--- /dev/null
+using System.Numerics;
+using Content.Shared.Shuttles.Components;
+using Robust.Client.GameObjects;
+using Robust.Client.Graphics;
+using Robust.Shared.Enums;
+using Robust.Shared.Map.Components;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Timing;
+
+namespace Content.Client.Shuttles;
+
+/// <summary>
+/// Plays a visualization whenever a shuttle is arriving from FTL.
+/// </summary>
+public sealed class FtlArrivalOverlay : Overlay
+{
+ public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowEntities;
+
+ private EntityLookupSystem _lookups;
+ private SharedMapSystem _maps;
+ private SharedTransformSystem _transforms;
+ private SpriteSystem _sprites;
+ [Dependency] private readonly IEntityManager _entManager = default!;
+ [Dependency] private readonly IGameTiming _timing = default!;
+ [Dependency] private readonly IPrototypeManager _protos = default!;
+
+ private readonly HashSet<Entity<FtlVisualizerComponent>> _visualizers = new();
+
+ private ShaderInstance _shader;
+
+ public FtlArrivalOverlay()
+ {
+ IoCManager.InjectDependencies(this);
+ _lookups = _entManager.System<EntityLookupSystem>();
+ _transforms = _entManager.System<SharedTransformSystem>();
+ _maps = _entManager.System<SharedMapSystem>();
+ _sprites = _entManager.System<SpriteSystem>();
+
+ _shader = _protos.Index<ShaderPrototype>("unshaded").Instance();
+ }
+
+ protected override bool BeforeDraw(in OverlayDrawArgs args)
+ {
+ _visualizers.Clear();
+ _lookups.GetEntitiesOnMap(args.MapId, _visualizers);
+
+ return _visualizers.Count > 0;
+ }
+
+ protected override void Draw(in OverlayDrawArgs args)
+ {
+ args.WorldHandle.UseShader(_shader);
+
+ foreach (var (uid, comp) in _visualizers)
+ {
+ var grid = comp.Grid;
+
+ if (!_entManager.TryGetComponent(grid, out MapGridComponent? mapGrid))
+ continue;
+
+ var texture = _sprites.GetFrame(comp.Sprite, TimeSpan.FromSeconds(comp.Elapsed), loop: false);
+ comp.Elapsed += (float) _timing.FrameTime.TotalSeconds;
+
+ // Need to manually transform the viewport in terms of the visualizer entity as the grid isn't in position.
+ var (_, _, worldMatrix, invMatrix) = _transforms.GetWorldPositionRotationMatrixWithInv(uid);
+ args.WorldHandle.SetTransform(worldMatrix);
+ var localAABB = invMatrix.TransformBox(args.WorldBounds);
+
+ var tilesEnumerator = _maps.GetLocalTilesEnumerator(grid, mapGrid, localAABB);
+
+ while (tilesEnumerator.MoveNext(out var tile))
+ {
+ var bounds = _lookups.GetLocalBounds(tile, mapGrid.TileSize);
+
+ args.WorldHandle.DrawTextureRect(texture, bounds);
+ }
+ }
+
+ args.WorldHandle.UseShader(null);
+ args.WorldHandle.SetTransform(Matrix3x2.Identity);
+ }
+}
private bool _enableShuttlePosition;
private EmergencyShuttleOverlay? _overlay;
- public override void Initialize()
+ private void InitializeEmergency()
{
- base.Initialize();
SubscribeNetworkEvent<EmergencyShuttlePositionMessage>(OnShuttlePosMessage);
}
--- /dev/null
+using Robust.Client.Graphics;
+
+namespace Content.Client.Shuttles.Systems;
+
+public sealed partial class ShuttleSystem
+{
+ [Dependency] private readonly IOverlayManager _overlays = default!;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+ InitializeEmergency();
+ _overlays.AddOverlay(new FtlArrivalOverlay());
+ }
+
+ public override void Shutdown()
+ {
+ base.Shutdown();
+ _overlays.RemoveOverlay<FtlArrivalOverlay>();
+ }
+}
private void InitializeFTL()
{
SubscribeLocalEvent<StationPostInitEvent>(OnStationPostInit);
+ SubscribeLocalEvent<FTLComponent, ComponentShutdown>(OnFtlShutdown);
+
_bodyQuery = GetEntityQuery<BodyComponent>();
_buckleQuery = GetEntityQuery<BuckleComponent>();
_beaconQuery = GetEntityQuery<FTLBeaconComponent>();
_cfg.OnValueChanged(CCVars.HyperspaceKnockdownTime, time => _hyperspaceKnockdownTime = TimeSpan.FromSeconds(time), true);
}
+ private void OnFtlShutdown(Entity<FTLComponent> ent, ref ComponentShutdown args)
+ {
+ Del(ent.Comp.VisualizerEntity);
+ ent.Comp.VisualizerEntity = null;
+ }
+
private void OnStationPostInit(ref StationPostInitEvent ev)
{
// Add all grid maps as ftl destinations that anyone can FTL to.
var comp = entity.Comp1;
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, DefaultArrivalTime);
comp.State = FTLState.Arriving;
- // TODO: Arrival effects
- // For now we'll just use the ss13 bubbles but we can do fancier.
+
+ if (entity.Comp1.VisualizerProto != null)
+ {
+ comp.VisualizerEntity = SpawnAtPosition(entity.Comp1.VisualizerProto, entity.Comp1.TargetCoordinates);
+ var visuals = Comp<FtlVisualizerComponent>(comp.VisualizerEntity.Value);
+ visuals.Grid = entity.Owner;
+ Dirty(comp.VisualizerEntity.Value, visuals);
+ _transform.SetLocalRotation(comp.VisualizerEntity.Value, entity.Comp1.TargetAngle);
+ _pvs.AddGlobalOverride(comp.VisualizerEntity.Value);
+ }
_thruster.DisableLinearThrusters(shuttle);
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
using Content.Shared.Throwing;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
+using Robust.Server.GameStates;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly MapLoaderSystem _loader = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
+ [Dependency] private readonly PvsOverrideSystem _pvs = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedMapSystem _maps = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
using Content.Shared.Tag;
using Content.Shared.Timing;
using Robust.Shared.Audio;
+using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
-namespace Content.Server.Shuttles.Components;
+namespace Content.Shared.Shuttles.Components;
/// <summary>
/// Added to a component when it is queued or is travelling via FTL.
/// </summary>
-[RegisterComponent]
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class FTLComponent : Component
{
// TODO Full game save / add datafields
[ViewVariables(VVAccess.ReadWrite)]
public float TravelTime = 0f;
+ [DataField]
+ public EntProtoId? VisualizerProto = "FtlVisualizerEntity";
+
+ [DataField, AutoNetworkedField]
+ public EntityUid? VisualizerEntity;
+
/// <summary>
/// Coordinates to arrive it: May be relative to another grid (for docking) or map coordinates.
/// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField]
+ [DataField, AutoNetworkedField]
public EntityCoordinates TargetCoordinates;
- [DataField]
+ [DataField, AutoNetworkedField]
public Angle TargetAngle;
/// <summary>
--- /dev/null
+using Robust.Shared.GameStates;
+using Robust.Shared.Utility;
+
+namespace Content.Shared.Shuttles.Components;
+
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
+public sealed partial class FtlVisualizerComponent : Component
+{
+ /// <summary>
+ /// Clientside time tracker for the animation.
+ /// </summary>
+ [ViewVariables(VVAccess.ReadWrite)]
+ public float Elapsed;
+
+ [DataField(required: true)]
+ public SpriteSpecifier.Rsi Sprite;
+
+ /// <summary>
+ /// Target grid to pull FTL visualization from.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public EntityUid Grid;
+}
--- /dev/null
+- type: entity
+ id: FtlVisualizerEntity
+ noSpawn: true
+ description: Visualizer for shuttles arriving. You shouldn't see this!
+ components:
+ - type: FtlVisualizer
+ sprite:
+ sprite: /Textures/Effects/medi_holo.rsi
+ state: medi_holo
+ - type: Tag
+ tags:
+ - HideContextMenu
--- /dev/null
+{
+ "version": 1,
+ "license": "CC-BY-SA-3.0",
+ "copyright": "https://github.com/tgstation/tgstation/tree/217b39cc85e45302d407d5c1ab60809bd9e18987",
+ "size": {
+ "x": 32,
+ "y": 32
+ },
+ "states": [
+ {
+ "name": "medi_holo",
+ "delays": [
+ [
+ 0.1,
+ 0.1,
+ 0.1,
+ 0.1,
+ 0.1,
+ 0.1,
+ 0.1,
+ 0.1
+ ]
+ ]
+ }
+ ]
+}
\ No newline at end of file