Files
tbd-station-14/Content.Client/Light/RgbLightControllerSystem.cs
2023-05-14 16:18:14 -04:00

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
));
}
}
}