* added generic Entity Effects status effect component * added Magic Vision Statuseffect component * renamed visionmask to Visibilitymask and added StatusEffectComponent notice comment * added two event listeners on MagicVisonStatusEffect applied and removed * moved changes to server side * moved Component serverside * removed Overlay Property * Added magic vison status effect prototype and applying * cleaned upnew lines * added new prototype * moved Magic vision status effect component to shared again * fixed applying mask * cleaned new lines * Moved to components folder * marked MagicVisionComponent obsolete and changed protoid name * Added parent MobStatusEffectBase * added mana cost to Magical vision spell * removed unneeded constructor * Added the system * added statuseffect eventlistners for applied and removed also removed old event listners * removed old magic vision component check * Removed Data field attribute * added back Data field attribute * added access atribute * moved Status effect update to server * removed shared System moved all to server side * Update Content.Shared/_CP14/StatusEffect/Components/CP14EntityEffectsStatusEffectComponent.cs Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com> * Fix typo in DataField attribute for Effects list * Obliterated CP14MagicVisionComponent from existence * Fix comment capitalization in CP14EntityEffectsStatusEffectComponent * Fix summary capitalization in CP14EntityEffectsStatusEffectComponent * Refactor CP14MagicVisionSystem.cs by removing blank lines Removed unnecessary blank lines for cleaner code. * Remove status effect event handlers Removed event subscription and related methods for status effects. * Remove empty line in OnExamined method * Added a Spell toggle status effect * fixed datfields shouldnt be static * imlpemented status applying in yml * cleaned white space :3 * changed toggle to has status effect * fix leftover * added check for firsttime predict so it doesnt get applied twice * added getvismaskevent to statuseffect relay * changed event lisnter to use CP14MagicVisionStatusEffectComponent to prevent future conflicts * removed unneeded _status property * added check for if its the last status effect on remove * added check if Status effect is already present if applied * changed check to component instead of entity * changed ent target to player.localEntity * fix: removed has effect check as it already has the effect when first apllied * changed event to on player attached * removed first time predicted check * changed cooldown to 0.5 seconds * made Spell mana change effect not save * added status efect applied event listner back and moved apply and remove overlay to separete methods * removed replaced action event * added fix to let nextupdate catch up to CurTime * fix: status effect not beeing removed when crit or dead * fix: Action beeing able to be used while dead * fix: added prediction check to applied back for double apply and remove bug --------- Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
164 lines
5.9 KiB
C#
164 lines
5.9 KiB
C#
using System.Numerics;
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using Content.Shared._CP14.MagicVision;
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using Content.Shared.Examine;
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using Content.Shared.StatusEffectNew;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.Timing;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client._CP14.MagicVision;
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public sealed class CP14ClientMagicVisionSystem : CP14SharedMagicVisionSystem
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{
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[Dependency] private readonly IClientGameTiming _timing = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StatusEffectsSystem _status = default!;
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private CP14MagicVisionOverlay? _overlay;
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private CP14MagicVisionNoirOverlay? _overlay2;
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private TimeSpan _nextUpdate = TimeSpan.Zero;
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private SoundSpecifier _startSound = new SoundPathSpecifier(new ResPath("/Audio/Effects/eye_open.ogg"));
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private SoundSpecifier _endSound = new SoundPathSpecifier(new ResPath("/Audio/Effects/eye_close.ogg"));
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CP14MagicVisionMarkerComponent, AfterAutoHandleStateEvent>(OnHandleStateMarker);
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SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerAttachedEvent>>(OnPlayerAttached);
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SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerDetachedEvent>>(OnPlayerDetached);
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SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectAppliedEvent>(OnStatusEffectApplied);
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SubscribeLocalEvent<CP14MagicVisionStatusEffectComponent, StatusEffectRemovedEvent>(OnStatusEffectRemoved);
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}
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private void OnPlayerAttached(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerAttachedEvent> args)
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{
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ApplyOverlay(ent);
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}
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private void OnStatusEffectApplied(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
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{
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//Prevents it from beeing applied twice
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if (_timing.IsFirstTimePredicted == true)
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return;
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ApplyOverlay(ent);
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}
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private void OnPlayerDetached(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerDetachedEvent> args)
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{
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RemoveOverlay(ent);
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}
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private void OnStatusEffectRemoved(Entity<CP14MagicVisionStatusEffectComponent> ent, ref StatusEffectRemovedEvent args)
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{
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//Prevents it from beeing removed twice
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if (_timing.IsFirstTimePredicted == true)
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return;
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RemoveOverlay(ent);
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}
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protected override void OnExamined(Entity<CP14MagicVisionMarkerComponent> ent, ref ExaminedEvent args)
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{
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base.OnExamined(ent, ref args);
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if (ent.Comp.TargetCoordinates is null)
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return;
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var originPosition = _transform.GetWorldPosition(ent);
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var targetPosition = _transform.ToWorldPosition(ent.Comp.TargetCoordinates.Value);
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if ((targetPosition - originPosition).Length() < 0.5f)
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return;
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Angle angle = new(targetPosition - originPosition);
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var pointer = Spawn(ent.Comp.PointerProto, new MapCoordinates(originPosition, _transform.GetMapId(Transform(ent).Coordinates)));
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_transform.SetWorldRotation(pointer, angle + Angle.FromDegrees(90));
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}
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private void OnHandleStateMarker(Entity<CP14MagicVisionMarkerComponent> ent, ref AfterAutoHandleStateEvent args)
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{
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if (!TryComp<SpriteComponent>(ent, out var sprite))
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return;
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if (ent.Comp.Icon is null)
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return;
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var layer = _sprite.AddLayer(ent.Owner, ent.Comp.Icon);
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sprite.LayerSetShader(layer, "unshaded");
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_sprite.LayerSetScale(ent.Owner, layer, new Vector2(0.5f, 0.5f));
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (_timing.CurTime < _nextUpdate)
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return;
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_nextUpdate = _timing.CurTime + TimeSpan.FromSeconds(0.5f);
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var queryFade = EntityQueryEnumerator<CP14MagicVisionMarkerComponent, SpriteComponent>();
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while (queryFade.MoveNext(out var uid, out var fade, out var sprite))
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{
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UpdateOpaque((uid, fade), sprite);
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}
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}
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private void UpdateOpaque(Entity<CP14MagicVisionMarkerComponent> ent, SpriteComponent sprite)
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{
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var progress = Math.Clamp((_timing.CurTime.TotalSeconds - ent.Comp.SpawnTime.TotalSeconds) / (ent.Comp.EndTime.TotalSeconds - ent.Comp.SpawnTime.TotalSeconds), 0, 1);
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var alpha = 1 - progress;
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_sprite.SetColor(ent.Owner, Color.White.WithAlpha((float)alpha));
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}
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private void ApplyOverlay(Entity<CP14MagicVisionStatusEffectComponent> ent)
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{
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_overlay = new CP14MagicVisionOverlay();
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_overlayMan.AddOverlay(_overlay);
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_overlay.StartOverlay = _timing.CurTime;
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_overlay2 = new CP14MagicVisionNoirOverlay();
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_overlayMan.AddOverlay(_overlay2);
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_audio.PlayGlobal(_startSound, ent);
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}
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private void RemoveOverlay(Entity<CP14MagicVisionStatusEffectComponent> ent)
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{
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// Check if it is the last Magic Vision Status Effect
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if (_status.HasEffectComp<CP14MagicVisionStatusEffectComponent>(_player.LocalEntity))
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return;
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if (_overlay != null)
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{
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_overlayMan.RemoveOverlay(_overlay);
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_overlay = null;
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}
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if (_overlay2 != null)
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{
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_overlayMan.RemoveOverlay(_overlay2);
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_overlay2 = null;
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}
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_audio.PlayGlobal(_endSound, ent);
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}
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}
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