using System; using System.Collections.Immutable; using Content.Shared.Jittering; using Robust.Client.Animations; using Robust.Client.GameObjects; using Robust.Shared.Animations; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Maths; using Robust.Shared.Random; namespace Content.Client.Jittering { public sealed class JitteringSystem : SharedJitteringSystem { [Dependency] private readonly IRobustRandom _random = default!; private readonly float[] _sign = { -1, 1 }; private readonly string _jitterAnimationKey = "jittering"; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnStartup); SubscribeLocalEvent(OnShutdown); SubscribeLocalEvent(OnAnimationCompleted); } private void OnStartup(EntityUid uid, JitteringComponent jittering, ComponentStartup args) { if (!EntityManager.TryGetComponent(uid, out ISpriteComponent? sprite)) return; var animationPlayer = EntityManager.EnsureComponent(uid); animationPlayer.Play(GetAnimation(jittering, sprite), _jitterAnimationKey); } private void OnShutdown(EntityUid uid, JitteringComponent jittering, ComponentShutdown args) { if (EntityManager.TryGetComponent(uid, out AnimationPlayerComponent? animationPlayer)) animationPlayer.Stop(_jitterAnimationKey); if (EntityManager.TryGetComponent(uid, out SpriteComponent? sprite)) sprite.Offset = Vector2.Zero; } private void OnAnimationCompleted(EntityUid uid, JitteringComponent jittering, AnimationCompletedEvent args) { if(args.Key != _jitterAnimationKey) return; if(EntityManager.TryGetComponent(uid, out AnimationPlayerComponent? animationPlayer) && EntityManager.TryGetComponent(uid, out ISpriteComponent? sprite)) animationPlayer.Play(GetAnimation(jittering, sprite), _jitterAnimationKey); } private Animation GetAnimation(JitteringComponent jittering, ISpriteComponent sprite) { var amplitude = MathF.Min(4f, jittering.Amplitude / 100f + 1f) / 10f; var offset = new Vector2(_random.NextFloat(amplitude/4f, amplitude), _random.NextFloat(amplitude / 4f, amplitude / 3f)); offset.X *= _random.Pick(_sign); offset.Y *= _random.Pick(_sign); if (Math.Sign(offset.X) == Math.Sign(jittering.LastJitter.X) || Math.Sign(offset.Y) == Math.Sign(jittering.LastJitter.Y)) { // If the sign is the same as last time on both axis we flip one randomly // to avoid jitter staying in one quadrant too much. if (_random.Prob(0.5f)) offset.X *= -1; else offset.Y *= -1; } // Animation length shouldn't be too high so we will cap it at 2 seconds... var length = Math.Min((1f/jittering.Frequency), 2f); jittering.LastJitter = offset; return new Animation() { Length = TimeSpan.FromSeconds(length), AnimationTracks = { new AnimationTrackComponentProperty() { ComponentType = typeof(ISpriteComponent), Property = nameof(ISpriteComponent.Offset), KeyFrames = { new AnimationTrackProperty.KeyFrame(sprite.Offset, 0f), new AnimationTrackProperty.KeyFrame(offset, length), } } } }; } } }