Gun spread overlay (#8588)

This commit is contained in:
metalgearsloth
2022-06-04 14:19:14 +10:00
committed by GitHub
parent 27b3ca04c5
commit e06cabecbb
7 changed files with 142 additions and 4 deletions

View File

@@ -0,0 +1,18 @@
using Content.Client.Weapons.Ranged.Systems;
using Robust.Shared.Console;
namespace Content.Client.Weapons.Ranged;
public sealed class ShowSpreadCommand : IConsoleCommand
{
public string Command => "showspread";
public string Description => $"Shows gun spread overlay for debugging";
public string Help => $"{Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var system = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<GunSystem>();
system.SpreadOverlay ^= true;
shell.WriteLine($"Set spread overlay to {system.SpreadOverlay}");
}
}

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@@ -0,0 +1,76 @@
using Content.Client.Weapons.Ranged.Systems;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Client.Weapons.Ranged;
public sealed class GunSpreadOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private IEntityManager _entManager;
private IEyeManager _eye;
private IGameTiming _timing;
private IInputManager _input;
private IPlayerManager _player;
private GunSystem _guns;
public GunSpreadOverlay(IEntityManager entManager, IEyeManager eyeManager, IGameTiming timing, IInputManager input, IPlayerManager player, GunSystem system)
{
_entManager = entManager;
_eye = eyeManager;
_input = input;
_timing = timing;
_player = player;
_guns = system;
}
protected override void Draw(in OverlayDrawArgs args)
{
var worldHandle = args.WorldHandle;
var player = _player.LocalPlayer?.ControlledEntity;
if (player == null ||
!_entManager.TryGetComponent<TransformComponent>(player, out var xform)) return;
var mapPos = xform.MapPosition;
if (mapPos.MapId == MapId.Nullspace) return;
var gun = _guns.GetGun(player.Value);
if (gun == null) return;
var mouseScreenPos = _input.MouseScreenPosition;
var mousePos = _eye.ScreenToMap(mouseScreenPos);
if (mapPos.MapId != mousePos.MapId) return;
// (☞゚ヮ゚)☞
var maxSpread = gun.MaxAngle;
var minSpread = gun.MinAngle;
var timeSinceLastFire = (_timing.CurTime - gun.NextFire).TotalSeconds;
var currentAngle = new Angle(MathHelper.Clamp(gun.CurrentAngle.Theta - gun.AngleDecay.Theta * timeSinceLastFire,
gun.MinAngle.Theta, gun.MaxAngle.Theta));
var direction = (mousePos.Position - mapPos.Position);
worldHandle.DrawLine(mapPos.Position, mousePos.Position + direction, Color.Orange);
// Show max spread either side
worldHandle.DrawLine(mapPos.Position, mousePos.Position + maxSpread.RotateVec(direction), Color.Red);
worldHandle.DrawLine(mapPos.Position, mousePos.Position + (-maxSpread).RotateVec(direction), Color.Red);
// Show min spread either side
worldHandle.DrawLine(mapPos.Position, mousePos.Position + minSpread.RotateVec(direction), Color.Green);
worldHandle.DrawLine(mapPos.Position, mousePos.Position + (-minSpread).RotateVec(direction), Color.Green);
// Show current angle
worldHandle.DrawLine(mapPos.Position, mousePos.Position + currentAngle.RotateVec(direction), Color.Yellow);
worldHandle.DrawLine(mapPos.Position, mousePos.Position + (-currentAngle).RotateVec(direction), Color.Yellow);
}
}

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@@ -13,6 +13,7 @@ using Robust.Shared.Audio;
using Robust.Shared.Input;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
@@ -27,6 +28,34 @@ public sealed partial class GunSystem : SharedGunSystem
[Dependency] private readonly EffectSystem _effects = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
public bool SpreadOverlay
{
get => _spreadOverlay;
set
{
if (_spreadOverlay == value) return;
_spreadOverlay = value;
var overlayManager = IoCManager.Resolve<IOverlayManager>();
if (_spreadOverlay)
{
overlayManager.AddOverlay(new GunSpreadOverlay(
EntityManager,
IoCManager.Resolve<IEyeManager>(),
IoCManager.Resolve<IGameTiming>(),
IoCManager.Resolve<IInputManager>(),
IoCManager.Resolve<IPlayerManager>(),
this));
}
else
{
overlayManager.RemoveOverlay<GunSpreadOverlay>();
}
}
}
private bool _spreadOverlay;
public override void Initialize()
{
base.Initialize();

View File

@@ -196,8 +196,10 @@ public sealed partial class GunSystem : SharedGunSystem
component.LastFire = component.NextFire;
// Convert it so angle can go either side.
var random = Random.NextGaussian(0, 0.5);
var random = Random.NextFloat(-0.5f, 0.5f);
var spread = component.CurrentAngle.Theta * random;
var angle = new Angle(direction.Theta + component.CurrentAngle.Theta * random);
DebugTools.Assert(spread <= component.MaxAngle.Theta);
return angle;
}

View File

@@ -56,13 +56,13 @@ public class GunComponent : Component
/// <summary>
/// The maximum angle allowed for <see cref="CurrentAngle"/>
/// </summary>
[ViewVariables, DataField("maxAngle")]
[ViewVariables(VVAccess.ReadWrite), DataField("maxAngle")]
public Angle MaxAngle = Angle.FromDegrees(2);
/// <summary>
/// The minimum angle allowed for <see cref="CurrentAngle"/>
/// </summary>
[ViewVariables, DataField("minAngle")]
[ViewVariables(VVAccess.ReadWrite), DataField("minAngle")]
public Angle MinAngle = Angle.FromDegrees(1);
#endregion

View File

@@ -120,6 +120,10 @@ public abstract partial class SharedGunSystem : EntitySystem
{
args.State = new GunComponentState
{
FireRate = component.FireRate,
CurrentAngle = component.CurrentAngle,
MinAngle = component.MinAngle,
MaxAngle = component.MaxAngle,
NextFire = component.NextFire,
ShotCounter = component.ShotCounter,
SelectiveFire = component.SelectedMode,
@@ -132,13 +136,17 @@ public abstract partial class SharedGunSystem : EntitySystem
if (args.Current is not GunComponentState state) return;
Sawmill.Debug($"Handle state: setting shot count from {component.ShotCounter} to {state.ShotCounter}");
component.FireRate = state.FireRate;
component.CurrentAngle = state.CurrentAngle;
component.MinAngle = state.MinAngle;
component.MaxAngle = state.MaxAngle;
component.NextFire = state.NextFire;
component.ShotCounter = state.ShotCounter;
component.SelectedMode = state.SelectiveFire;
component.AvailableModes = state.AvailableSelectiveFire;
}
protected GunComponent? GetGun(EntityUid entity)
public GunComponent? GetGun(EntityUid entity)
{
if (!EntityManager.TryGetComponent(entity, out SharedHandsComponent? hands) ||
hands.ActiveHandEntity is not { } held)
@@ -358,7 +366,11 @@ public abstract partial class SharedGunSystem : EntitySystem
[Serializable, NetSerializable]
protected sealed class GunComponentState : ComponentState
{
public Angle CurrentAngle;
public Angle MinAngle;
public Angle MaxAngle;
public TimeSpan NextFire;
public float FireRate;
public int ShotCounter;
public SelectiveFire SelectiveFire;
public SelectiveFire AvailableSelectiveFire;

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@@ -14,6 +14,7 @@
- toggledecals
- nodevis
- nodevisfilter
- showspread
- showambient
- Flags: MAPPING