Updated fishing process

This commit is contained in:
Tornado Tech
2024-12-03 01:17:00 +10:00
parent ba60bc7176
commit a88e0ee00f
8 changed files with 153 additions and 15 deletions

View File

@@ -16,6 +16,7 @@ public sealed class CP14FishingOverlay : Overlay
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IResourceCache _resourceCache = default!;
private readonly SpriteSystem _sprite;
private readonly TransformSystem _transform;
private readonly CP14FishingProcessSystem _fishingProcess;
@@ -24,11 +25,15 @@ public sealed class CP14FishingOverlay : Overlay
private Texture _handleMiddleTexture = default!;
private Texture _handleBottomTexture = default!;
private Texture _lootTexture = default!;
private Vector2 _backgroundOffset;
private Vector2 _backgroundHandleOffset;
private float _backgroundHandleHeight;
private Vector2 _progressOffset;
private Vector2 _progressSize;
private EntityUid _process = EntityUid.Invalid;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
@@ -37,6 +42,7 @@ public sealed class CP14FishingOverlay : Overlay
{
IoCManager.InjectDependencies(this);
_sprite = _entity.System<SpriteSystem>();
_transform = _entity.System<TransformSystem>();
_fishingProcess = _entity.System<CP14FishingProcessSystem>();
}
@@ -54,6 +60,8 @@ public sealed class CP14FishingOverlay : Overlay
{
_process = fishingProcess.Value.Owner;
UpdateCachedStyleSheet(fishingProcess.Value.Comp.StyleSheet);
_lootTexture = _sprite.GetPrototypeIcon(fishingProcess.Value.Comp.LootProtoId).Default;
}
// Getting the position of the player we will be working from
@@ -63,8 +71,12 @@ public sealed class CP14FishingOverlay : Overlay
var playerOffset = fishingProcess.Value.Comp.PlayerPositionNormalized * _backgroundHandleHeight;
var playerHalfSize = fishingProcess.Value.Comp.PlayerHalfSizeNormalized * _backgroundHandleHeight;
var lootOffset = fishingProcess.Value.Comp.LootPositionNormalized * _backgroundHandleHeight;
DrawBackground(args.WorldHandle, worldPosition - _backgroundOffset);
DrawProgress(args.WorldHandle, worldPosition - _backgroundOffset + _progressOffset, _progressSize, fishingProcess.Value.Comp.Progress);
DrawHandle(args.WorldHandle, worldPosition - _backgroundOffset + _backgroundHandleOffset + playerOffset, playerHalfSize);
DrawLoot(args.WorldHandle, worldPosition - _backgroundOffset + _backgroundHandleOffset + lootOffset);
}
private void DrawBackground(DrawingHandleWorld handle, Vector2 position)
@@ -72,6 +84,15 @@ public sealed class CP14FishingOverlay : Overlay
handle.DrawTexture(_backgroundTexture, position);
}
private void DrawProgress(DrawingHandleWorld handle, Vector2 position, Vector2 size, float progress)
{
var vectorA = position;
var vectorB = position + size with { Y = size.Y * progress };
var box = new Box2(vectorA, vectorB);
handle.DrawRect(box, Color.Aqua);
}
private void DrawHandle(DrawingHandleWorld handle, Vector2 position, Vector2 halfSize)
{
var cursor = position - halfSize;
@@ -91,6 +112,11 @@ public sealed class CP14FishingOverlay : Overlay
handle.DrawTexture(_handleTopTexture, cursor);
}
private void DrawLoot(DrawingHandleWorld handle, Vector2 position)
{
handle.DrawTexture(_lootTexture, position + Vector2.UnitX * 0.140625f - _lootTexture.Size / 64f);
}
private void UpdateCachedStyleSheet(CP14FishingProcessStyleSheetPrototype styleSheet)
{
_backgroundTexture = _resourceCache.GetTexture(styleSheet.Background.Texture);
@@ -99,7 +125,11 @@ public sealed class CP14FishingOverlay : Overlay
_handleBottomTexture = _resourceCache.GetTexture(styleSheet.Handle.BottomTexture);
_backgroundOffset = styleSheet.Background.Offset + Vector2.UnitX * _backgroundTexture.Width / 32f;
_backgroundHandleOffset = styleSheet.Background.HandleOffset;
_backgroundHandleHeight = styleSheet.Background.HandleHeight;
_progressOffset = styleSheet.Background.ProgressOffset;
_progressSize = styleSheet.Background.ProgressSize;
}
}

View File

@@ -1,6 +1,7 @@
using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
namespace Content.Shared._CP14.Fishing;
@@ -8,36 +9,71 @@ namespace Content.Shared._CP14.Fishing;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(CP14FishingProcessSystem))]
public sealed partial class CP14FishingProcessComponent : Component
{
/**
* Boxes
*/
[ViewVariables, AutoNetworkedField]
public Box Player = new();
[ViewVariables, AutoNetworkedField]
public Box Loot = new();
/**
* Physics
*/
[ViewVariables, AutoNetworkedField]
public float Size = 16f;
[ViewVariables, AutoNetworkedField]
public float Gravity = 1f;
/**
* Progress
*/
[ViewVariables, AutoNetworkedField]
public EntityUid? User;
public float Progress = 0;
/**
* Saved entities
*/
[ViewVariables, AutoNetworkedField]
public EntityUid? FishingRod;
[ViewVariables, AutoNetworkedField]
public EntityUid? User;
[ViewVariables, AutoNetworkedField]
public EntityUid? FishingPool;
/**
* Loot
*/
[ViewVariables, AutoNetworkedField]
public EntProtoId LootProtoId;
/**
* Style
*/
[ViewVariables]
public CP14FishingProcessStyleSheetPrototype StyleSheet;
/**
* Normalized
*/
public Vector2 LootPositionNormalized => Vector2.UnitY * Loot.Position / Size;
public Vector2 PlayerPositionNormalized => Vector2.UnitY * Player.Position / Size;
public Vector2 PlayerHalfSizeNormalized => Vector2.UnitY * Player.HalfSize / Size;
/**
* Getters
*/
public bool Collides => Box.Collide(Player, Loot);
[Serializable, NetSerializable]
public sealed class Box
{
@@ -53,15 +89,40 @@ public sealed partial class CP14FishingProcessComponent : Component
[ViewVariables]
public float HalfSize => Size / 2f;
[ViewVariables]
public float MovementTimer;
public Box(float size = 2.5f, float position = 0)
{
Size = size;
Position = position;
}
public void Clamp(float worldSize)
public void ClampPosition(float worldSize)
{
Position = MathHelper.Clamp(Position, HalfSize, worldSize - HalfSize);
}
public void SimulateFishMovement(IRobustRandom random, float frameTime, float speed, float amplitude, float chaosFactor, float worldSize)
{
MovementTimer += frameTime;
Velocity = (float)(Math.Sin(MovementTimer * speed) * amplitude);
if (random.NextDouble() < chaosFactor)
Velocity += (float)((random.NextDouble() * 2 - 1) * speed * chaosFactor * amplitude);
Position += Velocity * frameTime;
}
public static bool Collide(Box boxA, Box boxB)
{
var minA = boxA.Position - boxA.HalfSize;
var maxA = boxA.Position + boxA.HalfSize;
var minB = boxB.Position - boxB.HalfSize;
var maxB = boxB.Position + boxB.HalfSize;
return maxA >= minB && maxB >= minA;
}
}
}

View File

@@ -30,6 +30,12 @@ public sealed partial class CP14FishingProcessStyleSheetPrototype : IPrototype
[DataField("handleHeight"), ViewVariables(VVAccess.ReadWrite)]
public float HandleHeightPixels = 149;
[DataField("progressOffset"), ViewVariables(VVAccess.ReadWrite)]
public Vector2 ProgressOffsetPixels = new(31, 3);
[DataField("progressSize"), ViewVariables(VVAccess.ReadWrite)]
public Vector2 ProgressSizePixels = new(4, 144);
/// <remarks>
/// In units (<c>pixels / 32</c>).
/// </remarks>
@@ -42,6 +48,18 @@ public sealed partial class CP14FishingProcessStyleSheetPrototype : IPrototype
[ViewVariables]
public Vector2 HandleOffset => HandleOffsetPixels / 32f;
/// <remarks>
/// In units (<c>pixels / 32</c>).
/// </remarks>
[ViewVariables]
public Vector2 ProgressOffset => ProgressOffsetPixels / 32f;
/// <remarks>
/// In units (<c>pixels / 32</c>).
/// </remarks>
[ViewVariables]
public Vector2 ProgressSize => ProgressSizePixels / 32f;
/// <remarks>
/// In units (<c>pixels / 32</c>).
/// </remarks>

View File

@@ -2,12 +2,14 @@
using Content.Shared._CP14.Fishing.FishingPool;
using Content.Shared._CP14.Fishing.FishingRod;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Shared._CP14.Fishing;
public sealed class CP14FishingProcessSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private EntityQuery<CP14FishingRodComponent> _fishingRod;
@@ -34,14 +36,30 @@ public sealed class CP14FishingProcessSystem : EntitySystem
var fishingRodComponent = _fishingRod.GetComponent(process.Comp.FishingRod!.Value);
if (fishingRodComponent.Reeling)
process.Comp.Player.Position += fishingRodComponent.Speed * frameTime;
{
process.Comp.Player.Velocity += fishingRodComponent.Speed * frameTime;
}
else
process.Comp.Player.Position -= process.Comp.Gravity * frameTime;
{
process.Comp.Player.Velocity -= fishingRodComponent.Gravity * frameTime;
}
// Simple collision with board
// TODO: bouncing
process.Comp.Player.Clamp(process.Comp.Size);
process.Comp.Loot.Clamp(process.Comp.Size);
const float drag = 0.98f;
process.Comp.Player.Velocity *= drag;
process.Comp.Player.Velocity = Math.Clamp(process.Comp.Player.Velocity,
fishingRodComponent.MinVelocity,
fishingRodComponent.MaxVelocity);
process.Comp.Player.Position += process.Comp.Player.Velocity * frameTime;
process.Comp.Player.ClampPosition(process.Comp.Size);
process.Comp.Loot.SimulateFishMovement(_random, frameTime, 0.25f, 0.95f, 0.75f, process.Comp.Size);
process.Comp.Loot.ClampPosition(process.Comp.Size);
var progressAdditive = process.Comp.Collides ? 0.05f : -0.1f;
process.Comp.Progress = Math.Clamp(process.Comp.Progress + progressAdditive * frameTime, 0, 1);
}
public bool TryGetByUser(EntityUid userEntityUid, [NotNullWhen(true)] out Entity<CP14FishingProcessComponent>? process)
@@ -83,7 +101,6 @@ public sealed class CP14FishingProcessSystem : EntitySystem
ensureComponent.User = user;
ensureComponent.Size = prototype.Size;
ensureComponent.Gravity = prototype.Gravity;
ensureComponent.Player = new CP14FishingProcessComponent.Box(prototype.PlayerSize);
ensureComponent.Loot = new CP14FishingProcessComponent.Box(prototype.LootSize);

View File

@@ -12,5 +12,17 @@ public sealed partial class CP14FishingRodComponent : Component
public bool Reeling;
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float Speed = 0.1f;
public float Speed = 0.5f;
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float Gravity = 0.75f;
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float MaxVelocity = 3f;
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float MinVelocity = -3.25f;
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float Bouncing = 0.7f;
}

View File

@@ -13,4 +13,3 @@
sprite: _CP14/Objects/ModularTools/iron_spear.rsi
state: icon
- type: CP14FishingRod
speed: 1

View File

@@ -5,6 +5,8 @@
offset: 10, 0
handleOffset: 16, 4
handleHeight: 141
progressOffset: 31, 3
progressSize: 4, 144
handle:
topTexture: /Textures/_CP14/Interface/Fishing/Handle/top.png
middleTexture: /Textures/_CP14/Interface/Fishing/Handle/middle.png

View File

@@ -1,7 +1,6 @@
- type: CP14FishingProcess
id: Debug
size: 10
gravity: 3.5
playerSize: 1
lootSize: 0
lootProtoId: CP14FloorWater