using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Client.Explosion;
[UsedImplicitly]
public sealed class ExplosionOverlay : Overlay
{
///
/// The explosion that needs to be drawn. This explosion is currently being processed by the server and
/// expanding outwards.
///
internal Explosion? ActiveExplosion;
///
/// This index specifies what parts of the currently expanding explosion should be drawn.
///
public int Index;
///
/// These explosions have finished expanding, but we will draw for a few more frames. This is important for
/// small explosions, as otherwise they disappear far too quickly.
///
internal List CompletedExplosions = new ();
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
///
/// How intense does the explosion have to be at a tile to advance to the next fire texture state?
///
public const int IntensityPerState = 12;
private ShaderInstance _shader;
public ExplosionOverlay()
{
IoCManager.InjectDependencies(this);
_shader = IoCManager.Resolve().Index("unshaded").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
{
var drawHandle = args.WorldHandle;
drawHandle.UseShader(_shader);
if (ActiveExplosion != null)
{
DrawExplosion(drawHandle, args.WorldBounds, ActiveExplosion, Index);
}
foreach (var exp in CompletedExplosions)
{
DrawExplosion(drawHandle, args.WorldBounds, exp, exp.Intensity.Count);
}
drawHandle.SetTransform(Matrix3.Identity);
}
private void DrawExplosion(DrawingHandleWorld drawHandle, Box2Rotated worldBounds, Explosion exp, int index)
{
if (exp.Map != _eyeManager.CurrentMap)
return;
Box2 gridBounds;
foreach (var (gridId, tiles) in exp.Tiles)
{
if (!_mapManager.TryGetGrid(gridId, out var grid))
continue;
gridBounds = grid.InvWorldMatrix.TransformBox(worldBounds);
drawHandle.SetTransform(grid.WorldMatrix);
DrawTiles(drawHandle, gridBounds, index, tiles, exp);
}
if (exp.SpaceTiles == null)
return;
gridBounds = Matrix3.Invert(exp.SpaceMatrix).TransformBox(worldBounds);
drawHandle.SetTransform(exp.SpaceMatrix);
DrawTiles(drawHandle, gridBounds, index, exp.SpaceTiles, exp);
}
private void DrawTiles(
DrawingHandleWorld drawHandle,
Box2 gridBounds,
int index,
Dictionary> tileSets,
Explosion exp)
{
for (var j = 0; j < index; j++)
{
if (!tileSets.TryGetValue(j, out var tiles))
continue;
var frameIndex = (int) Math.Min(exp.Intensity[j] / IntensityPerState, exp.FireFrames.Count - 1);
var frames = exp.FireFrames[frameIndex];
foreach (var tile in tiles)
{
Vector2 bottomLeft = (tile.X, tile.Y);
if (!gridBounds.Contains((bottomLeft + 0.5f) * 1f))
continue;
var texture = _robustRandom.Pick(frames);
drawHandle.DrawTexture(texture, bottomLeft, exp.FireColor);
}
}
}
}