Gun spread overlay (#8588)
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76
Content.Client/Weapons/Ranged/GunSpreadOverlay.cs
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76
Content.Client/Weapons/Ranged/GunSpreadOverlay.cs
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using Content.Client.Weapons.Ranged.Systems;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Client.Weapons.Ranged;
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public sealed class GunSpreadOverlay : Overlay
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{
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private IEntityManager _entManager;
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private IEyeManager _eye;
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private IGameTiming _timing;
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private IInputManager _input;
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private IPlayerManager _player;
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private GunSystem _guns;
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public GunSpreadOverlay(IEntityManager entManager, IEyeManager eyeManager, IGameTiming timing, IInputManager input, IPlayerManager player, GunSystem system)
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{
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_entManager = entManager;
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_eye = eyeManager;
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_input = input;
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_timing = timing;
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_player = player;
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_guns = system;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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var worldHandle = args.WorldHandle;
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var player = _player.LocalPlayer?.ControlledEntity;
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if (player == null ||
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!_entManager.TryGetComponent<TransformComponent>(player, out var xform)) return;
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var mapPos = xform.MapPosition;
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if (mapPos.MapId == MapId.Nullspace) return;
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var gun = _guns.GetGun(player.Value);
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if (gun == null) return;
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var mouseScreenPos = _input.MouseScreenPosition;
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var mousePos = _eye.ScreenToMap(mouseScreenPos);
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if (mapPos.MapId != mousePos.MapId) return;
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// (☞゚ヮ゚)☞
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var maxSpread = gun.MaxAngle;
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var minSpread = gun.MinAngle;
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var timeSinceLastFire = (_timing.CurTime - gun.NextFire).TotalSeconds;
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var currentAngle = new Angle(MathHelper.Clamp(gun.CurrentAngle.Theta - gun.AngleDecay.Theta * timeSinceLastFire,
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gun.MinAngle.Theta, gun.MaxAngle.Theta));
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var direction = (mousePos.Position - mapPos.Position);
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worldHandle.DrawLine(mapPos.Position, mousePos.Position + direction, Color.Orange);
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// Show max spread either side
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worldHandle.DrawLine(mapPos.Position, mousePos.Position + maxSpread.RotateVec(direction), Color.Red);
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worldHandle.DrawLine(mapPos.Position, mousePos.Position + (-maxSpread).RotateVec(direction), Color.Red);
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// Show min spread either side
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worldHandle.DrawLine(mapPos.Position, mousePos.Position + minSpread.RotateVec(direction), Color.Green);
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worldHandle.DrawLine(mapPos.Position, mousePos.Position + (-minSpread).RotateVec(direction), Color.Green);
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// Show current angle
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worldHandle.DrawLine(mapPos.Position, mousePos.Position + currentAngle.RotateVec(direction), Color.Yellow);
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worldHandle.DrawLine(mapPos.Position, mousePos.Position + (-currentAngle).RotateVec(direction), Color.Yellow);
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}
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}
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