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