* initial commit - species prototype modifications - markings points as its own file - shared humanoid component * adds a tool to convert sprite accessories to markings (in go) * removes a fmt call * converts sprite accessory to markings * adds hair and facial hair to marking categories * multiple changes - humanoid visualizer system - markings modifications for visualizer - modifications to shared humanoid component - lays out a base for humanoid system * hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little * squishes the initialize event calls into one function adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet) * makes the sprite pipeline more obvious * apply all markings, hidden layer set replacement * ensures that markings are cleared when the new set is applied * starts refactoring markingsset (unfinished) * more additions to the markingset api * adds constructor logic to markingset * adds a method to filter out markings in a set based on a given species * fixes enumerators in markingset * adds validator into MarkingSet, fixes ForwardMarkingEnumerator * modifications to the humanoid visual system * ensuredefault in markingset * oop * fixes up data keys, populates OnAppearanceChange in visualizer * changes to humanoid component, markings marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent * markings are now applied the visualizer by diffing them * base sprites are now applied to humanoids from humanoidvisualizer * passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes) * custom base layers on humanoids * merges all data keys into one data class for humanoid visualizers * setappearance in sharedhumanoidsystem, removes custombaselayercolors * humanoidcomponent, system (empty) in server * adds some basic public API functions to HumanoidSystem * add marking, remove marking * changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem * ensuredefaultmarkings, oninit for humanoids * markingmanager API changes * removes MarkingsSet * LoadProfile, adjusts randomization in humanoid appearance to account for species * base layer settings in humanoidsystem, eye color from profile * rearranges files to centralize under Humanoid namespace * more reorganization, deletes some stuff gotta break stuff to make other things work, right? goodbye SpriteAccessory... * fixes a good chunk of server-side issues still does not compile, yet * singlemarkingpicker xaml layout * singlemarkingpicker logic * magic mirror window (varying pieces of it, mostly client-oriented) * removes some imports, gives MagicMirror a BUI class (not filled in yet) * populates magic mirror BUI functionality / window callbacks * fixes up some errors in humanoidprofileeditor * changes to SingleMarkingPicker SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category * fixes up hair pickers on humanoid profile editor * fixes the errors in markingpicker * markingsystem is now gone * fixes a bunch of build errors * so that's why i did it like that * namespace issues, adds robustxamlloader to singlemarkingpicker * another robustxamlloader * human, lizard sprites/points * prototype fixes, deletion of old spriteaccessory * component registration, fixes dwarf skin toning no, 'ReptilianToned' does not exist * removes component registration from abstract humanoid component * visualizer data now cloneable * serialize for visualizer key * zero-count edge case * missing semi-colon moment * setspecies in humanoidsystem * ensures that default markings, if empty, will cause ensuredefault to skip over that given category * tryadd instead of add * whoops * diff and apply should properly apply markings now * always ensure default, fixes double load for player spawning * apply skin color now sets the skin color property in humanoidcomponent * removes sprite from a few species prototypes * sprite changes for specific base layers based on humanoid sex * layer ordering fix, and a missing base layer should now disallow markings on that layer * anymarking base layer, adds the right leg/foot for humans * loading a profile will now clear all markings on that humanoid * adds missing layers for humans * separates species.yml into respective species prototype files * ensures that if layer visibility was changed, all markings have to be reapplied * server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair * slime fix, clothingsystem now dictates layer visibility server side * sussy * layer settings should now ensure a marking should match the skin tone * whoops * skincolor static class and functions in UI * skin color validation in humanoidcharacterappearance * markingpicker now shows only the markings for the selected category in used * getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists * FilterSpecies no longer attempts to do removal while iterating * expands for SingleMarkingPicker * humanoid base dummy has blank layers now (and snout/tail/headside/headtop) * fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same * whoops * adds edge case handlers for count differences in humanoid markings * preview now loads profile instead of directly setting appearance * moves marking set loading to update controls * clones a marking set in markingpicker by using the deep clone constructor * whoops (deep cloning a marking now copies the marking id) * adds replace function for markingset * points should now update after the markings are remove/added * merging base layer sprites into a humanoid should now clear them before merging * sets dirty range start to count only if the dirty range start was never set above 0 * fixes up some issues with singlemarkingpicker * color selector sliders in single marking picker should now expand * hair from hair pickers should now apply in profile loading (client-side) * category in singlemarkingpicker now sets the private category variable * slot selector should now populate * single marking picker buttons now have text, also shows the category name over all user-clickable elements * removes a comment * removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair * random skin color, eye color * populate colors now checks if the marking count is greater than zero in singlemarkingpicker * hair/facial hair pickers now just get the first possible hair from the respective species list * different approach to random skin color * oh, that's why it wasn't working * randomize everything now just updates every single control * selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache, * markingmanager now uses OnlyWhitelisted to populate by category and species * filterspecies now uses onlyWhitelist to filter markings based on whitelist or not * oops * ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called * order of operations for the horizontal expand for add/remove * hair pickers should now update when you add/remove the hair slot * fixes variable naming error in character appearance * loc string fix in singlemarkingpicker * lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs * having zero possible hairs should no longer cause an exception in randomization * setting species should now update hair pickers * ignore categories for marking picker * and a clear as well for the category button * places that functionality in its own function instead * adds eye base sprite, vox now also have their own custom eye sprites * loading a profile client-side should do FilterSpecies for markings now * client-side load profile does filter species after adding in the hairs now * magic mirror * callbacks now call the callback instead of adding it on construct * whoops * in removemarking too * adds missing synchronize calls * comments out an updateinterface call in magic mirror * magic mirror window title, minimum sizing * fixes minsize, adds warning for players who try to set their hair for species that have no hair * removes spaces in xaml * namespace changes/organization * whoopsie (merge conflicts) * re-enables identity from humanoid component * damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum * removes commas from json * changes to visuals system so the change is consistent * chest * reptilian * visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it not a big fan of this * adds a check in applybasesprites * adding/removing parts should now make them invisible on a humanoid * body part removal/adding now enumerates over sublayers instead * synchro now runs in bodycomponent startup * parts instead of slots * humanoidcompnent check * switches from rsi to actualrsi * removes all the body stuff (too slow) * cleans up resolves from humanoid visualizer system * merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes) * not forgetting that one again * merging now returns an actual dirty value * replaces the sequenceequal with a more accurate solution * permanent layers, layer visibility on add/remove part in body * should send all hidden layers over now * isdirty in visualizer system for base layers * isdirty checks count as well * ok, IsDirty should now set the base layers if the merged sprites are different * equals override in HumanoidSpritePrototypes.cs temporary until record prototypes :heck: * makes fields readonly, equates IDs instead * adds forced markings through marking picker * forced in humanoidsystem api, ignorespecies in markingpicker * marking bui * makes that serializable as well * ignore species/forced toggles now work * adds icon to modifier verb, interface and keys to humanoid bases * needs the actual enum value to open, no? * makes the key the actual key * actions now propagate upwards * ignore species when set now repopulates markingpicker * modifiable base layers in the markings window * oops! * layout changes * info box should now appear * adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window * collapsible layout moment * if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible * small change to marking visibility * small changes to modifier UI * markings now match skin on zombification * zombie stuff * makes the line edit in marking modifier window more obvious * disables vox on round start * horizontal expand on the single label in base layer modifiers * humanoid profiles in prototypes * randomhumanoidappearance won't work if the humanoid has a profile already stored * removes unused code * documentation in humanoidsystem server-side * documentation in shared/client * whoops * converts accessory into marking in locale files (also adds marking loc string into single marking picker) * be gone, shared humanoid appearance system from the last upstream merge * species ignore on randomization (defaults to no ignored species) * more upstream merge parts that bypassed any errors before merge * addresses review (also just adds typeserializers in some places) * submodule moment * upstream merge issues
698 lines
28 KiB
C#
698 lines
28 KiB
C#
using System.Linq;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Robust.Client.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.Damage;
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/// <summary>
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/// A simple visualizer for any entity with a DamageableComponent
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/// to display the status of how damaged it is.
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///
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/// Can either be an overlay for an entity, or target multiple
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/// layers on the same entity.
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///
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/// This can be disabled dynamically by passing into SetData,
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/// key DamageVisualizerKeys.Disabled, value bool
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/// (DamageVisualizerKeys lives in Content.Shared.Damage)
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///
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/// Damage layers, if targeting layers, can also be dynamically
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/// disabled if needed by passing into SetData, the name/enum
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/// of the sprite layer, and then passing in a bool value
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/// (true to enable, false to disable).
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/// </summary>
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public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private const string SawmillName = "DamageVisuals";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageVisualsComponent, ComponentInit>(InitializeEntity);
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}
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private void InitializeEntity(EntityUid entity, DamageVisualsComponent comp, ComponentInit args)
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{
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VerifyVisualizerSetup(entity, comp);
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if (!comp.Valid)
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{
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RemCompDeferred<DamageVisualsComponent>(entity);
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return;
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}
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InitializeVisualizer(entity, comp);
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}
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private void VerifyVisualizerSetup(EntityUid entity, DamageVisualsComponent damageVisComp)
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{
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if (damageVisComp.Thresholds.Count < 1)
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{
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Logger.ErrorS(SawmillName, $"Thresholds were invalid for entity {entity}. Thresholds: {damageVisComp.Thresholds}");
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damageVisComp.Valid = false;
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return;
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}
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if (damageVisComp.Divisor == 0)
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{
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Logger.ErrorS(SawmillName, $"Divisor for {entity} is set to zero.");
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damageVisComp.Valid = false;
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return;
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}
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if (damageVisComp.Overlay)
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{
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if (damageVisComp.DamageOverlayGroups == null && damageVisComp.DamageOverlay == null)
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{
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Logger.ErrorS(SawmillName, $"Enabled overlay without defined damage overlay sprites on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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if (damageVisComp.TrackAllDamage && damageVisComp.DamageOverlay == null)
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{
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Logger.ErrorS(SawmillName, $"Enabled all damage tracking without a damage overlay sprite on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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if (!damageVisComp.TrackAllDamage && damageVisComp.DamageOverlay != null)
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{
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Logger.WarningS(SawmillName, $"Disabled all damage tracking with a damage overlay sprite on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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if (damageVisComp.TrackAllDamage && damageVisComp.DamageOverlayGroups != null)
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{
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Logger.WarningS(SawmillName, $"Enabled all damage tracking with damage overlay groups on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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}
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else if (!damageVisComp.Overlay)
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{
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if (damageVisComp.TargetLayers == null)
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{
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Logger.ErrorS(SawmillName, $"Disabled overlay without target layers on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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if (damageVisComp.DamageOverlayGroups != null || damageVisComp.DamageOverlay != null)
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{
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Logger.ErrorS(SawmillName, $"Disabled overlay with defined damage overlay sprites on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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if (damageVisComp.DamageGroup == null)
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{
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Logger.ErrorS(SawmillName, $"Disabled overlay without defined damage group on {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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}
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if (damageVisComp.DamageOverlayGroups != null && damageVisComp.DamageGroup != null)
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{
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Logger.WarningS(SawmillName, $"Damage overlay sprites and damage group are both defined on {entity}.");
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}
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if (damageVisComp.DamageOverlay != null && damageVisComp.DamageGroup != null)
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{
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Logger.WarningS(SawmillName, $"Damage overlay sprites and damage group are both defined on {entity}.");
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}
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}
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private void InitializeVisualizer(EntityUid entity, DamageVisualsComponent damageVisComp)
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{
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if (!TryComp(entity, out SpriteComponent? spriteComponent)
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|| !TryComp<DamageableComponent?>(entity, out var damageComponent)
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|| !HasComp<AppearanceComponent>(entity))
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return;
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damageVisComp.Thresholds.Add(FixedPoint2.Zero);
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damageVisComp.Thresholds.Sort();
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if (damageVisComp.Thresholds[0] != 0)
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{
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Logger.ErrorS(SawmillName, $"Thresholds were invalid for entity {entity}. Thresholds: {damageVisComp.Thresholds}");
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damageVisComp.Valid = false;
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return;
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}
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// If the damage container on our entity's DamageableComponent
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// is not null, we can try to check through its groups.
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if (damageComponent.DamageContainerID != null
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&& _prototypeManager.TryIndex<DamageContainerPrototype>(damageComponent.DamageContainerID, out var damageContainer))
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{
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// Are we using damage overlay sprites by group?
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// Check if the container matches the supported groups,
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// and start caching the last threshold.
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if (damageVisComp.DamageOverlayGroups != null)
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{
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foreach (var damageType in damageVisComp.DamageOverlayGroups.Keys)
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{
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if (!damageContainer.SupportedGroups.Contains(damageType))
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{
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Logger.ErrorS(SawmillName, $"Damage key {damageType} was invalid for entity {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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damageVisComp.LastThresholdPerGroup.Add(damageType, FixedPoint2.Zero);
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}
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}
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// Are we tracking a single damage group without overlay instead?
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// See if that group is in our entity's damage container.
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else if (!damageVisComp.Overlay && damageVisComp.DamageGroup != null)
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{
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if (!damageContainer.SupportedGroups.Contains(damageVisComp.DamageGroup))
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{
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Logger.ErrorS(SawmillName, $"Damage keys were invalid for entity {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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damageVisComp.LastThresholdPerGroup.Add(damageVisComp.DamageGroup, FixedPoint2.Zero);
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}
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}
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// Ditto above, but instead we go through every group.
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else // oh boy! time to enumerate through every single group!
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{
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var damagePrototypeIdList = _prototypeManager.EnumeratePrototypes<DamageGroupPrototype>()
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.Select((p, _) => p.ID)
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.ToList();
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if (damageVisComp.DamageOverlayGroups != null)
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{
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foreach (var damageType in damageVisComp.DamageOverlayGroups.Keys)
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{
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if (!damagePrototypeIdList.Contains(damageType))
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{
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Logger.ErrorS(SawmillName, $"Damage keys were invalid for entity {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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damageVisComp.LastThresholdPerGroup.Add(damageType, FixedPoint2.Zero);
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}
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}
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else if (damageVisComp.DamageGroup != null)
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{
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if (!damagePrototypeIdList.Contains(damageVisComp.DamageGroup))
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{
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Logger.ErrorS(SawmillName, $"Damage keys were invalid for entity {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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damageVisComp.LastThresholdPerGroup.Add(damageVisComp.DamageGroup, FixedPoint2.Zero);
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}
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}
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// If we're targeting any layers, and the amount of
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// layers is greater than zero, we start reserving
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// all the layers needed to track damage groups
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// on the entity.
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if (damageVisComp.TargetLayers is { Count: > 0 })
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{
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// This should ensure that the layers we're targeting
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// are valid for the visualizer's use.
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//
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// If the layer doesn't have a base state, or
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// the layer key just doesn't exist, we skip it.
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foreach (var key in damageVisComp.TargetLayers)
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{
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if (!spriteComponent.LayerMapTryGet(key, out var index))
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{
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Logger.WarningS(SawmillName, $"Layer at key {key} was invalid for entity {entity}.");
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continue;
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}
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damageVisComp.TargetLayerMapKeys.Add(key);
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}
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// Similar to damage overlay groups, if none of the targeted
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// sprite layers could be used, we display an error and
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// invalidate the visualizer without crashing.
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if (damageVisComp.TargetLayerMapKeys.Count == 0)
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{
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Logger.ErrorS(SawmillName, $"Target layers were invalid for entity {entity}.");
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damageVisComp.Valid = false;
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return;
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}
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// Otherwise, we start reserving layers. Since the filtering
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// loop above ensures that all of these layers are not null,
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// and have valid state IDs, there should be no issues.
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foreach (var layer in damageVisComp.TargetLayerMapKeys)
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{
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var layerCount = spriteComponent.AllLayers.Count();
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var index = spriteComponent.LayerMapGet(layer);
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// var layerState = spriteComponent.LayerGetState(index).ToString()!;
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if (index + 1 != layerCount)
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{
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index += 1;
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}
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damageVisComp.LayerMapKeyStates.Add(layer, layer.ToString());
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// If we're an overlay, and we're targeting groups,
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// we reserve layers per damage group.
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if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null)
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{
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foreach (var (group, sprite) in damageVisComp.DamageOverlayGroups)
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{
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AddDamageLayerToSprite(spriteComponent,
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sprite,
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$"{layer}_{group}_{damageVisComp.Thresholds[1]}",
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$"{layer}{group}",
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index);
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}
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damageVisComp.DisabledLayers.Add(layer, false);
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}
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// If we're not targeting groups, and we're still
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// using an overlay, we instead just add a general
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// overlay that reflects on how much damage
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// was taken.
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else if (damageVisComp.DamageOverlay != null)
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{
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AddDamageLayerToSprite(spriteComponent,
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damageVisComp.DamageOverlay,
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$"{layer}_{damageVisComp.Thresholds[1]}",
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$"{layer}trackDamage",
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index);
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damageVisComp.DisabledLayers.Add(layer, false);
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}
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}
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}
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// If we're not targeting layers, however,
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// we should ensure that we instead
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// reserve it as an overlay.
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else
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{
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if (damageVisComp.DamageOverlayGroups != null)
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{
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foreach (var (group, sprite) in damageVisComp.DamageOverlayGroups)
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{
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AddDamageLayerToSprite(spriteComponent,
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sprite,
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$"DamageOverlay_{group}_{damageVisComp.Thresholds[1]}",
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$"DamageOverlay{group}");
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damageVisComp.TopMostLayerKey = $"DamageOverlay{group}";
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}
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}
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else if (damageVisComp.DamageOverlay != null)
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{
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AddDamageLayerToSprite(spriteComponent,
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damageVisComp.DamageOverlay,
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$"DamageOverlay_{damageVisComp.Thresholds[1]}",
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"DamageOverlay");
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damageVisComp.TopMostLayerKey = $"DamageOverlay";
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}
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}
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}
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/// <summary>
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/// Adds a damage tracking layer to a given sprite component.
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/// </summary>
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private void AddDamageLayerToSprite(SpriteComponent spriteComponent, DamageVisualizerSprite sprite, string state, string mapKey, int? index = null)
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{
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var newLayer = spriteComponent.AddLayer(
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new SpriteSpecifier.Rsi(
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new ResourcePath(sprite.Sprite), state
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), index);
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spriteComponent.LayerMapSet(mapKey, newLayer);
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if (sprite.Color != null)
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spriteComponent.LayerSetColor(newLayer, Color.FromHex(sprite.Color));
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spriteComponent.LayerSetVisible(newLayer, false);
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}
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protected override void OnAppearanceChange(EntityUid uid, DamageVisualsComponent damageVisComp, ref AppearanceChangeEvent args)
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{
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// how is this still here?
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if (!damageVisComp.Valid)
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return;
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// If this was passed into the component, we update
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// the data to ensure that the current disabled
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// bool matches.
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if (args.Component.TryGetData<bool>(DamageVisualizerKeys.Disabled, out var disabledStatus))
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damageVisComp.Disabled = disabledStatus;
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if (damageVisComp.Disabled)
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return;
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HandleDamage(args.Component, damageVisComp);
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}
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private void HandleDamage(AppearanceComponent component, DamageVisualsComponent damageVisComp)
|
|
{
|
|
if (!TryComp(component.Owner, out SpriteComponent? spriteComponent)
|
|
|| !TryComp(component.Owner, out DamageableComponent? damageComponent))
|
|
return;
|
|
|
|
if (damageVisComp.TargetLayers != null && damageVisComp.DamageOverlayGroups != null)
|
|
UpdateDisabledLayers(spriteComponent, component, damageVisComp);
|
|
|
|
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null && damageVisComp.TargetLayers == null)
|
|
CheckOverlayOrdering(spriteComponent, damageVisComp);
|
|
|
|
if (component.TryGetData<bool>(DamageVisualizerKeys.ForceUpdate, out var update)
|
|
&& update)
|
|
{
|
|
ForceUpdateLayers(damageComponent, spriteComponent, damageVisComp);
|
|
return;
|
|
}
|
|
|
|
if (damageVisComp.TrackAllDamage)
|
|
{
|
|
UpdateDamageVisuals(damageComponent, spriteComponent, damageVisComp);
|
|
}
|
|
else if (component.TryGetData(DamageVisualizerKeys.DamageUpdateGroups, out DamageVisualizerGroupData data))
|
|
{
|
|
UpdateDamageVisuals(data.GroupList, damageComponent, spriteComponent, damageVisComp);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if any layers were disabled in the last
|
|
/// data update. Disabled layers mean that the
|
|
/// layer will no longer be visible, or obtain
|
|
/// any damage updates.
|
|
/// </summary>
|
|
private void UpdateDisabledLayers(SpriteComponent spriteComponent, AppearanceComponent component, DamageVisualsComponent damageVisComp)
|
|
{
|
|
foreach (var layer in damageVisComp.TargetLayerMapKeys)
|
|
{
|
|
bool? layerStatus = null;
|
|
if (component.TryGetData<bool>(layer, out var layerStateEnum))
|
|
layerStatus = layerStateEnum;
|
|
|
|
if (layerStatus == null)
|
|
continue;
|
|
|
|
if (damageVisComp.DisabledLayers[layer] != (bool) layerStatus)
|
|
{
|
|
damageVisComp.DisabledLayers[layer] = (bool) layerStatus;
|
|
if (!damageVisComp.TrackAllDamage && damageVisComp.DamageOverlayGroups != null)
|
|
{
|
|
foreach (var damageGroup in damageVisComp.DamageOverlayGroups!.Keys)
|
|
{
|
|
spriteComponent.LayerSetVisible($"{layer}{damageGroup}", damageVisComp.DisabledLayers[layer]);
|
|
}
|
|
}
|
|
else if (damageVisComp.TrackAllDamage)
|
|
spriteComponent.LayerSetVisible($"{layer}trackDamage", damageVisComp.DisabledLayers[layer]);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks the overlay ordering on the current
|
|
/// sprite component, compared to the
|
|
/// data for the visualizer. If the top
|
|
/// most layer doesn't match, the sprite
|
|
/// layers are recreated and placed on top.
|
|
/// </summary>
|
|
private void CheckOverlayOrdering(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
|
|
{
|
|
if (spriteComponent[damageVisComp.TopMostLayerKey] != spriteComponent[spriteComponent.AllLayers.Count() - 1])
|
|
{
|
|
if (!damageVisComp.TrackAllDamage && damageVisComp.DamageOverlayGroups != null)
|
|
{
|
|
foreach (var (damageGroup, sprite) in damageVisComp.DamageOverlayGroups)
|
|
{
|
|
var threshold = damageVisComp.LastThresholdPerGroup[damageGroup];
|
|
ReorderOverlaySprite(spriteComponent,
|
|
damageVisComp,
|
|
sprite,
|
|
$"DamageOverlay{damageGroup}",
|
|
$"DamageOverlay_{damageGroup}",
|
|
threshold);
|
|
}
|
|
}
|
|
else if (damageVisComp.TrackAllDamage && damageVisComp.DamageOverlay != null)
|
|
{
|
|
ReorderOverlaySprite(spriteComponent,
|
|
damageVisComp,
|
|
damageVisComp.DamageOverlay,
|
|
$"DamageOverlay",
|
|
$"DamageOverlay",
|
|
damageVisComp.LastDamageThreshold);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void ReorderOverlaySprite(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, DamageVisualizerSprite sprite, string key, string statePrefix, FixedPoint2 threshold)
|
|
{
|
|
spriteComponent.LayerMapTryGet(key, out var spriteLayer);
|
|
var visibility = spriteComponent[spriteLayer].Visible;
|
|
spriteComponent.RemoveLayer(spriteLayer);
|
|
if (threshold == FixedPoint2.Zero) // these should automatically be invisible
|
|
threshold = damageVisComp.Thresholds[1];
|
|
spriteLayer = spriteComponent.AddLayer(
|
|
new SpriteSpecifier.Rsi(
|
|
new ResourcePath(sprite.Sprite),
|
|
$"{statePrefix}_{threshold}"
|
|
),
|
|
spriteLayer);
|
|
spriteComponent.LayerMapSet(key, spriteLayer);
|
|
spriteComponent.LayerSetVisible(spriteLayer, visibility);
|
|
// this is somewhat iffy since it constantly reallocates
|
|
damageVisComp.TopMostLayerKey = key;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates damage visuals without tracking
|
|
/// any damage groups.
|
|
/// </summary>
|
|
private void UpdateDamageVisuals(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
|
|
{
|
|
if (!CheckThresholdBoundary(damageComponent.TotalDamage, damageVisComp.LastDamageThreshold, damageVisComp, out var threshold))
|
|
return;
|
|
|
|
damageVisComp.LastDamageThreshold = threshold;
|
|
|
|
if (damageVisComp.TargetLayers != null)
|
|
{
|
|
foreach (var layerMapKey in damageVisComp.TargetLayerMapKeys)
|
|
{
|
|
UpdateTargetLayer(spriteComponent, damageVisComp, layerMapKey, threshold);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UpdateOverlay(spriteComponent, threshold);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates damage visuals by damage group,
|
|
/// according to the list of damage groups
|
|
/// passed into it.
|
|
/// </summary>
|
|
private void UpdateDamageVisuals(List<string> delta, DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
|
|
{
|
|
foreach (var damageGroup in delta)
|
|
{
|
|
if (!damageVisComp.Overlay && damageGroup != damageVisComp.DamageGroup)
|
|
continue;
|
|
|
|
if (!_prototypeManager.TryIndex<DamageGroupPrototype>(damageGroup, out var damageGroupPrototype)
|
|
|| !damageComponent.Damage.TryGetDamageInGroup(damageGroupPrototype, out var damageTotal))
|
|
continue;
|
|
|
|
if (!damageVisComp.LastThresholdPerGroup.TryGetValue(damageGroup, out var lastThreshold)
|
|
|| !CheckThresholdBoundary(damageTotal, lastThreshold, damageVisComp, out var threshold))
|
|
continue;
|
|
|
|
damageVisComp.LastThresholdPerGroup[damageGroup] = threshold;
|
|
|
|
if (damageVisComp.TargetLayers != null)
|
|
{
|
|
foreach (var layerMapKey in damageVisComp.TargetLayerMapKeys)
|
|
{
|
|
UpdateTargetLayer(spriteComponent, damageVisComp, layerMapKey, damageGroup, threshold);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UpdateOverlay(spriteComponent, damageVisComp, damageGroup, threshold);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if a threshold boundary was passed.
|
|
/// </summary>
|
|
private bool CheckThresholdBoundary(FixedPoint2 damageTotal, FixedPoint2 lastThreshold, DamageVisualsComponent damageVisComp, out FixedPoint2 threshold)
|
|
{
|
|
threshold = FixedPoint2.Zero;
|
|
damageTotal = damageTotal / damageVisComp.Divisor;
|
|
var thresholdIndex = damageVisComp.Thresholds.BinarySearch(damageTotal);
|
|
|
|
if (thresholdIndex < 0)
|
|
{
|
|
thresholdIndex = ~thresholdIndex;
|
|
threshold = damageVisComp.Thresholds[thresholdIndex - 1];
|
|
}
|
|
else
|
|
{
|
|
threshold = damageVisComp.Thresholds[thresholdIndex];
|
|
}
|
|
|
|
if (threshold == lastThreshold)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is the entry point for
|
|
/// forcing an update on all damage layers.
|
|
/// Does different things depending on
|
|
/// the configuration of the visualizer.
|
|
/// </summary>
|
|
private void ForceUpdateLayers(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
|
|
{
|
|
if (damageVisComp.DamageOverlayGroups != null)
|
|
{
|
|
UpdateDamageVisuals(damageVisComp.DamageOverlayGroups.Keys.ToList(), damageComponent, spriteComponent, damageVisComp);
|
|
}
|
|
else if (damageVisComp.DamageGroup != null)
|
|
{
|
|
UpdateDamageVisuals(new List<string>(){ damageVisComp.DamageGroup }, damageComponent, spriteComponent, damageVisComp);
|
|
}
|
|
else if (damageVisComp.DamageOverlay != null)
|
|
{
|
|
UpdateDamageVisuals(damageComponent, spriteComponent, damageVisComp);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates a target layer. Without a damage group passed in,
|
|
/// it assumes you're updating a layer that is tracking all
|
|
/// damage.
|
|
/// </summary>
|
|
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, object layerMapKey, FixedPoint2 threshold)
|
|
{
|
|
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null)
|
|
{
|
|
if (!damageVisComp.DisabledLayers[layerMapKey])
|
|
{
|
|
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
|
|
spriteComponent.LayerMapTryGet($"{layerMapKey}trackDamage", out var spriteLayer);
|
|
|
|
UpdateDamageLayerState(spriteComponent,
|
|
spriteLayer,
|
|
$"{layerState}",
|
|
threshold);
|
|
}
|
|
}
|
|
else if (!damageVisComp.Overlay)
|
|
{
|
|
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
|
|
spriteComponent.LayerMapTryGet(layerMapKey, out var spriteLayer);
|
|
|
|
UpdateDamageLayerState(spriteComponent,
|
|
spriteLayer,
|
|
$"{layerState}",
|
|
threshold);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates a target layer by damage group.
|
|
/// </summary>
|
|
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, object layerMapKey, string damageGroup, FixedPoint2 threshold)
|
|
{
|
|
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null)
|
|
{
|
|
if (damageVisComp.DamageOverlayGroups.ContainsKey(damageGroup) && !damageVisComp.DisabledLayers[layerMapKey])
|
|
{
|
|
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
|
|
spriteComponent.LayerMapTryGet($"{layerMapKey}{damageGroup}", out var spriteLayer);
|
|
|
|
UpdateDamageLayerState(spriteComponent,
|
|
spriteLayer,
|
|
$"{layerState}_{damageGroup}",
|
|
threshold);
|
|
}
|
|
}
|
|
else if (!damageVisComp.Overlay)
|
|
{
|
|
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
|
|
spriteComponent.LayerMapTryGet(layerMapKey, out var spriteLayer);
|
|
|
|
UpdateDamageLayerState(spriteComponent,
|
|
spriteLayer,
|
|
$"{layerState}_{damageGroup}",
|
|
threshold);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates an overlay that is tracking all damage.
|
|
/// </summary>
|
|
private void UpdateOverlay(SpriteComponent spriteComponent, FixedPoint2 threshold)
|
|
{
|
|
spriteComponent.LayerMapTryGet($"DamageOverlay", out var spriteLayer);
|
|
|
|
UpdateDamageLayerState(spriteComponent,
|
|
spriteLayer,
|
|
$"DamageOverlay",
|
|
threshold);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates an overlay based on damage group.
|
|
/// </summary>
|
|
private void UpdateOverlay(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, string damageGroup, FixedPoint2 threshold)
|
|
{
|
|
if (damageVisComp.DamageOverlayGroups != null)
|
|
{
|
|
if (damageVisComp.DamageOverlayGroups.ContainsKey(damageGroup))
|
|
{
|
|
spriteComponent.LayerMapTryGet($"DamageOverlay{damageGroup}", out var spriteLayer);
|
|
|
|
UpdateDamageLayerState(spriteComponent,
|
|
spriteLayer,
|
|
$"DamageOverlay_{damageGroup}",
|
|
threshold);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates a layer on the sprite by what
|
|
/// prefix it has (calculated by whatever
|
|
/// function calls it), and what threshold
|
|
/// was passed into it.
|
|
/// </summary>
|
|
private void UpdateDamageLayerState(SpriteComponent spriteComponent, int spriteLayer, string statePrefix, FixedPoint2 threshold)
|
|
{
|
|
if (threshold == 0)
|
|
{
|
|
spriteComponent.LayerSetVisible(spriteLayer, false);
|
|
}
|
|
else
|
|
{
|
|
if (!spriteComponent[spriteLayer].Visible)
|
|
{
|
|
spriteComponent.LayerSetVisible(spriteLayer, true);
|
|
}
|
|
spriteComponent.LayerSetState(spriteLayer, $"{statePrefix}_{threshold}");
|
|
}
|
|
}
|
|
}
|