* Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
120 lines
4.0 KiB
C#
120 lines
4.0 KiB
C#
using JetBrains.Annotations;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Client.Explosion;
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[UsedImplicitly]
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public sealed class ExplosionOverlay : Overlay
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{
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/// <summary>
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/// The explosion that needs to be drawn. This explosion is currently being processed by the server and
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/// expanding outwards.
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/// </summary>
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internal Explosion? ActiveExplosion;
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/// <summary>
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/// This index specifies what parts of the currently expanding explosion should be drawn.
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/// </summary>
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public int Index;
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/// <summary>
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/// These explosions have finished expanding, but we will draw for a few more frames. This is important for
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/// small explosions, as otherwise they disappear far too quickly.
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/// </summary>
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internal List<Explosion> CompletedExplosions = new ();
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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private ShaderInstance _shader;
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public ExplosionOverlay()
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{
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IoCManager.InjectDependencies(this);
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_shader = IoCManager.Resolve<IPrototypeManager>().Index<ShaderPrototype>("unshaded").Instance();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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var drawHandle = args.WorldHandle;
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drawHandle.UseShader(_shader);
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var xforms = _entMan.GetEntityQuery<TransformComponent>();
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if (ActiveExplosion != null && ActiveExplosion.Map == args.Viewport.Eye?.Position.MapId)
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{
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DrawExplosion(drawHandle, args.WorldBounds, ActiveExplosion, Index, xforms);
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}
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foreach (var exp in CompletedExplosions)
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{
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if (exp.Map == args.Viewport.Eye?.Position.MapId)
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DrawExplosion(drawHandle, args.WorldBounds, exp, exp.Intensity.Count, xforms);
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}
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drawHandle.SetTransform(Matrix3.Identity);
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}
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private void DrawExplosion(DrawingHandleWorld drawHandle, Box2Rotated worldBounds, Explosion exp, int index, EntityQuery<TransformComponent> xforms)
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{
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Box2 gridBounds;
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foreach (var (gridId, tiles) in exp.Tiles)
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{
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if (!_mapManager.TryGetGrid(gridId, out var grid))
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continue;
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var xform = xforms.GetComponent(grid.GridEntityId);
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var (_, _, worldMatrix, invWorldMatrix) = xform.GetWorldPositionRotationMatrixWithInv(xforms);
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gridBounds = invWorldMatrix.TransformBox(worldBounds);
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drawHandle.SetTransform(worldMatrix);
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DrawTiles(drawHandle, gridBounds, index, tiles, exp, grid.TileSize);
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}
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if (exp.SpaceTiles == null)
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return;
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gridBounds = Matrix3.Invert(exp.SpaceMatrix).TransformBox(worldBounds);
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drawHandle.SetTransform(exp.SpaceMatrix);
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DrawTiles(drawHandle, gridBounds, index, exp.SpaceTiles, exp, exp.SpaceTileSize);
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}
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private void DrawTiles(
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DrawingHandleWorld drawHandle,
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Box2 gridBounds,
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int index,
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Dictionary<int, List<Vector2i>> tileSets,
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Explosion exp,
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ushort tileSize)
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{
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for (var j = 0; j < index; j++)
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{
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if (!tileSets.TryGetValue(j, out var tiles))
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continue;
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var frameIndex = (int) Math.Min(exp.Intensity[j] / exp.IntensityPerState, exp.FireFrames.Count - 1);
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var frames = exp.FireFrames[frameIndex];
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foreach (var tile in tiles)
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{
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Vector2 centre = ((Vector2) tile + 0.5f) * tileSize;
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if (!gridBounds.Contains(centre))
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continue;
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var texture = _robustRandom.Pick(frames);
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drawHandle.DrawTextureRect(texture, Box2.CenteredAround(centre, (tileSize, tileSize)), exp.FireColor);
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}
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}
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}
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}
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