89 lines
3.3 KiB
C#
89 lines
3.3 KiB
C#
using System;
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using System.Linq;
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using Content.Shared.Fluids;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Fluids
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{
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[UsedImplicitly]
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public sealed class PuddleVisualizer : AppearanceVisualizer
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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// Whether the underlying solution color should be used
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[DataField("recolor")] public bool Recolor;
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public override void InitializeEntity(EntityUid entity)
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{
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base.InitializeEntity(entity);
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out SpriteComponent? spriteComponent))
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{
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Logger.Warning($"Missing SpriteComponent for PuddleVisualizer on entityUid = {entity}");
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return;
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}
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IoCManager.InjectDependencies(this);
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var maxStates = spriteComponent.BaseRSI?.ToArray();
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if (maxStates is not { Length: > 0 }) return;
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var variant = _random.Next(0, maxStates.Length - 1);
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spriteComponent.LayerSetState(0, maxStates[variant].StateId);
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spriteComponent.Rotation = Angle.FromDegrees(_random.Next(0, 359));
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var entities = IoCManager.Resolve<IEntityManager>();
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if (component.TryGetData<float>(PuddleVisuals.VolumeScale, out var volumeScale) &&
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entities.TryGetComponent<SpriteComponent>(component.Owner, out var spriteComponent))
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{
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component.TryGetData<bool>(PuddleVisuals.ForceWetFloorSprite, out var forceWetFloorSprite);
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var cappedScale = Math.Min(1.0f, volumeScale * 0.75f +0.25f);
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UpdateVisual(component, spriteComponent, cappedScale, forceWetFloorSprite);
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}
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}
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private void UpdateVisual(AppearanceComponent component, SpriteComponent spriteComponent, float cappedScale, bool forceWetFloorSprite)
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{
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Color newColor;
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if (Recolor && component.TryGetData<Color>(PuddleVisuals.SolutionColor, out var solutionColor))
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{
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newColor = solutionColor.WithAlpha(cappedScale);
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}
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else
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{
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newColor = spriteComponent.Color.WithAlpha(cappedScale);
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}
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spriteComponent.Color = newColor;
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if (forceWetFloorSprite)
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{
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//Change the puddle's sprite to the wet floor sprite
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spriteComponent.LayerSetRSI(0, "Fluids/wet_floor_sparkles.rsi");
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spriteComponent.LayerSetState(0, "sparkles");
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spriteComponent.Color = spriteComponent.Color.WithAlpha(0.25f); //should be mostly transparent.
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}
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else
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{
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spriteComponent.LayerSetRSI(0, "Fluids/smear.rsi");
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spriteComponent.LayerSetState(0, "smear-0"); // TODO: need a way to implement the random smears again when the mop creates new puddles.
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}
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}
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}
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}
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