216 lines
7.7 KiB
C#
216 lines
7.7 KiB
C#
using System.Linq;
|
|
using Content.Client.Items.Systems;
|
|
using Content.Shared.Clothing;
|
|
using Content.Shared.Hands;
|
|
using Content.Shared.Inventory.Events;
|
|
using Content.Shared.Light;
|
|
using Content.Shared.Light.Component;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Map.Components;
|
|
using Robust.Shared.Timing;
|
|
using static Robust.Client.GameObjects.SpriteComponent;
|
|
|
|
namespace Content.Client.Light
|
|
{
|
|
public sealed class RgbLightControllerSystem : SharedRgbLightControllerSystem
|
|
{
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
[Dependency] private readonly ItemSystem _itemSystem = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<RgbLightControllerComponent, ComponentHandleState>(OnHandleState);
|
|
SubscribeLocalEvent<RgbLightControllerComponent, ComponentShutdown>(OnComponentShutdown);
|
|
SubscribeLocalEvent<RgbLightControllerComponent, ComponentStartup>(OnComponentStart);
|
|
|
|
SubscribeLocalEvent<RgbLightControllerComponent, GotUnequippedEvent>(OnGotUnequipped);
|
|
|
|
SubscribeLocalEvent<RgbLightControllerComponent, EquipmentVisualsUpdatedEvent>(OnEquipmentVisualsUpdated);
|
|
SubscribeLocalEvent<RgbLightControllerComponent, HeldVisualsUpdatedEvent>(OnHeldVisualsUpdated);
|
|
}
|
|
|
|
private void OnComponentStart(EntityUid uid, RgbLightControllerComponent rgb, ComponentStartup args)
|
|
{
|
|
GetOriginalColors(uid, rgb);
|
|
|
|
// trigger visuals updated events
|
|
_itemSystem.VisualsChanged(uid);
|
|
}
|
|
|
|
private void OnComponentShutdown(EntityUid uid, RgbLightControllerComponent rgb, ComponentShutdown args)
|
|
{
|
|
if (LifeStage(uid) >= EntityLifeStage.Terminating)
|
|
return;
|
|
|
|
ResetOriginalColors(uid, rgb);
|
|
|
|
// and reset any in-hands or clothing sprites
|
|
_itemSystem.VisualsChanged(uid);
|
|
}
|
|
|
|
private void OnGotUnequipped(EntityUid uid, RgbLightControllerComponent rgb, GotUnequippedEvent args)
|
|
{
|
|
rgb.Holder = null;
|
|
rgb.HolderLayers = null;
|
|
}
|
|
|
|
private void OnHeldVisualsUpdated(EntityUid uid, RgbLightControllerComponent rgb, HeldVisualsUpdatedEvent args)
|
|
{
|
|
if (args.RevealedLayers.Count == 0)
|
|
{
|
|
rgb.Holder = null;
|
|
rgb.HolderLayers = null;
|
|
return;
|
|
}
|
|
|
|
rgb.Holder = args.User;
|
|
rgb.HolderLayers = new();
|
|
|
|
if (!TryComp(args.User, out SpriteComponent? sprite))
|
|
return;
|
|
|
|
foreach (var key in args.RevealedLayers)
|
|
{
|
|
if (!sprite.LayerMapTryGet(key, out var index) || sprite[index] is not Layer layer)
|
|
continue;
|
|
|
|
if (layer.ShaderPrototype == "unshaded")
|
|
rgb.HolderLayers.Add(key);
|
|
}
|
|
}
|
|
|
|
private void OnEquipmentVisualsUpdated(EntityUid uid, RgbLightControllerComponent rgb, EquipmentVisualsUpdatedEvent args)
|
|
{
|
|
rgb.Holder = args.Equipee;
|
|
rgb.HolderLayers = new();
|
|
|
|
if (!TryComp(args.Equipee, out SpriteComponent? sprite))
|
|
return;
|
|
|
|
foreach (var key in args.RevealedLayers)
|
|
{
|
|
if (!sprite.LayerMapTryGet(key, out var index) || sprite[index] is not Layer layer)
|
|
continue;
|
|
|
|
if (layer.ShaderPrototype == "unshaded")
|
|
rgb.HolderLayers.Add(key);
|
|
}
|
|
}
|
|
|
|
private void OnHandleState(EntityUid uid, RgbLightControllerComponent rgb, ref ComponentHandleState args)
|
|
{
|
|
if (args.Current is not RgbLightControllerState state)
|
|
return;
|
|
|
|
ResetOriginalColors(uid, rgb);
|
|
rgb.CycleRate = state.CycleRate;
|
|
rgb.Layers = state.Layers;
|
|
GetOriginalColors(uid, rgb);
|
|
|
|
}
|
|
|
|
private void GetOriginalColors(EntityUid uid, RgbLightControllerComponent? rgb = null, PointLightComponent? light = null, SpriteComponent? sprite = null)
|
|
{
|
|
if (!Resolve(uid, ref rgb, ref sprite, ref light))
|
|
return;
|
|
|
|
rgb.OriginalLightColor = light.Color;
|
|
rgb.OriginalLayerColors = new();
|
|
|
|
var layerCount = sprite.AllLayers.Count();
|
|
|
|
// if layers is null, get unshaded layers
|
|
if (rgb.Layers == null)
|
|
{
|
|
rgb.Layers = new();
|
|
|
|
for (var i = 0; i < layerCount; i++)
|
|
{
|
|
if (sprite[i] is Layer layer && layer.ShaderPrototype == "unshaded")
|
|
{
|
|
rgb.Layers.Add(i);
|
|
rgb.OriginalLayerColors[i] = layer.Color;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
foreach (var index in rgb.Layers.ToArray())
|
|
{
|
|
if (index < layerCount)
|
|
rgb.OriginalLayerColors[index] = sprite[index].Color;
|
|
else
|
|
{
|
|
// admeme fuck-ups or bad yaml?
|
|
Logger.Warning($"RGB light attempted to use invalid sprite index {index} on entity {ToPrettyString(uid)}");
|
|
rgb.Layers.Remove(index);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void ResetOriginalColors(EntityUid uid, RgbLightControllerComponent? rgb = null, PointLightComponent? light = null, SpriteComponent? sprite = null)
|
|
{
|
|
if (!Resolve(uid, ref rgb, ref sprite, ref light, false))
|
|
return;
|
|
|
|
light.Color = rgb.OriginalLightColor;
|
|
|
|
if (rgb.Layers == null || rgb.OriginalLayerColors == null)
|
|
return;
|
|
|
|
foreach (var (layer, color) in rgb.OriginalLayerColors)
|
|
{
|
|
sprite.LayerSetColor(layer, color);
|
|
}
|
|
}
|
|
|
|
public override void FrameUpdate(float frameTime)
|
|
{
|
|
foreach (var (rgb, light, sprite) in EntityManager.EntityQuery<RgbLightControllerComponent, PointLightComponent, SpriteComponent>())
|
|
{
|
|
var color = GetCurrentRgbColor(_gameTiming.RealTime, rgb.CreationTick.Value * _gameTiming.TickPeriod, rgb);
|
|
|
|
light.Color = color;
|
|
|
|
if (rgb.Layers != null)
|
|
{
|
|
foreach (var index in rgb.Layers)
|
|
{
|
|
if (sprite.TryGetLayer(index, out var layer))
|
|
layer.Color = color;
|
|
}
|
|
}
|
|
|
|
// is the entity being held by someone?
|
|
if (rgb.HolderLayers == null || !TryComp(rgb.Holder, out SpriteComponent? holderSprite))
|
|
continue;
|
|
|
|
foreach (var layer in rgb.HolderLayers)
|
|
{
|
|
if (holderSprite.LayerMapTryGet(layer, out var index))
|
|
holderSprite.LayerSetColor(index, color);
|
|
}
|
|
}
|
|
|
|
foreach (var (map, rgb) in EntityQuery<MapLightComponent, RgbLightControllerComponent>())
|
|
{
|
|
var color = GetCurrentRgbColor(_gameTiming.RealTime, rgb.CreationTick.Value * _gameTiming.TickPeriod, rgb);
|
|
map.AmbientLightColor = color;
|
|
}
|
|
}
|
|
|
|
public static Color GetCurrentRgbColor(TimeSpan curTime, TimeSpan offset, RgbLightControllerComponent rgb)
|
|
{
|
|
return Color.FromHsv(new Vector4(
|
|
(float) (((curTime.TotalSeconds - offset.TotalSeconds) * rgb.CycleRate + Math.Abs(rgb.Owner.GetHashCode() * 0.1)) % 1),
|
|
1.0f,
|
|
1.0f,
|
|
1.0f
|
|
));
|
|
}
|
|
}
|
|
}
|