using System; using System.Collections.Generic; using System.Linq; using Content.Shared.GameObjects.Components; using JetBrains.Annotations; using Robust.Client.Animations; using Robust.Client.GameObjects; using Robust.Shared.Animations; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Log; using Robust.Shared.Maths; using Robust.Shared.Random; using Robust.Shared.Serialization; using Robust.Shared.ViewVariables; namespace Content.Client.GameObjects.Components { #region LIGHT_BEHAVIOURS /// /// Base class for all light behaviours to derive from. /// This AnimationTrack derivative does not rely on keyframes since it often needs to have a randomized duration. /// [Serializable] public abstract class LightBehaviourAnimationTrack : AnimationTrackProperty, IExposeData { [ViewVariables] public string ID { get; set; } [ViewVariables] public string Property { get; protected set; } [ViewVariables] public bool IsLooped { get; set; } [ViewVariables] public bool Enabled { get; set; } [ViewVariables] public float StartValue { get; set; } [ViewVariables] public float EndValue { get; set; } [ViewVariables] public float MinDuration { get; set; } [ViewVariables] public float MaxDuration { get; set; } [ViewVariables] public AnimationInterpolationMode InterpolateMode { get; set; } [ViewVariables] protected float MaxTime { get; set; } protected PointLightComponent Light = default; protected IRobustRandom RobustRandom = default; private float _maxTime = default; public virtual void ExposeData(ObjectSerializer serializer) { serializer.DataField(this, x => x.ID, "id", string.Empty); serializer.DataField(this, x => x.IsLooped, "isLooped", false); serializer.DataField(this, x => x.Enabled, "enabled", false); serializer.DataField(this, x => x.StartValue, "startValue", 0f); serializer.DataField(this, x => x.EndValue, "endValue", 2f); serializer.DataField(this, x => x.MinDuration, "minDuration", -1f); serializer.DataField(this, x => x.MaxDuration, "maxDuration", 2f); serializer.DataField(this, x => x.Property, "property", "Radius"); serializer.DataField(this, x => x.InterpolateMode, "interpolate", AnimationInterpolationMode.Linear); } public void Initialize(PointLightComponent light) { Light = light; RobustRandom = IoCManager.Resolve(); if (Enabled) { Light.Enabled = true; } OnInitialize(); } public void UpdatePlaybackValues(Animation owner) { Light.Enabled = true; if (MinDuration > 0) { MaxTime = (float) RobustRandom.NextDouble() * (MaxDuration - MinDuration) + MinDuration; } else { MaxTime = MaxDuration; } owner.Length = TimeSpan.FromSeconds(MaxTime); } public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback() { OnStart(); return (-1, _maxTime); } protected void ApplyProperty(object value) { if (Property == null) { throw new InvalidOperationException("Property parameter is null! Check the prototype!"); } if (Light is IAnimationProperties properties) { properties.SetAnimatableProperty(Property, value); } else { AnimationHelper.SetAnimatableProperty(Light, Property, value); } } protected override void ApplyProperty(object context, object value) { ApplyProperty(value); } public virtual void OnInitialize() { } public virtual void OnStart() { } } /// /// A light behaviour that alternates between StartValue and EndValue /// [UsedImplicitly] public class PulseBehaviour : LightBehaviourAnimationTrack { public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback( object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime) { var playingTime = prevPlayingTime + frameTime; var interpolateValue = playingTime / MaxTime; if (Property == "Enabled") // special case for boolean { ApplyProperty(interpolateValue < 0.5f? true : false); return (-1, playingTime); } if (interpolateValue < 0.5f) { switch (InterpolateMode) { case AnimationInterpolationMode.Linear: ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue * 2f)); break; case AnimationInterpolationMode.Cubic: ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue * 2f)); break; default: case AnimationInterpolationMode.Nearest: ApplyProperty(StartValue); break; } } else { switch (InterpolateMode) { case AnimationInterpolationMode.Linear: ApplyProperty(InterpolateLinear(EndValue, StartValue, (interpolateValue - 0.5f) * 2f)); break; case AnimationInterpolationMode.Cubic: ApplyProperty(InterpolateCubic(StartValue, EndValue, StartValue, EndValue, (interpolateValue - 0.5f) * 2f)); break; default: case AnimationInterpolationMode.Nearest: ApplyProperty(EndValue); break; } } return (-1, playingTime); } } /// /// A light behaviour that interpolates from StartValue to EndValue /// [UsedImplicitly] public class FadeBehaviour : LightBehaviourAnimationTrack { public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback( object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime) { var playingTime = prevPlayingTime + frameTime; var interpolateValue = playingTime / MaxTime; if (Property == "Enabled") // special case for boolean { ApplyProperty(interpolateValue < EndValue? true : false); return (-1, playingTime); } switch (InterpolateMode) { case AnimationInterpolationMode.Linear: ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue)); break; case AnimationInterpolationMode.Cubic: ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue)); break; default: case AnimationInterpolationMode.Nearest: ApplyProperty(interpolateValue < 0.5f ? StartValue : EndValue); break; } return (-1, playingTime); } } /// /// A light behaviour that interpolates using random values chosen between StartValue and EndValue. /// [UsedImplicitly] public class RandomizeBehaviour : LightBehaviourAnimationTrack { private object _randomValue1 = default; private object _randomValue2 = default; private object _randomValue3 = default; private object _randomValue4 = default; public override void OnInitialize() { _randomValue2 = InterpolateLinear(StartValue, EndValue, (float) RobustRandom.NextDouble()); _randomValue3 = InterpolateLinear(StartValue, EndValue, (float) RobustRandom.NextDouble()); _randomValue4 = InterpolateLinear(StartValue, EndValue, (float) RobustRandom.NextDouble()); } public override void OnStart() { if (Property == "Enabled") // special case for boolean, we randomize it { ApplyProperty(RobustRandom.NextDouble() < 0.5 ? true : false); return; } if (InterpolateMode == AnimationInterpolationMode.Cubic) { _randomValue1 = _randomValue2; _randomValue2 = _randomValue3; } _randomValue3 = _randomValue4; _randomValue4 = InterpolateLinear(StartValue, EndValue, (float) RobustRandom.NextDouble()); } public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback( object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime) { var playingTime = prevPlayingTime + frameTime; var interpolateValue = playingTime / MaxTime; if (Property == "Enabled") { return (-1, playingTime); } switch (InterpolateMode) { case AnimationInterpolationMode.Linear: ApplyProperty(InterpolateLinear(_randomValue3, _randomValue4, interpolateValue)); break; case AnimationInterpolationMode.Cubic: ApplyProperty(InterpolateCubic(_randomValue1, _randomValue2, _randomValue3, _randomValue4, interpolateValue)); break; default: case AnimationInterpolationMode.Nearest: ApplyProperty(interpolateValue < 0.5f ? _randomValue3 : _randomValue4); break; } return (-1, playingTime); } } /// /// A light behaviour that cycles through a list of colors. /// [UsedImplicitly] public class ColorCycleBehaviour : LightBehaviourAnimationTrack { public List ColorsToCycle { get; set; } private int _colorIndex = 0; public override void OnStart() { _colorIndex++; if (_colorIndex > ColorsToCycle.Count - 1) { _colorIndex = 0; } } public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback( object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime) { var playingTime = prevPlayingTime + frameTime; var interpolateValue = playingTime / MaxTime; switch (InterpolateMode) { case AnimationInterpolationMode.Linear: ApplyProperty(InterpolateLinear(ColorsToCycle[(_colorIndex - 1) % ColorsToCycle.Count], ColorsToCycle[_colorIndex], interpolateValue)); break; case AnimationInterpolationMode.Cubic: ApplyProperty(InterpolateCubic(ColorsToCycle[_colorIndex], ColorsToCycle[(_colorIndex + 1) % ColorsToCycle.Count], ColorsToCycle[(_colorIndex + 2) % ColorsToCycle.Count], ColorsToCycle[(_colorIndex + 3) % ColorsToCycle.Count], interpolateValue)); break; default: case AnimationInterpolationMode.Nearest: ApplyProperty(ColorsToCycle[_colorIndex]); break; } return (-1, playingTime); } public override void ExposeData(ObjectSerializer serializer) { serializer.DataField(this, x => x.ID, "id", string.Empty); serializer.DataField(this, x => x.IsLooped, "isLooped", false); serializer.DataField(this, x => x.Enabled, "enabled", false); serializer.DataField(this, x => x.MinDuration, "minDuration", -1f); serializer.DataField(this, x => x.MaxDuration, "maxDuration", 2f); serializer.DataField(this, x => x.InterpolateMode, "interpolate", AnimationInterpolationMode.Linear); ColorsToCycle = serializer.ReadDataField("colors", new List()); Property = "Color"; if (ColorsToCycle.Count < 2) { throw new InvalidOperationException($"{nameof(ColorCycleBehaviour)} has less than 2 colors to cycle"); } } } #endregion /// /// A component which applies a specific behaviour to a PointLightComponent on its owner. /// [RegisterComponent] public class LightBehaviourComponent : SharedLightBehaviourComponent { private const string KeyPrefix = nameof(LightBehaviourComponent); private class AnimationContainer { public AnimationContainer(int key, Animation animation, LightBehaviourAnimationTrack track) { Key = key; Animation = animation; LightBehaviour = track; } public string FullKey => KeyPrefix + Key; public int Key { get; set; } public Animation Animation { get; set; } public LightBehaviourAnimationTrack LightBehaviour { get; set; } } [ViewVariables(VVAccess.ReadOnly)] private readonly List _animations = new(); private float _originalRadius = default; private float _originalEnergy = default; private Angle _originalRotation = default; private Color _originalColor = default; private bool _originalEnabled = default; private PointLightComponent _lightComponent = default; private AnimationPlayerComponent _animationPlayer = default; protected override void Startup() { base.Startup(); CopyLightSettings(); _animationPlayer = Owner.EnsureComponent(); _animationPlayer.AnimationCompleted += s => OnAnimationCompleted(s); foreach (var container in _animations) { container.LightBehaviour.Initialize(_lightComponent); } // we need to initialize all behaviours before starting any foreach (var container in _animations) { if (container.LightBehaviour.Enabled) { StartLightBehaviour(container.LightBehaviour.ID); } } } private void OnAnimationCompleted(string key) { var container = _animations.FirstOrDefault(x => x.FullKey == key); if (container.LightBehaviour.IsLooped) { container.LightBehaviour.UpdatePlaybackValues(container.Animation); _animationPlayer.Play(container.Animation, container.FullKey); } } /// /// If we disable all the light behaviours we want to be able to revert the light to its original state. /// private void CopyLightSettings() { if (Owner.TryGetComponent(out _lightComponent)) { _originalColor = _lightComponent.Color; _originalEnabled = _lightComponent.Enabled; _originalEnergy = _lightComponent.Energy; _originalRadius = _lightComponent.Radius; _originalRotation = _lightComponent.Rotation; } else { Logger.Warning($"{Owner.Name} has a {nameof(LightBehaviourComponent)} but it has no {nameof(PointLightComponent)}! Check the prototype!"); } } /// /// Start animating a light behaviour with the specified ID. If the specified ID is empty, it will start animating all light behaviour entries. /// If specified light behaviours are already animating, calling this does nothing. /// Multiple light behaviours can have the same ID. /// public void StartLightBehaviour(string id = "") { foreach (var container in _animations) { if (container.LightBehaviour.ID == id || id == string.Empty) { if (!_animationPlayer.HasRunningAnimation(KeyPrefix + container.Key)) { container.LightBehaviour.UpdatePlaybackValues(container.Animation); _animationPlayer.Play(container.Animation, KeyPrefix + container.Key); } } } } /// /// If any light behaviour with the specified ID is animating, then stop it. /// If no ID is specified then all light behaviours will be stopped. /// Multiple light behaviours can have the same ID. /// /// /// Should the behaviour(s) also be removed permanently? /// Should the light have its original settings applied? public void StopLightBehaviour(string id = "", bool removeBehaviour = false, bool resetToOriginalSettings = false) { var toRemove = new List(); foreach (var container in _animations) { if (container.LightBehaviour.ID == id || id == string.Empty) { if (_animationPlayer.HasRunningAnimation(KeyPrefix + container.Key)) { _animationPlayer.Stop(KeyPrefix + container.Key); } if (removeBehaviour) { toRemove.Add(container); } } } foreach (var container in toRemove) { _animations.Remove(container); } if (resetToOriginalSettings) { _lightComponent.Color = _originalColor; _lightComponent.Enabled = _originalEnabled; _lightComponent.Energy = _originalEnergy; _lightComponent.Radius = _originalRadius; _lightComponent.Rotation = _originalRotation; } } /// /// Add a new light behaviour to the component and start it immediately unless otherwise specified. /// public void AddNewLightBehaviour(LightBehaviourAnimationTrack behaviour, bool playImmediately = true) { int key = 0; while (_animations.Any(x => x.Key == key)) { key++; } var animation = new Animation() { AnimationTracks = { behaviour } }; behaviour.Initialize(_lightComponent); var container = new AnimationContainer(key, animation, behaviour); _animations.Add(container); if (playImmediately) { StartLightBehaviour(behaviour.ID); } } public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); var behaviours = serializer.ReadDataField("behaviours", new List()); var key = 0; foreach (LightBehaviourAnimationTrack behaviour in behaviours) { var animation = new Animation() { AnimationTracks = { behaviour } }; _animations.Add(new AnimationContainer(key, animation, behaviour)); key++; } } } }