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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@@ -12,6 +12,12 @@ namespace Content.Shared.Stealth.Components;
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[Access(typeof(SharedStealthSystem))]
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public sealed class StealthComponent : Component
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{
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/// <summary>
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/// Whether or not the stealth effect should currently be applied.
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/// </summary>
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[DataField("enabled")]
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public bool Enabled = true;
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/// <summary>
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/// Whether or not the entity previously had an interaction outline prior to cloaking.
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/// </summary>
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@@ -19,12 +25,21 @@ public sealed class StealthComponent : Component
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public bool HadOutline;
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/// <summary>
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/// Last set level of visibility. Ranges from 1 (fully visible) and -1 (fully hidden). To get the actual current
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/// visibility, use <see cref="SharedStealthSystem.GetVisibility(EntityUid, StealthComponent?)"/>
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/// Minimum visibility before the entity becomes unexaminable (and thus no longer appears on context menus).
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/// </summary>
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[DataField("examineThreshold")]
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public readonly float ExamineThreshold = 0.5f;
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/// <summary>
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/// Last set level of visibility. The visual effect ranges from 1 (fully visible) and -1 (fully hidden). Values
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/// outside of this range simply act as a buffer for the visual effect (i.e., a delay before turning invisible). To
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/// get the actual current visibility, use <see cref="SharedStealthSystem.GetVisibility(EntityUid,
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/// StealthComponent?)"/>
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/// </summary>
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[DataField("lastVisibility")]
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[Access(typeof(SharedStealthSystem), Other = AccessPermissions.None)]
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public float LastVisibility;
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public float LastVisibility = 1;
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/// <summary>
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/// Time at which <see cref="LastVisibility"/> was set. Null implies the entity is currently paused and not
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@@ -44,17 +59,31 @@ public sealed class StealthComponent : Component
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/// </summary>
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[DataField("movementVisibilityRate")]
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public readonly float MovementVisibilityRate = 0.2f;
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/// <summary>
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/// Minimum visibility. Note that the visual effect caps out at -1, but this value is allowed to be larger or smaller.
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/// </summary>
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[DataField("minVisibility")]
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public readonly float MinVisibility = -1f;
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/// <summary>
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/// Maximum visibility. Note that the visual effect caps out at +1, but this value is allowed to be larger or smaller.
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/// </summary>
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[DataField("maxVisibility")]
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public readonly float MaxVisibility = 1.5f;
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}
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[Serializable, NetSerializable]
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public sealed class StealthComponentState : ComponentState
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{
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public float Visibility;
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public TimeSpan? LastUpdated;
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public readonly float Visibility;
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public readonly TimeSpan? LastUpdated;
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public readonly bool Enabled;
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public StealthComponentState(float stealthLevel, TimeSpan? lastUpdated)
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public StealthComponentState(float stealthLevel, TimeSpan? lastUpdated, bool enabled)
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{
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Visibility = stealthLevel;
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LastUpdated = lastUpdated;
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Enabled = enabled;
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}
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}
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@@ -1,3 +1,4 @@
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using Content.Shared.Examine;
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using Content.Shared.Stealth.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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@@ -17,6 +18,35 @@ public abstract class SharedStealthSystem : EntitySystem
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SubscribeLocalEvent<StealthComponent, MoveEvent>(OnMove);
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SubscribeLocalEvent<StealthComponent, EntityPausedEvent>(OnPaused);
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SubscribeLocalEvent<StealthComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<StealthComponent, ExamineAttemptEvent>(OnExamine);
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}
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private void OnExamine(EntityUid uid, StealthComponent component, ExamineAttemptEvent args)
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{
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if (!component.Enabled || GetVisibility(uid, component) > component.ExamineThreshold)
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return;
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// Don't block examine for owner or children of the cloaked entity.
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// Containers and the like should already block examining, so not bothering to check for occluding containers.
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var source = args.Examiner;
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do
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{
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if (source == uid)
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return;
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source = Transform(source).ParentUid;
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}
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while (source.IsValid());
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args.Cancel();
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}
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public virtual void SetEnabled(EntityUid uid, bool value, StealthComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Enabled == value)
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return;
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component.Enabled = value;
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Dirty(component);
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}
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private void OnPaused(EntityUid uid, StealthComponent component, EntityPausedEvent args)
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@@ -44,7 +74,7 @@ public abstract class SharedStealthSystem : EntitySystem
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private void OnStealthGetState(EntityUid uid, StealthComponent component, ref ComponentGetState args)
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{
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args.State = new StealthComponentState(component.LastVisibility, component.LastUpdated);
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args.State = new StealthComponentState(component.LastVisibility, component.LastUpdated, component.Enabled);
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}
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private void OnStealthHandleState(EntityUid uid, StealthComponent component, ref ComponentHandleState args)
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@@ -52,6 +82,7 @@ public abstract class SharedStealthSystem : EntitySystem
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if (args.Current is not StealthComponentState cast)
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return;
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SetEnabled(uid, cast.Enabled, component);
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component.LastVisibility = cast.Visibility;
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component.LastUpdated = cast.LastUpdated;
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}
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@@ -83,7 +114,7 @@ public abstract class SharedStealthSystem : EntitySystem
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component.LastUpdated = _timing.CurTime;
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}
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component.LastVisibility = Math.Clamp(component.LastVisibility + delta, -1f, 1f);
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component.LastVisibility = Math.Clamp(component.LastVisibility + delta, component.MinVisibility, component.MaxVisibility);
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Dirty(component);
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}
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@@ -96,7 +127,7 @@ public abstract class SharedStealthSystem : EntitySystem
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if (!Resolve(uid, ref component))
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return;
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component.LastVisibility = value;
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component.LastVisibility = Math.Clamp(value, component.MinVisibility, component.MaxVisibility);
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if (component.LastUpdated != null)
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component.LastUpdated = _timing.CurTime;
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@@ -107,16 +138,18 @@ public abstract class SharedStealthSystem : EntitySystem
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/// Gets the current visibility from the <see cref="StealthComponent"/>
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/// Use this instead of getting LastVisibility from the component directly.
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/// </summary>
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/// <returns>Returns a calculation that accounts for any stealth change that happened since last update, otherwise returns based on if it can resolve the component.</returns>
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/// <returns>Returns a calculation that accounts for any stealth change that happened since last update, otherwise
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/// returns based on if it can resolve the component. Note that the returned value may be larger than the components
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/// maximum stealth value if it is currently disabled.</returns>
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public float GetVisibility(EntityUid uid, StealthComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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if (!Resolve(uid, ref component) || !component.Enabled)
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return 1;
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if (component.LastUpdated == null)
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return component.LastVisibility;
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var deltaTime = _timing.CurTime - component.LastUpdated.Value;
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return Math.Clamp(component.LastVisibility + (float) deltaTime.TotalSeconds * component.PassiveVisibilityRate, -1f, 1f);
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return Math.Clamp(component.LastVisibility + (float) deltaTime.TotalSeconds * component.PassiveVisibilityRate, component.MinVisibility, component.MaxVisibility);
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}
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}
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