Cardboard Box and Stealth Components (#11569)
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60
Content.Client/CardboardBox/CardboardBoxSystem.cs
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60
Content.Client/CardboardBox/CardboardBoxSystem.cs
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using Content.Shared.CardboardBox;
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using Content.Shared.CardboardBox.Components;
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using Content.Shared.Examine;
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using Content.Shared.Movement.Components;
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using Robust.Client.GameObjects;
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namespace Content.Client.CardboardBox;
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public sealed class CardboardBoxSystem : SharedCardboardBoxSystem
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{
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<PlayBoxEffectMessage>(OnBoxEffect);
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}
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private void OnBoxEffect(PlayBoxEffectMessage msg)
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{
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if (!TryComp<CardboardBoxComponent>(msg.Source, out var box))
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return;
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var xformQuery = GetEntityQuery<TransformComponent>();
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if (!xformQuery.TryGetComponent(msg.Source, out var xform))
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return;
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var sourcePos = xform.MapPosition;
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//Any mob that can move should be surprised?
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//God mind rework needs to come faster so it can just check for mind
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//TODO: Replace with Mind Query when mind rework is in.
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var mobMoverEntities = new HashSet<EntityUid>();
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//Filter out entities in range to see that they're a mob and add them to the mobMoverEntities hash for faster lookup
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foreach (var moverComp in _entityLookup.GetComponentsInRange<MobMoverComponent>(xform.Coordinates, box.Distance))
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{
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if (moverComp.Owner == msg.Mover)
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continue;
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mobMoverEntities.Add(moverComp.Owner);
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}
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//Play the effect for the mobs as long as they can see the box and are in range.
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foreach (var mob in mobMoverEntities)
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{
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if (!xformQuery.TryGetComponent(mob, out var moverTransform) || !ExamineSystemShared.InRangeUnOccluded(sourcePos, moverTransform.MapPosition, box.Distance, null))
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continue;
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var ent = Spawn(box.Effect, moverTransform.MapPosition);
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if (!xformQuery.TryGetComponent(ent, out var entTransform) || !TryComp<SpriteComponent>(ent, out var sprite))
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continue;
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sprite.Offset = new Vector2(0, 1);
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entTransform.AttachParent(mob);
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}
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}
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}
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74
Content.Client/Stealth/StealthSystem.cs
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74
Content.Client/Stealth/StealthSystem.cs
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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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protected override void OnInit(EntityUid uid, StealthComponent component, ComponentInit args)
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{
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base.OnInit(uid, component, args);
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if (!TryComp(uid, out SpriteComponent? sprite))
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return;
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sprite.PostShader = _shader;
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sprite.GetScreenTexture = true;
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sprite.RaiseShaderEvent = true;
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if (TryComp(uid, out InteractionOutlineComponent? outline))
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{
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RemComp(uid, outline);
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component.HadOutline = true;
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}
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}
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private void OnRemove(EntityUid uid, StealthComponent component, ComponentRemove args)
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{
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if (!TryComp(uid, out SpriteComponent? sprite))
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return;
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sprite.PostShader = null;
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sprite.GetScreenTexture = false;
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sprite.RaiseShaderEvent = false;
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sprite.Color = Color.White;
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if (component.HadOutline)
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AddComp<InteractionOutlineComponent>(uid);
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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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var parentXform = Transform(Transform(uid).ParentUid);
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var reference = args.Viewport.WorldToLocal(parentXform.WorldPosition);
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var visibility = GetVisibility(uid, component);
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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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