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crystall-punk-14/Content.Client/Suspicion/TraitorOverlay.cs

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using Content.Shared.Examine;
using Robust.Client.Graphics;
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using Robust.Client.Player;
using Robust.Client.ResourceManagement;
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using Robust.Shared.Containers;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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using Robust.Shared.Physics;
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namespace Content.Client.Suspicion
{
public sealed class TraitorOverlay : Overlay
{
private readonly IEntityManager _entityManager;
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private readonly IPlayerManager _playerManager;
public override OverlaySpace Space => OverlaySpace.ScreenSpace;
private readonly Font _font;
private readonly string _traitorText = Loc.GetString("traitor-overlay-traitor-text");
public TraitorOverlay(
IEntityManager entityManager,
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IPlayerManager playerManager,
IResourceCache resourceCache)
{
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_playerManager = playerManager;
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_entityManager = entityManager;
_font = new VectorFont(resourceCache.GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 10);
}
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protected override void Draw(in OverlayDrawArgs args)
{
var viewport = args.WorldAABB;
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var ent = _playerManager.LocalPlayer?.ControlledEntity;
if (_entityManager.TryGetComponent(ent, out SuspicionRoleComponent? sus) != true)
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{
return;
}
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foreach (var (_, ally) in sus.Allies)
{
// Otherwise the entity can not exist yet
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if (!_entityManager.EntityExists(ally))
{
continue;
}
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if (!_entityManager.TryGetComponent(ally, out IPhysBody? physics))
{
continue;
}
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var allyXform = _entityManager.GetComponent<TransformComponent>(ally);
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var entPosition = _entityManager.GetComponent<TransformComponent>(ent.Value).MapPosition;
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var allyPosition = allyXform.MapPosition;
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if (!ExamineSystemShared.InRangeUnOccluded(entPosition, allyPosition, 15,
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entity => entity == ent || entity == ally))
{
continue;
}
// if not on the same map, continue
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if (allyXform.MapID != args.Viewport.Eye!.Position.MapId
|| physics.Owner.IsInContainer())
{
continue;
}
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var (allyWorldPos, allyWorldRot) = allyXform.GetWorldPositionRotation();
var worldBox = physics.GetWorldAABB(allyWorldPos, allyWorldRot);
// if not on screen, or too small, continue
if (!worldBox.Intersects(in viewport) || worldBox.IsEmpty())
{
continue;
}
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var screenCoordinates = args.ViewportControl!.WorldToScreen(worldBox.TopLeft + (0, 0.5f));
args.ScreenHandle.DrawString(_font, screenCoordinates, _traitorText, Color.OrangeRed);
}
}
}
}