Files
tbd-station-14/Content.Client/GameObjects/Components/Suspicion/TraitorOverlay.cs
metalgearsloth 3e64fd56a1 Physics (#3452)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00

111 lines
3.7 KiB
C#

using Content.Shared.GameObjects.EntitySystems;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Client.GameObjects.Components.Suspicion
{
public class TraitorOverlay : Overlay
{
private readonly IEntityManager _entityManager;
private readonly IEyeManager _eyeManager;
private readonly IPlayerManager _playerManager;
public override OverlaySpace Space => OverlaySpace.ScreenSpace;
private readonly Font _font;
private readonly string _traitorText = Loc.GetString("Traitor");
public TraitorOverlay(
IEntityManager entityManager,
IResourceCache resourceCache,
IEyeManager eyeManager)
: base(nameof(TraitorOverlay))
{
_playerManager = IoCManager.Resolve<IPlayerManager>();
_entityManager = entityManager;
_eyeManager = eyeManager;
_font = new VectorFont(resourceCache.GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 10);
}
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
{
switch (currentSpace)
{
case OverlaySpace.ScreenSpace:
DrawScreen((DrawingHandleScreen) handle);
break;
}
}
private void DrawScreen(DrawingHandleScreen screen)
{
var viewport = _eyeManager.GetWorldViewport();
var ent = _playerManager.LocalPlayer?.ControlledEntity;
if (ent == null || ent.TryGetComponent(out SuspicionRoleComponent sus) != true)
{
return;
}
foreach (var (_, uid) in sus.Allies)
{
// Otherwise the entity can not exist yet
if (!_entityManager.TryGetEntity(uid, out var ally))
{
continue;
}
if (!ally.TryGetComponent(out IPhysBody physics))
{
continue;
}
if (!ExamineSystemShared.InRangeUnOccluded(ent.Transform.MapPosition, ally.Transform.MapPosition, 15,
entity => entity == ent || entity == ally))
{
continue;
}
// all entities have a TransformComponent
var transform = physics.Entity.Transform;
// if not on the same map, continue
if (transform.MapID != _eyeManager.CurrentMap || !transform.IsMapTransform)
{
continue;
}
var worldBox = physics.GetWorldAABB();
// if not on screen, or too small, continue
if (!worldBox.Intersects(in viewport) || worldBox.IsEmpty())
{
continue;
}
var screenCoordinates = _eyeManager.WorldToScreen(physics.GetWorldAABB().TopLeft + (0, 0.5f));
DrawString(screen, _font, screenCoordinates, _traitorText, Color.OrangeRed);
}
}
private static void DrawString(DrawingHandleScreen handle, Font font, Vector2 pos, string str, Color color)
{
var baseLine = new Vector2(pos.X, font.GetAscent(1) + pos.Y);
foreach (var chr in str)
{
var advance = font.DrawChar(handle, chr, baseLine, 1, color);
baseLine += new Vector2(advance, 0);
}
}
}
}