Delta-v/Content.Client/_ES/ESScreenshakeSystem.cs

100 lines
3.7 KiB
C#

using System.Numerics;
using Content.Shared._DV.CCVars;
using Content.Shared._ES.Camera;
using Content.Shared.Camera;
using Robust.Shared.Configuration;
using Robust.Shared.Noise;
using Robust.Shared.Timing;
namespace Content.Client._ES;
// DeltaV - Anything not marked DeltaV is Ephemeral Space code moved from SharedESScreenshakeSystem
public sealed class ESScreenshakeSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _config = default!; // DeltaV
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedESScreenshakeSystem _shared = default!;
private bool _disabled; // DeltaV
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ESScreenshakeComponent, GetEyeOffsetEvent>(OnGetEyeOffset);
SubscribeLocalEvent<ESScreenshakeComponent, ESGetEyeRotationEvent>(OnGetEyeRotation);
_config.OnValueChanged(DCCVars.EsScreenshakeDisabled, OnDisabledChanged, true); // DeltaV
}
private void OnDisabledChanged(bool obj)
{
_disabled = obj;
}
private void OnGetEyeOffset(Entity<ESScreenshakeComponent> ent, ref GetEyeOffsetEvent args)
{
if (!TryComp<EyeComponent>(ent, out var eye) || _disabled) // DeltaV - check if disabled
return;
var noise = new FastNoiseLite(67);
noise.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
var accumulatedOffset = Vector2.Zero;
var maxOffset = new Vector2(0.15f, 0.15f);
foreach (var command in ent.Comp.Commands)
{
if (command.Translational == null)
continue;
var trauma =
_shared.CalculateTraumaValueForCurrentTime(command.Translational, command.Start);
if (trauma <= 0)
continue;
noise.SetFrequency(command.Translational.Frequency);
// using the starst c ommand for y pos kinda doesnt work in the case where multiple shakes get sent at the same time
// and the shakes are identical otherwise. but like dont do that or something idk
var offsetX = (maxOffset.X * trauma) * noise.GetNoise((float)_timing.RealTime.TotalMilliseconds,
(float)command.Start.TotalMilliseconds);
noise.SetSeed(68);
var offsetY = (maxOffset.Y * trauma) * noise.GetNoise((float)_timing.RealTime.TotalMilliseconds,
(float)command.Start.TotalMilliseconds);
noise.SetSeed(67);
accumulatedOffset += new Vector2(offsetX, offsetY);
}
args.Offset += accumulatedOffset;
}
private void OnGetEyeRotation(Entity<ESScreenshakeComponent> ent, ref ESGetEyeRotationEvent args)
{
if (!TryComp<EyeComponent>(ent, out var eye) || _disabled) // DeltaV - check if disabled
return;
var noise = new FastNoiseLite(67 + 420); // Epic bacon
noise.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
// 20deg max
var accumulatedAngle = Angle.Zero;
var maxAngleDegrees = 20f;
foreach (var command in ent.Comp.Commands)
{
if (command.Rotational == null)
continue;
var trauma =
_shared.CalculateTraumaValueForCurrentTime(command.Rotational, command.Start);
if (trauma <= 0)
continue;
noise.SetFrequency(command.Rotational.Frequency);
var angle = (maxAngleDegrees * trauma) * noise.GetNoise((float)_timing.RealTime.TotalMilliseconds, (float)command.Start.TotalMilliseconds);
accumulatedAngle += Angle.FromDegrees(angle);
}
// TODO ughhh this shit breaks with something idk
args.Rotation += accumulatedAngle;
}
}