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