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:
@@ -0,0 +1,142 @@
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using Content.Client.Alerts;
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using Content.Client.Gameplay;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controllers;
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namespace Content.Client.UserInterface.Systems.DamageOverlays;
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[UsedImplicitly]
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public sealed class DamageOverlayUiController : UIController, IOnStateChanged<GameplayState>
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{
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[UISystemDependency] private readonly ClientAlertsSystem _alertsSystem = default!;
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[UISystemDependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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private Overlays.DamageOverlay _overlay = default!;
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public override void Initialize()
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{
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_overlay = new Overlays.DamageOverlay();
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttach);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<MobThresholdChecked>(OnThresholdCheck);
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}
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public void OnStateEntered(GameplayState state)
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{
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_overlayManager.AddOverlay(_overlay);
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}
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public void OnStateExited(GameplayState state)
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{
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_overlayManager.RemoveOverlay(_overlay);
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}
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private void OnPlayerAttach(PlayerAttachedEvent args)
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{
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ClearOverlay();
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if (!EntityManager.TryGetComponent<MobStateComponent>(args.Entity, out var mobState))
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return;
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if (mobState.CurrentState != MobState.Dead)
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UpdateOverlays(args.Entity, mobState);
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_overlayManager.AddOverlay(_overlay);
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}
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private void OnPlayerDetached(PlayerDetachedEvent args)
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{
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_overlayManager.RemoveOverlay(_overlay);
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ClearOverlay();
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}
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private void OnMobStateChanged(MobStateChangedEvent args)
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{
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if (args.Target != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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UpdateOverlays(args.Target, args.Component);
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}
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private void OnThresholdCheck(ref MobThresholdChecked args)
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{
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if (args.Target != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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UpdateOverlays(args.Target, args.MobState, args.Damageable, args.Threshold);
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}
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private void ClearOverlay()
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{
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_overlay.DeadLevel = 0f;
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_overlay.CritLevel = 0f;
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_overlay.BruteLevel = 0f;
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_overlay.OxygenLevel = 0f;
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}
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//TODO: Jezi: adjust oxygen and hp overlays to use appropriate systems once bodysim is implemented
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private void UpdateOverlays(EntityUid entity, MobStateComponent? mobState, DamageableComponent? damageable = null, MobThresholdsComponent? thresholds = null)
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{
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if (mobState == null && !EntityManager.TryGetComponent(entity, out mobState) ||
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thresholds == null && !EntityManager.TryGetComponent(entity, out thresholds) ||
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damageable == null && !EntityManager.TryGetComponent(entity, out damageable))
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return;
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if (!_mobThresholdSystem.TryGetIncapThreshold(entity, out var foundThreshold, thresholds))
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return; //this entity cannot die or crit!!
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var critThreshold = foundThreshold.Value;
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_overlay.State = mobState.CurrentState;
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switch (mobState.CurrentState)
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{
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case MobState.Alive:
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{
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if (damageable.DamagePerGroup.TryGetValue("Brute", out var bruteDamage))
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{
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_overlay.BruteLevel = FixedPoint2.Min(1f, bruteDamage / critThreshold).Float();
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}
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if (damageable.DamagePerGroup.TryGetValue("Airloss", out var oxyDamage))
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{
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_overlay.OxygenLevel = FixedPoint2.Min(1f, oxyDamage / critThreshold).Float();
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}
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if (_overlay.BruteLevel < 0.05f) // Don't show damage overlay if they're near enough to max.
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{
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_overlay.BruteLevel = 0;
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}
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_overlay.CritLevel = 0;
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_overlay.DeadLevel = 0;
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break;
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}
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case MobState.Critical:
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{
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if (!_mobThresholdSystem.TryGetDeadPercentage(entity,
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FixedPoint2.Max(0.0, damageable.TotalDamage), out var critLevel))
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return;
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_overlay.CritLevel = critLevel.Value.Float();
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_overlay.BruteLevel = 0;
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_overlay.DeadLevel = 0;
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break;
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}
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case MobState.Dead:
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{
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_overlay.BruteLevel = 0;
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_overlay.CritLevel = 0;
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break;
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}
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}
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}
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}
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@@ -0,0 +1,258 @@
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using Content.Shared.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.UserInterface.Systems.DamageOverlays.Overlays;
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public sealed class DamageOverlay : Overlay
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _critShader;
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private readonly ShaderInstance _oxygenShader;
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private readonly ShaderInstance _bruteShader;
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public MobState State = MobState.Alive;
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/// <summary>
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/// Handles the red pulsing overlay
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/// </summary>
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public float BruteLevel = 0f;
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private float _oldBruteLevel = 0f;
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/// <summary>
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/// Handles the darkening overlay.
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/// </summary>
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public float OxygenLevel = 0f;
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private float _oldOxygenLevel = 0f;
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/// <summary>
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/// Handles the white overlay when crit.
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/// </summary>
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public float CritLevel = 0f;
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private float _oldCritLevel = 0f;
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public float DeadLevel = 1f;
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public DamageOverlay()
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{
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// TODO: Replace
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IoCManager.InjectDependencies(this);
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_oxygenShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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_critShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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_bruteShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (!_entityManager.TryGetComponent(_playerManager.LocalPlayer?.ControlledEntity, out EyeComponent? eyeComp))
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return;
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if (args.Viewport.Eye != eyeComp.Eye)
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return;
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/*
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* Here's the rundown:
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* 1. There's lerping for each level so the transitions are smooth.
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* 2. There's 3 overlays, 1 for brute damage, 1 for oxygen damage (that also doubles as a crit overlay),
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* and a white one during crit that closes in as you progress towards death. When you die it slowly disappears.
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* The crit overlay also occasionally reduces its alpha as a "blink"
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*/
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var viewport = args.WorldAABB;
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var handle = args.WorldHandle;
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var distance = args.ViewportBounds.Width;
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var time = (float) _timing.RealTime.TotalSeconds;
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var lastFrameTime = (float) _timing.FrameTime.TotalSeconds;
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// If they just died then lerp out the white overlay.
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if (State != MobState.Dead)
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{
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DeadLevel = 1f;
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}
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else if (!MathHelper.CloseTo(0f, DeadLevel, 0.001f))
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{
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var diff = -DeadLevel;
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DeadLevel += GetDiff(diff, lastFrameTime);
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}
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else
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{
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DeadLevel = 0f;
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}
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if (!MathHelper.CloseTo(_oldBruteLevel, BruteLevel, 0.001f))
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{
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var diff = BruteLevel - _oldBruteLevel;
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_oldBruteLevel += GetDiff(diff, lastFrameTime);
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}
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else
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{
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_oldBruteLevel = BruteLevel;
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}
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if (!MathHelper.CloseTo(_oldOxygenLevel, OxygenLevel, 0.001f))
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{
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var diff = OxygenLevel - _oldOxygenLevel;
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_oldOxygenLevel += GetDiff(diff, lastFrameTime);
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}
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else
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{
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_oldOxygenLevel = OxygenLevel;
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}
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if (!MathHelper.CloseTo(_oldCritLevel, CritLevel, 0.001f))
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{
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var diff = CritLevel - _oldCritLevel;
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_oldCritLevel += GetDiff(diff, lastFrameTime);
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}
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else
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{
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_oldCritLevel = CritLevel;
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}
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/*
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* darknessAlphaOuter is the maximum alpha for anything outside of the larger circle
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* darknessAlphaInner (on the shader) is the alpha for anything inside the smallest circle
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*
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* outerCircleRadius is what we end at for max level for the outer circle
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* outerCircleMaxRadius is what we start at for 0 level for the outer circle
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*
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* innerCircleRadius is what we end at for max level for the inner circle
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* innerCircleMaxRadius is what we start at for 0 level for the inner circle
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*/
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// Makes debugging easier don't @ me
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float level = 0f;
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level = _oldBruteLevel;
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// TODO: Lerping
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if (level > 0f && _oldCritLevel <= 0f)
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{
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var pulseRate = 3f;
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var adjustedTime = time * pulseRate;
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float outerMaxLevel = 2.0f * distance;
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float outerMinLevel = 0.8f * distance;
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float innerMaxLevel = 0.6f * distance;
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float innerMinLevel = 0.2f * distance;
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var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
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var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
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var pulse = MathF.Max(0f, MathF.Sin(adjustedTime));
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_bruteShader.SetParameter("time", pulse);
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_bruteShader.SetParameter("color", new Vector3(1f, 0f, 0f));
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_bruteShader.SetParameter("darknessAlphaOuter", 0.8f);
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_bruteShader.SetParameter("outerCircleRadius", outerRadius);
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_bruteShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
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_bruteShader.SetParameter("innerCircleRadius", innerRadius);
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_bruteShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.02f * distance);
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handle.UseShader(_bruteShader);
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handle.DrawRect(viewport, Color.White);
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}
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else
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{
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_oldBruteLevel = BruteLevel;
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}
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level = State != MobState.Critical ? _oldOxygenLevel : 1f;
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if (level > 0f)
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{
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float outerMaxLevel = 0.6f * distance;
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float outerMinLevel = 0.06f * distance;
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float innerMaxLevel = 0.02f * distance;
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float innerMinLevel = 0.02f * distance;
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var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
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var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
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float outerDarkness;
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float critTime;
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// If in crit then just fix it; also pulse it very occasionally so they can see more.
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if (_oldCritLevel > 0f)
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{
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var adjustedTime = time * 2f;
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critTime = MathF.Max(0, MathF.Sin(adjustedTime) + 2 * MathF.Sin(2 * adjustedTime / 4f) + MathF.Sin(adjustedTime / 4f) - 3f);
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if (critTime > 0f)
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{
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outerDarkness = 1f - critTime / 1.5f;
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}
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else
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{
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outerDarkness = 1f;
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}
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}
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else
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{
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outerDarkness = MathF.Min(0.98f, 0.3f * MathF.Log(level) + 1f);
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}
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_oxygenShader.SetParameter("time", 0.0f);
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_oxygenShader.SetParameter("color", new Vector3(0f, 0f, 0f));
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_oxygenShader.SetParameter("darknessAlphaOuter", outerDarkness);
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_oxygenShader.SetParameter("innerCircleRadius", innerRadius);
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_oxygenShader.SetParameter("innerCircleMaxRadius", innerRadius);
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_oxygenShader.SetParameter("outerCircleRadius", outerRadius);
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_oxygenShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
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handle.UseShader(_oxygenShader);
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handle.DrawRect(viewport, Color.White);
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}
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level = State != MobState.Dead ? _oldCritLevel : DeadLevel;
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if (level > 0f)
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{
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float outerMaxLevel = 2.0f * distance;
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float outerMinLevel = 1.0f * distance;
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float innerMaxLevel = 0.6f * distance;
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float innerMinLevel = 0.02f * distance;
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var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
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var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
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var pulse = MathF.Max(0f, MathF.Sin(time));
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// If in crit then just fix it; also pulse it very occasionally so they can see more.
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_critShader.SetParameter("time", pulse);
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_critShader.SetParameter("color", new Vector3(1f, 1f, 1f));
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_critShader.SetParameter("darknessAlphaOuter", 1.0f);
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_critShader.SetParameter("innerCircleRadius", innerRadius);
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_critShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.005f * distance);
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_critShader.SetParameter("outerCircleRadius", outerRadius);
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_critShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
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handle.UseShader(_critShader);
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handle.DrawRect(viewport, Color.White);
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}
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handle.UseShader(null);
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}
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private float GetDiff(float value, float lastFrameTime)
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{
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var adjustment = value * 5f * lastFrameTime;
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if (value < 0f)
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adjustment = Math.Clamp(adjustment, value, -value);
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else
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adjustment = Math.Clamp(adjustment, -value, value);
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return adjustment;
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}
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}
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Reference in New Issue
Block a user