Damage masks (#9402)
This commit is contained in:
@@ -187,8 +187,6 @@ namespace Content.Client.Entry
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var overlayMgr = IoCManager.Resolve<IOverlayManager>();
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overlayMgr.AddOverlay(new ParallaxOverlay());
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overlayMgr.AddOverlay(new SingularityOverlay());
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overlayMgr.AddOverlay(new CritOverlay()); //Hopefully we can cut down on this list... don't see why a death overlay needs to be instantiated here.
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overlayMgr.AddOverlay(new CircleMaskOverlay());
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overlayMgr.AddOverlay(new FlashOverlay());
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overlayMgr.AddOverlay(new RadiationPulseOverlay());
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@@ -1,4 +1,5 @@
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using Content.Client.IoC;
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using Content.Client.MobState;
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using Content.Client.Resources;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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@@ -86,11 +87,12 @@ namespace Content.Client.HealthOverlay.UI
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return;
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}
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var mobStateSystem = _entities.EntitySysManager.GetEntitySystem<MobStateSystem>();
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FixedPoint2 threshold;
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if (mobState.IsAlive())
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{
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if (!mobState.TryGetEarliestCriticalState(damageable.TotalDamage, out _, out threshold))
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if (!mobStateSystem.TryGetEarliestCriticalState(mobState, damageable.TotalDamage, out _, out threshold))
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{
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CritBar.Visible = false;
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HealthBar.Visible = false;
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@@ -107,8 +109,8 @@ namespace Content.Client.HealthOverlay.UI
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HealthBar.Ratio = 0;
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HealthBar.Visible = false;
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if (!mobState.TryGetPreviousCriticalState(damageable.TotalDamage, out _, out var critThreshold) ||
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!mobState.TryGetEarliestDeadState(damageable.TotalDamage, out _, out var deadThreshold))
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if (!mobStateSystem.TryGetPreviousCriticalState(mobState, damageable.TotalDamage, out _, out var critThreshold) ||
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!mobStateSystem.TryGetEarliestDeadState(mobState, damageable.TotalDamage, out _, out var deadThreshold))
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{
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CritBar.Visible = false;
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return;
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132
Content.Client/MobState/MobStateSystem.cs
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132
Content.Client/MobState/MobStateSystem.cs
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@@ -0,0 +1,132 @@
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.MobState;
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using Content.Shared.MobState.Components;
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using Content.Shared.MobState.EntitySystems;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.GameStates;
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namespace Content.Client.MobState;
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public sealed partial class MobStateSystem : SharedMobStateSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private Overlays.DamageOverlay _overlay = default!;
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public const short Levels = 7;
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public override void Initialize()
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{
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base.Initialize();
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_overlay = new Overlays.DamageOverlay();
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IoCManager.Resolve<IOverlayManager>().AddOverlay(_overlay);
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttach);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetach);
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SubscribeLocalEvent<MobStateComponent, ComponentHandleState>(OnMobHandleState);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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IoCManager.Resolve<IOverlayManager>().RemoveOverlay(_overlay);
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}
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private void OnMobHandleState(EntityUid uid, MobStateComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MobStateComponentState state) return;
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if (component.CurrentThreshold == state.CurrentThreshold)
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return;
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if (state.CurrentThreshold == null)
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{
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RemoveState(component);
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}
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else
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{
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UpdateState(component, state.CurrentThreshold.Value);
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}
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}
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private void OnPlayerAttach(PlayerAttachedEvent ev)
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{
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if (TryComp<MobStateComponent>(ev.Entity, out var mobState) && TryComp<DamageableComponent>(ev.Entity, out var damageable))
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{
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SetLevel(mobState, damageable.TotalDamage);
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}
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}
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private void OnPlayerDetach(PlayerDetachedEvent ev)
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{
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_overlay.State = DamageState.Alive;
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_overlay.BruteLevel = 0f;
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_overlay.OxygenLevel = 0f;
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_overlay.CritLevel = 0f;
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}
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protected override void UpdateState(MobStateComponent component, DamageState? state, FixedPoint2 threshold)
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{
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base.UpdateState(component, state, threshold);
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SetLevel(component, threshold);
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}
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private void SetLevel(MobStateComponent stateComponent, FixedPoint2 threshold)
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{
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var uid = stateComponent.Owner;
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if (_playerManager.LocalPlayer?.ControlledEntity != uid) return;
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_overlay.State = DamageState.Alive;
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_overlay.BruteLevel = 0f;
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_overlay.OxygenLevel = 0f;
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_overlay.CritLevel = 0f;
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if (!TryComp<DamageableComponent>(uid, out var damageable))
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return;
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switch (stateComponent.CurrentState)
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{
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case DamageState.Dead:
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_overlay.State = DamageState.Dead;
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return;
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}
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var bruteLevel = 0f;
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var oxyLevel = 0f;
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var critLevel = 0f;
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if (TryGetEarliestIncapacitatedState(stateComponent, threshold, out _, out var earliestThreshold) && damageable.TotalDamage != 0)
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{
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if (damageable.DamagePerGroup.TryGetValue("Brute", out var bruteDamage))
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{
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bruteLevel = MathF.Min(1f, (bruteDamage / earliestThreshold).Float());
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}
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if (damageable.Damage.DamageDict.TryGetValue("Asphyxiation", out var oxyDamage))
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{
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oxyLevel = MathF.Min(1f, (oxyDamage / earliestThreshold).Float());
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}
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if (threshold >= earliestThreshold && TryGetEarliestDeadState(stateComponent, threshold, out _, out var earliestDeadHold))
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{
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critLevel = (float) Math.Clamp((damageable.TotalDamage - earliestThreshold).Double() / (earliestDeadHold - earliestThreshold).Double(), 0.1, 1);
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}
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}
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// Don't show damage overlay if they're near enough to max.
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if (bruteLevel < 0.05f)
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{
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bruteLevel = 0f;
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}
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_overlay.State = critLevel > 0f ? DamageState.Critical : DamageState.Alive;
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_overlay.BruteLevel = bruteLevel;
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_overlay.OxygenLevel = oxyLevel;
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_overlay.CritLevel = critLevel;
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}
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}
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@@ -1,36 +0,0 @@
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.MobState.Overlays
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{
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public sealed class CircleMaskOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _shader;
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public CircleMaskOverlay()
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("CircleMask").Instance();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (!CritOverlay.LocalPlayerHasState(_playerManager, false, true))
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return;
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var worldHandle = args.WorldHandle;
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worldHandle.UseShader(_shader);
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var viewport = args.WorldAABB;
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worldHandle.DrawRect(viewport, Color.White);
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}
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}
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}
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@@ -1,58 +0,0 @@
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using Content.Shared.MobState.Components;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.MobState.Overlays
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{
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public sealed class CritOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEntityManager _entities = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _gradientCircleShader;
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public CritOverlay()
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{
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IoCManager.InjectDependencies(this);
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_gradientCircleShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").Instance();
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}
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public static bool LocalPlayerHasState(IPlayerManager pm, bool critical, bool dead, IEntityManager? entities = null) {
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if (pm.LocalPlayer?.ControlledEntity is not {Valid: true} player)
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{
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return false;
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}
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IoCManager.Resolve(ref entities);
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if (entities.TryGetComponent<MobStateComponent?>(player, out var mobState))
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{
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if (critical)
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if (mobState.IsCritical())
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return true;
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if (dead)
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if (mobState.IsDead())
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return true;
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}
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return false;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (!LocalPlayerHasState(_playerManager, true, false, _entities))
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return;
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var worldHandle = args.WorldHandle;
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var viewport = args.WorldAABB;
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worldHandle.UseShader(_gradientCircleShader);
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worldHandle.DrawRect(viewport, Color.White);
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}
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}
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}
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224
Content.Client/MobState/Overlays/DamageOverlay.cs
Normal file
224
Content.Client/MobState/Overlays/DamageOverlay.cs
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@@ -0,0 +1,224 @@
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using Content.Shared.MobState;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.MobState.Overlays;
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public sealed class DamageOverlay : Overlay
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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private readonly ShaderInstance _critShader;
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private readonly ShaderInstance _oxygenShader;
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private readonly ShaderInstance _bruteShader;
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public DamageState State = DamageState.Alive;
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/// <summary>
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/// Handles the red pulsing overlay
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/// </summary>
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public float BruteLevel = 0f;
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private float _oldBruteLevel = 0f;
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/// <summary>
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/// Handles the darkening overlay.
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/// </summary>
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public float OxygenLevel = 0f;
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private float _oldOxygenLevel = 0f;
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/// <summary>
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/// Handles the white overlay when crit.
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/// </summary>
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public float CritLevel = 0f;
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private float _oldCritLevel = 0f;
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private float _deadLevel = 1f;
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public DamageOverlay()
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{
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// TODO: Replace
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IoCManager.InjectDependencies(this);
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_oxygenShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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_critShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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_bruteShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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/*
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* Here's the rundown:
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* 1. There's lerping for each level so the transitions are smooth.
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* 2. There's 3 overlays, 1 for brute damage, 1 for oxygen damage (that also doubles as a crit overlay),
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* and a white one during crit that closes in as you progress towards death. When you die it slowly disappears.
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* The crit overlay also occasionally reduces its alpha as a "blink"
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*/
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var viewport = args.ViewportBounds;
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var handle = args.ScreenHandle;
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var distance = args.ViewportBounds.Width;
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var lerpRate = 0.2f;
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var time = (float) _timing.RealTime.TotalSeconds;
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var lastFrameTime = (float) _timing.FrameTime.TotalSeconds;
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// If they just died then lerp out the white overlay.
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if (State != DamageState.Dead)
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{
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_deadLevel = 1f;
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}
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else if (!_deadLevel.Equals(0f))
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{
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var diff = -_deadLevel;
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_deadLevel += GetDiff(diff, lerpRate, lastFrameTime);
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}
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if (!_oldBruteLevel.Equals(BruteLevel))
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{
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var diff = BruteLevel - _oldBruteLevel;
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_oldBruteLevel += GetDiff(diff, lerpRate, lastFrameTime);
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}
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if (!_oldOxygenLevel.Equals(OxygenLevel))
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{
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var diff = OxygenLevel - _oldOxygenLevel;
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_oldOxygenLevel += GetDiff(diff, lerpRate, lastFrameTime);
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}
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if (!_oldCritLevel.Equals(CritLevel))
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{
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var diff = CritLevel - _oldCritLevel;
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_oldCritLevel += GetDiff(diff, lerpRate, lastFrameTime);
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}
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/*
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* darknessAlphaOuter is the maximum alpha for anything outside of the larger circle
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* darknessAlphaInner (on the shader) is the alpha for anything inside the smallest circle
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*
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* outerCircleRadius is what we end at for max level for the outer circle
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* outerCircleMaxRadius is what we start at for 0 level for the outer circle
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*
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* innerCircleRadius is what we end at for max level for the inner circle
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* innerCircleMaxRadius is what we start at for 0 level for the inner circle
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*/
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// Makes debugging easier don't @ me
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float level = 0f;
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level = _oldBruteLevel;
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// TODO: Lerping
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if (level > 0f && _oldCritLevel <= 0f)
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{
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var pulseRate = 3f;
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var adjustedTime = time * pulseRate;
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float outerMaxLevel = 2.0f * distance;
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float outerMinLevel = 0.8f * distance;
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float innerMaxLevel = 0.6f * distance;
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float innerMinLevel = 0.2f * distance;
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var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
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var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
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var pulse = MathF.Max(0f, MathF.Sin(adjustedTime));
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_bruteShader.SetParameter("time", pulse);
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_bruteShader.SetParameter("color", new Vector3(1f, 0f, 0f));
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_bruteShader.SetParameter("darknessAlphaOuter", 0.8f);
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_bruteShader.SetParameter("outerCircleRadius", outerRadius);
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_bruteShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
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_bruteShader.SetParameter("innerCircleRadius", innerRadius);
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_bruteShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.02f * distance);
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handle.UseShader(_bruteShader);
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handle.DrawRect(viewport, Color.White);
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}
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else
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{
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_oldBruteLevel = BruteLevel;
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}
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level = State != DamageState.Critical ? _oldOxygenLevel : 1f;
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if (level > 0f)
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{
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float outerMaxLevel = 0.6f * distance;
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float outerMinLevel = 0.06f * distance;
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float innerMaxLevel = 0.02f * distance;
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float innerMinLevel = 0.02f * distance;
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var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
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var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
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float outerDarkness;
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float critTime;
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// If in crit then just fix it; also pulse it very occasionally so they can see more.
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if (_oldCritLevel > 0f)
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{
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var adjustedTime = time * 2f;
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critTime = MathF.Max(0, MathF.Sin(adjustedTime) + 2 * MathF.Sin(2 * adjustedTime / 4f) + MathF.Sin(adjustedTime / 4f) - 3f);
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if (critTime > 0f)
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{
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outerDarkness = 1f - critTime / 1.5f;
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}
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else
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{
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outerDarkness = 1f;
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}
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}
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else
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{
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outerDarkness = MathF.Min(0.98f, 0.3f * MathF.Log(level) + 1f);
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}
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_oxygenShader.SetParameter("time", 0.0f);
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_oxygenShader.SetParameter("color", new Vector3(0f, 0f, 0f));
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_oxygenShader.SetParameter("darknessAlphaOuter", outerDarkness);
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_oxygenShader.SetParameter("innerCircleRadius", innerRadius);
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_oxygenShader.SetParameter("innerCircleMaxRadius", innerRadius);
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_oxygenShader.SetParameter("outerCircleRadius", outerRadius);
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_oxygenShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
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handle.UseShader(_oxygenShader);
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handle.DrawRect(viewport, Color.White);
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}
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level = State != DamageState.Dead ? _oldCritLevel : _deadLevel;
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if (level > 0f)
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{
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float outerMaxLevel = 2.0f * distance;
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float outerMinLevel = 1.0f * distance;
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float innerMaxLevel = 0.6f * distance;
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float innerMinLevel = 0.02f * distance;
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var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
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var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
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var pulse = MathF.Max(0f, MathF.Sin(time));
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// If in crit then just fix it; also pulse it very occasionally so they can see more.
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_critShader.SetParameter("time", pulse);
|
||||
_critShader.SetParameter("color", new Vector3(1f, 1f, 1f));
|
||||
_critShader.SetParameter("darknessAlphaOuter", 1.0f);
|
||||
_critShader.SetParameter("innerCircleRadius", innerRadius);
|
||||
_critShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.005f * distance);
|
||||
_critShader.SetParameter("outerCircleRadius", outerRadius);
|
||||
_critShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
|
||||
handle.UseShader(_critShader);
|
||||
handle.DrawRect(viewport, Color.White);
|
||||
}
|
||||
}
|
||||
|
||||
private float GetDiff(float value, float lerpRate, float lastFrameTime)
|
||||
{
|
||||
return Math.Clamp(value, -1 * lerpRate * lastFrameTime, lerpRate * lastFrameTime);
|
||||
}
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
using Content.Shared.MobState.State;
|
||||
|
||||
namespace Content.Client.MobState.States
|
||||
{
|
||||
public sealed class CriticalMobState : SharedCriticalMobState
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -1,19 +0,0 @@
|
||||
using Content.Shared.MobState;
|
||||
using Content.Shared.MobState.State;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Client.MobState.States
|
||||
{
|
||||
public sealed class DeadMobState : SharedDeadMobState
|
||||
{
|
||||
public override void EnterState(EntityUid uid, IEntityManager entityManager)
|
||||
{
|
||||
base.EnterState(uid, entityManager);
|
||||
|
||||
if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
using Content.Shared.MobState;
|
||||
using Content.Shared.MobState.State;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Client.MobState.States
|
||||
{
|
||||
public sealed class NormalMobState : SharedNormalMobState
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -1,24 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using System.Collections.Generic;
|
||||
using JetBrains.Annotations;
|
||||
using Nett;
|
||||
using Content.Shared;
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Client.Resources;
|
||||
using Content.Client.IoC;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.ResourceManagement;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.ContentPack;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Utility;
|
||||
using SixLabors.ImageSharp;
|
||||
using SixLabors.ImageSharp.PixelFormats;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user