fish-station/Content.Client/Stealth/StealthSystem.cs
Vigers Ray 939076ff99 Merge remote-tracking branch 'space-wizards/master'
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/publish.yml
#	Content.Client/Administration/UI/BanPanel/BanPanel.xaml
#	Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs
#	Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs
#	Content.Client/Entry/EntryPoint.cs
#	Content.Client/Hands/Systems/HandsSystem.cs
#	Content.Client/Humanoid/HumanoidAppearanceSystem.cs
#	Content.Client/Humanoid/SingleMarkingPicker.xaml.cs
#	Content.Client/IoC/ClientContentIoC.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs
#	Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml
#	Content.Client/Options/UI/EscapeMenu.xaml
#	Content.Client/Stealth/StealthSystem.cs
#	Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs
#	Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs
#	Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs
#	Content.Client/Weapons/Ranged/Systems/GunSystem.cs
#	Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs
#	Content.IntegrationTests/Tests/Damageable/DamageableTest.cs
#	Content.IntegrationTests/Tests/PostMapInitTest.cs
#	Content.Server/Administration/Commands/AdminWhoCommand.cs
#	Content.Server/Administration/Commands/PardonCommand.cs
#	Content.Server/Administration/Commands/RoleUnbanCommand.cs
#	Content.Server/Administration/Commands/SetOutfitCommand.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs
#	Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs
#	Content.Server/Body/Components/BloodstreamComponent.cs
#	Content.Server/Body/Systems/BloodstreamSystem.cs
#	Content.Server/Body/Systems/MetabolizerSystem.cs
#	Content.Server/Body/Systems/RespiratorSystem.cs
#	Content.Server/Chat/Managers/ChatSanitizationManager.cs
#	Content.Server/Chat/Systems/ChatSystem.Emote.cs
#	Content.Server/Chat/Systems/ChatSystem.cs
#	Content.Server/CrewManifest/CrewManifestSystem.cs
#	Content.Server/Emp/EmpSystem.cs
#	Content.Server/Explosion/EntitySystems/TriggerSystem.cs
#	Content.Server/Fax/FaxSystem.cs
#	Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs
#	Content.Server/GameTicking/Commands/ForceMapCommand.cs
#	Content.Server/GameTicking/Commands/ForcePresetCommand.cs
#	Content.Server/GameTicking/Presets/GamePresetPrototype.cs
#	Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs
#	Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs
#	Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
#	Content.Server/Ghost/Roles/GhostRoleSystem.cs
#	Content.Server/Implants/Components/ScramImplantComponent.cs
#	Content.Server/Implants/SubdermalImplantSystem.cs
#	Content.Server/Materials/ProduceMaterialExtractorSystem.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs
#	Content.Server/NPC/Systems/NPCSystem.cs
#	Content.Server/Polymorph/Systems/PolymorphSystem.cs
#	Content.Server/Radio/EntitySystems/HeadsetSystem.cs
#	Content.Server/Repairable/RepairableSystem.cs
#	Content.Server/Revenant/EntitySystems/RevenantSystem.cs
#	Content.Server/RoundEnd/RoundEndSystem.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs
#	Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs
#	Content.Server/Speech/EntitySystems/FrontalLispSystem.cs
#	Content.Server/Speech/EntitySystems/LizardAccentSystem.cs
#	Content.Server/Speech/EntitySystems/MothAccentSystem.cs
#	Content.Server/Speech/EntitySystems/OwOAccentSystem.cs
#	Content.Server/Station/Systems/StationSpawningSystem.cs
#	Content.Server/StationEvents/Events/MeteorSwarmSystem.cs
#	Content.Server/Stunnable/Components/StunOnCollideComponent.cs
#	Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs
#	Content.Server/Zombies/ZombieSystem.Transform.cs
#	Content.Server/Zombies/ZombieSystem.cs
#	Content.Shared/Actions/SharedActionsSystem.cs
#	Content.Shared/Bed/SharedBedSystem.cs
#	Content.Shared/Blocking/BlockingSystem.cs
#	Content.Shared/Body/Systems/SharedBodySystem.Parts.cs
#	Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs
#	Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs
#	Content.Shared/Construction/Conditions/TileNotBlocked.cs
#	Content.Shared/Cuffs/SharedCuffableSystem.cs
#	Content.Shared/Doors/Systems/SharedDoorSystem.cs
#	Content.Shared/Emoting/EmoteAttemptEvent.cs
#	Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs
#	Content.Shared/Eye/VisibilityFlags.cs
#	Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs
#	Content.Shared/Humanoid/HumanoidCharacterAppearance.cs
#	Content.Shared/Interaction/SmartEquipSystem.cs
#	Content.Shared/Inventory/InventorySystem.Relay.cs
#	Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs
#	Content.Shared/Medical/Healing/HealingSystem.cs
#	Content.Shared/Medical/HealingComponent.cs
#	Content.Shared/Nutrition/EntitySystems/FoodSystem.cs
#	Content.Shared/Slippery/SlipperySystem.cs
#	Content.Shared/SprayPainter/SharedSprayPainterSystem.cs
#	Content.Shared/Standing/StandingStateComponent.cs
#	Content.Shared/Standing/StandingStateSystem.cs
#	Content.Shared/Station/SharedStationSpawningSystem.cs
#	Content.Shared/Stunnable/SharedStunSystem.cs
#	Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs
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#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs
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2025-08-10 01:49:23 +03:00

112 lines
4.2 KiB
C#

using Content.Client.Interactable.Components;
using Content.Client.StatusIcon;
using Content.Shared.Stealth;
using Content.Shared.Stealth.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Prototypes;
namespace Content.Client.Stealth;
public sealed class StealthSystem : SharedStealthSystem
{
private static readonly ProtoId<ShaderPrototype> Shader = "Stealth";
private static readonly ProtoId<ShaderPrototype> NoMirageShader = "NoMirageStealth";
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
private ShaderInstance _shader = default!;
private ShaderInstance _noMirageShader = default!; // Sunrise-Edit
public override void Initialize()
{
base.Initialize();
_shader = _protoMan.Index(Shader).InstanceUnique();
_noMirageShader = _protoMan.Index(NoMirageShader).InstanceUnique(); // Sunrise-Edit
SubscribeLocalEvent<StealthComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<StealthComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<StealthComponent, BeforePostShaderRenderEvent>(OnShaderRender);
}
public override void SetEnabled(EntityUid uid, bool value, StealthComponent? component = null)
{
if (!Resolve(uid, ref component) || component.Enabled == value)
return;
base.SetEnabled(uid, value, component);
SetShader(uid, value, component);
}
private void SetShader(EntityUid uid, bool enabled, StealthComponent? component = null, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref component, ref sprite, false))
return;
_sprite.SetColor((uid, sprite), Color.White);
// Sunrise-Start
if (component.Mirage)
sprite.PostShader = enabled ? _shader : null;
else
sprite.PostShader = enabled ? _noMirageShader : null;
// Sunrise-End
sprite.GetScreenTexture = enabled;
sprite.RaiseShaderEvent = enabled;
if (!enabled)
{
if (component.HadOutline && !TerminatingOrDeleted(uid))
EnsureComp<InteractionOutlineComponent>(uid);
return;
}
if (TryComp(uid, out InteractionOutlineComponent? outline))
{
RemCompDeferred(uid, outline);
component.HadOutline = true;
}
}
private void OnStartup(EntityUid uid, StealthComponent component, ComponentStartup args)
{
SetShader(uid, component.Enabled, component);
}
private void OnShutdown(EntityUid uid, StealthComponent component, ComponentShutdown args)
{
if (!Terminating(uid))
SetShader(uid, false, component);
}
private void OnShaderRender(EntityUid uid, StealthComponent component, BeforePostShaderRenderEvent args)
{
// Distortion effect uses screen coordinates. If a player moves, the entities appear to move on screen. this
// makes the distortion very noticeable.
// So we need to use relative screen coordinates. The reference frame we use is the parent's position on screen.
// this ensures that if the Stealth is not moving relative to the parent, its relative screen position remains
// unchanged.
var parent = Transform(uid).ParentUid;
if (!parent.IsValid())
return; // should never happen, but lets not kill the client.
var parentXform = Transform(parent);
var reference = args.Viewport.WorldToLocal(_transformSystem.GetWorldPosition(parentXform));
reference.X = -reference.X;
var visibility = GetVisibility(uid, component);
// actual visual visibility effect is limited to +/- 1.
visibility = Math.Clamp(visibility, -1f, 1f);
// Sunrise-Start
ShaderInstance shaderToUse = component.Mirage ? _shader : _noMirageShader;
shaderToUse.SetParameter("reference", reference);
shaderToUse.SetParameter("visibility", visibility);
// Sunrise-End
visibility = MathF.Max(0, visibility);
_sprite.SetColor((uid, args.Sprite), new Color(visibility, visibility, 1, 1));
}
}