Merge remote-tracking branch 'upstream/master' into ed-21-06-2024-upstream-sync

# Conflicts:
#	Resources/Prototypes/Maps/europa.yml
#	Resources/Prototypes/Maps/train.yml
This commit is contained in:
Ed
2024-06-21 18:30:31 +03:00
443 changed files with 8337 additions and 2540 deletions

View File

@@ -3,6 +3,7 @@ using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Rotation;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
namespace Content.Client.Buckle;
@@ -14,40 +15,63 @@ internal sealed class BuckleSystem : SharedBuckleSystem
{
base.Initialize();
SubscribeLocalEvent<BuckleComponent, AfterAutoHandleStateEvent>(OnBuckleAfterAutoHandleState);
SubscribeLocalEvent<BuckleComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapMoveEvent);
}
private void OnBuckleAfterAutoHandleState(EntityUid uid, BuckleComponent component, ref AfterAutoHandleStateEvent args)
private void OnStrapMoveEvent(EntityUid uid, StrapComponent component, ref MoveEvent args)
{
ActionBlocker.UpdateCanMove(uid);
// I'm moving this to the client-side system, but for the sake of posterity let's keep this comment:
// > This is mega cursed. Please somebody save me from Mr Buckle's wild ride
if (!TryComp<SpriteComponent>(uid, out var ownerSprite))
// The nice thing is its still true, this is quite cursed, though maybe not omega cursed anymore.
// This code is garbage, it doesn't work with rotated viewports. I need to finally get around to reworking
// sprite rendering for entity layers & direction dependent sorting.
if (args.NewRotation == args.OldRotation)
return;
// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
// Reset the draw depth when rotated in any other direction.
// TODO when ECSing, make this a visualizer
// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
// better to get it working for most people before we look at a more permanent solution.
if (component is { Buckled: true, LastEntityBuckledTo: { } } &&
Transform(component.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
TryComp<SpriteComponent>(component.LastEntityBuckledTo, out var buckledSprite))
{
component.OriginalDrawDepth ??= ownerSprite.DrawDepth;
ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
if (!TryComp<SpriteComponent>(uid, out var strapSprite))
return;
}
// If here, we're not turning north and should restore the saved draw depth.
if (component.OriginalDrawDepth.HasValue)
var isNorth = Transform(uid).LocalRotation.GetCardinalDir() == Direction.North;
foreach (var buckledEntity in component.BuckledEntities)
{
ownerSprite.DrawDepth = component.OriginalDrawDepth.Value;
component.OriginalDrawDepth = null;
if (!TryComp<BuckleComponent>(buckledEntity, out var buckle))
continue;
if (!TryComp<SpriteComponent>(buckledEntity, out var buckledSprite))
continue;
if (isNorth)
{
buckle.OriginalDrawDepth ??= buckledSprite.DrawDepth;
buckledSprite.DrawDepth = strapSprite.DrawDepth - 1;
}
else if (buckle.OriginalDrawDepth.HasValue)
{
buckledSprite.DrawDepth = buckle.OriginalDrawDepth.Value;
buckle.OriginalDrawDepth = null;
}
}
}
private void OnHandleState(Entity<BuckleComponent> ent, ref ComponentHandleState args)
{
if (args.Current is not BuckleState state)
return;
ent.Comp.DontCollide = state.DontCollide;
ent.Comp.BuckleTime = state.BuckleTime;
var strapUid = EnsureEntity<BuckleComponent>(state.BuckledTo, ent);
SetBuckledTo(ent, strapUid == null ? null : new (strapUid.Value, null));
var (uid, component) = ent;
}
private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
{
if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals))

View File

@@ -0,0 +1,19 @@
using Content.Shared.Clothing.Components;
using Robust.Client.Physics;
namespace Content.Client.Clothing.Systems;
public sealed partial class PilotedByClothingSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PilotedByClothingComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
}
private void OnUpdatePredicted(Entity<PilotedByClothingComponent> entity, ref UpdateIsPredictedEvent args)
{
args.BlockPrediction = true;
}
}

View File

@@ -0,0 +1,6 @@
using Content.Shared.DeviceNetwork.Systems;
namespace Content.Client.DeviceNetwork.Systems;
/// <inheritdoc/>
public sealed class DeviceNetworkJammerSystem : SharedDeviceNetworkJammerSystem;

View File

@@ -2,8 +2,10 @@ using Content.Shared.Effects;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.Collections;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Effects;
@@ -11,13 +13,13 @@ public sealed class ColorFlashEffectSystem : SharedColorFlashEffectSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly IComponentFactory _factory = default!;
/// <summary>
/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
/// </summary>
private const float AnimationLength = 0.30f;
private const string AnimationKey = "color-flash-effect";
private ValueList<EntityUid> _toRemove = new();
public override void Initialize()
{
@@ -44,8 +46,28 @@ public sealed class ColorFlashEffectSystem : SharedColorFlashEffectSystem
{
sprite.Color = component.Color;
}
}
RemCompDeferred<ColorFlashEffectComponent>(uid);
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = AllEntityQuery<ColorFlashEffectComponent>();
_toRemove.Clear();
// Can't use deferred removal on animation completion or it will cause issues.
while (query.MoveNext(out var uid, out _))
{
if (_animation.HasRunningAnimation(uid, AnimationKey))
continue;
_toRemove.Add(uid);
}
foreach (var ent in _toRemove)
{
RemComp<ColorFlashEffectComponent>(ent);
}
}
private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null)
@@ -82,51 +104,31 @@ public sealed class ColorFlashEffectSystem : SharedColorFlashEffectSystem
{
var ent = GetEntity(nent);
if (Deleted(ent))
if (Deleted(ent) || !TryComp(ent, out SpriteComponent? sprite))
{
continue;
}
if (!TryComp(ent, out AnimationPlayerComponent? player))
{
player = (AnimationPlayerComponent) _factory.GetComponent(typeof(AnimationPlayerComponent));
player.Owner = ent;
player.NetSyncEnabled = false;
AddComp(ent, player);
}
// Need to stop the existing animation first to ensure the sprite color is fixed.
// Otherwise we might lerp to a red colour instead.
if (_animation.HasRunningAnimation(ent, player, AnimationKey))
{
_animation.Stop(ent, player, AnimationKey);
}
if (!TryComp<SpriteComponent>(ent, out var sprite))
{
continue;
}
if (TryComp<ColorFlashEffectComponent>(ent, out var effect))
{
sprite.Color = effect.Color;
}
var animation = GetDamageAnimation(ent, color, sprite);
if (animation == null)
continue;
if (!TryComp(ent, out ColorFlashEffectComponent? comp))
{
comp = (ColorFlashEffectComponent) _factory.GetComponent(typeof(ColorFlashEffectComponent));
comp.Owner = ent;
comp.NetSyncEnabled = false;
AddComp(ent, comp);
#if DEBUG
DebugTools.Assert(!_animation.HasRunningAnimation(ent, AnimationKey));
#endif
}
_animation.Stop(ent, AnimationKey);
var animation = GetDamageAnimation(ent, color, sprite);
if (animation == null)
{
continue;
}
EnsureComp<ColorFlashEffectComponent>(ent, out comp);
comp.NetSyncEnabled = false;
comp.Color = sprite.Color;
_animation.Play((ent, player), animation, AnimationKey);
_animation.Play(ent, animation, AnimationKey);
}
}
}

View File

@@ -57,6 +57,6 @@ public sealed class FloatingVisualizerSystem : SharedFloatingVisualizerSystem
if (args.Key != component.AnimationKey)
return;
FloatAnimation(uid, component.Offset, component.AnimationKey, component.AnimationTime, !component.CanFloat);
FloatAnimation(uid, component.Offset, component.AnimationKey, component.AnimationTime, stop: !component.CanFloat);
}
}

View File

@@ -495,7 +495,7 @@ public sealed class DragDropSystem : SharedDragDropSystem
// CanInteract() doesn't support checking a second "target" entity.
// Doing so manually:
var ev = new GettingInteractedWithAttemptEvent(user, dragged);
RaiseLocalEvent(dragged, ev, true);
RaiseLocalEvent(dragged, ref ev);
if (ev.Cancelled)
return false;

View File

@@ -100,12 +100,11 @@
Margin="5 0 0 0"
Text="{Loc 'lathe-menu-fabricating-message'}">
</Label>
<TextureRect
Name="Icon"
HorizontalExpand="True"
SizeFlagsStretchRatio="2"
Margin="100 0 0 0">
</TextureRect>
<EntityPrototypeView
Name="FabricatingEntityProto"
HorizontalAlignment="Left"
Margin="100 0 0 0"
/>
<Label
Name="NameLabel"
RectClipContent="True"
@@ -114,12 +113,15 @@
</Label>
</PanelContainer>
</BoxContainer>
<ItemList
Name="QueueList"
VerticalExpand="True"
SizeFlagsStretchRatio="3"
SelectMode="None">
</ItemList>
<ScrollContainer VerticalExpand="True" HScrollEnabled="False">
<BoxContainer
Name="QueueList"
Orientation="Vertical"
HorizontalExpand="True"
VerticalExpand="True"
RectClipContent="True">
</BoxContainer>
</ScrollContainer>
</BoxContainer>
<BoxContainer
VerticalExpand="True"

View File

@@ -78,9 +78,6 @@ public sealed partial class LatheMenu : DefaultWindow
/// </summary>
public void PopulateRecipes()
{
if (!_entityManager.TryGetComponent<LatheComponent>(_owner, out var component))
return;
var recipesToShow = new List<LatheRecipePrototype>();
foreach (var recipe in Recipes)
{
@@ -108,21 +105,13 @@ public sealed partial class LatheMenu : DefaultWindow
RecipeList.Children.Clear();
foreach (var prototype in sortedRecipesToShow)
{
List<Texture> textures;
EntityPrototype? recipeProto = null;
if (_prototypeManager.TryIndex(prototype.Result, out EntityPrototype? entityProto) && entityProto != null)
{
textures = SpriteComponent.GetPrototypeTextures(entityProto, _resources).Select(o => o.Default).ToList();
}
else
{
textures = prototype.Icon == null
? new List<Texture> { _spriteSystem.GetPrototypeIcon(prototype.Result).Default }
: new List<Texture> { _spriteSystem.Frame0(prototype.Icon) };
}
recipeProto = entityProto;
var canProduce = _lathe.CanProduce(_owner, prototype, quantity);
var control = new RecipeControl(prototype, () => GenerateTooltipText(prototype), canProduce, textures);
var control = new RecipeControl(prototype, () => GenerateTooltipText(prototype), canProduce, recipeProto);
control.OnButtonPressed += s =>
{
if (!int.TryParse(AmountLineEdit.Text, out var amount) || amount <= 0)
@@ -219,14 +208,23 @@ public sealed partial class LatheMenu : DefaultWindow
/// <param name="queue"></param>
public void PopulateQueueList(List<LatheRecipePrototype> queue)
{
QueueList.Clear();
QueueList.DisposeAllChildren();
var idx = 1;
foreach (var recipe in queue)
{
var icon = recipe.Icon == null
? _spriteSystem.GetPrototypeIcon(recipe.Result).Default
: _spriteSystem.Frame0(recipe.Icon);
QueueList.AddItem($"{idx}. {recipe.Name}", icon);
var queuedRecipeBox = new BoxContainer();
queuedRecipeBox.Orientation = BoxContainer.LayoutOrientation.Horizontal;
var queuedRecipeProto = new EntityPrototypeView();
if (_prototypeManager.TryIndex(recipe.Result, out EntityPrototype? entityProto) && entityProto != null)
queuedRecipeProto.SetPrototype(entityProto);
var queuedRecipeLabel = new Label();
queuedRecipeLabel.Text = $"{idx}. {recipe.Name}";
queuedRecipeBox.AddChild(queuedRecipeProto);
queuedRecipeBox.AddChild(queuedRecipeLabel);
QueueList.AddChild(queuedRecipeBox);
idx++;
}
}
@@ -236,9 +234,10 @@ public sealed partial class LatheMenu : DefaultWindow
FabricatingContainer.Visible = recipe != null;
if (recipe == null)
return;
Icon.Texture = recipe.Icon == null
? _spriteSystem.GetPrototypeIcon(recipe.Result).Default
: _spriteSystem.Frame0(recipe.Icon);
if (_prototypeManager.TryIndex(recipe.Result, out EntityPrototype? entityProto) && entityProto != null)
FabricatingEntityProto.SetPrototype(entityProto);
NameLabel.Text = $"{recipe.Name}";
}

View File

@@ -5,14 +5,12 @@
Margin="0"
StyleClasses="ButtonSquare">
<BoxContainer Orientation="Horizontal">
<LayeredTextureRect
Name="RecipeTextures"
<EntityPrototypeView
Name="RecipePrototype"
Margin="0 0 4 0"
HorizontalAlignment="Center"
VerticalAlignment="Center"
Stretch="KeepAspectCentered"
MinSize="32 32"
CanShrink="true"
/>
<Label Name="RecipeName" HorizontalExpand="True" />
</BoxContainer>

View File

@@ -4,6 +4,7 @@ using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Prototypes;
namespace Content.Client.Lathe.UI;
@@ -13,12 +14,13 @@ public sealed partial class RecipeControl : Control
public Action<string>? OnButtonPressed;
public Func<string> TooltipTextSupplier;
public RecipeControl(LatheRecipePrototype recipe, Func<string> tooltipTextSupplier, bool canProduce, List<Texture> textures)
public RecipeControl(LatheRecipePrototype recipe, Func<string> tooltipTextSupplier, bool canProduce, EntityPrototype? entityPrototype = null)
{
RobustXamlLoader.Load(this);
RecipeName.Text = recipe.Name;
RecipeTextures.Textures = textures;
if (entityPrototype != null)
RecipePrototype.SetPrototype(entityPrototype);
Button.Disabled = !canProduce;
TooltipTextSupplier = tooltipTextSupplier;
Button.TooltipSupplier = SupplyTooltip;

View File

@@ -29,6 +29,9 @@ public sealed partial class LoadoutWindow : FancyWindow
if (!protoManager.TryIndex(group, out var groupProto))
continue;
if (groupProto.Hidden)
continue;
var container = new LoadoutGroupContainer(profile, loadout, protoManager.Index(group), session, collection);
LoadoutGroupsContainer.AddTab(container, Loc.GetString(groupProto.Name));
_groups.Add(container);

View File

@@ -38,7 +38,7 @@ public sealed partial class StencilOverlay
foreach (var tile in grid.Comp.GetTilesIntersecting(worldAABB))
{
// Ignored tiles for stencil
if (_weather.CanWeatherAffect(grid, tile))
if (_weather.CanWeatherAffect(grid.Owner, grid, tile))
{
continue;
}

View File

@@ -17,7 +17,7 @@ public sealed partial class ReplaySpectatorSystem
SubscribeLocalEvent<ReplaySpectatorComponent, UseAttemptEvent>(OnAttempt);
SubscribeLocalEvent<ReplaySpectatorComponent, PickupAttemptEvent>(OnAttempt);
SubscribeLocalEvent<ReplaySpectatorComponent, ThrowAttemptEvent>(OnAttempt);
SubscribeLocalEvent<ReplaySpectatorComponent, InteractionAttemptEvent>(OnAttempt);
SubscribeLocalEvent<ReplaySpectatorComponent, InteractionAttemptEvent>(OnInteractAttempt);
SubscribeLocalEvent<ReplaySpectatorComponent, AttackAttemptEvent>(OnAttempt);
SubscribeLocalEvent<ReplaySpectatorComponent, DropAttemptEvent>(OnAttempt);
SubscribeLocalEvent<ReplaySpectatorComponent, IsEquippingAttemptEvent>(OnAttempt);
@@ -27,6 +27,11 @@ public sealed partial class ReplaySpectatorSystem
SubscribeLocalEvent<ReplaySpectatorComponent, PullAttemptEvent>(OnPullAttempt);
}
private void OnInteractAttempt(Entity<ReplaySpectatorComponent> ent, ref InteractionAttemptEvent args)
{
args.Cancelled = true;
}
private void OnAttempt(EntityUid uid, ReplaySpectatorComponent component, CancellableEntityEventArgs args)
{
args.Cancel();

View File

@@ -5,7 +5,7 @@
MinSize="700 700">
<BoxContainer Orientation="Vertical" HorizontalExpand="True" VerticalExpand="True">
<!-- First Informational panel -->
<Label Text="{Loc 'thief-backpack-window-description'}" Margin="5 5"/>
<Label Name="Description" Margin="5 5"/>
<controls:HLine Color="#404040" Thickness="2" Margin="0 5"/>
<Label Name="SelectedSets" Text="{Loc 'thief-backpack-window-selected'}" Margin="5 5"/>

View File

@@ -50,6 +50,7 @@ public sealed partial class ThiefBackpackMenu : FancyWindow
selectedNumber++;
}
Description.Text = Loc.GetString("thief-backpack-window-description", ("maxCount", state.MaxSelectedSets));
SelectedSets.Text = Loc.GetString("thief-backpack-window-selected", ("selectedCount", selectedNumber), ("maxCount", state.MaxSelectedSets));
ApproveButton.Disabled = selectedNumber == state.MaxSelectedSets ? false : true;
}

View File

@@ -2,16 +2,11 @@ using System.Numerics;
using Content.Shared.Weather;
using Robust.Client.Audio;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using AudioComponent = Robust.Shared.Audio.Components.AudioComponent;
@@ -62,7 +57,7 @@ public sealed class WeatherSystem : SharedWeatherSystem
if (TryComp<MapGridComponent>(entXform.GridUid, out var grid))
{
var gridId = entXform.GridUid.Value;
// Floodfill to the nearest tile and use that for audio.
// FloodFill to the nearest tile and use that for audio.
var seed = _mapSystem.GetTileRef(gridId, grid, entXform.Coordinates);
var frontier = new Queue<TileRef>();
frontier.Enqueue(seed);
@@ -75,7 +70,7 @@ public sealed class WeatherSystem : SharedWeatherSystem
if (!visited.Add(node.GridIndices))
continue;
if (!CanWeatherAffect(grid, node))
if (!CanWeatherAffect(entXform.GridUid.Value, grid, node))
{
// Add neighbors
// TODO: Ideally we pick some deterministically random direction and use that
@@ -107,7 +102,7 @@ public sealed class WeatherSystem : SharedWeatherSystem
if (nearestNode != null)
{
var entPos = _transform.GetMapCoordinates(entXform);
var nodePosition = nearestNode.Value.ToMap(EntityManager, _transform).Position;
var nodePosition = _transform.ToMapCoordinates(nearestNode.Value).Position;
var delta = nodePosition - entPos.Position;
var distance = delta.Length();
occlusion = _audio.GetOcclusion(entPos, delta, distance);