Files
tbd-station-14/Content.Client/Light/Components/LightBehaviourComponent.cs

557 lines
20 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.Light.Component;
using JetBrains.Annotations;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Client.Light.Components
{
#region LIGHT_BEHAVIOURS
/// <summary>
/// Base class for all light behaviours to derive from.
/// This AnimationTrack derivative does not rely on keyframes since it often needs to have a randomized duration.
/// </summary>
[Serializable]
[ImplicitDataDefinitionForInheritors]
public abstract class LightBehaviourAnimationTrack : AnimationTrackProperty
{
protected IRobustRandom _random = default!;
[DataField("id")] [ViewVariables] public string ID { get; set; } = string.Empty;
[DataField("property")]
[ViewVariables]
public virtual string Property { get; protected set; } = "Radius";
[DataField("isLooped")] [ViewVariables] public bool IsLooped { get; set; }
[DataField("enabled")] [ViewVariables] public bool Enabled { get; set; }
[DataField("startValue")] [ViewVariables] public float StartValue { get; set; } = 0f;
[DataField("endValue")] [ViewVariables] public float EndValue { get; set; } = 2f;
[DataField("minDuration")] [ViewVariables] public float MinDuration { get; set; } = -1f;
[DataField("maxDuration")] [ViewVariables] public float MaxDuration { get; set; } = 2f;
[DataField("interpolate")] [ViewVariables] public AnimationInterpolationMode InterpolateMode { get; set; } = AnimationInterpolationMode.Linear;
[ViewVariables] protected float MaxTime { get; set; }
private float _maxTime = default;
private IEntity _parent = default!;
public void Initialize(IEntity parent, IRobustRandom random)
{
_random = random;
_parent = parent;
if (Enabled && _parent.TryGetComponent(out PointLightComponent? light))
{
light.Enabled = true;
}
OnInitialize();
}
public void UpdatePlaybackValues(Animation owner)
{
if (_parent.TryGetComponent(out PointLightComponent? light))
{
light.Enabled = true;
}
if (MinDuration > 0)
{
MaxTime = (float) _random.NextDouble() * (MaxDuration - MinDuration) + MinDuration;
}
else
{
MaxTime = MaxDuration;
}
owner.Length = TimeSpan.FromSeconds(MaxTime);
}
public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback()
{
OnStart();
return (-1, _maxTime);
}
protected void ApplyProperty(object value)
{
if (Property == null)
{
throw new InvalidOperationException("Property parameter is null! Check the prototype!");
}
if (_parent.TryGetComponent(out PointLightComponent? light))
{
AnimationHelper.SetAnimatableProperty(light, Property, value);
}
}
protected override void ApplyProperty(object context, object value)
{
ApplyProperty(value);
}
public virtual void OnInitialize() { }
public virtual void OnStart() { }
}
/// <summary>
/// A light behaviour that alternates between StartValue and EndValue
/// </summary>
[UsedImplicitly]
public class PulseBehaviour : LightBehaviourAnimationTrack
{
public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
{
var playingTime = prevPlayingTime + frameTime;
var interpolateValue = playingTime / MaxTime;
if (Property == "Enabled") // special case for boolean
{
ApplyProperty(interpolateValue < 0.5f? true : false);
return (-1, playingTime);
}
if (interpolateValue < 0.5f)
{
switch (InterpolateMode)
{
case AnimationInterpolationMode.Linear:
ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue * 2f));
break;
case AnimationInterpolationMode.Cubic:
ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue * 2f));
break;
default:
case AnimationInterpolationMode.Nearest:
ApplyProperty(StartValue);
break;
}
}
else
{
switch (InterpolateMode)
{
case AnimationInterpolationMode.Linear:
ApplyProperty(InterpolateLinear(EndValue, StartValue, (interpolateValue - 0.5f) * 2f));
break;
case AnimationInterpolationMode.Cubic:
ApplyProperty(InterpolateCubic(StartValue, EndValue, StartValue, EndValue, (interpolateValue - 0.5f) * 2f));
break;
default:
case AnimationInterpolationMode.Nearest:
ApplyProperty(EndValue);
break;
}
}
return (-1, playingTime);
}
}
/// <summary>
/// A light behaviour that interpolates from StartValue to EndValue
/// </summary>
[UsedImplicitly]
public class FadeBehaviour : LightBehaviourAnimationTrack
{
public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
{
var playingTime = prevPlayingTime + frameTime;
var interpolateValue = playingTime / MaxTime;
if (Property == "Enabled") // special case for boolean
{
ApplyProperty(interpolateValue < EndValue? true : false);
return (-1, playingTime);
}
switch (InterpolateMode)
{
case AnimationInterpolationMode.Linear:
ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue));
break;
case AnimationInterpolationMode.Cubic:
ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue));
break;
default:
case AnimationInterpolationMode.Nearest:
ApplyProperty(interpolateValue < 0.5f ? StartValue : EndValue);
break;
}
return (-1, playingTime);
}
}
/// <summary>
/// A light behaviour that interpolates using random values chosen between StartValue and EndValue.
/// </summary>
[UsedImplicitly]
public class RandomizeBehaviour : LightBehaviourAnimationTrack
{
private float _randomValue1;
private float _randomValue2;
private float _randomValue3;
private float _randomValue4;
public override void OnInitialize()
{
_randomValue1 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
_randomValue2 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
_randomValue3 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
}
public override void OnStart()
{
if (Property == "Enabled") // special case for boolean, we randomize it
{
ApplyProperty(_random.NextDouble() < 0.5);
return;
}
if (InterpolateMode == AnimationInterpolationMode.Cubic)
{
_randomValue1 = _randomValue2;
_randomValue2 = _randomValue3;
}
_randomValue3 = _randomValue4;
_randomValue4 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
}
public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
{
var playingTime = prevPlayingTime + frameTime;
var interpolateValue = playingTime / MaxTime;
if (Property == "Enabled")
{
return (-1, playingTime);
}
switch (InterpolateMode)
{
case AnimationInterpolationMode.Linear:
ApplyProperty(InterpolateLinear(_randomValue3, _randomValue4, interpolateValue));
break;
case AnimationInterpolationMode.Cubic:
ApplyProperty(InterpolateCubic(_randomValue1!, _randomValue2, _randomValue3, _randomValue4, interpolateValue));
break;
default:
case AnimationInterpolationMode.Nearest:
ApplyProperty(interpolateValue < 0.5f ? _randomValue3 : _randomValue4);
break;
}
return (-1, playingTime);
}
}
/// <summary>
/// A light behaviour that cycles through a list of colors.
/// </summary>
[UsedImplicitly]
[DataDefinition]
public class ColorCycleBehaviour : LightBehaviourAnimationTrack, ISerializationHooks
{
[DataField("property")]
[ViewVariables]
public override string Property { get; protected set; } = "Color";
[DataField("colors")] public List<Color> ColorsToCycle { get; set; } = new();
private int _colorIndex;
public override void OnStart()
{
_colorIndex++;
if (_colorIndex > ColorsToCycle.Count - 1)
{
_colorIndex = 0;
}
}
public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
{
var playingTime = prevPlayingTime + frameTime;
var interpolateValue = playingTime / MaxTime;
switch (InterpolateMode)
{
case AnimationInterpolationMode.Linear:
ApplyProperty(InterpolateLinear(ColorsToCycle[(_colorIndex - 1) % ColorsToCycle.Count],
ColorsToCycle[_colorIndex],
interpolateValue));
break;
case AnimationInterpolationMode.Cubic:
ApplyProperty(InterpolateCubic(ColorsToCycle[_colorIndex],
ColorsToCycle[(_colorIndex + 1) % ColorsToCycle.Count],
ColorsToCycle[(_colorIndex + 2) % ColorsToCycle.Count],
ColorsToCycle[(_colorIndex + 3) % ColorsToCycle.Count],
interpolateValue));
break;
default:
case AnimationInterpolationMode.Nearest:
ApplyProperty(ColorsToCycle[_colorIndex]);
break;
}
return (-1, playingTime);
}
void ISerializationHooks.AfterDeserialization()
{
if (ColorsToCycle.Count < 2)
{
throw new InvalidOperationException($"{nameof(ColorCycleBehaviour)} has less than 2 colors to cycle");
}
}
}
#endregion
/// <summary>
/// A component which applies a specific behaviour to a PointLightComponent on its owner.
/// </summary>
[RegisterComponent]
public class LightBehaviourComponent : SharedLightBehaviourComponent, ISerializationHooks
{
private const string KeyPrefix = nameof(LightBehaviourComponent);
public class AnimationContainer
{
public AnimationContainer(int key, Animation animation, LightBehaviourAnimationTrack track)
{
Key = key;
Animation = animation;
LightBehaviour = track;
}
public string FullKey => KeyPrefix + Key;
public int Key { get; set; }
public Animation Animation { get; set; }
public LightBehaviourAnimationTrack LightBehaviour { get; set; }
}
[ViewVariables(VVAccess.ReadOnly)]
[DataField("behaviours")]
public readonly List<LightBehaviourAnimationTrack> Behaviours = new();
[ViewVariables(VVAccess.ReadOnly)]
private readonly List<AnimationContainer> _animations = new();
private float _originalRadius;
private float _originalEnergy;
private Angle _originalRotation;
private Color _originalColor;
private bool _originalEnabled;
void ISerializationHooks.AfterDeserialization()
{
var key = 0;
foreach (var behaviour in Behaviours)
{
var animation = new Animation()
{
AnimationTracks = {behaviour}
};
_animations.Add(new AnimationContainer(key, animation, behaviour));
key++;
}
}
protected override void Startup()
{
base.Startup();
CopyLightSettings();
Owner.EnsureComponentWarn<AnimationPlayerComponent>();
if (Owner.TryGetComponent(out AnimationPlayerComponent? animation))
{
animation.AnimationCompleted += OnAnimationCompleted;
}
foreach (var container in _animations)
{
container.LightBehaviour.Initialize(Owner, IoCManager.Resolve<IRobustRandom>());
}
// we need to initialize all behaviours before starting any
foreach (var container in _animations)
{
if (container.LightBehaviour.Enabled)
{
StartLightBehaviour(container.LightBehaviour.ID);
}
}
}
private void OnAnimationCompleted(string key)
{
var container = _animations.FirstOrDefault(x => x.FullKey == key);
if (container == null)
{
return;
}
if (container.LightBehaviour.IsLooped)
{
container.LightBehaviour.UpdatePlaybackValues(container.Animation);
if (Owner.TryGetComponent(out AnimationPlayerComponent? animation))
{
animation.Play(container.Animation, container.FullKey);
}
}
}
/// <summary>
/// If we disable all the light behaviours we want to be able to revert the light to its original state.
/// </summary>
private void CopyLightSettings()
{
if (Owner.TryGetComponent(out PointLightComponent? light))
{
_originalColor = light.Color;
_originalEnabled = light.Enabled;
_originalEnergy = light.Energy;
_originalRadius = light.Radius;
_originalRotation = light.Rotation;
}
else
{
Logger.Warning($"{Owner.Name} has a {nameof(LightBehaviourComponent)} but it has no {nameof(PointLightComponent)}! Check the prototype!");
}
}
/// <summary>
/// Start animating a light behaviour with the specified ID. If the specified ID is empty, it will start animating all light behaviour entries.
/// If specified light behaviours are already animating, calling this does nothing.
/// Multiple light behaviours can have the same ID.
/// </summary>
public void StartLightBehaviour(string id = "")
{
if (!Owner.TryGetComponent(out AnimationPlayerComponent? animation))
{
return;
}
foreach (var container in _animations)
{
if (container.LightBehaviour.ID == id || id == string.Empty)
{
if (!animation.HasRunningAnimation(KeyPrefix + container.Key))
{
container.LightBehaviour.UpdatePlaybackValues(container.Animation);
animation.Play(container.Animation, KeyPrefix + container.Key);
}
}
}
}
/// <summary>
/// If any light behaviour with the specified ID is animating, then stop it.
/// If no ID is specified then all light behaviours will be stopped.
/// Multiple light behaviours can have the same ID.
/// </summary>
/// <param name="id"></param>
/// <param name="removeBehaviour">Should the behaviour(s) also be removed permanently?</param>
/// <param name="resetToOriginalSettings">Should the light have its original settings applied?</param>
public void StopLightBehaviour(string id = "", bool removeBehaviour = false, bool resetToOriginalSettings = false)
{
if (!Owner.TryGetComponent(out AnimationPlayerComponent? animation))
{
return;
}
var toRemove = new List<AnimationContainer>();
foreach (var container in _animations)
{
if (container.LightBehaviour.ID == id || id == string.Empty)
{
if (animation.HasRunningAnimation(KeyPrefix + container.Key))
{
animation.Stop(KeyPrefix + container.Key);
}
if (removeBehaviour)
{
toRemove.Add(container);
}
}
}
foreach (var container in toRemove)
{
_animations.Remove(container);
}
if (resetToOriginalSettings && Owner.TryGetComponent(out PointLightComponent? light))
{
light.Color = _originalColor;
light.Enabled = _originalEnabled;
light.Energy = _originalEnergy;
light.Radius = _originalRadius;
light.Rotation = _originalRotation;
}
}
/// <summary>
/// Add a new light behaviour to the component and start it immediately unless otherwise specified.
/// </summary>
public void AddNewLightBehaviour(LightBehaviourAnimationTrack behaviour, bool playImmediately = true)
{
var key = 0;
while (_animations.Any(x => x.Key == key))
{
key++;
}
var animation = new Animation()
{
AnimationTracks = {behaviour}
};
behaviour.Initialize(Owner, IoCManager.Resolve<IRobustRandom>());
var container = new AnimationContainer(key, animation, behaviour);
_animations.Add(container);
if (playImmediately)
{
StartLightBehaviour(behaviour.ID);
}
}
}
}