEvent<JitteringComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<JitteringComponent, ComponentHandleState>(OnHandleState);
}
private void OnGetState(EntityUid uid, JitteringComponent component, ref ComponentGetState args)
{
args.State = new JitteringComponentState(component.EndTime, component.Amplitude, component.Frequency);
}
private void OnHandleState(EntityUid uid, JitteringComponent component, ref ComponentHandleState args)
{
if (args.Current is not JitteringComponentState jitteringState)
return;
component.EndTime = jitteringState.EndTime;
component.Amplitude = jitteringState.Amplitude;
component.Frequency = jitteringState.Frequency;
}
/// <summary>
/// Applies a jitter effect to the specified entity.
/// You can apply this to any entity whatsoever, so be careful what you use it on!
/// </summary>
/// <remarks>
/// If the entity is already jittering, the jitter values will be updated but only if they're greater
/// than the current ones and <see cref="forceValueChange"/> is false.
/// </remarks>
/// <param name="uid">Entity in question.</param>
/// <param name="time">For how much time to apply the effect.</param>
/// <param name="amplitude">Jitteriness of the animation. See <see cref="MaxAmplitude"/> and <see cref="MinAmplitude"/>.</param>
/// <param name="frequency">Frequency for jittering. See <see cref="MaxFrequency"/> and <see cref="MinFrequency"/>.</param>
/// <param name="forceValueChange">Whether to change any existing jitter value even if they're greater than the ones we're setting.</param>
public void DoJitter(EntityUid uid, TimeSpan time, float amplitude = 10f, float frequency = 4f, bool forceValueChange = false)
{
var jittering = EntityManager.EnsureComponent<JitteringComponent>(uid);
var endTime = GameTiming.CurTime + time;
amplitude = Math.Clamp(amplitude, MinAmplitude, MaxAmplitude);
frequency = Math.Clamp(frequency, MinFrequency, MaxFrequency);
if (forceValueChange || jittering.EndTime < endTime)
jittering.EndTime = endTime;
if(forceValueChange || jittering.Amplitude < amplitude)
jittering.Amplitude = amplitude;
if (forceValueChange || jittering.Frequency < frequency)
jittering.Frequency = frequency;
jittering.Dirty();
}
/// <summary>
/// Immediately stops any jitter animation from an entity.
/// </summary>
/// <param name="uid">The entity in question.</param>
public void StopJitter(EntityUid uid)
{
if (!EntityManager.HasComponent<JitteringComponent>(uid))
return;
EntityManager.RemoveComponent<JitteringComponent>(uid);
}
public override void Update(float frameTime)
{
foreach (var jittering in EntityManager.EntityQuery<JitteringComponent>())
{
if(jittering.EndTime <= GameTiming.CurTime)
_removeList.Add(jittering);
}
if (_removeList.Count == 0)
return;
foreach (var jittering in _removeList)
{
jittering.Owner.RemoveComponent<JitteringComponent>();
}
_removeList.Clear();
}
}
}

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@@ -224,6 +224,8 @@
<s:Boolean x:Key="/Default/UserDictionary/Words/=hardcode/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=hbox/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=inhand/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Jitteriness/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Jittering/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Juiceable/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=keybind/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=keybinds/@EntryIndexedValue">True</s:Boolean>