Makes the singularity engine actually work stably. (#4068)

* Add GNU Octave script for tuning singularity engine. startsingularityengine is now properly tuned & sets up radiation collectors. FTLize RadiationCollectorComponent.

* Fix bugs with radiation collectors producing infinite power.

* Ensure singularities don't instantly annihilate other singularities (causing new singularities to instantly dissolve)

Technically found by a "bug" where a singularity generator would make multiple singularities, but this renders that bug harmless.

* Tune singularity shield emitters to hopefully randomly fail less, and add an Octave script for looking into that

* Fix singularity shader

* Map in an unfinished PA into Saltern

* Correct PA particles being counted twice by singularity calculations, add singulo food component

* Hopefully stop "level 1 singulo stuck in a corner" issues by freezing it when it goes to level 1 from any other level

* Apply suggestions on 'jazz' PR
This commit is contained in:
20kdc
2021-05-28 10:44:13 +01:00
committed by GitHub
parent 3ba0c01e4f
commit a3d9562532
20 changed files with 424 additions and 153 deletions

View File

@@ -5,6 +5,7 @@ using Robust.Shared.Prototypes;
using System.Collections.Generic;
using Robust.Client.Graphics;
using System.Linq;
using System;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Content.Client.GameObjects.Components.Singularity;
@@ -17,7 +18,6 @@ namespace Content.Client.Graphics.Overlays
[Dependency] private readonly IComponentManager _componentManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IClyde _displayManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
@@ -40,22 +40,28 @@ namespace Content.Client.Graphics.Overlays
protected override void Draw(in OverlayDrawArgs args)
{
SingularityQuery();
SingularityQuery(args.Viewport.Eye);
var viewportWB = args.WorldBounds;
// This is a blatant cheat.
// The correct way of doing this would be if the singularity shader performed the matrix transforms.
// I don't need to explain why I'm not doing that.
var resolution = Math.Max(0.125f, Math.Min(args.Viewport.RenderScale.X, args.Viewport.RenderScale.Y));
foreach (SingularityShaderInstance instance in _singularities.Values)
{
var tempCoords = _eyeManager.WorldToScreen(instance.CurrentMapCoords);
tempCoords.Y = _displayManager.ScreenSize.Y - tempCoords.Y;
// To be clear, this needs to use "inside-viewport" pixels.
// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
var tempCoords = args.Viewport.WorldToLocal(instance.CurrentMapCoords);
tempCoords.Y = args.Viewport.Size.Y - tempCoords.Y;
_shader?.SetParameter("positionInput", tempCoords);
if (ScreenTexture != null)
_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_shader?.SetParameter("intensity", LevelToIntensity(instance.Level));
_shader?.SetParameter("falloff", LevelToFalloff(instance.Level));
_shader?.SetParameter("intensity", instance.Intensity / resolution);
_shader?.SetParameter("falloff", instance.Falloff / resolution);
var worldHandle = args.WorldHandle;
worldHandle.UseShader(_shader);
var viewport = _eyeManager.GetWorldViewport();
worldHandle.DrawRect(viewport, Color.White);
worldHandle.DrawRect(viewportWB, Color.White);
}
}
@@ -64,19 +70,24 @@ namespace Content.Client.Graphics.Overlays
//Queries all singulos on the map and either adds or removes them from the list of rendered singulos based on whether they should be drawn (in range? on the same z-level/map? singulo entity still exists?)
private float _maxDist = 15.0f;
private void SingularityQuery()
private void SingularityQuery(IEye? currentEye)
{
var currentEyeLoc = _eyeManager.CurrentEye.Position;
var currentMap = _eyeManager.CurrentMap; //TODO: support multiple viewports once it is added
if (currentEye == null)
{
_singularities.Clear();
return;
}
var currentEyeLoc = currentEye.Position;
var currentMap = currentEye.Position.MapId;
var singuloComponents = _componentManager.EntityQuery<IClientSingularityInstance>();
foreach (var singuloInterface in singuloComponents) //Add all singulos that are not added yet but qualify
{
var singuloComponent = (Component)singuloInterface;
var singuloEntity = singuloComponent.Owner;
if (!_singularities.Keys.Contains(singuloEntity.Uid) && singuloEntity.Transform.MapID == currentMap && singuloEntity.Transform.Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, singuloEntity.Transform.ParentUid, currentEyeLoc), _maxDist))
if (!_singularities.Keys.Contains(singuloEntity.Uid) && SinguloQualifies(singuloEntity, currentEyeLoc))
{
_singularities.Add(singuloEntity.Uid, new SingularityShaderInstance(singuloEntity.Transform.MapPosition.Position, singuloInterface.Level));
_singularities.Add(singuloEntity.Uid, new SingularityShaderInstance(singuloEntity.Transform.MapPosition.Position, singuloInterface.Intensity, singuloInterface.Falloff));
}
}
@@ -85,7 +96,7 @@ namespace Content.Client.Graphics.Overlays
{
if (_entityManager.TryGetEntity(activeSinguloUid, out IEntity? singuloEntity))
{
if (singuloEntity.Transform.MapID != currentMap || !singuloEntity.Transform.Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, singuloEntity.Transform.ParentUid, currentEyeLoc), _maxDist))
if (!SinguloQualifies(singuloEntity, currentEyeLoc))
{
_singularities.Remove(activeSinguloUid);
}
@@ -99,7 +110,8 @@ namespace Content.Client.Graphics.Overlays
{
var shaderInstance = _singularities[activeSinguloUid];
shaderInstance.CurrentMapCoords = singuloEntity.Transform.MapPosition.Position;
shaderInstance.Level = singuloInterface.Level;
shaderInstance.Intensity = singuloInterface.Intensity;
shaderInstance.Falloff = singuloInterface.Falloff;
}
}
@@ -112,62 +124,21 @@ namespace Content.Client.Graphics.Overlays
}
//I am lazy
private float LevelToIntensity(int level)
private bool SinguloQualifies(IEntity singuloEntity, MapCoordinates currentEyeLoc)
{
switch (level)
{
case 0:
return 0.0f;
case 1:
return 2.7f;
case 2:
return 14.4f;
case 3:
return 47.2f;
case 4:
return 180.0f;
case 5:
return 600.0f;
case 6:
return 800.0f;
}
return -1.0f;
}
private float LevelToFalloff(int level)
{
switch (level)
{
case 0:
return 9999f;
case 1:
return 6.4f;
case 2:
return 7.0f;
case 3:
return 8.0f;
case 4:
return 10.0f;
case 5:
return 12.0f;
case 6:
return 12.0f;
}
return -1.0f;
return singuloEntity.Transform.MapID == currentEyeLoc.MapId && singuloEntity.Transform.Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, singuloEntity.Transform.ParentUid, currentEyeLoc), _maxDist);
}
private sealed class SingularityShaderInstance
{
public Vector2 CurrentMapCoords;
public int Level;
public SingularityShaderInstance(Vector2 mapCoords, int level)
public float Intensity;
public float Falloff;
public SingularityShaderInstance(Vector2 mapCoords, float intensity, float falloff)
{
CurrentMapCoords = mapCoords;
Level = level;
Intensity = intensity;
Falloff = falloff;
}
}
}