Make flashlights, atmos hardsuit, and RGB use the new layer features (#6253)
* Make flashlights, atmos hardsuit, and RGB use the new layer features * avoid self-conflict * fix rgb not updating on add * cleanup * Update Content.Client/Light/RgbLightControllerSystem.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * cleanup diff Co-authored-by: mirrorcult <lunarautomaton6@gmail.com>
This commit is contained in:
@@ -1,4 +1,5 @@
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using Content.Client.Items.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Light.Component;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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@@ -6,9 +7,11 @@ using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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using System.Collections.Generic;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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namespace Content.Client.Light.Components
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{
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@@ -17,6 +20,37 @@ namespace Content.Client.Light.Components
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public sealed class HandheldLightComponent : SharedHandheldLightComponent, IItemStatus
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{
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public byte? Level;
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public bool Activated;
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/// <summary>
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/// Whether to automatically set item-prefixes when toggling the flashlight.
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/// </summary>
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/// <remarks>
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/// Flashlights should probably be using explicit unshaded sprite, in-hand and clothing layers, this is
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/// mostly here for backwards compatibility.
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/// </remarks>
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[DataField("addPrefix")]
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public bool AddPrefix = false;
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/// <summary>
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/// Sprite layer that will have it's visibility toggled when this item is toggled.
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/// </summary>
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[DataField("layer")]
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public string Layer = "light";
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/// <summary>
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/// Layers to add to the sprite of the player that is holding this entity.
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/// </summary>
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[DataField("inhandVisuals")]
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public Dictionary<HandLocation, List<PrototypeLayerData>> InhandVisuals = new();
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/// <summary>
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/// Layers to add to the sprite of the player that is wearing this entity.
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/// </summary>
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[DataField("clothingVisuals")]
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public readonly Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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public Color Color { get; internal set; }
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public Control MakeControl()
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{
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@@ -1,16 +1,77 @@
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using Content.Client.Clothing;
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using Content.Client.Items.Systems;
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using Content.Client.Light.Components;
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using Content.Shared.Clothing;
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using Content.Shared.Hands;
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using Content.Shared.Item;
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using Content.Shared.Light.Component;
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using Robust.Shared.GameObjects;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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using System.Linq;
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namespace Content.Client.Light;
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public sealed class HandheldLightSystem : EntitySystem
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{
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[Dependency] private readonly ItemSystem _itemSys = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandheldLightComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<HandheldLightComponent, GetInhandVisualsEvent>(OnGetHeldVisuals, after: new[] { typeof(ItemSystem) } );
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SubscribeLocalEvent<HandheldLightComponent, GetEquipmentVisualsEvent>(OnGetEquipmentVisuals, after: new[] { typeof(ClothingSystem)});
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}
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/// <summary>
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/// Add the unshaded light overlays to any clothing sprites.
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/// </summary>
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private void OnGetEquipmentVisuals(EntityUid uid, HandheldLightComponent component, GetEquipmentVisualsEvent args)
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{
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if (!component.Activated)
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return;
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if (!component.ClothingVisuals.TryGetValue(args.Slot, out var layers))
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return;
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var i = 0;
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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key = i == 0 ? $"{args.Slot}-light" : $"{args.Slot}-light-{i}";
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i++;
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}
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args.Layers.Add((key, layer));
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}
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}
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/// <summary>
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/// Add the unshaded light overlays to any in-hand sprites.
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/// </summary>
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private void OnGetHeldVisuals(EntityUid uid, HandheldLightComponent component, GetInhandVisualsEvent args)
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{
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if (!component.Activated)
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return;
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if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
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return;
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var i = 0;
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var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}-light";
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
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i++;
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}
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args.Layers.Add((key, layer));
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}
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}
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private void OnHandleState(EntityUid uid, HandheldLightComponent component, ref ComponentHandleState args)
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@@ -19,5 +80,26 @@ public sealed class HandheldLightSystem : EntitySystem
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return;
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component.Level = state.Charge;
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if (state.Activated == component.Activated)
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return;
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component.Activated = state.Activated;
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_itemSys.VisualsChanged(uid);
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if (TryComp(component.Owner, out SpriteComponent? sprite))
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{
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sprite.LayerSetVisible(component.Layer, state.Activated);
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}
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if (TryComp(uid, out PointLightComponent? light))
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{
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light.Enabled = state.Activated;
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}
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// really hand-held lights should be using a separate unshaded layer. (see FlashlightVisualizer)
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// this prefix stuff is largely for backwards compatibility with RSIs/yamls that have not been updated.
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if (component.AddPrefix && TryComp(uid, out SharedItemComponent? item))
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item.EquippedPrefix = state.Activated ? "on" : "off";
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}
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}
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@@ -1,20 +1,21 @@
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using System;
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using System.Linq;
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using Content.Shared.Item;
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using Content.Client.Items.Systems;
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using Content.Shared.Clothing;
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using Content.Shared.Hands;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Light;
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using Content.Shared.Light.Component;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Content.Client.Light
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{
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public sealed class RgbLightControllerSystem : SharedRgbLightControllerSystem
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{
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[Dependency] private IGameTiming _gameTiming = default!;
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[Dependency] private ItemSystem _itemSystem = default!;
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public override void Initialize()
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{
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@@ -23,77 +24,137 @@ namespace Content.Client.Light
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentShutdown>(OnComponentShutdown);
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentStartup>(OnComponentStart);
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SubscribeLocalEvent<RgbLightControllerComponent, GotUnequippedEvent>(OnGotUnequipped);
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SubscribeLocalEvent<RgbLightControllerComponent, EquipmentVisualsUpdatedEvent>(OnEquipmentVisualsUpdated);
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SubscribeLocalEvent<RgbLightControllerComponent, HeldVisualsUpdatedEvent>(OnHeldVisualsUpdated);
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}
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private void OnComponentStart(EntityUid uid, RgbLightControllerComponent rgb, ComponentStartup args)
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{
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if (TryComp(uid, out PointLightComponent? light))
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rgb.OriginalLightColor = light.Color;
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GetOriginalColors(uid, rgb);
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if (TryComp(uid, out SharedItemComponent? item))
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rgb.OriginalItemColor = item.Color;
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GetOriginalSpriteColors(uid, rgb);
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// trigger visuals updated events
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_itemSystem.VisualsChanged(uid);
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}
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private void OnComponentShutdown(EntityUid uid, RgbLightControllerComponent rgb, ComponentShutdown args)
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{
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if (TryComp(uid, out PointLightComponent? light))
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light.Color = rgb.OriginalLightColor;
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ResetOriginalColors(uid, rgb);
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if (TryComp(uid, out SharedItemComponent? item))
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item.Color = rgb.OriginalItemColor;
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ResetSpriteColors(uid, rgb);
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// and reset any in-hands or clothing sprites
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_itemSystem.VisualsChanged(uid);
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}
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private void OnGotUnequipped(EntityUid uid, RgbLightControllerComponent rgb, GotUnequippedEvent args)
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{
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rgb.Holder = null;
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rgb.HolderLayers = null;
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}
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private void OnHeldVisualsUpdated(EntityUid uid, RgbLightControllerComponent rgb, HeldVisualsUpdatedEvent args)
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{
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if (args.RevealedLayers.Count == 0)
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{
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rgb.Holder = null;
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rgb.HolderLayers = null;
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return;
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}
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rgb.Holder = args.User;
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rgb.HolderLayers = new();
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if (!TryComp(args.User, out SpriteComponent? sprite))
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return;
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foreach (var key in args.RevealedLayers)
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{
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if (!sprite.LayerMapTryGet(key, out var index) || sprite[index] is not Layer layer)
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continue;
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if (layer.ShaderPrototype == "unshaded")
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rgb.HolderLayers.Add(key);
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}
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}
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private void OnEquipmentVisualsUpdated(EntityUid uid, RgbLightControllerComponent rgb, EquipmentVisualsUpdatedEvent args)
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{
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rgb.Holder = args.Equipee;
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rgb.HolderLayers = new();
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if (!TryComp(args.Equipee, out SpriteComponent? sprite))
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return;
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foreach (var key in args.RevealedLayers)
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{
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if (!sprite.LayerMapTryGet(key, out var index) || sprite[index] is not Layer layer)
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continue;
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if (layer.ShaderPrototype == "unshaded")
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rgb.HolderLayers.Add(key);
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}
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}
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private void OnHandleState(EntityUid uid, RgbLightControllerComponent rgb, ref ComponentHandleState args)
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{
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if (args.Current is not RgbLightControllerState state)
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return;
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ResetSpriteColors(uid, rgb);
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ResetOriginalColors(uid, rgb);
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rgb.CycleRate = state.CycleRate;
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rgb.Layers = state.Layers;
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GetOriginalColors(uid, rgb);
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// get the new original sprite colors (necessary if rgb.Layers was updated).
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GetOriginalSpriteColors(uid, rgb);
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}
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private void GetOriginalSpriteColors(EntityUid uid, RgbLightControllerComponent? rgb = null, SpriteComponent? sprite = null)
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private void GetOriginalColors(EntityUid uid, RgbLightControllerComponent? rgb = null, PointLightComponent? light = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref rgb, ref sprite))
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if (!Resolve(uid, ref rgb, ref sprite, ref light))
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return;
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rgb.OriginalLightColor = light.Color;
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rgb.OriginalLayerColors = new();
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var layerCount = sprite.AllLayers.Count();
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// if layers is null, get unshaded layers
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if (rgb.Layers == null)
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{
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rgb.OriginalSpriteColor = sprite.Color;
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rgb.OriginalLayerColors = null;
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rgb.Layers = new();
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for (var i = 0; i < layerCount; i++)
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{
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if (sprite[i] is Layer layer && layer.ShaderPrototype == "unshaded")
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{
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rgb.Layers.Add(i);
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rgb.OriginalLayerColors[i] = layer.Color;
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}
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}
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return;
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}
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var spriteLayerCount = sprite.AllLayers.Count();
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rgb.OriginalLayerColors = new(rgb.Layers.Count);
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foreach (var layer in rgb.Layers.ToArray())
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foreach (var index in rgb.Layers.ToArray())
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{
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if (layer < spriteLayerCount)
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rgb.OriginalLayerColors[layer] = sprite[layer].Color;
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if (index < layerCount)
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rgb.OriginalLayerColors[index] = sprite[index].Color;
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else
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rgb.Layers.Remove(layer);
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{
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// admeme fuck-ups or bad yaml?
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Logger.Warning($"RGB light attempted to use invalid sprite index {index} on entity {ToPrettyString(uid)}");
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rgb.Layers.Remove(index);
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}
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}
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}
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private void ResetSpriteColors(EntityUid uid, RgbLightControllerComponent? rgb = null, SpriteComponent? sprite = null)
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private void ResetOriginalColors(EntityUid uid, RgbLightControllerComponent? rgb = null, PointLightComponent? light = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref rgb, ref sprite))
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if (!Resolve(uid, ref rgb, ref sprite, ref light))
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return;
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light.Color = rgb.OriginalLightColor;
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if (rgb.Layers == null || rgb.OriginalLayerColors == null)
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{
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sprite.Color = rgb.OriginalSpriteColor;
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return;
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}
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foreach (var (layer, color) in rgb.OriginalLayerColors)
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{
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@@ -109,9 +170,7 @@ namespace Content.Client.Light
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light.Color = color;
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if (rgb.Layers == null)
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sprite.Color = color;
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else
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if (rgb.Layers != null)
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{
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foreach (var layer in rgb.Layers)
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{
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@@ -119,9 +178,14 @@ namespace Content.Client.Light
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}
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}
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// not all rgb is hand-held (Hence, not part of EntityQuery)
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if (TryComp(rgb.Owner, out SharedItemComponent? item))
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item.Color = color;
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// is the entity being held by someone?
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if (rgb.HolderLayers == null || !TryComp(rgb.Holder, out SpriteComponent? holderSprite))
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continue;
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foreach (var layer in rgb.HolderLayers)
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{
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holderSprite.LayerSetColor(layer, color);
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}
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}
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}
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