Files
tbd-station-14/Content.Client/Radiation/RadiationPulseOverlay.cs
Kara b9a0894d7c Event refactor (#9589)
* Station event refactor

* Remove clientside `IStationEventManager`

we can just use prototypes

* Basic API idea

* Cruft

* first attempt at epicness

* okay yeah this shit is really clean

* sort out minor stuff

* Convert `BreakerFlip`

* `BureaucraticError` + general cleanup

* `DiseaseOutbreak`

* `FalseAlarm`

* `GasLeak`

* `KudzuGrowth`

* `MeteorSwarm`

* `MouseMigration`

* misc errors

* `PowerGridCheck`

* `RandomSentience`

* `VentClog`

* `VentCritters`

* `ZombieOutbreak`

* Rewrite basic event scheduler

* Minor fixes and logging

* ooooops

* errors + fix

* linter

* completions, `RuleStarted` property, update loop fixes

* Tweaks

* Fix #9462

* Basic scheduler update fix, and fixes #8174

* Add test

* UI cleanup

* really this was just for testing
2022-07-10 20:48:41 -05:00

135 lines
5.7 KiB
C#

using System.Linq;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.Radiation
{
public sealed class RadiationPulseOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private const float MaxDist = 15.0f;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private TimeSpan _lastTick = default;
private readonly ShaderInstance _baseShader;
private readonly Dictionary<EntityUid, (ShaderInstance shd, RadiationShaderInstance instance)> _pulses = new();
public RadiationPulseOverlay()
{
IoCManager.InjectDependencies(this);
_baseShader = _prototypeManager.Index<ShaderPrototype>("Radiation").Instance().Duplicate();
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
RadiationQuery(args.Viewport.Eye);
return _pulses.Count > 0;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
var worldHandle = args.WorldHandle;
var viewport = args.Viewport;
foreach ((var shd, var instance) in _pulses.Values)
{
// To be clear, this needs to use "inside-viewport" pixels.
// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
var tempCoords = viewport.WorldToLocal(instance.CurrentMapCoords);
tempCoords.Y = viewport.Size.Y - tempCoords.Y;
shd?.SetParameter("renderScale", viewport.RenderScale);
shd?.SetParameter("positionInput", tempCoords);
shd?.SetParameter("range", instance.Range);
var life = (_lastTick - instance.Start) / (instance.End - instance.Start);
shd?.SetParameter("life", (float) life);
// There's probably a very good reason not to do this.
// Oh well!
shd?.SetParameter("SCREEN_TEXTURE", viewport.RenderTarget.Texture);
worldHandle.UseShader(shd);
worldHandle.DrawRect(Box2.CenteredAround(instance.CurrentMapCoords, new Vector2(instance.Range, instance.Range) * 2f), Color.White);
}
}
//Queries all pulses on the map and either adds or removes them from the list of rendered pulses based on whether they should be drawn (in range? on the same z-level/map? pulse entity still exists?)
private void RadiationQuery(IEye? currentEye)
{
if (currentEye == null)
{
_pulses.Clear();
return;
}
_lastTick = _gameTiming.CurTime;
var currentEyeLoc = currentEye.Position;
var pulses = _entityManager.EntityQuery<RadiationPulseComponent>();
foreach (var pulse in pulses) //Add all pulses that are not added yet but qualify
{
var pulseEntity = pulse.Owner;
if (!_pulses.Keys.Contains(pulseEntity) && PulseQualifies(pulseEntity, currentEyeLoc))
{
_pulses.Add(
pulseEntity,
(
_baseShader.Duplicate(),
new RadiationShaderInstance(
_entityManager.GetComponent<TransformComponent>(pulseEntity).MapPosition.Position,
pulse.Range,
pulse.StartTime,
pulse.EndTime
)
)
);
}
}
var activeShaderIds = _pulses.Keys;
foreach (var pulseEntity in activeShaderIds) //Remove all pulses that are added and no longer qualify
{
if (_entityManager.EntityExists(pulseEntity) &&
PulseQualifies(pulseEntity, currentEyeLoc) &&
_entityManager.TryGetComponent<RadiationPulseComponent?>(pulseEntity, out var pulse))
{
var shaderInstance = _pulses[pulseEntity];
shaderInstance.instance.CurrentMapCoords = _entityManager.GetComponent<TransformComponent>(pulseEntity).MapPosition.Position;
shaderInstance.instance.Range = pulse.Range;
} else {
_pulses[pulseEntity].shd.Dispose();
_pulses.Remove(pulseEntity);
}
}
}
private bool PulseQualifies(EntityUid pulseEntity, MapCoordinates currentEyeLoc)
{
return _entityManager.GetComponent<TransformComponent>(pulseEntity).MapID == currentEyeLoc.MapId && _entityManager.GetComponent<TransformComponent>(pulseEntity).Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, _entityManager.GetComponent<TransformComponent>(pulseEntity).ParentUid, currentEyeLoc), MaxDist);
}
private sealed record RadiationShaderInstance(Vector2 CurrentMapCoords, float Range, TimeSpan Start, TimeSpan End)
{
public Vector2 CurrentMapCoords = CurrentMapCoords;
public float Range = Range;
public TimeSpan Start = Start;
public TimeSpan End = End;
};
}
}