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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Port from WWDP. Refactor from [Goob](Goob-Station/Goob-Station#1251) --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> ![image](https://github.com/user-attachments/assets/ee60eb59-0432-477e-8aee-25a56032e58e) Night vision goggles: ![image](https://github.com/user-attachments/assets/f9269e1a-97ed-456f-bd45-7015b723fb3e) Zealot's blindfold: ![image](https://github.com/user-attachments/assets/7c60011e-1d0a-4fb2-92cb-fded8c747555) Animal vision: ![image](https://github.com/user-attachments/assets/14f1153d-b771-4316-9faa-fee951d884ce) Thermal vision goggles: ![image](https://github.com/user-attachments/assets/b167ef8b-e1b7-477e-a08d-b217fd2e38c5) Deathsquad helmet: ![image](https://github.com/user-attachments/assets/2e15ab15-6d23-45c2-b51e-3c16dc3a135d) Xeno vision: ![image](https://github.com/user-attachments/assets/1677b69e-013f-464a-baaf-af3b5f1b6488) </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: @Aviu00, Spatison, @PuroSlavKing - add: Added night vision goggle - add: Added thermal vision goggle - add: Deathsquad helmet now grants night and thermal vision. - add: Ninja visor now grants night vision. - tweak: Some animals have gained night vision. - tweak: Xenos have gained night vision. --------- Signed-off-by: Spatison <[email protected]> Co-authored-by: PuroSlavKing <[email protected]>
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48 changes: 48 additions & 0 deletions
48
Content.Client/Overlays/Switchable/BaseSwitchableOverlay.cs
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using System.Numerics; | ||
using Content.Shared.Overlays.Switchable; | ||
using Robust.Client.Graphics; | ||
using Robust.Shared.Enums; | ||
using Robust.Shared.Prototypes; | ||
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namespace Content.Client.Overlays.Switchable; | ||
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public sealed class BaseSwitchableOverlay<TComp> : Overlay where TComp : SwitchableOverlayComponent | ||
{ | ||
[Dependency] private readonly IPrototypeManager _prototype = default!; | ||
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public override bool RequestScreenTexture => true; | ||
public override OverlaySpace Space => OverlaySpace.WorldSpace; | ||
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private readonly ShaderInstance _shader; | ||
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public TComp? Comp = null; | ||
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public bool IsActive = true; | ||
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public BaseSwitchableOverlay() | ||
{ | ||
IoCManager.InjectDependencies(this); | ||
_shader = _prototype.Index<ShaderPrototype>("NightVision").InstanceUnique(); | ||
} | ||
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protected override void Draw(in OverlayDrawArgs args) | ||
{ | ||
if (ScreenTexture is null || Comp is null || !IsActive) | ||
return; | ||
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_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture); | ||
_shader.SetParameter("tint", Comp.Tint); | ||
_shader.SetParameter("luminance_threshold", Comp.Strength); | ||
_shader.SetParameter("noise_amount", Comp.Noise); | ||
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var worldHandle = args.WorldHandle; | ||
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var accumulator = Math.Clamp(Comp.PulseAccumulator, 0f, Comp.PulseTime); | ||
var alpha = Comp.PulseTime <= 0f ? 1f : float.Lerp(1f, 0f, accumulator / Comp.PulseTime); | ||
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worldHandle.SetTransform(Matrix3x2.Identity); | ||
worldHandle.UseShader(_shader); | ||
worldHandle.DrawRect(args.WorldBounds, Comp.Color.WithAlpha(alpha)); | ||
worldHandle.UseShader(null); | ||
} | ||
} |
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using Content.Shared.Inventory.Events; | ||
using Content.Shared.Overlays.Switchable; | ||
using Robust.Client.Graphics; | ||
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namespace Content.Client.Overlays.Switchable; | ||
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public sealed class NightVisionSystem : EquipmentHudSystem<NightVisionComponent> | ||
{ | ||
[Dependency] private readonly IOverlayManager _overlayMan = default!; | ||
[Dependency] private readonly ILightManager _lightManager = default!; | ||
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private BaseSwitchableOverlay<NightVisionComponent> _overlay = default!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<NightVisionComponent, SwitchableOverlayToggledEvent>(OnToggle); | ||
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_overlay = new BaseSwitchableOverlay<NightVisionComponent>(); | ||
} | ||
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private void OnToggle(Entity<NightVisionComponent> ent, ref SwitchableOverlayToggledEvent args) | ||
{ | ||
RefreshOverlay(args.User); | ||
} | ||
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protected override void UpdateInternal(RefreshEquipmentHudEvent<NightVisionComponent> args) | ||
{ | ||
base.UpdateInternal(args); | ||
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var active = false; | ||
NightVisionComponent? nvComp = null; | ||
foreach (var comp in args.Components) | ||
{ | ||
if (comp.IsActive || comp.PulseTime > 0f && comp.PulseAccumulator < comp.PulseTime) | ||
active = true; | ||
else | ||
continue; | ||
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if (comp.DrawOverlay) | ||
{ | ||
if (nvComp == null) | ||
nvComp = comp; | ||
else if (nvComp.PulseTime > 0f && comp.PulseTime <= 0f) | ||
nvComp = comp; | ||
} | ||
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if (active && nvComp is { PulseTime: <= 0 }) | ||
break; | ||
} | ||
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UpdateNightVision(active); | ||
UpdateOverlay(nvComp); | ||
} | ||
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protected override void DeactivateInternal() | ||
{ | ||
base.DeactivateInternal(); | ||
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UpdateNightVision(false); | ||
UpdateOverlay(null); | ||
} | ||
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private void UpdateNightVision(bool active) | ||
{ | ||
_lightManager.DrawLighting = !active; | ||
} | ||
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private void UpdateOverlay(NightVisionComponent? nvComp) | ||
{ | ||
_overlay.Comp = nvComp; | ||
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switch (nvComp) | ||
{ | ||
case not null when !_overlayMan.HasOverlay<BaseSwitchableOverlay<NightVisionComponent>>(): | ||
_overlayMan.AddOverlay(_overlay); | ||
break; | ||
case null: | ||
_overlayMan.RemoveOverlay(_overlay); | ||
break; | ||
} | ||
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if (_overlayMan.TryGetOverlay<BaseSwitchableOverlay<ThermalVisionComponent>>(out var overlay)) | ||
overlay.IsActive = nvComp == null; | ||
} | ||
} |
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Content.Client/Overlays/Switchable/ThermalVisionOverlay.cs
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using System.Linq; | ||
using System.Numerics; | ||
using Content.Client.Stealth; | ||
using Content.Shared.Body.Components; | ||
using Content.Shared.Overlays.Switchable; | ||
using Content.Shared.Stealth.Components; | ||
using Robust.Client.GameObjects; | ||
using Robust.Client.Graphics; | ||
using Robust.Client.Player; | ||
using Robust.Shared.Enums; | ||
using Robust.Shared.Map; | ||
using Robust.Shared.Timing; | ||
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namespace Content.Client.Overlays.Switchable; | ||
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public sealed class ThermalVisionOverlay : Overlay | ||
{ | ||
[Dependency] private readonly IEntityManager _entity = default!; | ||
[Dependency] private readonly IPlayerManager _player = default!; | ||
[Dependency] private readonly IGameTiming _timing = default!; | ||
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private readonly TransformSystem _transform; | ||
private readonly StealthSystem _stealth; | ||
private readonly ContainerSystem _container; | ||
private readonly SharedPointLightSystem _light; | ||
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public override bool RequestScreenTexture => true; | ||
public override OverlaySpace Space => OverlaySpace.WorldSpace; | ||
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private readonly List<ThermalVisionRenderEntry> _entries = []; | ||
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private EntityUid? _lightEntity; | ||
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public float LightRadius; | ||
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public ThermalVisionComponent? Comp; | ||
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public ThermalVisionOverlay() | ||
{ | ||
IoCManager.InjectDependencies(this); | ||
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_container = _entity.System<ContainerSystem>(); | ||
_transform = _entity.System<TransformSystem>(); | ||
_stealth = _entity.System<StealthSystem>(); | ||
_light = _entity.System<SharedPointLightSystem>(); | ||
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ZIndex = -1; | ||
} | ||
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protected override void Draw(in OverlayDrawArgs args) | ||
{ | ||
if (ScreenTexture is null || Comp is null) | ||
return; | ||
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var worldHandle = args.WorldHandle; | ||
var eye = args.Viewport.Eye; | ||
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if (eye == null) | ||
return; | ||
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var player = _player.LocalEntity; | ||
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if (!_entity.TryGetComponent(player, out TransformComponent? playerXform)) | ||
return; | ||
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var accumulator = Math.Clamp(Comp.PulseAccumulator, 0f, Comp.PulseTime); | ||
var alpha = Comp.PulseTime <= 0f ? 1f : float.Lerp(1f, 0f, accumulator / Comp.PulseTime); | ||
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// Thermal vision grants some night vision (clientside light) | ||
if (LightRadius > 0) | ||
{ | ||
_lightEntity ??= _entity.SpawnAttachedTo(null, playerXform.Coordinates); | ||
_transform.SetParent(_lightEntity.Value, player.Value); | ||
var light = _entity.EnsureComponent<PointLightComponent>(_lightEntity.Value); | ||
_light.SetRadius(_lightEntity.Value, LightRadius, light); | ||
_light.SetEnergy(_lightEntity.Value, alpha, light); | ||
_light.SetColor(_lightEntity.Value, Comp.Color, light); | ||
} | ||
else | ||
ResetLight(); | ||
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var mapId = eye.Position.MapId; | ||
var eyeRot = eye.Rotation; | ||
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_entries.Clear(); | ||
var entities = _entity.EntityQueryEnumerator<BodyComponent, SpriteComponent, TransformComponent>(); | ||
while (entities.MoveNext(out var uid, out var body, out var sprite, out var xform)) | ||
{ | ||
if (!CanSee(uid, sprite) || !body.ThermalVisibility) | ||
continue; | ||
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var entity = uid; | ||
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if (_container.TryGetOuterContainer(uid, xform, out var container)) | ||
{ | ||
var owner = container.Owner; | ||
if (_entity.TryGetComponent<SpriteComponent>(owner, out var ownerSprite) | ||
&& _entity.TryGetComponent<TransformComponent>(owner, out var ownerXform)) | ||
{ | ||
entity = owner; | ||
sprite = ownerSprite; | ||
xform = ownerXform; | ||
} | ||
} | ||
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if (_entries.Any(e => e.Ent.Owner == entity)) | ||
continue; | ||
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_entries.Add(new ThermalVisionRenderEntry((entity, sprite, xform), mapId, eyeRot)); | ||
} | ||
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foreach (var entry in _entries) | ||
{ | ||
Render(entry.Ent, entry.Map, worldHandle, entry.EyeRot, Comp.Color, alpha); | ||
} | ||
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worldHandle.SetTransform(Matrix3x2.Identity); | ||
} | ||
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private void Render(Entity<SpriteComponent, TransformComponent> ent, | ||
MapId? map, | ||
DrawingHandleWorld handle, | ||
Angle eyeRot, | ||
Color color, | ||
float alpha) | ||
{ | ||
var (uid, sprite, xform) = ent; | ||
if (xform.MapID != map || !CanSee(uid, sprite)) | ||
return; | ||
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var position = _transform.GetWorldPosition(xform); | ||
var rotation = _transform.GetWorldRotation(xform); | ||
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var originalColor = sprite.Color; | ||
sprite.Color = color.WithAlpha(alpha); | ||
sprite.Render(handle, eyeRot, rotation, position: position); | ||
sprite.Color = originalColor; | ||
} | ||
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private bool CanSee(EntityUid uid, SpriteComponent sprite) | ||
{ | ||
return sprite.Visible && (!_entity.TryGetComponent(uid, out StealthComponent? stealth) || | ||
_stealth.GetVisibility(uid, stealth) > 0.5f); | ||
} | ||
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public void ResetLight() | ||
{ | ||
if (_lightEntity == null || !_timing.IsFirstTimePredicted) | ||
return; | ||
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_entity.DeleteEntity(_lightEntity); | ||
_lightEntity = null; | ||
} | ||
} | ||
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public record struct ThermalVisionRenderEntry( | ||
Entity<SpriteComponent, TransformComponent> Ent, | ||
MapId? Map, | ||
Angle EyeRot); |
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