Misc stealth and box changes (#11809)
* git mv * Disable shader while box is open * Hide entity menu / prevent examine * fix recursion fix recursion fix recursion fix recursion * Better visibility checks * min and max visibility fields * fix reference point
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@@ -22,35 +22,48 @@ public sealed class StealthSystem : SharedStealthSystem
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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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public override void SetEnabled(EntityUid uid, bool value, StealthComponent? component = null)
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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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if (!Resolve(uid, ref component) || component.Enabled == value)
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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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base.SetEnabled(uid, value, component);
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SetShader(uid, value, component);
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}
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private void SetShader(EntityUid uid, bool enabled, StealthComponent? component = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref component, ref sprite, false))
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return;
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sprite.Color = Color.White;
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sprite.PostShader = enabled ? _shader : null;
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sprite.GetScreenTexture = enabled;
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sprite.RaiseShaderEvent = enabled;
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if (!enabled)
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{
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if (component.HadOutline)
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AddComp<InteractionOutlineComponent>(uid);
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return;
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}
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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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RemCompDeferred(uid, outline);
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component.HadOutline = true;
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}
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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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SetShader(uid, component.Enabled, component);
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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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SetShader(uid, false, component);
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}
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private void OnShaderRender(EntityUid uid, StealthComponent component, BeforePostShaderRenderEvent args)
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@@ -61,9 +74,17 @@ public sealed class StealthSystem : SharedStealthSystem
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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 parent = Transform(uid).ParentUid;
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if (!parent.IsValid())
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return; // should never happen, but lets not kill the client.
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var parentXform = Transform(parent);
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var reference = args.Viewport.WorldToLocal(parentXform.WorldPosition);
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reference.X = -reference.X;
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var visibility = GetVisibility(uid, component);
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// actual visual visibility effect is limited to +/- 1.
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visibility = Math.Clamp(visibility, -1f, 1f);
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_shader.SetParameter("reference", reference);
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_shader.SetParameter("visibility", visibility);
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