Add tile entity occlusion (#14626)
This commit is contained in:
55
Content.Client/Movement/Systems/FloorOcclusionSystem.cs
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55
Content.Client/Movement/Systems/FloorOcclusionSystem.cs
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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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.Movement.Systems;
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public sealed class FloorOcclusionSystem : SharedFloorOcclusionSystem
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FloorOcclusionComponent, ComponentStartup>(OnOcclusionStartup);
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SubscribeLocalEvent<FloorOcclusionComponent, AfterAutoHandleStateEvent>(OnOcclusionAuto);
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}
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private void OnOcclusionAuto(EntityUid uid, FloorOcclusionComponent component, ref AfterAutoHandleStateEvent args)
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{
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SetEnabled(uid, component, component.Enabled);
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}
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private void OnOcclusionStartup(EntityUid uid, FloorOcclusionComponent component, ComponentStartup args)
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{
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if (component.Enabled && TryComp<SpriteComponent>(uid, out var sprite))
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SetShader(sprite, true);
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}
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protected override void SetEnabled(EntityUid uid, FloorOcclusionComponent component, bool enabled)
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{
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if (component.Enabled == enabled)
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return;
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base.SetEnabled(uid, component, enabled);
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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SetShader(sprite, enabled);
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}
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private void SetShader(SpriteComponent sprite, bool enabled)
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{
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if (enabled)
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{
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sprite.PostShader = _proto.Index<ShaderPrototype>("HorizontalCut").Instance();
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}
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else
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{
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sprite.PostShader = null;
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}
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}
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}
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8
Content.Server/Movement/Systems/FloorOcclusionSystem.cs
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8
Content.Server/Movement/Systems/FloorOcclusionSystem.cs
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using Content.Shared.Movement.Systems;
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namespace Content.Server.Movement.Systems;
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public sealed class FloorOcclusionSystem : SharedFloorOcclusionSystem
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{
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}
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12
Content.Shared/Movement/Components/FloorOccluderComponent.cs
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12
Content.Shared/Movement/Components/FloorOccluderComponent.cs
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// Applies floor occlusion to any <see cref="FloorOcclusionComponent"/> that intersect us.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class FloorOccluderComponent : Component
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{
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}
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// Applies an occlusion shader to this entity if it's colliding with a <see cref="FloorOccluderComponent"/>
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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public sealed partial class FloorOcclusionComponent : Component
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{
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/// <summary>
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/// Is the shader currently enabled.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("enabled"), AutoNetworkedField]
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public bool Enabled;
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[DataField("colliding")]
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public List<EntityUid> Colliding = new();
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}
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@@ -0,0 +1,53 @@
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using Content.Shared.Movement.Components;
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using Robust.Shared.Physics.Events;
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namespace Content.Shared.Movement.Systems;
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/// <summary>
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/// Applies an occlusion shader for any relevant entities.
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/// </summary>
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public abstract class SharedFloorOcclusionSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FloorOccluderComponent, StartCollideEvent>(OnStartCollide);
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SubscribeLocalEvent<FloorOccluderComponent, EndCollideEvent>(OnEndCollide);
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}
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private void OnStartCollide(EntityUid uid, FloorOccluderComponent component, ref StartCollideEvent args)
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{
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var other = args.OtherEntity;
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if (!TryComp<FloorOcclusionComponent>(other, out var occlusion) ||
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occlusion.Colliding.Contains(uid))
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{
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return;
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}
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SetEnabled(other, occlusion, true);
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occlusion.Colliding.Add(uid);
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}
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private void OnEndCollide(EntityUid uid, FloorOccluderComponent component, ref EndCollideEvent args)
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{
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var other = args.OtherEntity;
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if (!TryComp<FloorOcclusionComponent>(other, out var occlusion))
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return;
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occlusion.Colliding.Remove(uid);
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if (occlusion.Colliding.Count == 0)
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SetEnabled(other, occlusion, false);
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}
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protected virtual void SetEnabled(EntityUid uid, FloorOcclusionComponent component, bool enabled)
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{
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if (component.Enabled == enabled)
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return;
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component.Enabled = enabled;
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Dirty(uid, component);
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}
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}
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@@ -5,6 +5,7 @@
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id: BaseMobOrganic
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id: BaseMobOrganic
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noSpawn: true
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noSpawn: true
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components:
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components:
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- type: FloorOcclusion
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- type: LagCompensation
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- type: LagCompensation
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- type: RangedDamageSound
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- type: RangedDamageSound
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soundGroups:
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soundGroups:
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@@ -7,9 +7,7 @@
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snap:
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snap:
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- Wall
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- Wall
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components:
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components:
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- type: StepTrigger
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- type: FloorOccluder
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requiredTriggeredSpeed: 0
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intersectRatio: 0.1
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- type: Transform
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- type: Transform
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anchored: true
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anchored: true
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- type: SyncSprite
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- type: SyncSprite
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@@ -76,3 +76,9 @@
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id: PaperStamp
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id: PaperStamp
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kind: source
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kind: source
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path: "/Textures/Shaders/paperstamp.swsl"
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path: "/Textures/Shaders/paperstamp.swsl"
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# Simple horizontal cut
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- type: shader
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id: HorizontalCut
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kind: source
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path: "/Textures/Shaders/hcut.swsl"
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13
Resources/Textures/Shaders/hcut.swsl
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13
Resources/Textures/Shaders/hcut.swsl
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@@ -0,0 +1,13 @@
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light_mode unshaded;
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const highp float c = 0.3;
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const highp float alphaModifier = 0.2;
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uniform bool below = true;
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void fragment()
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{
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highp vec4 tex = zTexture(UV);
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highp float modifier = (UV.y > c ^^ !below) ? 1 : alphaModifier;
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COLOR = vec4(tex.x, tex.y, tex.z, tex.w * modifier);
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}
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