Mobstate Refactor (#13389)

Refactors mobstate and moves mob health thresholds to their own component

Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
This commit is contained in:
Jezithyr
2023-01-13 16:57:10 -08:00
committed by GitHub
parent 97e4c477bd
commit eeb5b17b34
148 changed files with 1517 additions and 1290 deletions

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using Content.Client.Alerts;
using Content.Client.Gameplay;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
namespace Content.Client.UserInterface.Systems.DamageOverlays;
[UsedImplicitly]
public sealed class DamageOverlayUiController : UIController, IOnStateChanged<GameplayState>
{
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[UISystemDependency] private readonly ClientAlertsSystem _alertsSystem = default!;
[UISystemDependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
private Overlays.DamageOverlay _overlay = default!;
public override void Initialize()
{
_overlay = new Overlays.DamageOverlay();
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttach);
SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<MobThresholdChecked>(OnThresholdCheck);
}
public void OnStateEntered(GameplayState state)
{
_overlayManager.AddOverlay(_overlay);
}
public void OnStateExited(GameplayState state)
{
_overlayManager.RemoveOverlay(_overlay);
}
private void OnPlayerAttach(PlayerAttachedEvent args)
{
ClearOverlay();
if (!EntityManager.TryGetComponent<MobStateComponent>(args.Entity, out var mobState))
return;
if (mobState.CurrentState != MobState.Dead)
UpdateOverlays(args.Entity, mobState);
_overlayManager.AddOverlay(_overlay);
}
private void OnPlayerDetached(PlayerDetachedEvent args)
{
_overlayManager.RemoveOverlay(_overlay);
ClearOverlay();
}
private void OnMobStateChanged(MobStateChangedEvent args)
{
if (args.Target != _playerManager.LocalPlayer?.ControlledEntity)
return;
UpdateOverlays(args.Target, args.Component);
}
private void OnThresholdCheck(ref MobThresholdChecked args)
{
if (args.Target != _playerManager.LocalPlayer?.ControlledEntity)
return;
UpdateOverlays(args.Target, args.MobState, args.Damageable, args.Threshold);
}
private void ClearOverlay()
{
_overlay.DeadLevel = 0f;
_overlay.CritLevel = 0f;
_overlay.BruteLevel = 0f;
_overlay.OxygenLevel = 0f;
}
//TODO: Jezi: adjust oxygen and hp overlays to use appropriate systems once bodysim is implemented
private void UpdateOverlays(EntityUid entity, MobStateComponent? mobState, DamageableComponent? damageable = null, MobThresholdsComponent? thresholds = null)
{
if (mobState == null && !EntityManager.TryGetComponent(entity, out mobState) ||
thresholds == null && !EntityManager.TryGetComponent(entity, out thresholds) ||
damageable == null && !EntityManager.TryGetComponent(entity, out damageable))
return;
if (!_mobThresholdSystem.TryGetIncapThreshold(entity, out var foundThreshold, thresholds))
return; //this entity cannot die or crit!!
var critThreshold = foundThreshold.Value;
_overlay.State = mobState.CurrentState;
switch (mobState.CurrentState)
{
case MobState.Alive:
{
if (damageable.DamagePerGroup.TryGetValue("Brute", out var bruteDamage))
{
_overlay.BruteLevel = FixedPoint2.Min(1f, bruteDamage / critThreshold).Float();
}
if (damageable.DamagePerGroup.TryGetValue("Airloss", out var oxyDamage))
{
_overlay.OxygenLevel = FixedPoint2.Min(1f, oxyDamage / critThreshold).Float();
}
if (_overlay.BruteLevel < 0.05f) // Don't show damage overlay if they're near enough to max.
{
_overlay.BruteLevel = 0;
}
_overlay.CritLevel = 0;
_overlay.DeadLevel = 0;
break;
}
case MobState.Critical:
{
if (!_mobThresholdSystem.TryGetDeadPercentage(entity,
FixedPoint2.Max(0.0, damageable.TotalDamage), out var critLevel))
return;
_overlay.CritLevel = critLevel.Value.Float();
_overlay.BruteLevel = 0;
_overlay.DeadLevel = 0;
break;
}
case MobState.Dead:
{
_overlay.BruteLevel = 0;
_overlay.CritLevel = 0;
break;
}
}
}
}

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using Content.Shared.Mobs;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.UserInterface.Systems.DamageOverlays.Overlays;
public sealed class DamageOverlay : Overlay
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _critShader;
private readonly ShaderInstance _oxygenShader;
private readonly ShaderInstance _bruteShader;
public MobState State = MobState.Alive;
/// <summary>
/// Handles the red pulsing overlay
/// </summary>
public float BruteLevel = 0f;
private float _oldBruteLevel = 0f;
/// <summary>
/// Handles the darkening overlay.
/// </summary>
public float OxygenLevel = 0f;
private float _oldOxygenLevel = 0f;
/// <summary>
/// Handles the white overlay when crit.
/// </summary>
public float CritLevel = 0f;
private float _oldCritLevel = 0f;
public float DeadLevel = 1f;
public DamageOverlay()
{
// TODO: Replace
IoCManager.InjectDependencies(this);
_oxygenShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
_critShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
_bruteShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
}
protected override void Draw(in OverlayDrawArgs args)
{
if (!_entityManager.TryGetComponent(_playerManager.LocalPlayer?.ControlledEntity, out EyeComponent? eyeComp))
return;
if (args.Viewport.Eye != eyeComp.Eye)
return;
/*
* Here's the rundown:
* 1. There's lerping for each level so the transitions are smooth.
* 2. There's 3 overlays, 1 for brute damage, 1 for oxygen damage (that also doubles as a crit overlay),
* and a white one during crit that closes in as you progress towards death. When you die it slowly disappears.
* The crit overlay also occasionally reduces its alpha as a "blink"
*/
var viewport = args.WorldAABB;
var handle = args.WorldHandle;
var distance = args.ViewportBounds.Width;
var time = (float) _timing.RealTime.TotalSeconds;
var lastFrameTime = (float) _timing.FrameTime.TotalSeconds;
// If they just died then lerp out the white overlay.
if (State != MobState.Dead)
{
DeadLevel = 1f;
}
else if (!MathHelper.CloseTo(0f, DeadLevel, 0.001f))
{
var diff = -DeadLevel;
DeadLevel += GetDiff(diff, lastFrameTime);
}
else
{
DeadLevel = 0f;
}
if (!MathHelper.CloseTo(_oldBruteLevel, BruteLevel, 0.001f))
{
var diff = BruteLevel - _oldBruteLevel;
_oldBruteLevel += GetDiff(diff, lastFrameTime);
}
else
{
_oldBruteLevel = BruteLevel;
}
if (!MathHelper.CloseTo(_oldOxygenLevel, OxygenLevel, 0.001f))
{
var diff = OxygenLevel - _oldOxygenLevel;
_oldOxygenLevel += GetDiff(diff, lastFrameTime);
}
else
{
_oldOxygenLevel = OxygenLevel;
}
if (!MathHelper.CloseTo(_oldCritLevel, CritLevel, 0.001f))
{
var diff = CritLevel - _oldCritLevel;
_oldCritLevel += GetDiff(diff, lastFrameTime);
}
else
{
_oldCritLevel = CritLevel;
}
/*
* darknessAlphaOuter is the maximum alpha for anything outside of the larger circle
* darknessAlphaInner (on the shader) is the alpha for anything inside the smallest circle
*
* outerCircleRadius is what we end at for max level for the outer circle
* outerCircleMaxRadius is what we start at for 0 level for the outer circle
*
* innerCircleRadius is what we end at for max level for the inner circle
* innerCircleMaxRadius is what we start at for 0 level for the inner circle
*/
// Makes debugging easier don't @ me
float level = 0f;
level = _oldBruteLevel;
// TODO: Lerping
if (level > 0f && _oldCritLevel <= 0f)
{
var pulseRate = 3f;
var adjustedTime = time * pulseRate;
float outerMaxLevel = 2.0f * distance;
float outerMinLevel = 0.8f * distance;
float innerMaxLevel = 0.6f * distance;
float innerMinLevel = 0.2f * distance;
var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
var pulse = MathF.Max(0f, MathF.Sin(adjustedTime));
_bruteShader.SetParameter("time", pulse);
_bruteShader.SetParameter("color", new Vector3(1f, 0f, 0f));
_bruteShader.SetParameter("darknessAlphaOuter", 0.8f);
_bruteShader.SetParameter("outerCircleRadius", outerRadius);
_bruteShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
_bruteShader.SetParameter("innerCircleRadius", innerRadius);
_bruteShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.02f * distance);
handle.UseShader(_bruteShader);
handle.DrawRect(viewport, Color.White);
}
else
{
_oldBruteLevel = BruteLevel;
}
level = State != MobState.Critical ? _oldOxygenLevel : 1f;
if (level > 0f)
{
float outerMaxLevel = 0.6f * distance;
float outerMinLevel = 0.06f * distance;
float innerMaxLevel = 0.02f * distance;
float innerMinLevel = 0.02f * distance;
var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
float outerDarkness;
float critTime;
// If in crit then just fix it; also pulse it very occasionally so they can see more.
if (_oldCritLevel > 0f)
{
var adjustedTime = time * 2f;
critTime = MathF.Max(0, MathF.Sin(adjustedTime) + 2 * MathF.Sin(2 * adjustedTime / 4f) + MathF.Sin(adjustedTime / 4f) - 3f);
if (critTime > 0f)
{
outerDarkness = 1f - critTime / 1.5f;
}
else
{
outerDarkness = 1f;
}
}
else
{
outerDarkness = MathF.Min(0.98f, 0.3f * MathF.Log(level) + 1f);
}
_oxygenShader.SetParameter("time", 0.0f);
_oxygenShader.SetParameter("color", new Vector3(0f, 0f, 0f));
_oxygenShader.SetParameter("darknessAlphaOuter", outerDarkness);
_oxygenShader.SetParameter("innerCircleRadius", innerRadius);
_oxygenShader.SetParameter("innerCircleMaxRadius", innerRadius);
_oxygenShader.SetParameter("outerCircleRadius", outerRadius);
_oxygenShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
handle.UseShader(_oxygenShader);
handle.DrawRect(viewport, Color.White);
}
level = State != MobState.Dead ? _oldCritLevel : DeadLevel;
if (level > 0f)
{
float outerMaxLevel = 2.0f * distance;
float outerMinLevel = 1.0f * distance;
float innerMaxLevel = 0.6f * distance;
float innerMinLevel = 0.02f * distance;
var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
var pulse = MathF.Max(0f, MathF.Sin(time));
// If in crit then just fix it; also pulse it very occasionally so they can see more.
_critShader.SetParameter("time", pulse);
_critShader.SetParameter("color", new Vector3(1f, 1f, 1f));
_critShader.SetParameter("darknessAlphaOuter", 1.0f);
_critShader.SetParameter("innerCircleRadius", innerRadius);
_critShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.005f * distance);
_critShader.SetParameter("outerCircleRadius", outerRadius);
_critShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
handle.UseShader(_critShader);
handle.DrawRect(viewport, Color.White);
}
handle.UseShader(null);
}
private float GetDiff(float value, float lastFrameTime)
{
var adjustment = value * 5f * lastFrameTime;
if (value < 0f)
adjustment = Math.Clamp(adjustment, value, -value);
else
adjustment = Math.Clamp(adjustment, -value, value);
return adjustment;
}
}