Files
tbd-station-14/Content.Client/Weather/WeatherSystem.cs
metalgearsloth 81a1c6d7de Weather effects (#12528)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2023-01-17 20:26:52 +11:00

220 lines
7.8 KiB
C#

using Content.Shared.Weather;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
namespace Content.Client.Weather;
public sealed class WeatherSystem : SharedWeatherSystem
{
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
// Consistency isn't really important, just want to avoid sharp changes and there's no way to lerp on engine nicely atm.
private float _lastAlpha;
private float _lastOcclusion;
private const float OcclusionLerpRate = 4f;
private const float AlphaLerpRate = 4f;
public override void Initialize()
{
base.Initialize();
_overlayManager.AddOverlay(new WeatherOverlay(_transform, EntityManager.System<SpriteSystem>(), this));
SubscribeLocalEvent<WeatherComponent, ComponentHandleState>(OnWeatherHandleState);
}
public override void Shutdown()
{
base.Shutdown();
_overlayManager.RemoveOverlay<WeatherOverlay>();
}
protected override void Run(EntityUid uid, WeatherComponent component, WeatherPrototype weather, WeatherState state, float frameTime)
{
base.Run(uid, component, weather, state, frameTime);
var ent = _playerManager.LocalPlayer?.ControlledEntity;
if (ent == null)
return;
var mapUid = Transform(uid).MapUid;
var entXform = Transform(ent.Value);
// Maybe have the viewports manage this?
if (mapUid == null || entXform.MapUid != mapUid)
{
_lastOcclusion = 0f;
_lastAlpha = 0f;
component.Stream?.Stop();
component.Stream = null;
return;
}
if (!Timing.IsFirstTimePredicted || weather.Sound == null)
return;
component.Stream ??= _audio.PlayGlobal(weather.Sound, Filter.Local(), true);
var volumeMod = MathF.Pow(10, weather.Sound.Params.Volume / 10f);
var stream = (AudioSystem.PlayingStream) component.Stream!;
var alpha = GetPercent(component, mapUid.Value, weather);
alpha = MathF.Pow(alpha, 2f) * volumeMod;
// TODO: Lerp this occlusion.
var occlusion = 0f;
// TODO: Fade-out needs to be slower
// TODO: HELPER PLZ
// Work out tiles nearby to determine volume.
if (TryComp<MapGridComponent>(entXform.GridUid, out var grid))
{
// Floodfill to the nearest tile and use that for audio.
var seed = grid.GetTileRef(entXform.Coordinates);
var frontier = new Queue<TileRef>();
frontier.Enqueue(seed);
// If we don't have a nearest node don't play any sound.
EntityCoordinates? nearestNode = null;
var bodyQuery = GetEntityQuery<PhysicsComponent>();
var visited = new HashSet<Vector2i>();
while (frontier.TryDequeue(out var node))
{
if (!visited.Add(node.GridIndices))
continue;
if (!CanWeatherAffect(grid, node, bodyQuery))
{
// Add neighbors
// TODO: Ideally we pick some deterministically random direction and use that
// We can't just do that naively here because it will flicker between nearby tiles.
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
if (Math.Abs(x) == 1 && Math.Abs(y) == 1 ||
x == 0 && y == 0 ||
(new Vector2(x, y) + node.GridIndices - seed.GridIndices).Length > 3)
{
continue;
}
frontier.Enqueue(grid.GetTileRef(new Vector2i(x, y) + node.GridIndices));
}
}
continue;
}
nearestNode = new EntityCoordinates(entXform.GridUid.Value,
(Vector2) node.GridIndices + (grid.TileSize / 2f));
break;
}
if (nearestNode == null)
alpha = 0f;
else
{
var entPos = _transform.GetWorldPosition(entXform);
var sourceRelative = nearestNode.Value.ToMap(EntityManager).Position - entPos;
if (sourceRelative.LengthSquared > 1f)
{
occlusion = _physics.IntersectRayPenetration(entXform.MapID,
new CollisionRay(entPos, sourceRelative.Normalized, _audio.OcclusionCollisionMask),
sourceRelative.Length, stream.TrackingEntity);
}
}
}
if (MathHelper.CloseTo(_lastOcclusion, occlusion, 0.01f))
_lastOcclusion = occlusion;
else
_lastOcclusion += (occlusion - _lastOcclusion) * OcclusionLerpRate * frameTime;
if (MathHelper.CloseTo(_lastAlpha, alpha, 0.01f))
_lastAlpha = alpha;
else
_lastAlpha += (alpha - _lastAlpha) * AlphaLerpRate * frameTime;
// Full volume if not on grid
Sawmill.Debug($"Setting alpha to {alpha:0.000}");
stream.Source.SetVolumeDirect(_lastAlpha);
stream.Source.SetOcclusion(_lastOcclusion);
}
public float GetPercent(WeatherComponent component, EntityUid mapUid, WeatherPrototype weatherProto)
{
var pauseTime = _metadata.GetPauseTime(mapUid);
var elapsed = Timing.CurTime - (component.StartTime + pauseTime);
var duration = component.Duration;
var remaining = duration - elapsed;
float alpha;
if (elapsed < weatherProto.StartupTime)
{
alpha = (float) (elapsed / weatherProto.StartupTime);
}
else if (remaining < weatherProto.ShutdownTime)
{
alpha = (float) (remaining / weatherProto.ShutdownTime);
}
else
{
alpha = 1f;
}
return alpha;
}
protected override bool SetState(EntityUid uid, WeatherComponent component, WeatherState state, WeatherPrototype prototype)
{
if (!base.SetState(uid, component, state, prototype))
return false;
if (!Timing.IsFirstTimePredicted)
return true;
// TODO: Fades
component.Stream?.Stop();
component.Stream = null;
component.Stream = _audio.PlayGlobal(prototype.Sound, Filter.Local(), true);
return true;
}
protected override void EndWeather(WeatherComponent component)
{
_lastOcclusion = 0f;
_lastAlpha = 0f;
base.EndWeather(component);
}
private void OnWeatherHandleState(EntityUid uid, WeatherComponent component, ref ComponentHandleState args)
{
if (args.Current is not WeatherComponentState state)
return;
if (component.Weather != state.Weather || !component.EndTime.Equals(state.EndTime) || !component.StartTime.Equals(state.StartTime))
{
EndWeather(component);
if (state.Weather != null)
StartWeather(component, ProtoMan.Index<WeatherPrototype>(state.Weather));
}
component.EndTime = state.EndTime;
component.StartTime = state.StartTime;
}
}