Files
tbd-station-14/Content.Client/Stealth/StealthSystem.cs
deltanedas c1cda0dbf8 [Antag] add space ninja as midround antag (#14069)
* start of space ninja midround antag

* suit has powercell, can be upgraded only (not replaced with equal or worse battery)

* add doorjacking to ninja gloves, power cell, doorjack objective (broken), tweaks

* 💀

* add basic suit power display that uses stamina rsi

* add draining apc/sub/smes - no wires yet

* add research downloading

* ninja starts implanted, move some stuff to yaml

* add Automated field to OnUseTimerTrigger

* implement spider charge and objective

* fix client crash when taking suit off, some refactor

* add survive condition and tweak locale

* add comms console icon for objective

* add calling in a threat - currently revenant and dragon

* combine all glove abilities

* locale

* spark sounds when draining, refactoring

* toggle is actually toggle now

* prevent crash if disabling stealth with outline

* add antag ctrl for ninja, hopefully show greentext

* fix greentext and some other things

* disabling gloves if taken off or suit taken off

* basic energy katana, change ninja loadout

* recallable katana, refactoring

* start of dash - not done yet

* katana dashing ability

* merge upstream + compiling, make AutomatedTimer its own component

* docs and stuff

* partial refactor of glove abilities, still need to move handling

* make dooremaggedevent by ref

* move bunch of stuff to shared - broken

* clean ninja antag verb

* doc

* mark rule config fields as required

* fix client crash

* wip systems refactor

* big refactor of systems

* fuck

* make TryDoElectrocution callable from shared

* finish refactoring?

* no guns

* start with internals on

* clean up glove abilities, add range check

* create soap, in place of ninja throwing stars

* add emp suit ability

* able to eat chefs stolen food in space

* stuff, tell client when un/cloaked but there is bug with gloves

* fix prediction breaking gloves on client

* ninja soap despawns after a minute

* ninja spawns outside the station now, with gps + station coords to navigate

* add cooldown to stun ability

* cant use glove abilities in combat mode

* require empty hand to use glove abilities

* use ghost role spawner

* Update Content.Server/Ninja/Systems/NinjaSuitSystem.cs

Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>

* some review changes

* show powercell charge on examine

* new is needed

* address some reviews

* ninja starts with jetpack, i hope

* partial feedback

* uhh

* pro

* remove pirate from threats list

* use doafter refactor

* pro i gave skeleton jetpack

* some stuff

* use auto gen state

* mr handy

* use EntityQueryEnumerator

* cleanup

* spider charge target anti-troll

* mmmmmm

---------

Co-authored-by: deltanedas <deltanedas@laptop>
Co-authored-by: deltanedas <user@zenith>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
2023-04-17 01:33:27 -06:00

96 lines
3.3 KiB
C#

using Content.Client.Interactable.Components;
using Content.Shared.Stealth;
using Content.Shared.Stealth.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Prototypes;
namespace Content.Client.Stealth;
public sealed class StealthSystem : SharedStealthSystem
{
[Dependency] private readonly IPrototypeManager _protoMan = default!;
private ShaderInstance _shader = default!;
public override void Initialize()
{
base.Initialize();
_shader = _protoMan.Index<ShaderPrototype>("Stealth").InstanceUnique();
SubscribeLocalEvent<StealthComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<StealthComponent, BeforePostShaderRenderEvent>(OnShaderRender);
}
public override void SetEnabled(EntityUid uid, bool value, StealthComponent? component = null)
{
if (!Resolve(uid, ref component) || component.Enabled == value)
return;
base.SetEnabled(uid, value, component);
SetShader(uid, value, component);
}
private void SetShader(EntityUid uid, bool enabled, StealthComponent? component = null, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref component, ref sprite, false))
return;
sprite.Color = Color.White;
sprite.PostShader = enabled ? _shader : null;
sprite.GetScreenTexture = enabled;
sprite.RaiseShaderEvent = enabled;
if (!enabled)
{
if (component.HadOutline)
EnsureComp<InteractionOutlineComponent>(uid);
return;
}
if (TryComp(uid, out InteractionOutlineComponent? outline))
{
RemCompDeferred(uid, outline);
component.HadOutline = true;
}
}
protected override void OnInit(EntityUid uid, StealthComponent component, ComponentInit args)
{
base.OnInit(uid, component, args);
SetShader(uid, component.Enabled, component);
}
private void OnRemove(EntityUid uid, StealthComponent component, ComponentRemove args)
{
SetShader(uid, false, component);
}
private void OnShaderRender(EntityUid uid, StealthComponent component, BeforePostShaderRenderEvent args)
{
// Distortion effect uses screen coordinates. If a player moves, the entities appear to move on screen. this
// makes the distortion very noticeable.
// So we need to use relative screen coordinates. The reference frame we use is the parent's position on screen.
// this ensures that if the Stealth is not moving relative to the parent, its relative screen position remains
// unchanged.
var parent = Transform(uid).ParentUid;
if (!parent.IsValid())
return; // should never happen, but lets not kill the client.
var parentXform = Transform(parent);
var reference = args.Viewport.WorldToLocal(parentXform.WorldPosition);
reference.X = -reference.X;
var visibility = GetVisibility(uid, component);
// actual visual visibility effect is limited to +/- 1.
visibility = Math.Clamp(visibility, -1f, 1f);
_shader.SetParameter("reference", reference);
_shader.SetParameter("visibility", visibility);
visibility = MathF.Max(0, visibility);
args.Sprite.Color = new Color(visibility, visibility, 1, 1);
}
}