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Content.Client/_White/Misc/ChristmasLights/ChristmasLightsVisualiserSystem.cs
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using Content.Shared._White.Misc.ChristmasLights; | ||
using JetBrains.Annotations; | ||
using Microsoft.CodeAnalysis.FlowAnalysis.DataFlow; | ||
using Robust.Client.GameObjects; | ||
using Robust.Shared.Random; | ||
using Robust.Shared.Reflection; | ||
using Robust.Shared.Timing; | ||
using Robust.Shared.Toolshed.Commands.GameTiming; | ||
using Robust.Shared.Utility; | ||
using System; | ||
using System.Collections.Generic; | ||
using System.Collections.ObjectModel; | ||
using System.Configuration; | ||
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//using System.Drawing; | ||
using System.Linq; | ||
using System.Text; | ||
using System.Threading.Tasks; | ||
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namespace Content.Client._White.Misc.ChristmasLights; | ||
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public sealed class ChristmasLightsVisualiserSystem : VisualizerSystem<ChristmasLightsComponent> | ||
{ | ||
[Dependency] private readonly IGameTiming _timing = default!; | ||
[Dependency] private readonly IRobustRandom _rng = default!; | ||
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//[Dependency] private readonly IReflectionManager _reflection = default!; // we have reflection at home | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<ChristmasLightsComponent, ComponentInit>(OnInit); | ||
//SubscribeLocalEvent<T, AppearanceChangeEvent>(OnAppearanceChange); | ||
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InitModes(); | ||
} | ||
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//protected virtual void OnAppearanceChange(EntityUid uid, T component, ref AppearanceChangeEvent args) { } | ||
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private void OnInit(EntityUid uid, ChristmasLightsComponent comp, ComponentInit args) | ||
{ | ||
if (!TryComp<SpriteComponent>(uid, out var sprite)) | ||
return; // anti-dumbass protection | ||
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SetLamp1Color(sprite, comp.Color1); | ||
SetLamp2Color(sprite, comp.Color2); | ||
sprite.LayerSetAutoAnimated(ChristmasLightsLayers.Glow1, false); // evil grinch smile | ||
sprite.LayerSetAutoAnimated(ChristmasLightsLayers.Glow2, false); | ||
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//ApplyMode("always_on", comp, sprite); | ||
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} | ||
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// paranoidal profiling, not for live | ||
#if DEBUG | ||
class circlebuf | ||
{ | ||
public readonly int size; | ||
public circlebuf(int size) | ||
{ | ||
this.size = size; | ||
buf = new double[size]; | ||
} | ||
public double[] buf; | ||
int i = -1; | ||
public double Add(double x) | ||
{ | ||
int ind = (++i) % size; // this takes me back to the indecencies i've used to do in cpp | ||
double val = buf[ind]; | ||
buf[ind] = x; | ||
return val; | ||
} | ||
} | ||
// schizo rambling | ||
circlebuf _cbuf = new(256); | ||
[ViewVariables] | ||
double _cumul = 0; | ||
[ViewVariables, UsedImplicitly] // just for vv | ||
double _averageStopwatch = 0; | ||
[ViewVariables] | ||
double _lastStopwatch = 0; | ||
Stopwatch stopwatch = new(); | ||
#endif | ||
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/// <summary> | ||
/// https://www.desmos.com/calculator/ckyz8ikijz | ||
/// Don't ask me why. I won't be able to answer. | ||
/// </summary> | ||
/// <param name="x"></param> | ||
/// <returns></returns> | ||
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private void SetLamp1Color(SpriteComponent sprite, Color c) | ||
{ | ||
sprite.LayerSetColor(ChristmasLightsLayers.Lights1, c.WithAlpha(255)); | ||
sprite.LayerSetColor(ChristmasLightsLayers.Glow1, c); | ||
} | ||
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private void SetLamp2Color(SpriteComponent sprite, Color c) | ||
{ | ||
sprite.LayerSetColor(ChristmasLightsLayers.Lights2, c.WithAlpha(255)); | ||
sprite.LayerSetColor(ChristmasLightsLayers.Glow2, c); | ||
} | ||
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private static float shitsin(float x) => (float) ((8 * MathF.Sin(x) + MathF.Sin(3 * x)) / 14 + 0.5); | ||
//private static float shitsin(double x) => shitsin((float) x); | ||
private static float step(float x, int stepsNum) => MathF.Round(x * stepsNum) / stepsNum; | ||
private static int round(float x) => (int) MathF.Round(x); | ||
private float curtime => (float) _timing.CurTime.TotalSeconds; | ||
Color getRainbowColor(float secondsPerCycle, float hueOffset, int steps) => Color.FromHsv(new Vector4(step((curtime + hueOffset) % secondsPerCycle / secondsPerCycle, steps), 1f, 1f, 1f)); | ||
private bool cycle(float seconds) => curtime % (seconds * 2) <= seconds; | ||
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public override void FrameUpdate(float frameTime) { | ||
base.FrameUpdate(frameTime); | ||
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//float time1 = shitsin(curtime); | ||
//float time2 = shitsin(curtime + Math.PI); | ||
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var query = AllEntityQuery<ChristmasLightsComponent, SpriteComponent>(); | ||
#if DEBUG | ||
stopwatch.Restart(); | ||
#endif | ||
while (query.MoveNext(out var comp, out var sprite)) | ||
{ | ||
ApplyMode(comp.mode, /*time1, time2,*/ comp, sprite); | ||
} | ||
#if DEBUG | ||
_lastStopwatch = stopwatch.Elapsed.TotalMilliseconds; | ||
double shit = _cbuf.Add(_lastStopwatch); | ||
_cumul += _lastStopwatch; | ||
_cumul -= shit; | ||
_averageStopwatch = _cumul / _cbuf.size; | ||
#endif | ||
} | ||
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private void ApplyMode(string mode, /*float time1, float time2,*/ ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
if (sprite.TryGetLayer(sprite.LayerMapGet(ChristmasLightsLayers.Glow1), out var layer1) && | ||
sprite.TryGetLayer(sprite.LayerMapGet(ChristmasLightsLayers.Glow2), out var layer2)) | ||
{ | ||
layer1.Color = comp.Color1; // in case some mode doesn't change the colors, reset them so they don't get stuck at 0 alpha or something | ||
layer2.Color = comp.Color2; | ||
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if (modes.TryGetValue(mode, out var deleg)) | ||
{ | ||
deleg(/*time1, time2,*/ layer1, layer2, comp, sprite); | ||
//continue; | ||
} | ||
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} | ||
} | ||
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// shit like this should be put in a shader methinks... | ||
delegate void ModeFunc(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite); | ||
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Dictionary<string, ModeFunc> modes = new(); | ||
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private void InitModes() | ||
{ | ||
modes["test1"] = modeTest1; | ||
modes["test2"] = modeTest2; | ||
modes["always_on"] = modeAlwaysOn; | ||
modes["fade"] = modeFade; | ||
modes["sinwave_full"] = modeSinWaveFull; | ||
modes["sinwave_partial"] = modeSinWavePartial; | ||
modes["sinwave_partial_rainbow"] = modeSinWavePartialRainbow; | ||
modes["squarewave"] = modeSquareWave; | ||
modes["squarewave_rainbow"] = modeSquareWaveRainbow; | ||
modes["strobe_double"] = modeStrobeDouble; | ||
modes["strobe"] = modeStrobe; | ||
modes["strobe_slow"] = modeStrobeSlow; | ||
modes["rainbow"] = modeRainbow; | ||
} | ||
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void modeTest1(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
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} | ||
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void modeTest2(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
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} | ||
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void modeAlwaysOn(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
layer1.AnimationFrame = 3; | ||
layer2.AnimationFrame = 3; | ||
} | ||
void modeFade(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
if (cycle(2*MathF.PI)) | ||
{ | ||
layer1.AnimationFrame = round(3 * shitsin(curtime - MathF.PI/2)); // it's important for shitsin to be equal to zero | ||
layer2.AnimationFrame = 0; // at the beginning of sim for correct color switching. | ||
} | ||
else | ||
{ | ||
layer1.AnimationFrame = 0; | ||
layer2.AnimationFrame = round(3 * shitsin(curtime - MathF.PI/2)); | ||
} | ||
} | ||
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void modeSinWaveFull(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
layer1.AnimationFrame = round(3 * shitsin(curtime)); | ||
layer2.AnimationFrame = round(3 * shitsin(curtime + MathF.PI)); | ||
} | ||
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void modeSinWavePartial(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
layer1.AnimationFrame = 1 + round(2 * shitsin(1.33f * curtime)); | ||
layer2.AnimationFrame = 1 + round(2 * shitsin(1.33f * curtime + MathF.PI)); | ||
} | ||
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void modeSinWavePartialRainbow(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
modeSinWavePartial(layer1, layer2, comp, sprite); | ||
SetLamp1Color(sprite, getRainbowColor(2f, 0f, 10)); | ||
SetLamp2Color(sprite, getRainbowColor(2f, 0.5f, 10)); | ||
} | ||
void modeSquareWave(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
layer1.AnimationFrame = 3 * round(shitsin(curtime)); | ||
layer2.AnimationFrame = 3 * round(shitsin(curtime + MathF.PI)); | ||
} | ||
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void modeSquareWaveRainbow(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
modeSquareWave(layer1, layer2, comp, sprite); | ||
SetLamp1Color(sprite, getRainbowColor(2f, 0f, 10)); | ||
SetLamp2Color(sprite, getRainbowColor(2f, 0.5f, 10)); | ||
} | ||
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void modeStrobeDouble(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
float second = curtime % 1; | ||
int frame = (second % 0.25) < 0.125 ? 3 : 0; | ||
layer1.AnimationFrame = second < 0.5 ? frame : 0; | ||
layer2.AnimationFrame = second >= 0.5 ? frame : 0; | ||
} | ||
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void modeStrobe(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
int frame = (curtime % 0.25) < 0.125 ? 3 : 0; | ||
layer1.AnimationFrame = frame; | ||
layer2.AnimationFrame = 3 - frame; | ||
} | ||
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void modeStrobeSlow(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
float second = curtime % 1; | ||
layer1.AnimationFrame = second < 0.5 ? 3 : 0; | ||
layer2.AnimationFrame = second >= 0.5 ? 3 : 0; | ||
} | ||
void modeRainbow(SpriteComponent.Layer layer1, SpriteComponent.Layer layer2, ChristmasLightsComponent comp, SpriteComponent sprite) | ||
{ | ||
layer1.AnimationFrame = 3; | ||
layer2.AnimationFrame = 3; | ||
SetLamp1Color(sprite, getRainbowColor(2f, 0f, 10)); | ||
SetLamp2Color(sprite, getRainbowColor(2f, 0.5f, 10)); | ||
} | ||
} |
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using Content.Server.NodeContainer; | ||
using Content.Server.NodeContainer.EntitySystems; | ||
using Content.Server.NodeContainer.NodeGroups; | ||
using Content.Server.NodeContainer.Nodes; | ||
using Content.Shared._White.Misc.ChristmasLights; | ||
using Content.Shared.Interaction; | ||
using Robust.Shared.Map.Components; | ||
using Robust.Shared.Utility; | ||
using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Text; | ||
using System.Threading.Tasks; | ||
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namespace Content.Server._White.Misc; | ||
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public sealed class ChristmasLightsSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly NodeGroupSystem _node = default!; | ||
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public override void Initialize() | ||
{ | ||
SubscribeLocalEvent<ChristmasLightsComponent, ActivateInWorldEvent>(OnChristmasLightsActivate); | ||
SubscribeLocalEvent<ChristmasLightsComponent, ComponentInit>(OnChristmasLightsInit); | ||
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} | ||
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private void OnChristmasLightsInit(EntityUid uid, ChristmasLightsComponent comp, ComponentInit args) | ||
{ | ||
if(TryComp<NodeContainerComponent>(uid, out var cont)) | ||
{ | ||
if(cont.Nodes.TryGetValue("christmaslight", out var node)) | ||
_node.QueueReflood(node); | ||
} | ||
} | ||
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private void OnChristmasLightsActivate(EntityUid uid, ChristmasLightsComponent comp, ActivateInWorldEvent args) | ||
{ | ||
if(TryComp<NodeContainerComponent>(uid, out var cont) && cont.Nodes.TryGetValue("christmaslight", out var node) && node.NodeGroup is not null){ | ||
var thisProt = MetaData(uid).EntityPrototype; | ||
foreach(var n in node.NodeGroup.Nodes) | ||
{ | ||
if(TryComp<ChristmasLightsComponent>(n.Owner, out var jolly)) | ||
{ | ||
if (MetaData(n.Owner).EntityPrototype != thisProt) | ||
continue; | ||
int i = jolly.modes.IndexOf(jolly.mode); | ||
jolly.mode = jolly.modes[(i + 1) % jolly.modes.Count]; | ||
Dirty(jolly.Owner, jolly); | ||
} | ||
} | ||
} | ||
} | ||
} | ||
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public sealed partial class SamePrototypeAdjacentNode : Node | ||
{ | ||
[ViewVariables] | ||
public string OwnerPrototypeID = default!; | ||
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public override void Initialize(EntityUid owner, IEntityManager entMan) | ||
{ | ||
base.Initialize(owner, entMan); | ||
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if (String.IsNullOrEmpty(OwnerPrototypeID)) | ||
{ | ||
var prot = entMan.GetComponent<MetaDataComponent>(owner).EntityPrototype; | ||
DebugTools.Assert(prot is not null, "SamePrototypeAdjacentNode used on an entity with no EntityPrototype specified in metadata. Please reconsider your life choices that have lead you to this point."); | ||
OwnerPrototypeID = prot.ID; | ||
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} | ||
} | ||
public override IEnumerable<Node> GetReachableNodes(TransformComponent xform, | ||
EntityQuery<NodeContainerComponent> nodeQuery, | ||
EntityQuery<TransformComponent> xformQuery, | ||
MapGridComponent? grid, | ||
IEntityManager entMan) | ||
{ | ||
if (!xform.Anchored || grid == null) | ||
yield break; | ||
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var gridIndex = grid.TileIndicesFor(xform.Coordinates); | ||
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foreach (var (_, node) in NodeHelpers.GetCardinalNeighborNodes(nodeQuery, grid, gridIndex)) | ||
{ | ||
if (node is SamePrototypeAdjacentNode spaNode && | ||
spaNode != this && | ||
spaNode.OwnerPrototypeID == this.OwnerPrototypeID) | ||
yield return node; | ||
} | ||
} | ||
} |
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