Files
tbd-station-14/Content.Client/UserInterface/Systems/DamageOverlays/Overlays/DamageOverlay.cs
Pieter-Jan Briers af4ff4e9de Update content to remove redundant Robust math types (#38930)
Vector3, Vector4, Matrix4, and Quaternion are now gone. This switches us over to System.Numerics where applicable.
2025-07-22 12:29:17 +02:00

261 lines
9.3 KiB
C#

using System.Numerics;
using Content.Shared.Mobs;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.UserInterface.Systems.DamageOverlays.Overlays;
public sealed class DamageOverlay : Overlay
{
private static readonly ProtoId<ShaderPrototype> CircleMaskShader = "GradientCircleMask";
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _critShader;
private readonly ShaderInstance _oxygenShader;
private readonly ShaderInstance _bruteShader;
public MobState State = MobState.Alive;
/// <summary>
/// Handles the red pulsing overlay
/// </summary>
public float PainLevel = 0f;
private float _oldPainLevel = 0f;
/// <summary>
/// Handles the darkening overlay.
/// </summary>
public float OxygenLevel = 0f;
private float _oldOxygenLevel = 0f;
/// <summary>
/// Handles the white overlay when crit.
/// </summary>
public float CritLevel = 0f;
private float _oldCritLevel = 0f;
public float DeadLevel = 1f;
public DamageOverlay()
{
// TODO: Replace
IoCManager.InjectDependencies(this);
_oxygenShader = _prototypeManager.Index(CircleMaskShader).InstanceUnique();
_critShader = _prototypeManager.Index(CircleMaskShader).InstanceUnique();
_bruteShader = _prototypeManager.Index(CircleMaskShader).InstanceUnique();
}
protected override void Draw(in OverlayDrawArgs args)
{
if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
return;
if (args.Viewport.Eye != eyeComp.Eye)
return;
/*
* Here's the rundown:
* 1. There's lerping for each level so the transitions are smooth.
* 2. There's 3 overlays, 1 for brute damage, 1 for oxygen damage (that also doubles as a crit overlay),
* and a white one during crit that closes in as you progress towards death. When you die it slowly disappears.
* The crit overlay also occasionally reduces its alpha as a "blink"
*/
var viewport = args.WorldAABB;
var handle = args.WorldHandle;
var distance = args.ViewportBounds.Width;
var time = (float) _timing.RealTime.TotalSeconds;
var lastFrameTime = (float) _timing.FrameTime.TotalSeconds;
// If they just died then lerp out the white overlay.
if (State != MobState.Dead)
{
DeadLevel = 1f;
}
else if (!MathHelper.CloseTo(0f, DeadLevel, 0.001f))
{
var diff = -DeadLevel;
DeadLevel += GetDiff(diff, lastFrameTime);
}
else
{
DeadLevel = 0f;
}
if (!MathHelper.CloseTo(_oldPainLevel, PainLevel, 0.001f))
{
var diff = PainLevel - _oldPainLevel;
_oldPainLevel += GetDiff(diff, lastFrameTime);
}
else
{
_oldPainLevel = PainLevel;
}
if (!MathHelper.CloseTo(_oldOxygenLevel, OxygenLevel, 0.001f))
{
var diff = OxygenLevel - _oldOxygenLevel;
_oldOxygenLevel += GetDiff(diff, lastFrameTime);
}
else
{
_oldOxygenLevel = OxygenLevel;
}
if (!MathHelper.CloseTo(_oldCritLevel, CritLevel, 0.001f))
{
var diff = CritLevel - _oldCritLevel;
_oldCritLevel += GetDiff(diff, lastFrameTime);
}
else
{
_oldCritLevel = CritLevel;
}
/*
* darknessAlphaOuter is the maximum alpha for anything outside of the larger circle
* darknessAlphaInner (on the shader) is the alpha for anything inside the smallest circle
*
* outerCircleRadius is what we end at for max level for the outer circle
* outerCircleMaxRadius is what we start at for 0 level for the outer circle
*
* innerCircleRadius is what we end at for max level for the inner circle
* innerCircleMaxRadius is what we start at for 0 level for the inner circle
*/
// Makes debugging easier don't @ me
float level = 0f;
level = _oldPainLevel;
// TODO: Lerping
if (level > 0f && _oldCritLevel <= 0f)
{
var pulseRate = 3f;
var adjustedTime = time * pulseRate;
float outerMaxLevel = 2.0f * distance;
float outerMinLevel = 0.8f * distance;
float innerMaxLevel = 0.6f * distance;
float innerMinLevel = 0.2f * distance;
var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
var pulse = MathF.Max(0f, MathF.Sin(adjustedTime));
_bruteShader.SetParameter("time", pulse);
_bruteShader.SetParameter("color", new Vector3(1f, 0f, 0f));
_bruteShader.SetParameter("darknessAlphaOuter", 0.8f);
_bruteShader.SetParameter("outerCircleRadius", outerRadius);
_bruteShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
_bruteShader.SetParameter("innerCircleRadius", innerRadius);
_bruteShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.02f * distance);
handle.UseShader(_bruteShader);
handle.DrawRect(viewport, Color.White);
}
else
{
_oldPainLevel = PainLevel;
}
level = State != MobState.Critical ? _oldOxygenLevel : 1f;
if (level > 0f)
{
float outerMaxLevel = 0.6f * distance;
float outerMinLevel = 0.06f * distance;
float innerMaxLevel = 0.02f * distance;
float innerMinLevel = 0.02f * distance;
var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
float outerDarkness;
float critTime;
// If in crit then just fix it; also pulse it very occasionally so they can see more.
if (_oldCritLevel > 0f)
{
var adjustedTime = time * 2f;
critTime = MathF.Max(0, MathF.Sin(adjustedTime) + 2 * MathF.Sin(2 * adjustedTime / 4f) + MathF.Sin(adjustedTime / 4f) - 3f);
if (critTime > 0f)
{
outerDarkness = 1f - critTime / 1.5f;
}
else
{
outerDarkness = 1f;
}
}
else
{
outerDarkness = MathF.Min(0.98f, 0.3f * MathF.Log(level) + 1f);
}
_oxygenShader.SetParameter("time", 0.0f);
_oxygenShader.SetParameter("color", new Vector3(0f, 0f, 0f));
_oxygenShader.SetParameter("darknessAlphaOuter", outerDarkness);
_oxygenShader.SetParameter("innerCircleRadius", innerRadius);
_oxygenShader.SetParameter("innerCircleMaxRadius", innerRadius);
_oxygenShader.SetParameter("outerCircleRadius", outerRadius);
_oxygenShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
handle.UseShader(_oxygenShader);
handle.DrawRect(viewport, Color.White);
}
level = State != MobState.Dead ? _oldCritLevel : DeadLevel;
if (level > 0f)
{
float outerMaxLevel = 2.0f * distance;
float outerMinLevel = 1.0f * distance;
float innerMaxLevel = 0.6f * distance;
float innerMinLevel = 0.02f * distance;
var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
var pulse = MathF.Max(0f, MathF.Sin(time));
// If in crit then just fix it; also pulse it very occasionally so they can see more.
_critShader.SetParameter("time", pulse);
_critShader.SetParameter("color", new Vector3(1f, 1f, 1f));
_critShader.SetParameter("darknessAlphaOuter", 1.0f);
_critShader.SetParameter("innerCircleRadius", innerRadius);
_critShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.005f * distance);
_critShader.SetParameter("outerCircleRadius", outerRadius);
_critShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
handle.UseShader(_critShader);
handle.DrawRect(viewport, Color.White);
}
handle.UseShader(null);
}
private float GetDiff(float value, float lastFrameTime)
{
var adjustment = value * 5f * lastFrameTime;
if (value < 0f)
adjustment = Math.Clamp(adjustment, value, -value);
else
adjustment = Math.Clamp(adjustment, -value, value);
return adjustment;
}
}