Files
Delta-v/Content.Client/DoAfter/DoAfterOverlay.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

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Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

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Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

171 lines
7.1 KiB
C#

using System.Numerics;
using Content.Shared.DoAfter;
using Content.Client.UserInterface.Systems;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Client.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.Containers;
namespace Content.Client.DoAfter;
public sealed class DoAfterOverlay : Overlay
{
private static readonly ProtoId<ShaderPrototype> UnshadedShader = "unshaded";
private readonly IEntityManager _entManager;
private readonly IGameTiming _timing;
private readonly IPlayerManager _player;
private readonly SharedTransformSystem _transform;
private readonly MetaDataSystem _meta;
private readonly ProgressColorSystem _progressColor;
private readonly SharedContainerSystem _container;
private readonly SpriteSystem _sprite;
private readonly Texture _barTexture;
private readonly ShaderInstance _unshadedShader;
/// <summary>
/// Flash time for cancelled DoAfters
/// </summary>
private const float FlashTime = 0.125f;
// Hardcoded width of the progress bar because it doesn't match the texture.
private const float StartX = 2;
private const float EndX = 22f;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager, IGameTiming timing, IPlayerManager player)
{
_entManager = entManager;
_timing = timing;
_player = player;
_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
_meta = _entManager.EntitySysManager.GetEntitySystem<MetaDataSystem>();
_container = _entManager.EntitySysManager.GetEntitySystem<SharedContainerSystem>();
_progressColor = _entManager.System<ProgressColorSystem>();
_sprite = _entManager.System<SpriteSystem>();
var sprite = new SpriteSpecifier.Rsi(new("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
_barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
_unshadedShader = protoManager.Index(UnshadedShader).Instance();
}
protected override void Draw(in OverlayDrawArgs args)
{
var handle = args.WorldHandle;
var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
// If you use the display UI scale then need to set max(1f, displayscale) because 0 is valid.
const float scale = 1f;
var scaleMatrix = Matrix3Helpers.CreateScale(new Vector2(scale, scale));
var rotationMatrix = Matrix3Helpers.CreateRotation(-rotation);
var curTime = _timing.CurTime;
var bounds = args.WorldAABB.Enlarged(5f);
var localEnt = _player.LocalSession?.AttachedEntity;
var metaQuery = _entManager.GetEntityQuery<MetaDataComponent>();
var enumerator = _entManager.AllEntityQueryEnumerator<ActiveDoAfterComponent, DoAfterComponent, SpriteComponent, TransformComponent>();
while (enumerator.MoveNext(out var uid, out _, out var comp, out var sprite, out var xform))
{
if (xform.MapID != args.MapId)
continue;
if (comp.DoAfters.Count == 0)
continue;
var worldPosition = _transform.GetWorldPosition(xform, xformQuery);
if (!bounds.Contains(worldPosition))
continue;
// shades the do-after bar if the do-after bar belongs to other players
// does not shade do-afters belonging to the local player
if (uid != localEnt)
handle.UseShader(null);
else
handle.UseShader(_unshadedShader);
// If the entity is paused, we will draw the do-after as it was when the entity got paused.
var meta = metaQuery.GetComponent(uid);
var time = meta.EntityPaused
? curTime - _meta.GetPauseTime(uid, meta)
: curTime;
var worldMatrix = Matrix3Helpers.CreateTranslation(worldPosition);
var scaledWorld = Matrix3x2.Multiply(scaleMatrix, worldMatrix);
var matty = Matrix3x2.Multiply(rotationMatrix, scaledWorld);
handle.SetTransform(matty);
var offset = 0f;
var isInContainer = _container.IsEntityOrParentInContainer(uid, meta, xform);
foreach (var doAfter in comp.DoAfters.Values)
{
// Hide some DoAfters from other players for stealthy actions (ie: thieving gloves)
var alpha = 1f;
if (doAfter.Args.Hidden || isInContainer)
{
if (uid != localEnt)
continue;
// Hints to the local player that this do-after is not visible to other players.
alpha = 0.5f;
}
// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
// by the bar.
var yOffset = _sprite.GetLocalBounds((uid, sprite)).Height / 2f + 0.05f;
// Position above the entity (we've already applied the matrix transform to the entity itself)
// Offset by the texture size for every do_after we have.
var position = new Vector2(-_barTexture.Width / 2f / EyeManager.PixelsPerMeter,
yOffset / scale + offset / EyeManager.PixelsPerMeter * scale);
// Draw the underlying bar texture
handle.DrawTexture(_barTexture, position);
Color color;
float elapsedRatio;
// if we're cancelled then flick red / off.
if (doAfter.CancelledTime != null)
{
var elapsed = doAfter.CancelledTime.Value - doAfter.StartTime;
elapsedRatio = (float)Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
var cancelElapsed = (time - doAfter.CancelledTime.Value).TotalSeconds;
var flash = Math.Floor(cancelElapsed / FlashTime) % 2 == 0;
color = GetProgressColor(0, flash ? alpha : 0);
}
else
{
var elapsed = time - doAfter.StartTime;
elapsedRatio = (float)Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
color = GetProgressColor(elapsedRatio, alpha);
}
var xProgress = (EndX - StartX) * elapsedRatio + StartX;
var box = new Box2(new Vector2(StartX, 3f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 4f) / EyeManager.PixelsPerMeter);
box = box.Translated(position);
handle.DrawRect(box, color);
offset += _barTexture.Height / scale;
}
}
handle.UseShader(null);
handle.SetTransform(Matrix3x2.Identity);
}
public Color GetProgressColor(float progress, float alpha = 1f)
{
return _progressColor.GetProgressColor(progress).WithAlpha(alpha);
}
}