Adds generic damage visualizer to the game (#4893)
867
Content.Client/Damage/DamageVisualizer.cs
Normal file
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Reflection;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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// apologies in advance for all the != null checks,
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// my IDE wouldn't stop complaining about these
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namespace Content.Client.Damage
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{
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/// <summary>
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/// A simple visualizer for any entity with a DamageableComponent
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/// to display the status of how damaged it is.
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///
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/// Can either be an overlay for an entity, or target multiple
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/// layers on the same entity.
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///
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/// This can be disabled dynamically by passing into SetData,
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/// key DamageVisualizerKeys.Disabled, value bool
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/// (DamageVisualizerKeys lives in Content.Shared.Damage)
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///
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/// Damage layers, if targetting layers, can also be dynamically
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/// disabled if needed by passing into SetData, the name/enum
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/// of the sprite layer, and then passing in a bool value
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/// (true to enable, false to disable).
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/// </summary>
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public class DamageVisualizer : AppearanceVisualizer
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{
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[Dependency] IPrototypeManager _prototypeManager = default!;
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[Dependency] IEntityManager _entityManager = default!;
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private const string _name = "DamageVisualizer";
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/// <summary>
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/// Damage thresholds between damage state changes.
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///
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/// If there are any negative thresholds, or there is
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/// less than one threshold, the visualizer is marked
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/// as invalid.
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/// </summary>
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/// <remarks>
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/// A 'zeroth' threshold is automatically added,
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/// and this list is automatically sorted for
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/// efficiency beforehand. As such, the zeroth
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/// threshold is not required - and negative
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/// thresholds are automatically caught as
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/// invalid. The zeroth threshold automatically
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/// sets all layers to invisible, so a sprite
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/// isn't required for it.
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/// </remarks>
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[DataField("thresholds", required: true)]
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private List<int> _thresholds = new();
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/// <summary>
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/// Layers to target, by layerMapKey.
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/// If a target layer map key is invalid
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/// (in essence, undefined), then the target
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/// layer is removed from the list for efficiency.
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///
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/// If no layers are valid, then the visualizer
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/// is marked as invalid.
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///
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/// If this is not defined, however, the visualizer
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/// instead adds an overlay to the sprite.
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/// </summary>
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/// <remarks>
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/// Layers can be disabled here by passing
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/// the layer's name as a key to SetData,
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/// and passing in a bool set to either 'false'
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/// to disable it, or 'true' to enable it.
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/// Setting the layer as disabled will make it
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/// completely invisible.
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/// </remarks>
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[DataField("targetLayers")]
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private List<string>? _targetLayers;
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/// <summary>
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/// The actual sprites for every damage group
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/// that the entity should display visually.
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///
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/// This is keyed by a damage group identifier
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/// (for example, Brute), and has a value
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/// of a DamageVisualizerSprite (see below)
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/// </summary>
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[DataField("damageOverlayGroups")]
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private readonly Dictionary<string, DamageVisualizerSprite>? _damageOverlayGroups;
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/// <summary>
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/// Sets if you want sprites to overlay the
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/// entity when damaged, or if you would
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/// rather have each target layer's state
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/// replaced by a different state
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/// within its RSI.
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///
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/// This cannot be set to false if:
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/// - There are no target layers
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/// - There is no damage group
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/// </summary>
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[DataField("overlay")]
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private readonly bool _overlay = true;
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/// <summary>
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/// A single damage group to target.
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/// This should only be defined if
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/// overlay is set to false.
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/// If this is defined with damageSprites,
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/// this will be ignored.
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/// </summary>
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/// <remarks>
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/// This is here because otherwise,
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/// you would need several permutations
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/// of group sprites depending on
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/// what kind of damage combination
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/// you would want, on which threshold.
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/// </remarks>
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[DataField("damageGroup")]
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private readonly string? _damageGroup;
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/// <summary>
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/// Set this if you want incoming damage to be
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/// divided.
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/// </summary>
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/// <remarks>
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/// This is more useful if you have similar
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/// damage sprites inbetween entities,
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/// but with different damage thresholds
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/// and you want to avoid duplicating
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/// these sprites.
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/// </remarks>
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[DataField("damageDivisor")]
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private float _divisor = 1;
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/// <summary>
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/// Set this to track all damage, instead of specific groups.
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/// </summary>
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/// <remarks>
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/// This will only work if you have damageOverlay
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/// defined - otherwise, it will not work.
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/// </remarks>
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[DataField("trackAllDamage")]
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private readonly bool _trackAllDamage = false;
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/// <summary>
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/// This is the overlay sprite used, if _trackAllDamage is
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/// enabled. Supports no complex per-group layering,
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/// just an actually simple damage overlay. See
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/// DamageVisualizerSprite for more information.
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/// </summary>
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[DataField("damageOverlay")]
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private readonly DamageVisualizerSprite? _damageOverlay;
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// deals with the edge case of human damage visuals not
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// being in color without making a Dict<Dict<Dict<Dict<Dict<Dict...
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[DataDefinition]
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internal class DamageVisualizerSprite
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{
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/// <summary>
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/// The RSI path for the damage visualizer
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/// group overlay.
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/// </summary>
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/// <remarks>
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/// States in here will require one of four
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/// forms:
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///
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/// If tracking damage groups:
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/// - {base_state}_{group}_{threshold} if targetting
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/// a static layer on a sprite (either as an
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/// overlay or as a state change)
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/// - DamageOverlay_{group}_{threshold} if not
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/// targetting a layer on a sprite.
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///
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/// If not tracking damage groups:
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/// - {base_state}_{threshold} if it is targetting
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/// a layer
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/// - DamageOverlay_{threshold} if not targetting
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/// a layer.
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/// </remarks>
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[DataField("sprite", required: true)]
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public readonly string Sprite = default!;
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/// <summary>
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/// The color of this sprite overlay.
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/// Supports only hexadecimal format.
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/// </summary>
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[DataField("color")]
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public readonly string? Color;
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}
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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IoCManager.InjectDependencies(this);
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var damageData = _entityManager.EnsureComponent<DamageVisualizerDataComponent>(entity);
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VerifyVisualizerSetup(entity, damageData);
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if (damageData.Valid)
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InitializeVisualizer(entity, damageData);
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}
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private void VerifyVisualizerSetup(IEntity entity, DamageVisualizerDataComponent damageData)
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{
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if (_thresholds.Count < 1)
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{
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Logger.ErrorS(_name, $"Thresholds were invalid for entity {entity}. Thresholds: {_thresholds}");
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damageData.Valid = false;
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return;
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}
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if (_divisor == 0)
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{
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Logger.ErrorS(_name, $"Divisor for {entity} is set to zero.");
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damageData.Valid = false;
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return;
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}
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if (_overlay)
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{
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if (_damageOverlayGroups == null && _damageOverlay == null)
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{
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Logger.ErrorS(_name, $"Enabled overlay without defined damage overlay sprites on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (_trackAllDamage && _damageOverlay == null)
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{
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Logger.ErrorS(_name, $"Enabled all damage tracking without a damage overlay sprite on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (!_trackAllDamage && _damageOverlay != null)
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{
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Logger.WarningS(_name, $"Disabled all damage tracking with a damage overlay sprite on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (_trackAllDamage && _damageOverlayGroups != null)
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{
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Logger.WarningS(_name, $"Enabled all damage tracking with damage overlay groups on {entity}.");
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damageData.Valid = false;
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return;
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}
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}
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else if (!_overlay)
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{
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if (_targetLayers == null)
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{
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Logger.ErrorS(_name, $"Disabled overlay without target layers on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (_damageOverlayGroups != null || _damageOverlay != null)
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{
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Logger.ErrorS(_name, $"Disabled overlay with defined damage overlay sprites on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (_damageGroup == null)
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{
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Logger.ErrorS(_name, $"Disabled overlay without defined damage group on {entity}.");
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damageData.Valid = false;
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return;
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}
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}
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if (_damageOverlayGroups != null && _damageGroup != null)
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{
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Logger.WarningS(_name, $"Damage overlay sprites and damage group are both defined on {entity}.");
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}
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if (_damageOverlay != null && _damageGroup != null)
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{
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Logger.WarningS(_name, $"Damage overlay sprites and damage group are both defined on {entity}.");
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}
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}
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private void InitializeVisualizer(IEntity entity, DamageVisualizerDataComponent damageData)
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{
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if (!entity.TryGetComponent<SpriteComponent>(out SpriteComponent? spriteComponent)
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|| !entity.TryGetComponent<DamageableComponent>(out var damageComponent)
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|| !entity.TryGetComponent<AppearanceComponent>(out var appearanceComponent))
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return;
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_thresholds.Add(0);
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_thresholds.Sort();
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if (_thresholds[0] != 0)
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{
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Logger.ErrorS(_name, $"Thresholds were invalid for entity {entity}. Thresholds: {_thresholds}");
|
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damageData.Valid = false;
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return;
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}
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|
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// If the damage container on our entity's DamageableComponent
|
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// is not null, we can try to check through its groups.
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||||||
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if (damageComponent.DamageContainerID != null
|
||||||
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&& _prototypeManager.TryIndex<DamageContainerPrototype>(damageComponent.DamageContainerID, out var damageContainer))
|
||||||
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{
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||||||
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// Are we using damage overlay sprites by group?
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// Check if the container matches the supported groups,
|
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// and start cacheing the last threshold.
|
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if (_damageOverlayGroups != null)
|
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{
|
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foreach (string damageType in _damageOverlayGroups.Keys)
|
||||||
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{
|
||||||
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if (!damageContainer.SupportedGroups.Contains(damageType))
|
||||||
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{
|
||||||
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Logger.ErrorS(_name, $"Damage key {damageType} was invalid for entity {entity}.");
|
||||||
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damageData.Valid = false;
|
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return;
|
||||||
|
}
|
||||||
|
|
||||||
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damageData.LastThresholdPerGroup.Add(damageType, 0);
|
||||||
|
}
|
||||||
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}
|
||||||
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// Are we tracking a single damage group without overlay instead?
|
||||||
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// See if that group is in our entity's damage container.
|
||||||
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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}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
26
Content.Client/Damage/DamageVisualizerComponent.cs
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using Robust.Shared.GameObjects;
|
||||||
|
|
||||||
|
namespace Content.Client.Damage
|
||||||
|
{
|
||||||
|
// Stores all the data for a DamageVisualizer.
|
||||||
|
//
|
||||||
|
// Storing it inside of the AppearanceComponent's data
|
||||||
|
// dictionary was too messy, but at least we can
|
||||||
|
// store it in the entity itself as a separate,
|
||||||
|
// dynamically added component.
|
||||||
|
[RegisterComponent]
|
||||||
|
public class DamageVisualizerDataComponent : Component
|
||||||
|
{
|
||||||
|
public override string Name => "DamageVisualizerData";
|
||||||
|
|
||||||
|
public List<object> TargetLayerMapKeys = new();
|
||||||
|
public bool Disabled = false;
|
||||||
|
public bool Valid = true;
|
||||||
|
public int LastDamageThreshold = 0;
|
||||||
|
public Dictionary<object, bool> DisabledLayers = new();
|
||||||
|
public Dictionary<object, string> LayerMapKeyStates = new();
|
||||||
|
public Dictionary<string, int> LastThresholdPerGroup = new();
|
||||||
|
public string TopMostLayerKey = default!;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,56 +0,0 @@
|
|||||||
using System;
|
|
||||||
using Content.Shared.Rounding;
|
|
||||||
using Content.Shared.Window;
|
|
||||||
using JetBrains.Annotations;
|
|
||||||
using Robust.Client.GameObjects;
|
|
||||||
using Robust.Shared.GameObjects;
|
|
||||||
using Robust.Shared.Log;
|
|
||||||
using Robust.Shared.Serialization.Manager.Attributes;
|
|
||||||
using Robust.Shared.Utility;
|
|
||||||
|
|
||||||
namespace Content.Client.Window
|
|
||||||
{
|
|
||||||
[UsedImplicitly]
|
|
||||||
public sealed class WindowVisualizer : AppearanceVisualizer
|
|
||||||
{
|
|
||||||
[DataField("crackRsi")]
|
|
||||||
public ResourcePath CrackRsi { get; } = new ("/Textures/Structures/Windows/cracks.rsi");
|
|
||||||
|
|
||||||
public override void InitializeEntity(IEntity entity)
|
|
||||||
{
|
|
||||||
if (!entity.TryGetComponent(out ISpriteComponent? sprite))
|
|
||||||
return;
|
|
||||||
|
|
||||||
sprite.LayerMapReserveBlank(WindowDamageLayers.Layer);
|
|
||||||
sprite.LayerSetVisible(WindowDamageLayers.Layer, false);
|
|
||||||
sprite.LayerSetRSI(WindowDamageLayers.Layer, CrackRsi);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void OnChangeData(AppearanceComponent component)
|
|
||||||
{
|
|
||||||
base.OnChangeData(component);
|
|
||||||
|
|
||||||
if (!component.Owner.TryGetComponent(out ISpriteComponent? sprite))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (component.TryGetData(WindowVisuals.Damage, out float fraction))
|
|
||||||
{
|
|
||||||
var level = Math.Min(ContentHelpers.RoundToLevels(fraction, 1, 5), 3);
|
|
||||||
|
|
||||||
if (level == 0)
|
|
||||||
{
|
|
||||||
sprite.LayerSetVisible(WindowDamageLayers.Layer, false);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
sprite.LayerSetVisible(WindowDamageLayers.Layer, true);
|
|
||||||
sprite.LayerSetState(WindowDamageLayers.Layer, $"{level}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public enum WindowDamageLayers : byte
|
|
||||||
{
|
|
||||||
Layer,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -42,23 +42,6 @@ namespace Content.Server.Window
|
|||||||
[DataField("knockSound")]
|
[DataField("knockSound")]
|
||||||
private SoundSpecifier _knockSound = new SoundPathSpecifier("/Audio/Effects/glass_knock.ogg");
|
private SoundSpecifier _knockSound = new SoundPathSpecifier("/Audio/Effects/glass_knock.ogg");
|
||||||
|
|
||||||
public void UpdateVisuals(int currentDamage)
|
|
||||||
{
|
|
||||||
if (Owner.TryGetComponent(out AppearanceComponent? appearance) &&
|
|
||||||
Owner.TryGetComponent(out DestructibleComponent? destructible))
|
|
||||||
{
|
|
||||||
foreach (var threshold in destructible.Thresholds)
|
|
||||||
{
|
|
||||||
if (threshold.Trigger is not DamageTrigger trigger)
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
appearance.SetData(WindowVisuals.Damage, (float) currentDamage / trigger.Damage);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
|
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
|
||||||
{
|
{
|
||||||
if (!Owner.TryGetComponent(out DamageableComponent? damageable) ||
|
if (!Owner.TryGetComponent(out DamageableComponent? damageable) ||
|
||||||
|
|||||||
@@ -1,19 +0,0 @@
|
|||||||
using Content.Shared.Damage;
|
|
||||||
using Robust.Shared.GameObjects;
|
|
||||||
|
|
||||||
namespace Content.Server.Window
|
|
||||||
{
|
|
||||||
public class WindowSystem : EntitySystem
|
|
||||||
{
|
|
||||||
public override void Initialize()
|
|
||||||
{
|
|
||||||
base.Initialize();
|
|
||||||
SubscribeLocalEvent<WindowComponent, DamageChangedEvent>(UpdateVisuals);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateVisuals(EntityUid _, WindowComponent component, DamageChangedEvent args)
|
|
||||||
{
|
|
||||||
component.UpdateVisuals(args.Damageable.TotalDamage);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
14
Content.Shared/Damage/DamageVisualizerKeys.cs
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
using System;
|
||||||
|
using Robust.Shared.Serialization;
|
||||||
|
|
||||||
|
namespace Content.Shared.Damage
|
||||||
|
{
|
||||||
|
[Serializable, NetSerializable]
|
||||||
|
public enum DamageVisualizerKeys
|
||||||
|
{
|
||||||
|
Disabled,
|
||||||
|
DamageSpecifierDelta,
|
||||||
|
DamageUpdateGroups,
|
||||||
|
ForceUpdate
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -83,6 +83,9 @@ namespace Content.Shared.Damage
|
|||||||
component.DamagePerGroup = component.Damage.GetDamagePerGroup();
|
component.DamagePerGroup = component.Damage.GetDamagePerGroup();
|
||||||
component.TotalDamage = component.Damage.Total;
|
component.TotalDamage = component.Damage.Total;
|
||||||
component.Dirty();
|
component.Dirty();
|
||||||
|
|
||||||
|
if (EntityManager.TryGetComponent<SharedAppearanceComponent>(component.Owner.Uid, out var appearance) && damageDelta != null)
|
||||||
|
appearance.SetData(DamageVisualizerKeys.DamageUpdateGroups, damageDelta.GetDamagePerGroup().Keys.ToList());
|
||||||
RaiseLocalEvent(component.Owner.Uid, new DamageChangedEvent(component, damageDelta), false);
|
RaiseLocalEvent(component.Owner.Uid, new DamageChangedEvent(component, damageDelta), false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,12 +0,0 @@
|
|||||||
using System;
|
|
||||||
using Robust.Shared.GameObjects;
|
|
||||||
using Robust.Shared.Serialization;
|
|
||||||
|
|
||||||
namespace Content.Shared.Window
|
|
||||||
{
|
|
||||||
[Serializable, NetSerializable]
|
|
||||||
public enum WindowVisuals
|
|
||||||
{
|
|
||||||
Damage
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -245,6 +245,21 @@
|
|||||||
- type: CreamPiedVisualizer
|
- type: CreamPiedVisualizer
|
||||||
state: creampie_human
|
state: creampie_human
|
||||||
- type: HandsVisualizer
|
- type: HandsVisualizer
|
||||||
|
- type: DamageVisualizer
|
||||||
|
thresholds: [20, 40, 100]
|
||||||
|
targetLayers:
|
||||||
|
- "enum.HumanoidVisualLayers.Chest"
|
||||||
|
- "enum.HumanoidVisualLayers.Head"
|
||||||
|
- "enum.HumanoidVisualLayers.LArm"
|
||||||
|
- "enum.HumanoidVisualLayers.LLeg"
|
||||||
|
- "enum.HumanoidVisualLayers.RArm"
|
||||||
|
- "enum.HumanoidVisualLayers.RLeg"
|
||||||
|
damageOverlayGroups:
|
||||||
|
Brute:
|
||||||
|
sprite: Mobs/Effects/brute_damage.rsi
|
||||||
|
color: "#FF0000"
|
||||||
|
Burn:
|
||||||
|
sprite: Mobs/Effects/burn_damage.rsi
|
||||||
- type: CombatMode
|
- type: CombatMode
|
||||||
- type: Climbing
|
- type: Climbing
|
||||||
- type: Cuffable
|
- type: Cuffable
|
||||||
|
|||||||
@@ -32,3 +32,11 @@
|
|||||||
- type: Construction
|
- type: Construction
|
||||||
graph: window
|
graph: window
|
||||||
node: plasmaWindow
|
node: plasmaWindow
|
||||||
|
- type: Appearance
|
||||||
|
visuals:
|
||||||
|
- type: DamageVisualizer
|
||||||
|
thresholds: [4, 8, 12]
|
||||||
|
damageDivisor: 12
|
||||||
|
trackAllDamage: true
|
||||||
|
damageOverlay:
|
||||||
|
sprite: Structures/Windows/cracks.rsi
|
||||||
|
|||||||
@@ -32,3 +32,11 @@
|
|||||||
- type: Construction
|
- type: Construction
|
||||||
graph: window
|
graph: window
|
||||||
node: reinforcedWindow
|
node: reinforcedWindow
|
||||||
|
- type: Appearance
|
||||||
|
visuals:
|
||||||
|
- type: DamageVisualizer
|
||||||
|
thresholds: [4, 8, 12]
|
||||||
|
damageDivisor: 10
|
||||||
|
trackAllDamage: true
|
||||||
|
damageOverlay:
|
||||||
|
sprite: Structures/Windows/cracks.rsi
|
||||||
|
|||||||
@@ -35,3 +35,11 @@
|
|||||||
- type: Construction
|
- type: Construction
|
||||||
graph: window
|
graph: window
|
||||||
node: reinforcedPlasmaWindow
|
node: reinforcedPlasmaWindow
|
||||||
|
- type: Appearance
|
||||||
|
visuals:
|
||||||
|
- type: DamageVisualizer
|
||||||
|
thresholds: [4, 8, 12]
|
||||||
|
damageDivisor: 36
|
||||||
|
trackAllDamage: true
|
||||||
|
damageOverlay:
|
||||||
|
sprite: Structures/Windows/cracks.rsi
|
||||||
|
|||||||
@@ -60,4 +60,8 @@
|
|||||||
node: window
|
node: window
|
||||||
- type: Appearance
|
- type: Appearance
|
||||||
visuals:
|
visuals:
|
||||||
- type: WindowVisualizer
|
- type: DamageVisualizer
|
||||||
|
thresholds: [4, 8, 12]
|
||||||
|
trackAllDamage: true
|
||||||
|
damageOverlay:
|
||||||
|
sprite: Structures/Windows/cracks.rsi
|
||||||
|
|||||||
|
After Width: | Height: | Size: 604 B |
|
After Width: | Height: | Size: 148 B |
|
After Width: | Height: | Size: 207 B |
|
After Width: | Height: | Size: 604 B |
|
After Width: | Height: | Size: 148 B |
|
After Width: | Height: | Size: 207 B |
|
After Width: | Height: | Size: 363 B |
|
After Width: | Height: | Size: 148 B |
|
After Width: | Height: | Size: 178 B |
|
After Width: | Height: | Size: 518 B |
|
After Width: | Height: | Size: 161 B |
|
After Width: | Height: | Size: 5.4 KiB |
32
Resources/Textures/Mobs/Effects/brute_damage.rsi/meta.json
Normal file
@@ -0,0 +1,32 @@
|
|||||||
|
{
|
||||||
|
"version": 1,
|
||||||
|
"license": "CC-BY-SA-3.0",
|
||||||
|
"copyright": "Taken from https://github.com/Citadel-Station-13/Citadel-Station-13/blob/971ddef989f7f4f365a714ef3d4df5dea2d53d9a/icons/mob/dam_mob.dmi",
|
||||||
|
"size": {"x": 32, "y": 32},
|
||||||
|
"states": [
|
||||||
|
{"name": "head_m_Brute_20", "directions": 4},
|
||||||
|
{"name": "head_f_Brute_20", "directions": 4},
|
||||||
|
{"name": "l_arm_Brute_20", "directions": 4},
|
||||||
|
{"name": "l_leg_Brute_20", "directions": 4},
|
||||||
|
{"name": "r_arm_Brute_20", "directions": 4},
|
||||||
|
{"name": "r_leg_Brute_20", "directions": 4},
|
||||||
|
{"name": "torso_m_Brute_20", "directions": 4},
|
||||||
|
{"name": "torso_f_Brute_20", "directions": 4},
|
||||||
|
{"name": "head_m_Brute_40", "directions": 4},
|
||||||
|
{"name": "head_f_Brute_40", "directions": 4},
|
||||||
|
{"name": "l_arm_Brute_40", "directions": 4},
|
||||||
|
{"name": "l_leg_Brute_40", "directions": 4},
|
||||||
|
{"name": "r_arm_Brute_40", "directions": 4},
|
||||||
|
{"name": "r_leg_Brute_40", "directions": 4},
|
||||||
|
{"name": "torso_m_Brute_40", "directions": 4},
|
||||||
|
{"name": "torso_f_Brute_40", "directions": 4},
|
||||||
|
{"name": "head_m_Brute_100", "directions": 4},
|
||||||
|
{"name": "head_f_Brute_100", "directions": 4},
|
||||||
|
{"name": "l_arm_Brute_100", "directions": 4},
|
||||||
|
{"name": "l_leg_Brute_100", "directions": 4},
|
||||||
|
{"name": "r_arm_Brute_100", "directions": 4},
|
||||||
|
{"name": "r_leg_Brute_100", "directions": 4},
|
||||||
|
{"name": "torso_m_Brute_100", "directions": 4},
|
||||||
|
{"name": "torso_f_Brute_100", "directions": 4}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
After Width: | Height: | Size: 6.0 KiB |
|
After Width: | Height: | Size: 145 B |
|
After Width: | Height: | Size: 5.5 KiB |
|
After Width: | Height: | Size: 465 B |
|
After Width: | Height: | Size: 163 B |
|
After Width: | Height: | Size: 5.4 KiB |
|
After Width: | Height: | Size: 755 B |
|
After Width: | Height: | Size: 172 B |
|
After Width: | Height: | Size: 358 B |
|
After Width: | Height: | Size: 755 B |
|
After Width: | Height: | Size: 172 B |
|
After Width: | Height: | Size: 358 B |
|
After Width: | Height: | Size: 299 B |
|
After Width: | Height: | Size: 135 B |
|
After Width: | Height: | Size: 163 B |
|
After Width: | Height: | Size: 299 B |
|
After Width: | Height: | Size: 135 B |
|
After Width: | Height: | Size: 163 B |
|
After Width: | Height: | Size: 317 B |
|
After Width: | Height: | Size: 146 B |
|
After Width: | Height: | Size: 229 B |
|
After Width: | Height: | Size: 337 B |
|
After Width: | Height: | Size: 127 B |
|
After Width: | Height: | Size: 177 B |
32
Resources/Textures/Mobs/Effects/burn_damage.rsi/meta.json
Normal file
@@ -0,0 +1,32 @@
|
|||||||
|
{
|
||||||
|
"version": 1,
|
||||||
|
"license": "CC-BY-SA-3.0",
|
||||||
|
"copyright": "Taken from https://github.com/Citadel-Station-13/Citadel-Station-13/blob/971ddef989f7f4f365a714ef3d4df5dea2d53d9a/icons/mob/dam_mob.dmi",
|
||||||
|
"size": {"x": 32, "y": 32},
|
||||||
|
"states": [
|
||||||
|
{"name": "head_m_Burn_20", "directions": 4},
|
||||||
|
{"name": "head_f_Burn_20", "directions": 4},
|
||||||
|
{"name": "l_arm_Burn_20", "directions": 4},
|
||||||
|
{"name": "l_leg_Burn_20", "directions": 4},
|
||||||
|
{"name": "r_arm_Burn_20", "directions": 4},
|
||||||
|
{"name": "r_leg_Burn_20", "directions": 4},
|
||||||
|
{"name": "torso_m_Burn_20", "directions": 4},
|
||||||
|
{"name": "torso_f_Burn_20", "directions": 4},
|
||||||
|
{"name": "head_m_Burn_40", "directions": 4},
|
||||||
|
{"name": "head_f_Burn_40", "directions": 4},
|
||||||
|
{"name": "l_arm_Burn_40", "directions": 4},
|
||||||
|
{"name": "l_leg_Burn_40", "directions": 4},
|
||||||
|
{"name": "r_arm_Burn_40", "directions": 4},
|
||||||
|
{"name": "r_leg_Burn_40", "directions": 4},
|
||||||
|
{"name": "torso_m_Burn_40", "directions": 4},
|
||||||
|
{"name": "torso_f_Burn_40", "directions": 4},
|
||||||
|
{"name": "head_m_Burn_100", "directions": 4},
|
||||||
|
{"name": "head_f_Burn_100", "directions": 4},
|
||||||
|
{"name": "l_arm_Burn_100", "directions": 4},
|
||||||
|
{"name": "l_leg_Burn_100", "directions": 4},
|
||||||
|
{"name": "r_arm_Burn_100", "directions": 4},
|
||||||
|
{"name": "r_leg_Burn_100", "directions": 4},
|
||||||
|
{"name": "torso_m_Burn_100", "directions": 4},
|
||||||
|
{"name": "torso_f_Burn_100", "directions": 4}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
After Width: | Height: | Size: 325 B |
|
After Width: | Height: | Size: 167 B |
|
After Width: | Height: | Size: 237 B |
|
After Width: | Height: | Size: 241 B |
|
After Width: | Height: | Size: 137 B |
|
After Width: | Height: | Size: 180 B |
|
After Width: | Height: | Size: 732 B |
|
After Width: | Height: | Size: 135 B |
|
After Width: | Height: | Size: 275 B |
|
After Width: | Height: | Size: 732 B |
|
After Width: | Height: | Size: 135 B |
|
After Width: | Height: | Size: 275 B |
|
After Width: | Height: | Size: 311 B |
|
After Width: | Height: | Size: 167 B |
|
After Width: | Height: | Size: 247 B |
@@ -7,17 +7,8 @@
|
|||||||
"license": "CC-BY-SA-3.0",
|
"license": "CC-BY-SA-3.0",
|
||||||
"copyright": "Taken from https://github.com/tgstation/tgstation at commit e06b82a7f4b2b09216fb28fd384c95a2e1dc50e5",
|
"copyright": "Taken from https://github.com/tgstation/tgstation at commit e06b82a7f4b2b09216fb28fd384c95a2e1dc50e5",
|
||||||
"states": [
|
"states": [
|
||||||
{
|
{"name": "DamageOverlay_4", "directions": 1},
|
||||||
"name": "1",
|
{"name": "DamageOverlay_8", "directions": 1},
|
||||||
"directions": 1,
|
{"name": "DamageOverlay_12", "directions": 1}
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "2",
|
|
||||||
"directions": 1,
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "3",
|
|
||||||
"directions": 1,
|
|
||||||
},
|
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|||||||