2022-10-09 18:17:53 -04:00
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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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2022-10-15 17:15:25 +13:00
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public override void SetEnabled(EntityUid uid, bool value, StealthComponent? component = null)
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2022-10-09 18:17:53 -04:00
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{
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2022-10-15 17:15:25 +13:00
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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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2022-10-09 18:17:53 -04:00
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return;
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2022-10-15 17:15:25 +13:00
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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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[Antag] add space ninja as midround antag (#14069)
* 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
* :skull:
* 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>
2023-04-17 07:33:27 +00:00
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EnsureComp<InteractionOutlineComponent>(uid);
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2022-10-15 17:15:25 +13:00
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return;
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}
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2022-10-09 18:17:53 -04:00
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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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2022-10-09 18:17:53 -04:00
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component.HadOutline = true;
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}
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}
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2022-10-15 17:15:25 +13:00
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protected override void OnInit(EntityUid uid, StealthComponent component, ComponentInit args)
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{
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2022-10-15 17:15:25 +13:00
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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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2022-10-09 18:17:53 -04:00
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2022-10-15 17:15:25 +13:00
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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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2022-10-09 18:17:53 -04:00
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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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2022-10-15 17:15:25 +13:00
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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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2022-10-15 17:15:25 +13:00
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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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2022-10-09 18:17:53 -04:00
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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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