Adds generic damage visualizer to the game (#4893)
This commit is contained in:
867
Content.Client/Damage/DamageVisualizer.cs
Normal file
867
Content.Client/Damage/DamageVisualizer.cs
Normal file
@@ -0,0 +1,867 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Reflection;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
// apologies in advance for all the != null checks,
|
||||
// my IDE wouldn't stop complaining about these
|
||||
|
||||
namespace Content.Client.Damage
|
||||
{
|
||||
/// <summary>
|
||||
/// A simple visualizer for any entity with a DamageableComponent
|
||||
/// to display the status of how damaged it is.
|
||||
///
|
||||
/// Can either be an overlay for an entity, or target multiple
|
||||
/// layers on the same entity.
|
||||
///
|
||||
/// This can be disabled dynamically by passing into SetData,
|
||||
/// key DamageVisualizerKeys.Disabled, value bool
|
||||
/// (DamageVisualizerKeys lives in Content.Shared.Damage)
|
||||
///
|
||||
/// Damage layers, if targetting layers, can also be dynamically
|
||||
/// disabled if needed by passing into SetData, the name/enum
|
||||
/// of the sprite layer, and then passing in a bool value
|
||||
/// (true to enable, false to disable).
|
||||
/// </summary>
|
||||
public class DamageVisualizer : AppearanceVisualizer
|
||||
{
|
||||
[Dependency] IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] IEntityManager _entityManager = default!;
|
||||
|
||||
private const string _name = "DamageVisualizer";
|
||||
/// <summary>
|
||||
/// Damage thresholds between damage state changes.
|
||||
///
|
||||
/// If there are any negative thresholds, or there is
|
||||
/// less than one threshold, the visualizer is marked
|
||||
/// as invalid.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// A 'zeroth' threshold is automatically added,
|
||||
/// and this list is automatically sorted for
|
||||
/// efficiency beforehand. As such, the zeroth
|
||||
/// threshold is not required - and negative
|
||||
/// thresholds are automatically caught as
|
||||
/// invalid. The zeroth threshold automatically
|
||||
/// sets all layers to invisible, so a sprite
|
||||
/// isn't required for it.
|
||||
/// </remarks>
|
||||
[DataField("thresholds", required: true)]
|
||||
private List<int> _thresholds = new();
|
||||
|
||||
/// <summary>
|
||||
/// Layers to target, by layerMapKey.
|
||||
/// If a target layer map key is invalid
|
||||
/// (in essence, undefined), then the target
|
||||
/// layer is removed from the list for efficiency.
|
||||
///
|
||||
/// If no layers are valid, then the visualizer
|
||||
/// is marked as invalid.
|
||||
///
|
||||
/// If this is not defined, however, the visualizer
|
||||
/// instead adds an overlay to the sprite.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Layers can be disabled here by passing
|
||||
/// the layer's name as a key to SetData,
|
||||
/// and passing in a bool set to either 'false'
|
||||
/// to disable it, or 'true' to enable it.
|
||||
/// Setting the layer as disabled will make it
|
||||
/// completely invisible.
|
||||
/// </remarks>
|
||||
[DataField("targetLayers")]
|
||||
private List<string>? _targetLayers;
|
||||
|
||||
/// <summary>
|
||||
/// The actual sprites for every damage group
|
||||
/// that the entity should display visually.
|
||||
///
|
||||
/// This is keyed by a damage group identifier
|
||||
/// (for example, Brute), and has a value
|
||||
/// of a DamageVisualizerSprite (see below)
|
||||
/// </summary>
|
||||
[DataField("damageOverlayGroups")]
|
||||
private readonly Dictionary<string, DamageVisualizerSprite>? _damageOverlayGroups;
|
||||
|
||||
/// <summary>
|
||||
/// Sets if you want sprites to overlay the
|
||||
/// entity when damaged, or if you would
|
||||
/// rather have each target layer's state
|
||||
/// replaced by a different state
|
||||
/// within its RSI.
|
||||
///
|
||||
/// This cannot be set to false if:
|
||||
/// - There are no target layers
|
||||
/// - There is no damage group
|
||||
/// </summary>
|
||||
[DataField("overlay")]
|
||||
private readonly bool _overlay = true;
|
||||
|
||||
/// <summary>
|
||||
/// A single damage group to target.
|
||||
/// This should only be defined if
|
||||
/// overlay is set to false.
|
||||
/// If this is defined with damageSprites,
|
||||
/// this will be ignored.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is here because otherwise,
|
||||
/// you would need several permutations
|
||||
/// of group sprites depending on
|
||||
/// what kind of damage combination
|
||||
/// you would want, on which threshold.
|
||||
/// </remarks>
|
||||
[DataField("damageGroup")]
|
||||
private readonly string? _damageGroup;
|
||||
|
||||
/// <summary>
|
||||
/// Set this if you want incoming damage to be
|
||||
/// divided.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is more useful if you have similar
|
||||
/// damage sprites inbetween entities,
|
||||
/// but with different damage thresholds
|
||||
/// and you want to avoid duplicating
|
||||
/// these sprites.
|
||||
/// </remarks>
|
||||
[DataField("damageDivisor")]
|
||||
private float _divisor = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Set this to track all damage, instead of specific groups.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This will only work if you have damageOverlay
|
||||
/// defined - otherwise, it will not work.
|
||||
/// </remarks>
|
||||
[DataField("trackAllDamage")]
|
||||
private readonly bool _trackAllDamage = false;
|
||||
/// <summary>
|
||||
/// This is the overlay sprite used, if _trackAllDamage is
|
||||
/// enabled. Supports no complex per-group layering,
|
||||
/// just an actually simple damage overlay. See
|
||||
/// DamageVisualizerSprite for more information.
|
||||
/// </summary>
|
||||
[DataField("damageOverlay")]
|
||||
private readonly DamageVisualizerSprite? _damageOverlay;
|
||||
|
||||
// deals with the edge case of human damage visuals not
|
||||
// being in color without making a Dict<Dict<Dict<Dict<Dict<Dict...
|
||||
[DataDefinition]
|
||||
internal class DamageVisualizerSprite
|
||||
{
|
||||
/// <summary>
|
||||
/// The RSI path for the damage visualizer
|
||||
/// group overlay.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// States in here will require one of four
|
||||
/// forms:
|
||||
///
|
||||
/// If tracking damage groups:
|
||||
/// - {base_state}_{group}_{threshold} if targetting
|
||||
/// a static layer on a sprite (either as an
|
||||
/// overlay or as a state change)
|
||||
/// - DamageOverlay_{group}_{threshold} if not
|
||||
/// targetting a layer on a sprite.
|
||||
///
|
||||
/// If not tracking damage groups:
|
||||
/// - {base_state}_{threshold} if it is targetting
|
||||
/// a layer
|
||||
/// - DamageOverlay_{threshold} if not targetting
|
||||
/// a layer.
|
||||
/// </remarks>
|
||||
[DataField("sprite", required: true)]
|
||||
public readonly string Sprite = default!;
|
||||
|
||||
/// <summary>
|
||||
/// The color of this sprite overlay.
|
||||
/// Supports only hexadecimal format.
|
||||
/// </summary>
|
||||
[DataField("color")]
|
||||
public readonly string? Color;
|
||||
}
|
||||
|
||||
public override void InitializeEntity(IEntity entity)
|
||||
{
|
||||
base.InitializeEntity(entity);
|
||||
|
||||
IoCManager.InjectDependencies(this);
|
||||
|
||||
var damageData = _entityManager.EnsureComponent<DamageVisualizerDataComponent>(entity);
|
||||
VerifyVisualizerSetup(entity, damageData);
|
||||
if (damageData.Valid)
|
||||
InitializeVisualizer(entity, damageData);
|
||||
}
|
||||
|
||||
private void VerifyVisualizerSetup(IEntity entity, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
if (_thresholds.Count < 1)
|
||||
{
|
||||
Logger.ErrorS(_name, $"Thresholds were invalid for entity {entity}. Thresholds: {_thresholds}");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_divisor == 0)
|
||||
{
|
||||
Logger.ErrorS(_name, $"Divisor for {entity} is set to zero.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_overlay)
|
||||
{
|
||||
if (_damageOverlayGroups == null && _damageOverlay == null)
|
||||
{
|
||||
Logger.ErrorS(_name, $"Enabled overlay without defined damage overlay sprites on {entity}.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_trackAllDamage && _damageOverlay == null)
|
||||
{
|
||||
Logger.ErrorS(_name, $"Enabled all damage tracking without a damage overlay sprite on {entity}.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_trackAllDamage && _damageOverlay != null)
|
||||
{
|
||||
Logger.WarningS(_name, $"Disabled all damage tracking with a damage overlay sprite on {entity}.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (_trackAllDamage && _damageOverlayGroups != null)
|
||||
{
|
||||
Logger.WarningS(_name, $"Enabled all damage tracking with damage overlay groups on {entity}.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (!_overlay)
|
||||
{
|
||||
if (_targetLayers == null)
|
||||
{
|
||||
Logger.ErrorS(_name, $"Disabled overlay without target layers on {entity}.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_damageOverlayGroups != null || _damageOverlay != null)
|
||||
{
|
||||
Logger.ErrorS(_name, $"Disabled overlay with defined damage overlay sprites on {entity}.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_damageGroup == null)
|
||||
{
|
||||
Logger.ErrorS(_name, $"Disabled overlay without defined damage group on {entity}.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (_damageOverlayGroups != null && _damageGroup != null)
|
||||
{
|
||||
Logger.WarningS(_name, $"Damage overlay sprites and damage group are both defined on {entity}.");
|
||||
}
|
||||
|
||||
if (_damageOverlay != null && _damageGroup != null)
|
||||
{
|
||||
Logger.WarningS(_name, $"Damage overlay sprites and damage group are both defined on {entity}.");
|
||||
}
|
||||
}
|
||||
|
||||
private void InitializeVisualizer(IEntity entity, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
if (!entity.TryGetComponent<SpriteComponent>(out SpriteComponent? spriteComponent)
|
||||
|| !entity.TryGetComponent<DamageableComponent>(out var damageComponent)
|
||||
|| !entity.TryGetComponent<AppearanceComponent>(out var appearanceComponent))
|
||||
return;
|
||||
|
||||
_thresholds.Add(0);
|
||||
_thresholds.Sort();
|
||||
|
||||
if (_thresholds[0] != 0)
|
||||
{
|
||||
Logger.ErrorS(_name, $"Thresholds were invalid for entity {entity}. Thresholds: {_thresholds}");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// If the damage container on our entity's DamageableComponent
|
||||
// is not null, we can try to check through its groups.
|
||||
if (damageComponent.DamageContainerID != null
|
||||
&& _prototypeManager.TryIndex<DamageContainerPrototype>(damageComponent.DamageContainerID, out var damageContainer))
|
||||
{
|
||||
// Are we using damage overlay sprites by group?
|
||||
// Check if the container matches the supported groups,
|
||||
// and start cacheing the last threshold.
|
||||
if (_damageOverlayGroups != null)
|
||||
{
|
||||
foreach (string damageType in _damageOverlayGroups.Keys)
|
||||
{
|
||||
if (!damageContainer.SupportedGroups.Contains(damageType))
|
||||
{
|
||||
Logger.ErrorS(_name, $"Damage key {damageType} was invalid for entity {entity}.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
damageData.LastThresholdPerGroup.Add(damageType, 0);
|
||||
}
|
||||
}
|
||||
// Are we tracking a single damage group without overlay instead?
|
||||
// See if that group is in our entity's damage container.
|
||||
else if (!_overlay && _damageGroup != null)
|
||||
{
|
||||
if (!damageContainer.SupportedGroups.Contains(_damageGroup))
|
||||
{
|
||||
Logger.ErrorS(_name, $"Damage keys were invalid for entity {entity}.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
damageData.LastThresholdPerGroup.Add(_damageGroup, 0);
|
||||
}
|
||||
}
|
||||
// Ditto above, but instead we go through every group.
|
||||
else // oh boy! time to enumerate through every single group!
|
||||
{
|
||||
var damagePrototypeIdList = _prototypeManager.EnumeratePrototypes<DamageGroupPrototype>()
|
||||
.Select((p, _) => p.ID)
|
||||
.ToList();
|
||||
if (_damageOverlayGroups != null)
|
||||
foreach (string damageType in _damageOverlayGroups.Keys)
|
||||
{
|
||||
if (!damagePrototypeIdList.Contains(damageType))
|
||||
{
|
||||
Logger.ErrorS(_name, $"Damage keys were invalid for entity {entity}.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
damageData.LastThresholdPerGroup.Add(damageType, 0);
|
||||
}
|
||||
else if (_damageGroup != null)
|
||||
{
|
||||
if (!damagePrototypeIdList.Contains(_damageGroup))
|
||||
{
|
||||
Logger.ErrorS(_name, $"Damage keys were invalid for entity {entity}.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
damageData.LastThresholdPerGroup.Add(_damageGroup, 0);
|
||||
}
|
||||
}
|
||||
|
||||
// If we're targetting any layers, and the amount of
|
||||
// layers is greater than zero, we start reserving
|
||||
// all the layers needed to track damage groups
|
||||
// on the entity.
|
||||
if (_targetLayers != null && _targetLayers.Count > 0)
|
||||
{
|
||||
// This should ensure that the layers we're targetting
|
||||
// are valid for the visualizer's use.
|
||||
//
|
||||
// If the layer doesn't have a base state, or
|
||||
// the layer key just doesn't exist, we skip it.
|
||||
foreach (var keyString in _targetLayers)
|
||||
{
|
||||
object key;
|
||||
if (IoCManager.Resolve<IReflectionManager>().TryParseEnumReference(keyString, out var @enum))
|
||||
{
|
||||
key = @enum;
|
||||
}
|
||||
else
|
||||
{
|
||||
key = keyString;
|
||||
}
|
||||
|
||||
if (!spriteComponent.LayerMapTryGet(key, out int index)
|
||||
|| spriteComponent.LayerGetState(index).ToString() == null)
|
||||
{
|
||||
Logger.WarningS(_name, $"Layer at key {key} was invalid for entity {entity}.");
|
||||
continue;
|
||||
}
|
||||
|
||||
damageData.TargetLayerMapKeys.Add(key);
|
||||
};
|
||||
|
||||
// Similar to damage overlay groups, if none of the targetted
|
||||
// sprite layers could be used, we display an error and
|
||||
// invalidate the visualizer without crashing.
|
||||
if (damageData.TargetLayerMapKeys.Count == 0)
|
||||
{
|
||||
Logger.ErrorS(_name, $"Target layers were invalid for entity {entity}.");
|
||||
damageData.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise, we start reserving layers. Since the filtering
|
||||
// loop above ensures that all of these layers are not null,
|
||||
// and have valid state IDs, there should be no issues.
|
||||
foreach (object layer in damageData.TargetLayerMapKeys)
|
||||
{
|
||||
int layerCount = spriteComponent.AllLayers.Count();
|
||||
int index = spriteComponent.LayerMapGet(layer);
|
||||
string layerState = spriteComponent.LayerGetState(index)!.ToString()!;
|
||||
|
||||
if (index + 1 != layerCount)
|
||||
{
|
||||
index += 1;
|
||||
}
|
||||
|
||||
damageData.LayerMapKeyStates.Add(layer, layerState);
|
||||
|
||||
// If we're an overlay, and we're targetting groups,
|
||||
// we reserve layers per damage group.
|
||||
if (_overlay && _damageOverlayGroups != null)
|
||||
{
|
||||
foreach (var (group, sprite) in _damageOverlayGroups)
|
||||
{
|
||||
AddDamageLayerToSprite(spriteComponent,
|
||||
sprite,
|
||||
$"{layerState}_{group}_{_thresholds[1]}",
|
||||
$"{layer}{group}",
|
||||
index);
|
||||
}
|
||||
damageData.DisabledLayers.Add(layer, false);
|
||||
}
|
||||
// If we're not targetting groups, and we're still
|
||||
// using an overlay, we instead just add a general
|
||||
// overlay that reflects on how much damage
|
||||
// was taken.
|
||||
else if (_damageOverlay != null)
|
||||
{
|
||||
AddDamageLayerToSprite(spriteComponent,
|
||||
_damageOverlay,
|
||||
$"{layerState}_{_thresholds[1]}",
|
||||
$"{layer}trackDamage",
|
||||
index);
|
||||
damageData.DisabledLayers.Add(layer, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
// If we're not targetting layers, however,
|
||||
// we should ensure that we instead
|
||||
// reserve it as an overlay.
|
||||
else
|
||||
{
|
||||
if (_damageOverlayGroups != null)
|
||||
{
|
||||
foreach (var (group, sprite) in _damageOverlayGroups)
|
||||
{
|
||||
AddDamageLayerToSprite(spriteComponent,
|
||||
sprite,
|
||||
$"DamageOverlay_{group}_{_thresholds[1]}",
|
||||
$"DamageOverlay{group}");
|
||||
damageData.TopMostLayerKey = $"DamageOverlay{group}";
|
||||
}
|
||||
}
|
||||
else if (_damageOverlay != null)
|
||||
{
|
||||
AddDamageLayerToSprite(spriteComponent,
|
||||
_damageOverlay,
|
||||
$"DamageOverlay_{_thresholds[1]}",
|
||||
"DamageOverlay");
|
||||
damageData.TopMostLayerKey = $"DamageOverlay";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a damage tracking layer to a given sprite component.
|
||||
/// </summary>
|
||||
private void AddDamageLayerToSprite(SpriteComponent spriteComponent, DamageVisualizerSprite sprite, string state, string mapKey, int? index = null)
|
||||
{
|
||||
int newLayer = spriteComponent.AddLayer(
|
||||
new SpriteSpecifier.Rsi(
|
||||
new ResourcePath(sprite.Sprite), state
|
||||
), index);
|
||||
spriteComponent.LayerMapSet(mapKey, newLayer);
|
||||
if (sprite.Color != null)
|
||||
spriteComponent.LayerSetColor(newLayer, Color.FromHex(sprite.Color));
|
||||
spriteComponent.LayerSetVisible(newLayer, false);
|
||||
}
|
||||
|
||||
public override void OnChangeData(AppearanceComponent component)
|
||||
{
|
||||
if (!component.Owner.TryGetComponent<DamageVisualizerDataComponent>(out var damageData))
|
||||
return;
|
||||
|
||||
if (!damageData.Valid)
|
||||
return;
|
||||
|
||||
// If this was passed into the component, we update
|
||||
// the data to ensure that the current disabled
|
||||
// bool matches.
|
||||
if (component.TryGetData<bool>(DamageVisualizerKeys.Disabled, out var disabledStatus))
|
||||
if (disabledStatus != damageData.Disabled)
|
||||
damageData.Disabled = disabledStatus;
|
||||
|
||||
if (damageData.Disabled)
|
||||
return;
|
||||
|
||||
HandleDamage(component, damageData);
|
||||
}
|
||||
|
||||
private void HandleDamage(AppearanceComponent component, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
if (!component.Owner.TryGetComponent<SpriteComponent>(out var spriteComponent)
|
||||
|| !component.Owner.TryGetComponent<DamageableComponent>(out var damageComponent))
|
||||
return;
|
||||
|
||||
if (_targetLayers != null && _damageOverlayGroups != null)
|
||||
UpdateDisabledLayers(spriteComponent, component, damageData);
|
||||
|
||||
if (_overlay && _damageOverlayGroups != null && _targetLayers == null)
|
||||
CheckOverlayOrdering(spriteComponent, damageData);
|
||||
|
||||
if (component.TryGetData<bool>(DamageVisualizerKeys.ForceUpdate, out bool update)
|
||||
&& update)
|
||||
{
|
||||
ForceUpdateLayers(damageComponent, spriteComponent, damageData);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_trackAllDamage)
|
||||
{
|
||||
UpdateDamageVisuals(damageComponent, spriteComponent, damageData);
|
||||
}
|
||||
else if (component.TryGetData<List<string>>(DamageVisualizerKeys.DamageUpdateGroups, out List<string>? delta))
|
||||
{
|
||||
UpdateDamageVisuals(delta, damageComponent, spriteComponent, damageData);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if any layers were disabled in the last
|
||||
/// data update. Disabled layers mean that the
|
||||
/// layer will no longer be visible, or obtain
|
||||
/// any damage updates.
|
||||
/// </summary>
|
||||
private void UpdateDisabledLayers(SpriteComponent spriteComponent, AppearanceComponent component, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
foreach (object layer in damageData.TargetLayerMapKeys)
|
||||
{
|
||||
bool? layerStatus = null;
|
||||
switch (layer)
|
||||
{
|
||||
case Enum layerEnum:
|
||||
if (component.TryGetData<bool>(layerEnum, out var layerStateEnum))
|
||||
layerStatus = layerStateEnum;
|
||||
break;
|
||||
case string layerString:
|
||||
if (component.TryGetData<bool>(layerString, out var layerStateString))
|
||||
layerStatus = layerStateString;
|
||||
break;
|
||||
}
|
||||
|
||||
if (layerStatus == null)
|
||||
continue;
|
||||
|
||||
if (damageData.DisabledLayers[layer] != (bool) layerStatus)
|
||||
{
|
||||
damageData.DisabledLayers[layer] = (bool) layerStatus;
|
||||
if (!_trackAllDamage && _damageOverlayGroups != null)
|
||||
foreach (string damageGroup in _damageOverlayGroups!.Keys)
|
||||
spriteComponent.LayerSetVisible($"{layer}{damageGroup}", damageData.DisabledLayers[layer]);
|
||||
else if (_trackAllDamage)
|
||||
spriteComponent.LayerSetVisible($"{layer}trackDamage", damageData.DisabledLayers[layer]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks the overlay ordering on the current
|
||||
/// sprite component, compared to the
|
||||
/// data for the visualizer. If the top
|
||||
/// most layer doesn't match, the sprite
|
||||
/// layers are recreated and placed on top.
|
||||
/// </summary>
|
||||
private void CheckOverlayOrdering(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
if (spriteComponent[damageData.TopMostLayerKey] != spriteComponent[spriteComponent.AllLayers.Count() - 1])
|
||||
{
|
||||
if (!_trackAllDamage && _damageOverlayGroups != null)
|
||||
{
|
||||
foreach (var (damageGroup, sprite) in _damageOverlayGroups)
|
||||
{
|
||||
int threshold = damageData.LastThresholdPerGroup[damageGroup];
|
||||
ReorderOverlaySprite(spriteComponent,
|
||||
damageData,
|
||||
sprite,
|
||||
$"DamageOverlay{damageGroup}",
|
||||
$"DamageOverlay_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
else if (_trackAllDamage && _damageOverlay != null)
|
||||
{
|
||||
ReorderOverlaySprite(spriteComponent,
|
||||
damageData,
|
||||
_damageOverlay,
|
||||
$"DamageOverlay",
|
||||
$"DamageOverlay",
|
||||
damageData.LastDamageThreshold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ReorderOverlaySprite(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData, DamageVisualizerSprite sprite, string key, string statePrefix, int threshold)
|
||||
{
|
||||
spriteComponent.LayerMapTryGet(key, out int spriteLayer);
|
||||
bool visibility = spriteComponent[spriteLayer].Visible;
|
||||
spriteComponent.RemoveLayer(spriteLayer);
|
||||
if (threshold == 0) // these should automatically be invisible
|
||||
threshold = _thresholds[1];
|
||||
spriteLayer = spriteComponent.AddLayer(
|
||||
new SpriteSpecifier.Rsi(
|
||||
new ResourcePath(sprite.Sprite),
|
||||
$"{statePrefix}_{threshold}"
|
||||
),
|
||||
spriteLayer);
|
||||
spriteComponent.LayerMapSet(key, spriteLayer);
|
||||
spriteComponent.LayerSetVisible(spriteLayer, visibility);
|
||||
// this is somewhat iffy since it constantly reallocates
|
||||
damageData.TopMostLayerKey = key;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates damage visuals without tracking
|
||||
/// any damage groups.
|
||||
/// </summary>
|
||||
private void UpdateDamageVisuals(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
if (!CheckThresholdBoundary(damageComponent.TotalDamage, damageData.LastDamageThreshold, out int threshold))
|
||||
return;
|
||||
|
||||
damageData.LastDamageThreshold = threshold;
|
||||
|
||||
if (_targetLayers != null)
|
||||
{
|
||||
foreach (var layerMapKey in damageData.TargetLayerMapKeys)
|
||||
UpdateTargetLayer(spriteComponent, damageData, layerMapKey, threshold);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateOverlay(spriteComponent, threshold);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates damage visuals by damage group,
|
||||
/// according to the list of damage groups
|
||||
/// passed into it.
|
||||
/// </summary>
|
||||
private void UpdateDamageVisuals(List<string> delta, DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
foreach (var damageGroup in delta)
|
||||
{
|
||||
if (!_overlay && damageGroup != _damageGroup)
|
||||
continue;
|
||||
|
||||
if (!_prototypeManager.TryIndex<DamageGroupPrototype>(damageGroup, out var damageGroupPrototype)
|
||||
|| !damageComponent.Damage.TryGetDamageInGroup(damageGroupPrototype, out int damageTotal))
|
||||
continue;
|
||||
|
||||
if (!damageData.LastThresholdPerGroup.TryGetValue(damageGroup, out int lastThreshold)
|
||||
|| !CheckThresholdBoundary(damageTotal, lastThreshold, out int threshold))
|
||||
continue;
|
||||
|
||||
damageData.LastThresholdPerGroup[damageGroup] = threshold;
|
||||
|
||||
if (_targetLayers != null)
|
||||
{
|
||||
foreach (var layerMapKey in damageData.TargetLayerMapKeys)
|
||||
UpdateTargetLayer(spriteComponent, damageData, layerMapKey, damageGroup, threshold);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateOverlay(spriteComponent, damageGroup, threshold);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a threshold boundary was passed.
|
||||
/// </summary>
|
||||
private bool CheckThresholdBoundary(int damageTotal, int lastThreshold, out int threshold)
|
||||
{
|
||||
threshold = 0;
|
||||
damageTotal = (int) Math.Floor(damageTotal / _divisor);
|
||||
int thresholdIndex = _thresholds.BinarySearch(damageTotal);
|
||||
|
||||
if (thresholdIndex < 0)
|
||||
{
|
||||
thresholdIndex = ~thresholdIndex;
|
||||
threshold = _thresholds[thresholdIndex - 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
threshold = _thresholds[thresholdIndex];
|
||||
}
|
||||
|
||||
if (threshold == lastThreshold)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is the entry point for
|
||||
/// forcing an update on all damage layers.
|
||||
/// Does different things depending on
|
||||
/// the configuration of the visualizer.
|
||||
/// </summary>
|
||||
private void ForceUpdateLayers(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
if (_damageOverlayGroups != null)
|
||||
{
|
||||
UpdateDamageVisuals(_damageOverlayGroups.Keys.ToList(), damageComponent, spriteComponent, damageData);
|
||||
}
|
||||
else if (_damageGroup != null)
|
||||
{
|
||||
UpdateDamageVisuals(new List<string>(){ _damageGroup }, damageComponent, spriteComponent, damageData);
|
||||
}
|
||||
else if (_damageOverlay != null)
|
||||
{
|
||||
UpdateDamageVisuals(damageComponent, spriteComponent, damageData);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a target layer. Without a damage group passed in,
|
||||
/// it assumes you're updating a layer that is tracking all
|
||||
/// damage.
|
||||
/// </summary>
|
||||
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData, object layerMapKey, int threshold)
|
||||
{
|
||||
if (_overlay && _damageOverlayGroups != null)
|
||||
{
|
||||
if (!damageData.DisabledLayers[layerMapKey])
|
||||
{
|
||||
string layerState = damageData.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet($"{layerMapKey}trackDamage", out int spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
else if (!_overlay)
|
||||
{
|
||||
string layerState = damageData.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet(layerMapKey, out int spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a target layer by damage group.
|
||||
/// </summary>
|
||||
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData, object layerMapKey, string damageGroup, int threshold)
|
||||
{
|
||||
if (_overlay && _damageOverlayGroups != null)
|
||||
{
|
||||
if (_damageOverlayGroups.ContainsKey(damageGroup) && !damageData.DisabledLayers[layerMapKey])
|
||||
{
|
||||
string layerState = damageData.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet($"{layerMapKey}{damageGroup}", out int spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
else if (!_overlay)
|
||||
{
|
||||
string layerState = damageData.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet(layerMapKey, out int spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates an overlay that is tracking all damage.
|
||||
/// </summary>
|
||||
private void UpdateOverlay(SpriteComponent spriteComponent, int threshold)
|
||||
{
|
||||
spriteComponent.LayerMapTryGet($"DamageOverlay", out int spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"DamageOverlay",
|
||||
threshold);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates an overlay based on damage group.
|
||||
/// </summary>
|
||||
private void UpdateOverlay(SpriteComponent spriteComponent, string damageGroup, int threshold)
|
||||
{
|
||||
if (_damageOverlayGroups != null)
|
||||
{
|
||||
if (_damageOverlayGroups.ContainsKey(damageGroup))
|
||||
{
|
||||
spriteComponent.LayerMapTryGet($"DamageOverlay{damageGroup}", out int spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"DamageOverlay_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a layer on the sprite by what
|
||||
/// prefix it has (calculated by whatever
|
||||
/// function calls it), and what threshold
|
||||
/// was passed into it.
|
||||
/// </summary>
|
||||
private void UpdateDamageLayerState(SpriteComponent spriteComponent, int spriteLayer, string statePrefix, int threshold)
|
||||
{
|
||||
if (threshold == 0)
|
||||
{
|
||||
spriteComponent.LayerSetVisible(spriteLayer, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!spriteComponent[spriteLayer].Visible)
|
||||
{
|
||||
spriteComponent.LayerSetVisible(spriteLayer, true);
|
||||
}
|
||||
spriteComponent.LayerSetState(spriteLayer, $"{statePrefix}_{threshold}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user