Damage Visualizer ECS (#10654)
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Reflection;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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// apologies in advance for all the != null checks,
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// my IDE wouldn't stop complaining about these
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namespace Content.Client.Damage
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{
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/// <summary>
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/// A simple visualizer for any entity with a DamageableComponent
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/// to display the status of how damaged it is.
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///
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/// Can either be an overlay for an entity, or target multiple
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/// layers on the same entity.
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///
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/// This can be disabled dynamically by passing into SetData,
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/// key DamageVisualizerKeys.Disabled, value bool
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/// (DamageVisualizerKeys lives in Content.Shared.Damage)
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///
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/// Damage layers, if targetting layers, can also be dynamically
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/// disabled if needed by passing into SetData, the name/enum
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/// of the sprite layer, and then passing in a bool value
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/// (true to enable, false to disable).
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/// </summary>
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public sealed class DamageVisualizer : AppearanceVisualizer
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private const string _name = "DamageVisualizer";
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/// <summary>
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/// Damage thresholds between damage state changes.
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///
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/// If there are any negative thresholds, or there is
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/// less than one threshold, the visualizer is marked
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/// as invalid.
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/// </summary>
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/// <remarks>
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/// A 'zeroth' threshold is automatically added,
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/// and this list is automatically sorted for
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/// efficiency beforehand. As such, the zeroth
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/// threshold is not required - and negative
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/// thresholds are automatically caught as
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/// invalid. The zeroth threshold automatically
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/// sets all layers to invisible, so a sprite
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/// isn't required for it.
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/// </remarks>
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[DataField("thresholds", required: true)]
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private List<FixedPoint2> _thresholds = new();
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/// <summary>
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/// Layers to target, by layerMapKey.
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/// If a target layer map key is invalid
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/// (in essence, undefined), then the target
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/// layer is removed from the list for efficiency.
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///
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/// If no layers are valid, then the visualizer
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/// is marked as invalid.
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///
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/// If this is not defined, however, the visualizer
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/// instead adds an overlay to the sprite.
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/// </summary>
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/// <remarks>
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/// Layers can be disabled here by passing
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/// the layer's name as a key to SetData,
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/// and passing in a bool set to either 'false'
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/// to disable it, or 'true' to enable it.
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/// Setting the layer as disabled will make it
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/// completely invisible.
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/// </remarks>
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[DataField("targetLayers")]
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private List<Enum>? _targetLayers;
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/// <summary>
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/// The actual sprites for every damage group
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/// that the entity should display visually.
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///
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/// This is keyed by a damage group identifier
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/// (for example, Brute), and has a value
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/// of a DamageVisualizerSprite (see below)
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/// </summary>
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[DataField("damageOverlayGroups")]
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private readonly Dictionary<string, DamageVisualizerSprite>? _damageOverlayGroups;
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/// <summary>
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/// Sets if you want sprites to overlay the
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/// entity when damaged, or if you would
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/// rather have each target layer's state
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/// replaced by a different state
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/// within its RSI.
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///
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/// This cannot be set to false if:
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/// - There are no target layers
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/// - There is no damage group
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/// </summary>
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[DataField("overlay")]
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private readonly bool _overlay = true;
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/// <summary>
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/// A single damage group to target.
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/// This should only be defined if
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/// overlay is set to false.
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/// If this is defined with damageSprites,
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/// this will be ignored.
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/// </summary>
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/// <remarks>
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/// This is here because otherwise,
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/// you would need several permutations
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/// of group sprites depending on
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/// what kind of damage combination
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/// you would want, on which threshold.
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/// </remarks>
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[DataField("damageGroup")]
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private readonly string? _damageGroup;
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/// <summary>
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/// Set this if you want incoming damage to be
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/// divided.
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/// </summary>
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/// <remarks>
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/// This is more useful if you have similar
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/// damage sprites inbetween entities,
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/// but with different damage thresholds
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/// and you want to avoid duplicating
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/// these sprites.
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/// </remarks>
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[DataField("damageDivisor")]
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private float _divisor = 1;
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/// <summary>
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/// Set this to track all damage, instead of specific groups.
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/// </summary>
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/// <remarks>
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/// This will only work if you have damageOverlay
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/// defined - otherwise, it will not work.
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/// </remarks>
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[DataField("trackAllDamage")]
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private readonly bool _trackAllDamage = false;
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/// <summary>
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/// This is the overlay sprite used, if _trackAllDamage is
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/// enabled. Supports no complex per-group layering,
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/// just an actually simple damage overlay. See
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/// DamageVisualizerSprite for more information.
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/// </summary>
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[DataField("damageOverlay")]
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private readonly DamageVisualizerSprite? _damageOverlay;
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// deals with the edge case of human damage visuals not
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// being in color without making a Dict<Dict<Dict<Dict<Dict<Dict...
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[DataDefinition]
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internal sealed class DamageVisualizerSprite
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{
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/// <summary>
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/// The RSI path for the damage visualizer
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/// group overlay.
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/// </summary>
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/// <remarks>
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/// States in here will require one of four
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/// forms:
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///
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/// If tracking damage groups:
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/// - {base_state}_{group}_{threshold} if targetting
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/// a static layer on a sprite (either as an
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/// overlay or as a state change)
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/// - DamageOverlay_{group}_{threshold} if not
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/// targetting a layer on a sprite.
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///
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/// If not tracking damage groups:
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/// - {base_state}_{threshold} if it is targetting
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/// a layer
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/// - DamageOverlay_{threshold} if not targetting
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/// a layer.
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/// </remarks>
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[DataField("sprite", required: true)]
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public readonly string Sprite = default!;
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/// <summary>
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/// The color of this sprite overlay.
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/// Supports only hexadecimal format.
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/// </summary>
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[DataField("color")]
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public readonly string? Color;
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}
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/// <summary>
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/// Initializes an entity to be managed by this appearance controller.
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/// DO NOT assume this is your only entity. Visualizers are shared.
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/// </summary>
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[Obsolete("Subscribe to your component being initialised instead.")]
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public override void InitializeEntity(EntityUid entity)
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{
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base.InitializeEntity(entity);
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IoCManager.InjectDependencies(this);
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var damageData = _entityManager.EnsureComponent<DamageVisualizerDataComponent>(entity);
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VerifyVisualizerSetup(entity, damageData);
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if (damageData.Valid)
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InitializeVisualizer(entity, damageData);
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}
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private void VerifyVisualizerSetup(EntityUid entity, DamageVisualizerDataComponent damageData)
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{
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if (_thresholds.Count < 1)
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{
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Logger.ErrorS(_name, $"Thresholds were invalid for entity {entity}. Thresholds: {_thresholds}");
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damageData.Valid = false;
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return;
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}
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if (_divisor == 0)
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{
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Logger.ErrorS(_name, $"Divisor for {entity} is set to zero.");
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damageData.Valid = false;
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return;
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}
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if (_overlay)
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{
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if (_damageOverlayGroups == null && _damageOverlay == null)
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{
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Logger.ErrorS(_name, $"Enabled overlay without defined damage overlay sprites on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (_trackAllDamage && _damageOverlay == null)
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{
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Logger.ErrorS(_name, $"Enabled all damage tracking without a damage overlay sprite on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (!_trackAllDamage && _damageOverlay != null)
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{
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Logger.WarningS(_name, $"Disabled all damage tracking with a damage overlay sprite on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (_trackAllDamage && _damageOverlayGroups != null)
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{
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Logger.WarningS(_name, $"Enabled all damage tracking with damage overlay groups on {entity}.");
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damageData.Valid = false;
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return;
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}
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}
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else if (!_overlay)
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{
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if (_targetLayers == null)
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{
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Logger.ErrorS(_name, $"Disabled overlay without target layers on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (_damageOverlayGroups != null || _damageOverlay != null)
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{
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Logger.ErrorS(_name, $"Disabled overlay with defined damage overlay sprites on {entity}.");
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damageData.Valid = false;
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return;
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}
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if (_damageGroup == null)
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{
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Logger.ErrorS(_name, $"Disabled overlay without defined damage group on {entity}.");
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damageData.Valid = false;
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return;
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}
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}
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if (_damageOverlayGroups != null && _damageGroup != null)
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{
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Logger.WarningS(_name, $"Damage overlay sprites and damage group are both defined on {entity}.");
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}
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if (_damageOverlay != null && _damageGroup != null)
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{
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Logger.WarningS(_name, $"Damage overlay sprites and damage group are both defined on {entity}.");
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}
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}
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private void InitializeVisualizer(EntityUid entity, DamageVisualizerDataComponent damageData)
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{
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if (!_entityManager.TryGetComponent(entity, out SpriteComponent? spriteComponent)
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|| !_entityManager.TryGetComponent<DamageableComponent?>(entity, out var damageComponent)
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|| !_entityManager.HasComponent<AppearanceComponent>(entity))
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return;
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_thresholds.Add(FixedPoint2.Zero);
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_thresholds.Sort();
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if (_thresholds[0] != 0)
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{
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Logger.ErrorS(_name, $"Thresholds were invalid for entity {entity}. Thresholds: {_thresholds}");
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damageData.Valid = false;
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return;
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}
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// If the damage container on our entity's DamageableComponent
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// is not null, we can try to check through its groups.
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if (damageComponent.DamageContainerID != null
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&& _prototypeManager.TryIndex<DamageContainerPrototype>(damageComponent.DamageContainerID, out var damageContainer))
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{
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// Are we using damage overlay sprites by group?
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// Check if the container matches the supported groups,
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// and start cacheing the last threshold.
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if (_damageOverlayGroups != null)
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{
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foreach (string damageType in _damageOverlayGroups.Keys)
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{
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if (!damageContainer.SupportedGroups.Contains(damageType))
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{
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Logger.ErrorS(_name, $"Damage key {damageType} was invalid for entity {entity}.");
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damageData.Valid = false;
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return;
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}
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damageData.LastThresholdPerGroup.Add(damageType, FixedPoint2.Zero);
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}
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}
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// Are we tracking a single damage group without overlay instead?
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// See if that group is in our entity's damage container.
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else if (!_overlay && _damageGroup != null)
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{
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if (!damageContainer.SupportedGroups.Contains(_damageGroup))
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{
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Logger.ErrorS(_name, $"Damage keys were invalid for entity {entity}.");
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damageData.Valid = false;
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return;
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}
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damageData.LastThresholdPerGroup.Add(_damageGroup, FixedPoint2.Zero);
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}
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}
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// Ditto above, but instead we go through every group.
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else // oh boy! time to enumerate through every single group!
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{
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var damagePrototypeIdList = _prototypeManager.EnumeratePrototypes<DamageGroupPrototype>()
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.Select((p, _) => p.ID)
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.ToList();
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if (_damageOverlayGroups != null)
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foreach (string damageType in _damageOverlayGroups.Keys)
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{
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if (!damagePrototypeIdList.Contains(damageType))
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{
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Logger.ErrorS(_name, $"Damage keys were invalid for entity {entity}.");
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damageData.Valid = false;
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return;
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}
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damageData.LastThresholdPerGroup.Add(damageType, FixedPoint2.Zero);
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}
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else if (_damageGroup != null)
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{
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if (!damagePrototypeIdList.Contains(_damageGroup))
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{
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Logger.ErrorS(_name, $"Damage keys were invalid for entity {entity}.");
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damageData.Valid = false;
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return;
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}
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damageData.LastThresholdPerGroup.Add(_damageGroup, FixedPoint2.Zero);
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}
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}
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// If we're targetting any layers, and the amount of
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// layers is greater than zero, we start reserving
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// all the layers needed to track damage groups
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// on the entity.
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if (_targetLayers != null && _targetLayers.Count > 0)
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{
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// This should ensure that the layers we're targetting
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// are valid for the visualizer's use.
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//
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// If the layer doesn't have a base state, or
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// the layer key just doesn't exist, we skip it.
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foreach (var key in _targetLayers)
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{
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if (!spriteComponent.LayerMapTryGet(key, out int index)
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|| spriteComponent.LayerGetState(index).ToString() == null)
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{
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Logger.WarningS(_name, $"Layer at key {key} was invalid for entity {entity}.");
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continue;
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}
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damageData.TargetLayerMapKeys.Add(key);
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};
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// Similar to damage overlay groups, if none of the targetted
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// sprite layers could be used, we display an error and
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// invalidate the visualizer without crashing.
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if (damageData.TargetLayerMapKeys.Count == 0)
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{
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Logger.ErrorS(_name, $"Target layers were invalid for entity {entity}.");
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damageData.Valid = false;
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return;
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}
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// Otherwise, we start reserving layers. Since the filtering
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// loop above ensures that all of these layers are not null,
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// and have valid state IDs, there should be no issues.
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foreach (object layer in damageData.TargetLayerMapKeys)
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{
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int layerCount = spriteComponent.AllLayers.Count();
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int index = spriteComponent.LayerMapGet(layer);
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string layerState = spriteComponent.LayerGetState(index)!.ToString()!;
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if (index + 1 != layerCount)
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{
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index += 1;
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}
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damageData.LayerMapKeyStates.Add(layer, layerState);
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// If we're an overlay, and we're targetting groups,
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// we reserve layers per damage group.
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if (_overlay && _damageOverlayGroups != null)
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{
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foreach (var (group, sprite) in _damageOverlayGroups)
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{
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AddDamageLayerToSprite(spriteComponent,
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sprite,
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$"{layerState}_{group}_{_thresholds[1]}",
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$"{layer}{group}",
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index);
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}
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damageData.DisabledLayers.Add(layer, false);
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}
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// If we're not targetting groups, and we're still
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// using an overlay, we instead just add a general
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// overlay that reflects on how much damage
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// was taken.
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else if (_damageOverlay != null)
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{
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AddDamageLayerToSprite(spriteComponent,
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_damageOverlay,
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$"{layerState}_{_thresholds[1]}",
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$"{layer}trackDamage",
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index);
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damageData.DisabledLayers.Add(layer, false);
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}
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}
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}
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// If we're not targetting layers, however,
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// we should ensure that we instead
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// reserve it as an overlay.
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else
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{
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if (_damageOverlayGroups != null)
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{
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foreach (var (group, sprite) in _damageOverlayGroups)
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{
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AddDamageLayerToSprite(spriteComponent,
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sprite,
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$"DamageOverlay_{group}_{_thresholds[1]}",
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$"DamageOverlay{group}");
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damageData.TopMostLayerKey = $"DamageOverlay{group}";
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}
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}
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else if (_damageOverlay != null)
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{
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AddDamageLayerToSprite(spriteComponent,
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_damageOverlay,
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$"DamageOverlay_{_thresholds[1]}",
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"DamageOverlay");
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damageData.TopMostLayerKey = $"DamageOverlay";
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}
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}
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}
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/// <summary>
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/// Adds a damage tracking layer to a given sprite component.
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/// </summary>
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private void AddDamageLayerToSprite(SpriteComponent spriteComponent, DamageVisualizerSprite sprite, string state, string mapKey, int? index = null)
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{
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int newLayer = spriteComponent.AddLayer(
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new SpriteSpecifier.Rsi(
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new ResourcePath(sprite.Sprite), state
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), index);
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spriteComponent.LayerMapSet(mapKey, newLayer);
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if (sprite.Color != null)
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spriteComponent.LayerSetColor(newLayer, Color.FromHex(sprite.Color));
|
||||
spriteComponent.LayerSetVisible(newLayer, false);
|
||||
}
|
||||
|
||||
[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
|
||||
public override void OnChangeData(AppearanceComponent component)
|
||||
{
|
||||
var entities = _entityManager;
|
||||
if (!entities.TryGetComponent(component.Owner, out DamageVisualizerDataComponent? damageData))
|
||||
return;
|
||||
|
||||
if (!damageData.Valid)
|
||||
return;
|
||||
|
||||
// If this was passed into the component, we update
|
||||
// the data to ensure that the current disabled
|
||||
// bool matches.
|
||||
if (component.TryGetData<bool>(DamageVisualizerKeys.Disabled, out var disabledStatus))
|
||||
if (disabledStatus != damageData.Disabled)
|
||||
damageData.Disabled = disabledStatus;
|
||||
|
||||
if (damageData.Disabled)
|
||||
return;
|
||||
|
||||
HandleDamage(component, damageData);
|
||||
}
|
||||
|
||||
private void HandleDamage(AppearanceComponent component, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
var entities = _entityManager;
|
||||
if (!entities.TryGetComponent(component.Owner, out SpriteComponent? spriteComponent)
|
||||
|| !entities.TryGetComponent(component.Owner, out DamageableComponent? damageComponent))
|
||||
return;
|
||||
|
||||
if (_targetLayers != null && _damageOverlayGroups != null)
|
||||
UpdateDisabledLayers(spriteComponent, component, damageData);
|
||||
|
||||
if (_overlay && _damageOverlayGroups != null && _targetLayers == null)
|
||||
CheckOverlayOrdering(spriteComponent, damageData);
|
||||
|
||||
if (component.TryGetData<bool>(DamageVisualizerKeys.ForceUpdate, out bool update)
|
||||
&& update)
|
||||
{
|
||||
ForceUpdateLayers(damageComponent, spriteComponent, damageData);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_trackAllDamage)
|
||||
{
|
||||
UpdateDamageVisuals(damageComponent, spriteComponent, damageData);
|
||||
}
|
||||
else if (component.TryGetData(DamageVisualizerKeys.DamageUpdateGroups, out DamageVisualizerGroupData data))
|
||||
{
|
||||
UpdateDamageVisuals(data.GroupList, damageComponent, spriteComponent, damageData);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if any layers were disabled in the last
|
||||
/// data update. Disabled layers mean that the
|
||||
/// layer will no longer be visible, or obtain
|
||||
/// any damage updates.
|
||||
/// </summary>
|
||||
private void UpdateDisabledLayers(SpriteComponent spriteComponent, AppearanceComponent component, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
foreach (var layer in damageData.TargetLayerMapKeys)
|
||||
{
|
||||
bool? layerStatus = null;
|
||||
if (component.TryGetData<bool>(layer, out var layerStateEnum))
|
||||
layerStatus = layerStateEnum;
|
||||
|
||||
if (layerStatus == null)
|
||||
continue;
|
||||
|
||||
if (damageData.DisabledLayers[layer] != (bool) layerStatus)
|
||||
{
|
||||
damageData.DisabledLayers[layer] = (bool) layerStatus;
|
||||
if (!_trackAllDamage && _damageOverlayGroups != null)
|
||||
foreach (string damageGroup in _damageOverlayGroups!.Keys)
|
||||
spriteComponent.LayerSetVisible($"{layer}{damageGroup}", damageData.DisabledLayers[layer]);
|
||||
else if (_trackAllDamage)
|
||||
spriteComponent.LayerSetVisible($"{layer}trackDamage", damageData.DisabledLayers[layer]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks the overlay ordering on the current
|
||||
/// sprite component, compared to the
|
||||
/// data for the visualizer. If the top
|
||||
/// most layer doesn't match, the sprite
|
||||
/// layers are recreated and placed on top.
|
||||
/// </summary>
|
||||
private void CheckOverlayOrdering(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
if (spriteComponent[damageData.TopMostLayerKey] != spriteComponent[spriteComponent.AllLayers.Count() - 1])
|
||||
{
|
||||
if (!_trackAllDamage && _damageOverlayGroups != null)
|
||||
{
|
||||
foreach (var (damageGroup, sprite) in _damageOverlayGroups)
|
||||
{
|
||||
FixedPoint2 threshold = damageData.LastThresholdPerGroup[damageGroup];
|
||||
ReorderOverlaySprite(spriteComponent,
|
||||
damageData,
|
||||
sprite,
|
||||
$"DamageOverlay{damageGroup}",
|
||||
$"DamageOverlay_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
else if (_trackAllDamage && _damageOverlay != null)
|
||||
{
|
||||
ReorderOverlaySprite(spriteComponent,
|
||||
damageData,
|
||||
_damageOverlay,
|
||||
$"DamageOverlay",
|
||||
$"DamageOverlay",
|
||||
damageData.LastDamageThreshold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ReorderOverlaySprite(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData, DamageVisualizerSprite sprite, string key, string statePrefix, FixedPoint2 threshold)
|
||||
{
|
||||
spriteComponent.LayerMapTryGet(key, out int spriteLayer);
|
||||
bool visibility = spriteComponent[spriteLayer].Visible;
|
||||
spriteComponent.RemoveLayer(spriteLayer);
|
||||
if (threshold == FixedPoint2.Zero) // these should automatically be invisible
|
||||
threshold = _thresholds[1];
|
||||
spriteLayer = spriteComponent.AddLayer(
|
||||
new SpriteSpecifier.Rsi(
|
||||
new ResourcePath(sprite.Sprite),
|
||||
$"{statePrefix}_{threshold}"
|
||||
),
|
||||
spriteLayer);
|
||||
spriteComponent.LayerMapSet(key, spriteLayer);
|
||||
spriteComponent.LayerSetVisible(spriteLayer, visibility);
|
||||
// this is somewhat iffy since it constantly reallocates
|
||||
damageData.TopMostLayerKey = key;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates damage visuals without tracking
|
||||
/// any damage groups.
|
||||
/// </summary>
|
||||
private void UpdateDamageVisuals(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
if (!CheckThresholdBoundary(damageComponent.TotalDamage, damageData.LastDamageThreshold, out FixedPoint2 threshold))
|
||||
return;
|
||||
|
||||
damageData.LastDamageThreshold = threshold;
|
||||
|
||||
if (_targetLayers != null)
|
||||
{
|
||||
foreach (var layerMapKey in damageData.TargetLayerMapKeys)
|
||||
UpdateTargetLayer(spriteComponent, damageData, layerMapKey, threshold);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateOverlay(spriteComponent, threshold);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates damage visuals by damage group,
|
||||
/// according to the list of damage groups
|
||||
/// passed into it.
|
||||
/// </summary>
|
||||
private void UpdateDamageVisuals(List<string> delta, DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
foreach (var damageGroup in delta)
|
||||
{
|
||||
if (!_overlay && damageGroup != _damageGroup)
|
||||
continue;
|
||||
|
||||
if (!_prototypeManager.TryIndex<DamageGroupPrototype>(damageGroup, out var damageGroupPrototype)
|
||||
|| !damageComponent.Damage.TryGetDamageInGroup(damageGroupPrototype, out FixedPoint2 damageTotal))
|
||||
continue;
|
||||
|
||||
if (!damageData.LastThresholdPerGroup.TryGetValue(damageGroup, out FixedPoint2 lastThreshold)
|
||||
|| !CheckThresholdBoundary(damageTotal, lastThreshold, out FixedPoint2 threshold))
|
||||
continue;
|
||||
|
||||
damageData.LastThresholdPerGroup[damageGroup] = threshold;
|
||||
|
||||
if (_targetLayers != null)
|
||||
{
|
||||
foreach (var layerMapKey in damageData.TargetLayerMapKeys)
|
||||
UpdateTargetLayer(spriteComponent, damageData, layerMapKey, damageGroup, threshold);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateOverlay(spriteComponent, damageGroup, threshold);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a threshold boundary was passed.
|
||||
/// </summary>
|
||||
private bool CheckThresholdBoundary(FixedPoint2 damageTotal, FixedPoint2 lastThreshold, out FixedPoint2 threshold)
|
||||
{
|
||||
threshold = FixedPoint2.Zero;
|
||||
damageTotal = damageTotal / _divisor;
|
||||
int thresholdIndex = _thresholds.BinarySearch(damageTotal);
|
||||
|
||||
if (thresholdIndex < 0)
|
||||
{
|
||||
thresholdIndex = ~thresholdIndex;
|
||||
threshold = _thresholds[thresholdIndex - 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
threshold = _thresholds[thresholdIndex];
|
||||
}
|
||||
|
||||
if (threshold == lastThreshold)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is the entry point for
|
||||
/// forcing an update on all damage layers.
|
||||
/// Does different things depending on
|
||||
/// the configuration of the visualizer.
|
||||
/// </summary>
|
||||
private void ForceUpdateLayers(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData)
|
||||
{
|
||||
if (_damageOverlayGroups != null)
|
||||
{
|
||||
UpdateDamageVisuals(_damageOverlayGroups.Keys.ToList(), damageComponent, spriteComponent, damageData);
|
||||
}
|
||||
else if (_damageGroup != null)
|
||||
{
|
||||
UpdateDamageVisuals(new List<string>(){ _damageGroup }, damageComponent, spriteComponent, damageData);
|
||||
}
|
||||
else if (_damageOverlay != null)
|
||||
{
|
||||
UpdateDamageVisuals(damageComponent, spriteComponent, damageData);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a target layer. Without a damage group passed in,
|
||||
/// it assumes you're updating a layer that is tracking all
|
||||
/// damage.
|
||||
/// </summary>
|
||||
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData, object layerMapKey, FixedPoint2 threshold)
|
||||
{
|
||||
if (_overlay && _damageOverlayGroups != null)
|
||||
{
|
||||
if (!damageData.DisabledLayers[layerMapKey])
|
||||
{
|
||||
string layerState = damageData.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet($"{layerMapKey}trackDamage", out int spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
else if (!_overlay)
|
||||
{
|
||||
string layerState = damageData.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet(layerMapKey, out int spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a target layer by damage group.
|
||||
/// </summary>
|
||||
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualizerDataComponent damageData, object layerMapKey, string damageGroup, FixedPoint2 threshold)
|
||||
{
|
||||
if (_overlay && _damageOverlayGroups != null)
|
||||
{
|
||||
if (_damageOverlayGroups.ContainsKey(damageGroup) && !damageData.DisabledLayers[layerMapKey])
|
||||
{
|
||||
string layerState = damageData.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet($"{layerMapKey}{damageGroup}", out int spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
else if (!_overlay)
|
||||
{
|
||||
string layerState = damageData.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet(layerMapKey, out int spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates an overlay that is tracking all damage.
|
||||
/// </summary>
|
||||
private void UpdateOverlay(SpriteComponent spriteComponent, FixedPoint2 threshold)
|
||||
{
|
||||
spriteComponent.LayerMapTryGet($"DamageOverlay", out int spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"DamageOverlay",
|
||||
threshold);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates an overlay based on damage group.
|
||||
/// </summary>
|
||||
private void UpdateOverlay(SpriteComponent spriteComponent, string damageGroup, FixedPoint2 threshold)
|
||||
{
|
||||
if (_damageOverlayGroups != null)
|
||||
{
|
||||
if (_damageOverlayGroups.ContainsKey(damageGroup))
|
||||
{
|
||||
spriteComponent.LayerMapTryGet($"DamageOverlay{damageGroup}", out int spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"DamageOverlay_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a layer on the sprite by what
|
||||
/// prefix it has (calculated by whatever
|
||||
/// function calls it), and what threshold
|
||||
/// was passed into it.
|
||||
/// </summary>
|
||||
private void UpdateDamageLayerState(SpriteComponent spriteComponent, int spriteLayer, string statePrefix, FixedPoint2 threshold)
|
||||
{
|
||||
if (threshold == 0)
|
||||
{
|
||||
spriteComponent.LayerSetVisible(spriteLayer, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!spriteComponent[spriteLayer].Visible)
|
||||
{
|
||||
spriteComponent.LayerSetVisible(spriteLayer, true);
|
||||
}
|
||||
spriteComponent.LayerSetState(spriteLayer, $"{statePrefix}_{threshold}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,25 +0,0 @@
|
|||
using System.Collections.Generic;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Client.Damage
|
||||
{
|
||||
// Stores all the data for a DamageVisualizer.
|
||||
//
|
||||
// Storing it inside of the AppearanceComponent's data
|
||||
// dictionary was too messy, but at least we can
|
||||
// store it in the entity itself as a separate,
|
||||
// dynamically added component.
|
||||
[RegisterComponent]
|
||||
public sealed class DamageVisualizerDataComponent : Component
|
||||
{
|
||||
public List<Enum> TargetLayerMapKeys = new();
|
||||
public bool Disabled = false;
|
||||
public bool Valid = true;
|
||||
public FixedPoint2 LastDamageThreshold = FixedPoint2.Zero;
|
||||
public Dictionary<object, bool> DisabledLayers = new();
|
||||
public Dictionary<object, string> LayerMapKeyStates = new();
|
||||
public Dictionary<string, FixedPoint2> LastThresholdPerGroup = new();
|
||||
public string TopMostLayerKey = default!;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,161 @@
|
|||
using Content.Shared.FixedPoint;
|
||||
|
||||
namespace Content.Client.Damage;
|
||||
|
||||
[RegisterComponent]
|
||||
public sealed class DamageVisualsComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Damage thresholds between damage state changes.
|
||||
///
|
||||
/// If there are any negative thresholds, or there is
|
||||
/// less than one threshold, the visualizer is marked
|
||||
/// as invalid.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// A 'zeroth' threshold is automatically added,
|
||||
/// and this list is automatically sorted for
|
||||
/// efficiency beforehand. As such, the zeroth
|
||||
/// threshold is not required - and negative
|
||||
/// thresholds are automatically caught as
|
||||
/// invalid. The zeroth threshold automatically
|
||||
/// sets all layers to invisible, so a sprite
|
||||
/// isn't required for it.
|
||||
/// </remarks>
|
||||
[DataField("thresholds", required: true)]
|
||||
public List<FixedPoint2> Thresholds = new();
|
||||
|
||||
/// <summary>
|
||||
/// Layers to target, by layerMapKey.
|
||||
/// If a target layer map key is invalid
|
||||
/// (in essence, undefined), then the target
|
||||
/// layer is removed from the list for efficiency.
|
||||
///
|
||||
/// If no layers are valid, then the visualizer
|
||||
/// is marked as invalid.
|
||||
///
|
||||
/// If this is not defined, however, the visualizer
|
||||
/// instead adds an overlay to the sprite.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Layers can be disabled here by passing
|
||||
/// the layer's name as a key to SetData,
|
||||
/// and passing in a bool set to either 'false'
|
||||
/// to disable it, or 'true' to enable it.
|
||||
/// Setting the layer as disabled will make it
|
||||
/// completely invisible.
|
||||
/// </remarks>
|
||||
[DataField("targetLayers")] public List<Enum>? TargetLayers;
|
||||
|
||||
/// <summary>
|
||||
/// The actual sprites for every damage group
|
||||
/// that the entity should display visually.
|
||||
///
|
||||
/// This is keyed by a damage group identifier
|
||||
/// (for example, Brute), and has a value
|
||||
/// of a DamageVisualizerSprite (see below)
|
||||
/// </summary>
|
||||
[DataField("damageOverlayGroups")] public readonly Dictionary<string, DamageVisualizerSprite>? DamageOverlayGroups;
|
||||
|
||||
/// <summary>
|
||||
/// Sets if you want sprites to overlay the
|
||||
/// entity when damaged, or if you would
|
||||
/// rather have each target layer's state
|
||||
/// replaced by a different state
|
||||
/// within its RSI.
|
||||
///
|
||||
/// This cannot be set to false if:
|
||||
/// - There are no target layers
|
||||
/// - There is no damage group
|
||||
/// </summary>
|
||||
[DataField("overlay")] public readonly bool Overlay = true;
|
||||
|
||||
/// <summary>
|
||||
/// A single damage group to target.
|
||||
/// This should only be defined if
|
||||
/// overlay is set to false.
|
||||
/// If this is defined with damageSprites,
|
||||
/// this will be ignored.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is here because otherwise,
|
||||
/// you would need several permutations
|
||||
/// of group sprites depending on
|
||||
/// what kind of damage combination
|
||||
/// you would want, on which threshold.
|
||||
/// </remarks>
|
||||
[DataField("damageGroup")] public readonly string? DamageGroup;
|
||||
|
||||
/// <summary>
|
||||
/// Set this if you want incoming damage to be
|
||||
/// divided.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is more useful if you have similar
|
||||
/// damage sprites in between entities,
|
||||
/// but with different damage thresholds
|
||||
/// and you want to avoid duplicating
|
||||
/// these sprites.
|
||||
/// </remarks>
|
||||
[DataField("damageDivisor")] public float Divisor = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Set this to track all damage, instead of specific groups.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This will only work if you have damageOverlay
|
||||
/// defined - otherwise, it will not work.
|
||||
/// </remarks>
|
||||
[DataField("trackAllDamage")] public readonly bool TrackAllDamage;
|
||||
/// <summary>
|
||||
/// This is the overlay sprite used, if _trackAllDamage is
|
||||
/// enabled. Supports no complex per-group layering,
|
||||
/// just an actually simple damage overlay. See
|
||||
/// DamageVisualizerSprite for more information.
|
||||
/// </summary>
|
||||
[DataField("damageOverlay")] public readonly DamageVisualizerSprite? DamageOverlay;
|
||||
|
||||
public readonly List<Enum> TargetLayerMapKeys = new();
|
||||
public bool Disabled = false;
|
||||
public bool Valid = true;
|
||||
public FixedPoint2 LastDamageThreshold = FixedPoint2.Zero;
|
||||
public readonly Dictionary<object, bool> DisabledLayers = new();
|
||||
public readonly Dictionary<object, string> LayerMapKeyStates = new();
|
||||
public readonly Dictionary<string, FixedPoint2> LastThresholdPerGroup = new();
|
||||
public string TopMostLayerKey = default!;
|
||||
}
|
||||
|
||||
// deals with the edge case of human damage visuals not
|
||||
// being in color without making a Dict<Dict<Dict<Dict<Dict<Dict...
|
||||
[DataDefinition]
|
||||
public sealed class DamageVisualizerSprite
|
||||
{
|
||||
/// <summary>
|
||||
/// The RSI path for the damage visualizer
|
||||
/// group overlay.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// States in here will require one of four
|
||||
/// forms:
|
||||
///
|
||||
/// If tracking damage groups:
|
||||
/// - {base_state}_{group}_{threshold} if targeting
|
||||
/// a static layer on a sprite (either as an
|
||||
/// overlay or as a state change)
|
||||
/// - DamageOverlay_{group}_{threshold} if not
|
||||
/// targeting a layer on a sprite.
|
||||
///
|
||||
/// If not tracking damage groups:
|
||||
/// - {base_state}_{threshold} if it is targeting
|
||||
/// a layer
|
||||
/// - DamageOverlay_{threshold} if not targeting
|
||||
/// a layer.
|
||||
/// </remarks>
|
||||
[DataField("sprite", required: true)] public readonly string Sprite = default!;
|
||||
|
||||
/// <summary>
|
||||
/// The color of this sprite overlay.
|
||||
/// Supports only hexadecimal format.
|
||||
/// </summary>
|
||||
[DataField("color")] public readonly string? Color;
|
||||
}
|
||||
|
|
@ -0,0 +1,698 @@
|
|||
using System.Linq;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Client.Damage;
|
||||
|
||||
/// <summary>
|
||||
/// A simple visualizer for any entity with a DamageableComponent
|
||||
/// to display the status of how damaged it is.
|
||||
///
|
||||
/// Can either be an overlay for an entity, or target multiple
|
||||
/// layers on the same entity.
|
||||
///
|
||||
/// This can be disabled dynamically by passing into SetData,
|
||||
/// key DamageVisualizerKeys.Disabled, value bool
|
||||
/// (DamageVisualizerKeys lives in Content.Shared.Damage)
|
||||
///
|
||||
/// Damage layers, if targeting layers, can also be dynamically
|
||||
/// disabled if needed by passing into SetData, the name/enum
|
||||
/// of the sprite layer, and then passing in a bool value
|
||||
/// (true to enable, false to disable).
|
||||
/// </summary>
|
||||
public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponent>
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
|
||||
private const string SawmillName = "DamageVisuals";
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<DamageVisualsComponent, ComponentInit>(InitializeEntity);
|
||||
}
|
||||
|
||||
private void InitializeEntity(EntityUid entity, DamageVisualsComponent comp, ComponentInit args)
|
||||
{
|
||||
VerifyVisualizerSetup(entity, comp);
|
||||
|
||||
if (!comp.Valid)
|
||||
{
|
||||
RemCompDeferred<DamageVisualsComponent>(entity);
|
||||
return;
|
||||
}
|
||||
|
||||
InitializeVisualizer(entity, comp);
|
||||
}
|
||||
|
||||
private void VerifyVisualizerSetup(EntityUid entity, DamageVisualsComponent damageVisComp)
|
||||
{
|
||||
if (damageVisComp.Thresholds.Count < 1)
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Thresholds were invalid for entity {entity}. Thresholds: {damageVisComp.Thresholds}");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (damageVisComp.Divisor == 0)
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Divisor for {entity} is set to zero.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (damageVisComp.Overlay)
|
||||
{
|
||||
if (damageVisComp.DamageOverlayGroups == null && damageVisComp.DamageOverlay == null)
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Enabled overlay without defined damage overlay sprites on {entity}.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (damageVisComp.TrackAllDamage && damageVisComp.DamageOverlay == null)
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Enabled all damage tracking without a damage overlay sprite on {entity}.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!damageVisComp.TrackAllDamage && damageVisComp.DamageOverlay != null)
|
||||
{
|
||||
Logger.WarningS(SawmillName, $"Disabled all damage tracking with a damage overlay sprite on {entity}.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (damageVisComp.TrackAllDamage && damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
Logger.WarningS(SawmillName, $"Enabled all damage tracking with damage overlay groups on {entity}.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (!damageVisComp.Overlay)
|
||||
{
|
||||
if (damageVisComp.TargetLayers == null)
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Disabled overlay without target layers on {entity}.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (damageVisComp.DamageOverlayGroups != null || damageVisComp.DamageOverlay != null)
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Disabled overlay with defined damage overlay sprites on {entity}.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (damageVisComp.DamageGroup == null)
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Disabled overlay without defined damage group on {entity}.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (damageVisComp.DamageOverlayGroups != null && damageVisComp.DamageGroup != null)
|
||||
{
|
||||
Logger.WarningS(SawmillName, $"Damage overlay sprites and damage group are both defined on {entity}.");
|
||||
}
|
||||
|
||||
if (damageVisComp.DamageOverlay != null && damageVisComp.DamageGroup != null)
|
||||
{
|
||||
Logger.WarningS(SawmillName, $"Damage overlay sprites and damage group are both defined on {entity}.");
|
||||
}
|
||||
}
|
||||
|
||||
private void InitializeVisualizer(EntityUid entity, DamageVisualsComponent damageVisComp)
|
||||
{
|
||||
if (!TryComp(entity, out SpriteComponent? spriteComponent)
|
||||
|| !TryComp<DamageableComponent?>(entity, out var damageComponent)
|
||||
|| !HasComp<AppearanceComponent>(entity))
|
||||
return;
|
||||
|
||||
damageVisComp.Thresholds.Add(FixedPoint2.Zero);
|
||||
damageVisComp.Thresholds.Sort();
|
||||
|
||||
if (damageVisComp.Thresholds[0] != 0)
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Thresholds were invalid for entity {entity}. Thresholds: {damageVisComp.Thresholds}");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// If the damage container on our entity's DamageableComponent
|
||||
// is not null, we can try to check through its groups.
|
||||
if (damageComponent.DamageContainerID != null
|
||||
&& _prototypeManager.TryIndex<DamageContainerPrototype>(damageComponent.DamageContainerID, out var damageContainer))
|
||||
{
|
||||
// Are we using damage overlay sprites by group?
|
||||
// Check if the container matches the supported groups,
|
||||
// and start caching the last threshold.
|
||||
if (damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
foreach (var damageType in damageVisComp.DamageOverlayGroups.Keys)
|
||||
{
|
||||
if (!damageContainer.SupportedGroups.Contains(damageType))
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Damage key {damageType} was invalid for entity {entity}.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
damageVisComp.LastThresholdPerGroup.Add(damageType, FixedPoint2.Zero);
|
||||
}
|
||||
}
|
||||
// Are we tracking a single damage group without overlay instead?
|
||||
// See if that group is in our entity's damage container.
|
||||
else if (!damageVisComp.Overlay && damageVisComp.DamageGroup != null)
|
||||
{
|
||||
if (!damageContainer.SupportedGroups.Contains(damageVisComp.DamageGroup))
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Damage keys were invalid for entity {entity}.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
damageVisComp.LastThresholdPerGroup.Add(damageVisComp.DamageGroup, FixedPoint2.Zero);
|
||||
}
|
||||
}
|
||||
// Ditto above, but instead we go through every group.
|
||||
else // oh boy! time to enumerate through every single group!
|
||||
{
|
||||
var damagePrototypeIdList = _prototypeManager.EnumeratePrototypes<DamageGroupPrototype>()
|
||||
.Select((p, _) => p.ID)
|
||||
.ToList();
|
||||
if (damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
foreach (var damageType in damageVisComp.DamageOverlayGroups.Keys)
|
||||
{
|
||||
if (!damagePrototypeIdList.Contains(damageType))
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Damage keys were invalid for entity {entity}.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
damageVisComp.LastThresholdPerGroup.Add(damageType, FixedPoint2.Zero);
|
||||
}
|
||||
}
|
||||
else if (damageVisComp.DamageGroup != null)
|
||||
{
|
||||
if (!damagePrototypeIdList.Contains(damageVisComp.DamageGroup))
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Damage keys were invalid for entity {entity}.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
damageVisComp.LastThresholdPerGroup.Add(damageVisComp.DamageGroup, FixedPoint2.Zero);
|
||||
}
|
||||
}
|
||||
|
||||
// If we're targeting any layers, and the amount of
|
||||
// layers is greater than zero, we start reserving
|
||||
// all the layers needed to track damage groups
|
||||
// on the entity.
|
||||
if (damageVisComp.TargetLayers is { Count: > 0 })
|
||||
{
|
||||
// This should ensure that the layers we're targeting
|
||||
// are valid for the visualizer's use.
|
||||
//
|
||||
// If the layer doesn't have a base state, or
|
||||
// the layer key just doesn't exist, we skip it.
|
||||
foreach (var key in damageVisComp.TargetLayers)
|
||||
{
|
||||
if (!spriteComponent.LayerMapTryGet(key, out var index)
|
||||
|| spriteComponent.LayerGetState(index).ToString() == null)
|
||||
{
|
||||
Logger.WarningS(SawmillName, $"Layer at key {key} was invalid for entity {entity}.");
|
||||
continue;
|
||||
}
|
||||
|
||||
damageVisComp.TargetLayerMapKeys.Add(key);
|
||||
}
|
||||
|
||||
// Similar to damage overlay groups, if none of the targeted
|
||||
// sprite layers could be used, we display an error and
|
||||
// invalidate the visualizer without crashing.
|
||||
if (damageVisComp.TargetLayerMapKeys.Count == 0)
|
||||
{
|
||||
Logger.ErrorS(SawmillName, $"Target layers were invalid for entity {entity}.");
|
||||
damageVisComp.Valid = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise, we start reserving layers. Since the filtering
|
||||
// loop above ensures that all of these layers are not null,
|
||||
// and have valid state IDs, there should be no issues.
|
||||
foreach (object layer in damageVisComp.TargetLayerMapKeys)
|
||||
{
|
||||
var layerCount = spriteComponent.AllLayers.Count();
|
||||
var index = spriteComponent.LayerMapGet(layer);
|
||||
var layerState = spriteComponent.LayerGetState(index).ToString()!;
|
||||
|
||||
if (index + 1 != layerCount)
|
||||
{
|
||||
index += 1;
|
||||
}
|
||||
|
||||
damageVisComp.LayerMapKeyStates.Add(layer, layerState);
|
||||
|
||||
// If we're an overlay, and we're targeting groups,
|
||||
// we reserve layers per damage group.
|
||||
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
foreach (var (group, sprite) in damageVisComp.DamageOverlayGroups)
|
||||
{
|
||||
AddDamageLayerToSprite(spriteComponent,
|
||||
sprite,
|
||||
$"{layerState}_{group}_{damageVisComp.Thresholds[1]}",
|
||||
$"{layer}{group}",
|
||||
index);
|
||||
}
|
||||
damageVisComp.DisabledLayers.Add(layer, false);
|
||||
}
|
||||
// If we're not targeting groups, and we're still
|
||||
// using an overlay, we instead just add a general
|
||||
// overlay that reflects on how much damage
|
||||
// was taken.
|
||||
else if (damageVisComp.DamageOverlay != null)
|
||||
{
|
||||
AddDamageLayerToSprite(spriteComponent,
|
||||
damageVisComp.DamageOverlay,
|
||||
$"{layerState}_{damageVisComp.Thresholds[1]}",
|
||||
$"{layer}trackDamage",
|
||||
index);
|
||||
damageVisComp.DisabledLayers.Add(layer, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
// If we're not targeting layers, however,
|
||||
// we should ensure that we instead
|
||||
// reserve it as an overlay.
|
||||
else
|
||||
{
|
||||
if (damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
foreach (var (group, sprite) in damageVisComp.DamageOverlayGroups)
|
||||
{
|
||||
AddDamageLayerToSprite(spriteComponent,
|
||||
sprite,
|
||||
$"DamageOverlay_{group}_{damageVisComp.Thresholds[1]}",
|
||||
$"DamageOverlay{group}");
|
||||
damageVisComp.TopMostLayerKey = $"DamageOverlay{group}";
|
||||
}
|
||||
}
|
||||
else if (damageVisComp.DamageOverlay != null)
|
||||
{
|
||||
AddDamageLayerToSprite(spriteComponent,
|
||||
damageVisComp.DamageOverlay,
|
||||
$"DamageOverlay_{damageVisComp.Thresholds[1]}",
|
||||
"DamageOverlay");
|
||||
damageVisComp.TopMostLayerKey = $"DamageOverlay";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a damage tracking layer to a given sprite component.
|
||||
/// </summary>
|
||||
private void AddDamageLayerToSprite(SpriteComponent spriteComponent, DamageVisualizerSprite sprite, string state, string mapKey, int? index = null)
|
||||
{
|
||||
var newLayer = spriteComponent.AddLayer(
|
||||
new SpriteSpecifier.Rsi(
|
||||
new ResourcePath(sprite.Sprite), state
|
||||
), index);
|
||||
spriteComponent.LayerMapSet(mapKey, newLayer);
|
||||
if (sprite.Color != null)
|
||||
spriteComponent.LayerSetColor(newLayer, Color.FromHex(sprite.Color));
|
||||
spriteComponent.LayerSetVisible(newLayer, false);
|
||||
}
|
||||
|
||||
protected override void OnAppearanceChange(EntityUid uid, DamageVisualsComponent damageVisComp, ref AppearanceChangeEvent args)
|
||||
{
|
||||
// how is this still here?
|
||||
if (!damageVisComp.Valid)
|
||||
return;
|
||||
|
||||
// If this was passed into the component, we update
|
||||
// the data to ensure that the current disabled
|
||||
// bool matches.
|
||||
if (args.Component.TryGetData<bool>(DamageVisualizerKeys.Disabled, out var disabledStatus))
|
||||
damageVisComp.Disabled = disabledStatus;
|
||||
|
||||
if (damageVisComp.Disabled)
|
||||
return;
|
||||
|
||||
HandleDamage(args.Component, damageVisComp);
|
||||
}
|
||||
|
||||
private void HandleDamage(AppearanceComponent component, DamageVisualsComponent damageVisComp)
|
||||
{
|
||||
if (!TryComp(component.Owner, out SpriteComponent? spriteComponent)
|
||||
|| !TryComp(component.Owner, out DamageableComponent? damageComponent))
|
||||
return;
|
||||
|
||||
if (damageVisComp.TargetLayers != null && damageVisComp.DamageOverlayGroups != null)
|
||||
UpdateDisabledLayers(spriteComponent, component, damageVisComp);
|
||||
|
||||
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null && damageVisComp.TargetLayers == null)
|
||||
CheckOverlayOrdering(spriteComponent, damageVisComp);
|
||||
|
||||
if (component.TryGetData<bool>(DamageVisualizerKeys.ForceUpdate, out var update)
|
||||
&& update)
|
||||
{
|
||||
ForceUpdateLayers(damageComponent, spriteComponent, damageVisComp);
|
||||
return;
|
||||
}
|
||||
|
||||
if (damageVisComp.TrackAllDamage)
|
||||
{
|
||||
UpdateDamageVisuals(damageComponent, spriteComponent, damageVisComp);
|
||||
}
|
||||
else if (component.TryGetData(DamageVisualizerKeys.DamageUpdateGroups, out DamageVisualizerGroupData data))
|
||||
{
|
||||
UpdateDamageVisuals(data.GroupList, damageComponent, spriteComponent, damageVisComp);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if any layers were disabled in the last
|
||||
/// data update. Disabled layers mean that the
|
||||
/// layer will no longer be visible, or obtain
|
||||
/// any damage updates.
|
||||
/// </summary>
|
||||
private void UpdateDisabledLayers(SpriteComponent spriteComponent, AppearanceComponent component, DamageVisualsComponent damageVisComp)
|
||||
{
|
||||
foreach (var layer in damageVisComp.TargetLayerMapKeys)
|
||||
{
|
||||
bool? layerStatus = null;
|
||||
if (component.TryGetData<bool>(layer, out var layerStateEnum))
|
||||
layerStatus = layerStateEnum;
|
||||
|
||||
if (layerStatus == null)
|
||||
continue;
|
||||
|
||||
if (damageVisComp.DisabledLayers[layer] != (bool) layerStatus)
|
||||
{
|
||||
damageVisComp.DisabledLayers[layer] = (bool) layerStatus;
|
||||
if (!damageVisComp.TrackAllDamage && damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
foreach (var damageGroup in damageVisComp.DamageOverlayGroups!.Keys)
|
||||
{
|
||||
spriteComponent.LayerSetVisible($"{layer}{damageGroup}", damageVisComp.DisabledLayers[layer]);
|
||||
}
|
||||
}
|
||||
else if (damageVisComp.TrackAllDamage)
|
||||
spriteComponent.LayerSetVisible($"{layer}trackDamage", damageVisComp.DisabledLayers[layer]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks the overlay ordering on the current
|
||||
/// sprite component, compared to the
|
||||
/// data for the visualizer. If the top
|
||||
/// most layer doesn't match, the sprite
|
||||
/// layers are recreated and placed on top.
|
||||
/// </summary>
|
||||
private void CheckOverlayOrdering(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
|
||||
{
|
||||
if (spriteComponent[damageVisComp.TopMostLayerKey] != spriteComponent[spriteComponent.AllLayers.Count() - 1])
|
||||
{
|
||||
if (!damageVisComp.TrackAllDamage && damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
foreach (var (damageGroup, sprite) in damageVisComp.DamageOverlayGroups)
|
||||
{
|
||||
var threshold = damageVisComp.LastThresholdPerGroup[damageGroup];
|
||||
ReorderOverlaySprite(spriteComponent,
|
||||
damageVisComp,
|
||||
sprite,
|
||||
$"DamageOverlay{damageGroup}",
|
||||
$"DamageOverlay_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
else if (damageVisComp.TrackAllDamage && damageVisComp.DamageOverlay != null)
|
||||
{
|
||||
ReorderOverlaySprite(spriteComponent,
|
||||
damageVisComp,
|
||||
damageVisComp.DamageOverlay,
|
||||
$"DamageOverlay",
|
||||
$"DamageOverlay",
|
||||
damageVisComp.LastDamageThreshold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ReorderOverlaySprite(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, DamageVisualizerSprite sprite, string key, string statePrefix, FixedPoint2 threshold)
|
||||
{
|
||||
spriteComponent.LayerMapTryGet(key, out var spriteLayer);
|
||||
var visibility = spriteComponent[spriteLayer].Visible;
|
||||
spriteComponent.RemoveLayer(spriteLayer);
|
||||
if (threshold == FixedPoint2.Zero) // these should automatically be invisible
|
||||
threshold = damageVisComp.Thresholds[1];
|
||||
spriteLayer = spriteComponent.AddLayer(
|
||||
new SpriteSpecifier.Rsi(
|
||||
new ResourcePath(sprite.Sprite),
|
||||
$"{statePrefix}_{threshold}"
|
||||
),
|
||||
spriteLayer);
|
||||
spriteComponent.LayerMapSet(key, spriteLayer);
|
||||
spriteComponent.LayerSetVisible(spriteLayer, visibility);
|
||||
// this is somewhat iffy since it constantly reallocates
|
||||
damageVisComp.TopMostLayerKey = key;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates damage visuals without tracking
|
||||
/// any damage groups.
|
||||
/// </summary>
|
||||
private void UpdateDamageVisuals(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
|
||||
{
|
||||
if (!CheckThresholdBoundary(damageComponent.TotalDamage, damageVisComp.LastDamageThreshold, damageVisComp, out var threshold))
|
||||
return;
|
||||
|
||||
damageVisComp.LastDamageThreshold = threshold;
|
||||
|
||||
if (damageVisComp.TargetLayers != null)
|
||||
{
|
||||
foreach (var layerMapKey in damageVisComp.TargetLayerMapKeys)
|
||||
{
|
||||
UpdateTargetLayer(spriteComponent, damageVisComp, layerMapKey, threshold);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateOverlay(spriteComponent, threshold);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates damage visuals by damage group,
|
||||
/// according to the list of damage groups
|
||||
/// passed into it.
|
||||
/// </summary>
|
||||
private void UpdateDamageVisuals(List<string> delta, DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
|
||||
{
|
||||
foreach (var damageGroup in delta)
|
||||
{
|
||||
if (!damageVisComp.Overlay && damageGroup != damageVisComp.DamageGroup)
|
||||
continue;
|
||||
|
||||
if (!_prototypeManager.TryIndex<DamageGroupPrototype>(damageGroup, out var damageGroupPrototype)
|
||||
|| !damageComponent.Damage.TryGetDamageInGroup(damageGroupPrototype, out var damageTotal))
|
||||
continue;
|
||||
|
||||
if (!damageVisComp.LastThresholdPerGroup.TryGetValue(damageGroup, out var lastThreshold)
|
||||
|| !CheckThresholdBoundary(damageTotal, lastThreshold, damageVisComp, out var threshold))
|
||||
continue;
|
||||
|
||||
damageVisComp.LastThresholdPerGroup[damageGroup] = threshold;
|
||||
|
||||
if (damageVisComp.TargetLayers != null)
|
||||
{
|
||||
foreach (var layerMapKey in damageVisComp.TargetLayerMapKeys)
|
||||
{
|
||||
UpdateTargetLayer(spriteComponent, damageVisComp, layerMapKey, damageGroup, threshold);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateOverlay(spriteComponent, damageVisComp, damageGroup, threshold);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a threshold boundary was passed.
|
||||
/// </summary>
|
||||
private bool CheckThresholdBoundary(FixedPoint2 damageTotal, FixedPoint2 lastThreshold, DamageVisualsComponent damageVisComp, out FixedPoint2 threshold)
|
||||
{
|
||||
threshold = FixedPoint2.Zero;
|
||||
damageTotal = damageTotal / damageVisComp.Divisor;
|
||||
var thresholdIndex = damageVisComp.Thresholds.BinarySearch(damageTotal);
|
||||
|
||||
if (thresholdIndex < 0)
|
||||
{
|
||||
thresholdIndex = ~thresholdIndex;
|
||||
threshold = damageVisComp.Thresholds[thresholdIndex - 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
threshold = damageVisComp.Thresholds[thresholdIndex];
|
||||
}
|
||||
|
||||
if (threshold == lastThreshold)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is the entry point for
|
||||
/// forcing an update on all damage layers.
|
||||
/// Does different things depending on
|
||||
/// the configuration of the visualizer.
|
||||
/// </summary>
|
||||
private void ForceUpdateLayers(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
|
||||
{
|
||||
if (damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
UpdateDamageVisuals(damageVisComp.DamageOverlayGroups.Keys.ToList(), damageComponent, spriteComponent, damageVisComp);
|
||||
}
|
||||
else if (damageVisComp.DamageGroup != null)
|
||||
{
|
||||
UpdateDamageVisuals(new List<string>(){ damageVisComp.DamageGroup }, damageComponent, spriteComponent, damageVisComp);
|
||||
}
|
||||
else if (damageVisComp.DamageOverlay != null)
|
||||
{
|
||||
UpdateDamageVisuals(damageComponent, spriteComponent, damageVisComp);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a target layer. Without a damage group passed in,
|
||||
/// it assumes you're updating a layer that is tracking all
|
||||
/// damage.
|
||||
/// </summary>
|
||||
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, object layerMapKey, FixedPoint2 threshold)
|
||||
{
|
||||
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
if (!damageVisComp.DisabledLayers[layerMapKey])
|
||||
{
|
||||
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet($"{layerMapKey}trackDamage", out var spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
else if (!damageVisComp.Overlay)
|
||||
{
|
||||
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet(layerMapKey, out var spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a target layer by damage group.
|
||||
/// </summary>
|
||||
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, object layerMapKey, string damageGroup, FixedPoint2 threshold)
|
||||
{
|
||||
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
if (damageVisComp.DamageOverlayGroups.ContainsKey(damageGroup) && !damageVisComp.DisabledLayers[layerMapKey])
|
||||
{
|
||||
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet($"{layerMapKey}{damageGroup}", out var spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
else if (!damageVisComp.Overlay)
|
||||
{
|
||||
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
|
||||
spriteComponent.LayerMapTryGet(layerMapKey, out var spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"{layerState}_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates an overlay that is tracking all damage.
|
||||
/// </summary>
|
||||
private void UpdateOverlay(SpriteComponent spriteComponent, FixedPoint2 threshold)
|
||||
{
|
||||
spriteComponent.LayerMapTryGet($"DamageOverlay", out var spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"DamageOverlay",
|
||||
threshold);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates an overlay based on damage group.
|
||||
/// </summary>
|
||||
private void UpdateOverlay(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, string damageGroup, FixedPoint2 threshold)
|
||||
{
|
||||
if (damageVisComp.DamageOverlayGroups != null)
|
||||
{
|
||||
if (damageVisComp.DamageOverlayGroups.ContainsKey(damageGroup))
|
||||
{
|
||||
spriteComponent.LayerMapTryGet($"DamageOverlay{damageGroup}", out var spriteLayer);
|
||||
|
||||
UpdateDamageLayerState(spriteComponent,
|
||||
spriteLayer,
|
||||
$"DamageOverlay_{damageGroup}",
|
||||
threshold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates a layer on the sprite by what
|
||||
/// prefix it has (calculated by whatever
|
||||
/// function calls it), and what threshold
|
||||
/// was passed into it.
|
||||
/// </summary>
|
||||
private void UpdateDamageLayerState(SpriteComponent spriteComponent, int spriteLayer, string statePrefix, FixedPoint2 threshold)
|
||||
{
|
||||
if (threshold == 0)
|
||||
{
|
||||
spriteComponent.LayerSetVisible(spriteLayer, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!spriteComponent[spriteLayer].Visible)
|
||||
{
|
||||
spriteComponent.LayerSetVisible(spriteLayer, true);
|
||||
}
|
||||
spriteComponent.LayerSetState(spriteLayer, $"{statePrefix}_{threshold}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -254,27 +254,27 @@
|
|||
60: 0.7
|
||||
80: 0.5
|
||||
- type: HeatResistance
|
||||
- type: DamageVisuals
|
||||
thresholds: [ 20, 40, 100 ]
|
||||
targetLayers:
|
||||
- "enum.HumanoidVisualLayers.Chest"
|
||||
- "enum.HumanoidVisualLayers.Head"
|
||||
- "enum.HumanoidVisualLayers.LArm"
|
||||
- "enum.HumanoidVisualLayers.LLeg"
|
||||
- "enum.HumanoidVisualLayers.RArm"
|
||||
- "enum.HumanoidVisualLayers.RLeg"
|
||||
damageOverlayGroups:
|
||||
Brute:
|
||||
sprite: Mobs/Effects/brute_damage.rsi
|
||||
color: "#FF0000"
|
||||
Burn:
|
||||
sprite: Mobs/Effects/burn_damage.rsi
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: RotationVisualizer
|
||||
- type: BuckleVisualizer
|
||||
- type: CreamPiedVisualizer
|
||||
state: creampie_human
|
||||
- type: DamageVisualizer
|
||||
thresholds: [ 20, 40, 100 ]
|
||||
targetLayers:
|
||||
- "enum.HumanoidVisualLayers.Chest"
|
||||
- "enum.HumanoidVisualLayers.Head"
|
||||
- "enum.HumanoidVisualLayers.LArm"
|
||||
- "enum.HumanoidVisualLayers.LLeg"
|
||||
- "enum.HumanoidVisualLayers.RArm"
|
||||
- "enum.HumanoidVisualLayers.RLeg"
|
||||
damageOverlayGroups:
|
||||
Brute:
|
||||
sprite: Mobs/Effects/brute_damage.rsi
|
||||
color: "#FF0000"
|
||||
Burn:
|
||||
sprite: Mobs/Effects/burn_damage.rsi
|
||||
- type: FireVisuals
|
||||
sprite: Mobs/Effects/onfire.rsi
|
||||
normalState: Generic_mob_burning
|
||||
|
|
|
|||
|
|
@ -33,13 +33,12 @@
|
|||
graph: Window
|
||||
node: plasmaWindow
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: DamageVisualizer
|
||||
thresholds: [4, 8, 12]
|
||||
damageDivisor: 12
|
||||
trackAllDamage: true
|
||||
damageOverlay:
|
||||
sprite: Structures/Windows/cracks.rsi
|
||||
- type: DamageVisuals
|
||||
thresholds: [4, 8, 12]
|
||||
damageDivisor: 12
|
||||
trackAllDamage: true
|
||||
damageOverlay:
|
||||
sprite: Structures/Windows/cracks.rsi
|
||||
- type: StaticPrice
|
||||
price: 20.5
|
||||
|
||||
|
|
|
|||
|
|
@ -42,13 +42,12 @@
|
|||
graph: Window
|
||||
node: reinforcedWindow
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: DamageVisualizer
|
||||
thresholds: [4, 8, 12]
|
||||
damageDivisor: 10
|
||||
trackAllDamage: true
|
||||
damageOverlay:
|
||||
sprite: Structures/Windows/cracks.rsi
|
||||
- type: DamageVisuals
|
||||
thresholds: [4, 8, 12]
|
||||
damageDivisor: 10
|
||||
trackAllDamage: true
|
||||
damageOverlay:
|
||||
sprite: Structures/Windows/cracks.rsi
|
||||
- type: StaticPrice
|
||||
price: 0.75
|
||||
|
||||
|
|
|
|||
|
|
@ -42,13 +42,12 @@
|
|||
graph: Window
|
||||
node: reinforcedPlasmaWindow
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: DamageVisualizer
|
||||
thresholds: [4, 8, 12]
|
||||
damageDivisor: 36
|
||||
trackAllDamage: true
|
||||
damageOverlay:
|
||||
sprite: Structures/Windows/cracks.rsi
|
||||
- type: DamageVisuals
|
||||
thresholds: [4, 8, 12]
|
||||
damageDivisor: 36
|
||||
trackAllDamage: true
|
||||
damageOverlay:
|
||||
sprite: Structures/Windows/cracks.rsi
|
||||
- type: StaticPrice
|
||||
price: 20.75
|
||||
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
- trigger:
|
||||
!type:DamageTrigger
|
||||
damage: 1000
|
||||
behaviors:
|
||||
behaviors:
|
||||
- !type:DoActsBehavior
|
||||
acts: [ "Destruction" ]
|
||||
- trigger:
|
||||
|
|
@ -39,12 +39,11 @@
|
|||
- type: IconSmooth
|
||||
base: swindow
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: DamageVisualizer
|
||||
thresholds: [4, 8, 12]
|
||||
damageDivisor: 36
|
||||
trackAllDamage: true
|
||||
damageOverlay:
|
||||
sprite: Structures/Windows/cracks.rsi
|
||||
- type: DamageVisuals
|
||||
thresholds: [4, 8, 12]
|
||||
damageDivisor: 36
|
||||
trackAllDamage: true
|
||||
damageOverlay:
|
||||
sprite: Structures/Windows/cracks.rsi
|
||||
- type: StaticPrice
|
||||
price: 75
|
||||
|
|
|
|||
|
|
@ -78,13 +78,12 @@
|
|||
graph: Window
|
||||
node: window
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: DamageVisualizer
|
||||
thresholds: [4, 8, 12]
|
||||
damageDivisor: 2
|
||||
trackAllDamage: true
|
||||
damageOverlay:
|
||||
sprite: Structures/Windows/cracks.rsi
|
||||
- type: DamageVisuals
|
||||
thresholds: [4, 8, 12]
|
||||
damageDivisor: 2
|
||||
trackAllDamage: true
|
||||
damageOverlay:
|
||||
sprite: Structures/Windows/cracks.rsi
|
||||
- type: StaticPrice
|
||||
price: 0.5
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue