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* weather status effect entities * proto port + fixes * Update weather.yml * fix visuals * Update SharedWeatherSystem.cs * Update SharedWeatherSystem.cs * Update WeatherSystem.cs * Thanks Slarti, thats a much better * Update WeatherSystem.cs * Update StencilOverlay.Weather.cs * Update Content.Client/Overlays/StencilOverlay.Weather.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Shared/StatusEffectNew/Components/StatusEffectComponent.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/StencilOverlay.Weather.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Revise weather command help descriptions Updated weather command help texts for clarity. * Merge branch 'master' into ed-14-11-2025-weather-entities * Tayrtahn review apply * fixes and cleanup --------- Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
99 lines
3.6 KiB
C#
99 lines
3.6 KiB
C#
using System.Numerics;
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using Content.Client.Graphics;
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using Content.Client.Parallax;
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using Content.Client.Weather;
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using Content.Shared.Salvage;
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using Content.Shared.StatusEffectNew;
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using Content.Shared.StatusEffectNew.Components;
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using Content.Shared.Weather;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.Overlays;
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/// <summary>
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/// Simple re-useable overlay with stencilled texture.
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/// </summary>
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public sealed partial class StencilOverlay : Overlay
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{
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private static readonly ProtoId<ShaderPrototype> CircleShader = "WorldGradientCircle";
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private static readonly ProtoId<ShaderPrototype> StencilMask = "StencilMask";
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private static readonly ProtoId<ShaderPrototype> StencilDraw = "StencilDraw";
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[Dependency] private readonly IClyde _clyde = default!;
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[Dependency] private readonly IEntityManager _entManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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private readonly ParallaxSystem _parallax;
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private readonly SharedTransformSystem _transform;
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private readonly SharedMapSystem _map;
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private readonly SpriteSystem _sprite;
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private readonly WeatherSystem _weather;
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private readonly StatusEffectsSystem _statusEffects;
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private HashSet<Entity<WeatherStatusEffectComponent, StatusEffectComponent>>? _weatherSet = new();
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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private readonly OverlayResourceCache<CachedResources> _resources = new();
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private readonly ShaderInstance _shader;
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public StencilOverlay(ParallaxSystem parallax, SharedTransformSystem transform, SharedMapSystem map, SpriteSystem sprite, WeatherSystem weather, StatusEffectsSystem statusEffects)
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{
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ZIndex = ParallaxSystem.ParallaxZIndex + 1;
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_parallax = parallax;
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_transform = transform;
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_map = map;
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_sprite = sprite;
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_weather = weather;
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_statusEffects = statusEffects;
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IoCManager.InjectDependencies(this);
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_shader = _protoManager.Index(CircleShader).InstanceUnique();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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var mapUid = _map.GetMapOrInvalid(args.MapId);
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var invMatrix = args.Viewport.GetWorldToLocalMatrix();
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var res = _resources.GetForViewport(args.Viewport, static _ => new CachedResources());
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if (res.Blep?.Texture.Size != args.Viewport.Size)
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{
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res.Blep?.Dispose();
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res.Blep = _clyde.CreateRenderTarget(args.Viewport.Size, new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb), name: "weather-stencil");
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}
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if (_statusEffects.TryEffectsWithComp(mapUid, out _weatherSet))
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DrawWeather(args, res, _weatherSet, invMatrix);
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if (_entManager.TryGetComponent<RestrictedRangeComponent>(mapUid, out var restrictedRangeComponent))
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DrawRestrictedRange(args, res, restrictedRangeComponent, invMatrix);
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args.WorldHandle.UseShader(null);
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args.WorldHandle.SetTransform(Matrix3x2.Identity);
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}
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protected override void DisposeBehavior()
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{
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_resources.Dispose();
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base.DisposeBehavior();
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}
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private sealed class CachedResources : IDisposable
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{
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public IRenderTexture? Blep;
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public void Dispose()
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{
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Blep?.Dispose();
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}
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}
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}
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