Files
wwdpublic/Content.Client/Overlays/Switchable/ThermalVisionOverlay.cs
VMSolidus 4c03833c33 Fix CyberEyes (#1723)
# Description

Last changes to CyberEyes broke nightvision, so this reverts those
changes.

# Changelog

🆑
- fix: Fixed night vision not working correctly.

(cherry picked from commit 3d24fed5daddef4d8cca8a17aa2572f54127668b)
2025-02-14 23:34:21 +03:00

160 lines
5.2 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Client.Stealth;
using Content.Shared.Body.Components;
using Content.Shared.Overlays.Switchable;
using Content.Shared.Stealth.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Client.Overlays.Switchable;
public sealed class ThermalVisionOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entity = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private readonly TransformSystem _transform;
private readonly StealthSystem _stealth;
private readonly ContainerSystem _container;
private readonly SharedPointLightSystem _light;
public override bool RequestScreenTexture => true;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly List<ThermalVisionRenderEntry> _entries = [];
private EntityUid? _lightEntity;
public float LightRadius;
public ThermalVisionComponent? Comp;
public ThermalVisionOverlay()
{
IoCManager.InjectDependencies(this);
_container = _entity.System<ContainerSystem>();
_transform = _entity.System<TransformSystem>();
_stealth = _entity.System<StealthSystem>();
_light = _entity.System<SharedPointLightSystem>();
ZIndex = -1;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture is null || Comp is null)
return;
var worldHandle = args.WorldHandle;
var eye = args.Viewport.Eye;
if (eye == null)
return;
var player = _player.LocalEntity;
if (!_entity.TryGetComponent(player, out TransformComponent? playerXform))
return;
var accumulator = Math.Clamp(Comp.PulseAccumulator, 0f, Comp.PulseTime);
var alpha = Comp.PulseTime <= 0f ? 1f : float.Lerp(1f, 0f, accumulator / Comp.PulseTime);
// Thermal vision grants some night vision (clientside light)
if (LightRadius > 0)
{
_lightEntity ??= _entity.SpawnAttachedTo(null, playerXform.Coordinates);
_transform.SetParent(_lightEntity.Value, player.Value);
var light = _entity.EnsureComponent<PointLightComponent>(_lightEntity.Value);
_light.SetRadius(_lightEntity.Value, LightRadius, light);
_light.SetEnergy(_lightEntity.Value, alpha, light);
_light.SetColor(_lightEntity.Value, Comp.Color, light);
}
else
ResetLight();
var mapId = eye.Position.MapId;
var eyeRot = eye.Rotation;
_entries.Clear();
var entities = _entity.EntityQueryEnumerator<BodyComponent, SpriteComponent, TransformComponent>();
while (entities.MoveNext(out var uid, out var body, out var sprite, out var xform))
{
if (!CanSee(uid, sprite) || !body.ThermalVisibility)
continue;
var entity = uid;
if (_container.TryGetOuterContainer(uid, xform, out var container))
{
var owner = container.Owner;
if (_entity.TryGetComponent<SpriteComponent>(owner, out var ownerSprite)
&& _entity.TryGetComponent<TransformComponent>(owner, out var ownerXform))
{
entity = owner;
sprite = ownerSprite;
xform = ownerXform;
}
}
if (_entries.Any(e => e.Ent.Owner == entity))
continue;
_entries.Add(new ThermalVisionRenderEntry((entity, sprite, xform), mapId, eyeRot));
}
foreach (var entry in _entries)
{
Render(entry.Ent, entry.Map, worldHandle, entry.EyeRot, Comp.Color, alpha);
}
worldHandle.SetTransform(Matrix3x2.Identity);
}
private void Render(Entity<SpriteComponent, TransformComponent> ent,
MapId? map,
DrawingHandleWorld handle,
Angle eyeRot,
Color color,
float alpha)
{
var (uid, sprite, xform) = ent;
if (xform.MapID != map || !CanSee(uid, sprite))
return;
var position = _transform.GetWorldPosition(xform);
var rotation = _transform.GetWorldRotation(xform);
var originalColor = sprite.Color;
sprite.Color = color.WithAlpha(alpha);
sprite.Render(handle, eyeRot, rotation, position: position);
sprite.Color = originalColor;
}
private bool CanSee(EntityUid uid, SpriteComponent sprite)
{
return sprite.Visible && (!_entity.TryGetComponent(uid, out StealthComponent? stealth) ||
_stealth.GetVisibility(uid, stealth) > 0.5f);
}
public void ResetLight(bool checkFirstTimePredicted = true)
{
if (_lightEntity == null || checkFirstTimePredicted && !_timing.IsFirstTimePredicted)
return;
_entity.DeleteEntity(_lightEntity);
_lightEntity = null;
}
}
public record struct ThermalVisionRenderEntry(
Entity<SpriteComponent, TransformComponent> Ent,
MapId? Map,
Angle EyeRot);