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:
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user