using System.Numerics; using Content.Shared.Radiation.Components; using Robust.Client.GameObjects; using Robust.Client.Graphics; using Robust.Shared.Enums; using Robust.Shared.Graphics; using Robust.Shared.Map; using Robust.Shared.Physics; using Robust.Shared.Prototypes; using Robust.Shared.Timing; namespace Content.Client.Radiation.Overlays { public sealed class RadiationPulseOverlay : Overlay { private static readonly ProtoId RadiationShader = "Radiation"; [Dependency] private readonly IEntityManager _entityManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IGameTiming _gameTiming = default!; private TransformSystem? _transform; private const float MaxDist = 15.0f; public override OverlaySpace Space => OverlaySpace.WorldSpace; public override bool RequestScreenTexture => true; private readonly ShaderInstance _baseShader; private readonly Dictionary _pulses = new(); public RadiationPulseOverlay() { IoCManager.InjectDependencies(this); _baseShader = _prototypeManager.Index(RadiationShader).Instance().Duplicate(); } protected override bool BeforeDraw(in OverlayDrawArgs args) { RadiationQuery(args.Viewport.Eye); return _pulses.Count > 0; } protected override void Draw(in OverlayDrawArgs args) { if (ScreenTexture == null) return; var worldHandle = args.WorldHandle; var viewport = args.Viewport; foreach ((var shd, var instance) in _pulses.Values) { if (instance.CurrentMapCoords.MapId != args.MapId) continue; // To be clear, this needs to use "inside-viewport" pixels. // In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates). var tempCoords = viewport.WorldToLocal(instance.CurrentMapCoords.Position); tempCoords.Y = viewport.Size.Y - tempCoords.Y; shd?.SetParameter("renderScale", viewport.RenderScale); shd?.SetParameter("positionInput", tempCoords); shd?.SetParameter("range", instance.Range); var life = (_gameTiming.RealTime - instance.Start).TotalSeconds / instance.Duration; shd?.SetParameter("life", (float)life); // There's probably a very good reason not to do this. // Oh well! shd?.SetParameter("SCREEN_TEXTURE", viewport.RenderTarget.Texture); worldHandle.UseShader(shd); worldHandle.DrawRect(Box2.CenteredAround(instance.CurrentMapCoords.Position, new Vector2(instance.Range, instance.Range) * 2f), Color.White); } worldHandle.UseShader(null); } //Queries all pulses on the map and either adds or removes them from the list of rendered pulses based on whether they should be drawn (in range? on the same z-level/map? pulse entity still exists?) private void RadiationQuery(IEye? currentEye) { _transform ??= _entityManager.System(); if (currentEye == null) { _pulses.Clear(); return; } var currentEyeLoc = currentEye.Position; var pulses = _entityManager.EntityQueryEnumerator(); //Add all pulses that are not added yet but qualify while (pulses.MoveNext(out var pulseEntity, out var pulse)) { if (!_pulses.ContainsKey(pulseEntity) && PulseQualifies(pulseEntity, currentEyeLoc)) { _pulses.Add( pulseEntity, ( _baseShader.Duplicate(), new RadiationShaderInstance( _transform.GetMapCoordinates(pulseEntity), pulse.VisualRange, pulse.StartTime, pulse.VisualDuration ) ) ); } } var activeShaderIds = _pulses.Keys; foreach (var pulseEntity in activeShaderIds) //Remove all pulses that are added and no longer qualify { if (_entityManager.EntityExists(pulseEntity) && PulseQualifies(pulseEntity, currentEyeLoc) && _entityManager.TryGetComponent(pulseEntity, out RadiationPulseComponent? pulse)) { var shaderInstance = _pulses[pulseEntity]; shaderInstance.instance.CurrentMapCoords = _transform.GetMapCoordinates(pulseEntity); shaderInstance.instance.Range = pulse.VisualRange; } else { _pulses[pulseEntity].shd.Dispose(); _pulses.Remove(pulseEntity); } } } private bool PulseQualifies(EntityUid pulseEntity, MapCoordinates currentEyeLoc) { var transformComponent = _entityManager.GetComponent(pulseEntity); var transformSystem = _entityManager.System(); return transformComponent.MapID == currentEyeLoc.MapId && transformSystem.InRange(transformComponent.Coordinates, transformSystem.ToCoordinates(transformComponent.ParentUid, currentEyeLoc), MaxDist); } private sealed record RadiationShaderInstance(MapCoordinates CurrentMapCoords, float Range, TimeSpan Start, float Duration) { public MapCoordinates CurrentMapCoords = CurrentMapCoords; public float Range = Range; public TimeSpan Start = Start; public float Duration = Duration; }; } }