Makes thieving gloves sneakier (#21398)

* Hidden DoAfters

* Fix formatting warnings

* Hide progress bar and pickup animation

* Copy Hidden field in copy constructor
This commit is contained in:
TemporalOroboros
2023-11-02 19:10:58 -07:00
committed by GitHub
parent 03922175a7
commit 19614453d9
4 changed files with 39 additions and 13 deletions

View File

@@ -4,6 +4,7 @@ using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Graphics;
using Robust.Client.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -14,6 +15,7 @@ public sealed class DoAfterOverlay : Overlay
{
private readonly IEntityManager _entManager;
private readonly IGameTiming _timing;
private readonly IPlayerManager _player;
private readonly SharedTransformSystem _transform;
private readonly MetaDataSystem _meta;
@@ -31,13 +33,14 @@ public sealed class DoAfterOverlay : Overlay
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager, IGameTiming timing)
public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager, IGameTiming timing, IPlayerManager player)
{
_entManager = entManager;
_timing = timing;
_player = player;
_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
_meta = _entManager.EntitySysManager.GetEntitySystem<MetaDataSystem>();
var sprite = new SpriteSpecifier.Rsi(new ("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
var sprite = new SpriteSpecifier.Rsi(new("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
_barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
@@ -58,6 +61,7 @@ public sealed class DoAfterOverlay : Overlay
var curTime = _timing.CurTime;
var bounds = args.WorldAABB.Enlarged(5f);
var localEnt = _player.LocalSession?.AttachedEntity;
var metaQuery = _entManager.GetEntityQuery<MetaDataComponent>();
var enumerator = _entManager.AllEntityQueryEnumerator<ActiveDoAfterComponent, DoAfterComponent, SpriteComponent, TransformComponent>();
@@ -88,6 +92,17 @@ public sealed class DoAfterOverlay : Overlay
foreach (var doAfter in comp.DoAfters.Values)
{
// Hide some DoAfters from other players for stealthy actions (ie: thieving gloves)
var alpha = 1f;
if (doAfter.Args.Hidden)
{
if (uid != localEnt)
continue;
// Hints to the local player that this do-after is not visible to other players.
alpha = 0.5f;
}
// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
// by the bar.
float yOffset = sprite.Bounds.Height / 2f + 0.05f;
@@ -108,15 +123,15 @@ public sealed class DoAfterOverlay : Overlay
{
var elapsed = doAfter.CancelledTime.Value - doAfter.StartTime;
elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
var cancelElapsed = (time - doAfter.CancelledTime.Value).TotalSeconds;
var cancelElapsed = (time - doAfter.CancelledTime.Value).TotalSeconds;
var flash = Math.Floor(cancelElapsed / FlashTime) % 2 == 0;
color = new Color(1f, 0f, 0f, flash ? 1f : 0f);
color = new Color(1f, 0f, 0f, flash ? alpha : 0f);
}
else
{
var elapsed = time - doAfter.StartTime;
elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
color = GetProgressColor(elapsedRatio);
color = GetProgressColor(elapsedRatio, alpha);
}
var xProgress = (EndX - StartX) * elapsedRatio + StartX;
@@ -131,14 +146,14 @@ public sealed class DoAfterOverlay : Overlay
handle.SetTransform(Matrix3.Identity);
}
public static Color GetProgressColor(float progress)
public static Color GetProgressColor(float progress, float alpha = 1f)
{
if (progress >= 1.0f)
{
return new Color(0f, 1f, 0f);
return new Color(0f, 1f, 0f, alpha);
}
// lerp
var hue = (5f / 18f) * progress;
return Color.FromHsv((hue, 1f, 0.75f, 1f));
return Color.FromHsv((hue, 1f, 0.75f, alpha));
}
}

View File

@@ -21,7 +21,7 @@ public sealed class DoAfterSystem : SharedDoAfterSystem
public override void Initialize()
{
base.Initialize();
_overlay.AddOverlay(new DoAfterOverlay(EntityManager, _prototype, GameTiming));
_overlay.AddOverlay(new DoAfterOverlay(EntityManager, _prototype, GameTiming, _player));
}
public override void Shutdown()