Moves buckling and vehicles to shared, some cleanup (#15923)
This commit is contained in:
@@ -1,86 +1,82 @@
|
||||
using Content.Client.Rotation;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Buckle;
|
||||
using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.Vehicle.Components;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Client.Buckle
|
||||
namespace Content.Client.Buckle;
|
||||
|
||||
internal sealed class BuckleSystem : SharedBuckleSystem
|
||||
{
|
||||
internal sealed class BuckleSystem : SharedBuckleSystem
|
||||
[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
|
||||
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
|
||||
[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
|
||||
base.Initialize();
|
||||
|
||||
public override void Initialize()
|
||||
SubscribeLocalEvent<BuckleComponent, ComponentHandleState>(OnBuckleHandleState);
|
||||
SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
|
||||
}
|
||||
|
||||
private void OnBuckleHandleState(EntityUid uid, BuckleComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not BuckleComponentState state)
|
||||
return;
|
||||
|
||||
component.Buckled = state.Buckled;
|
||||
component.BuckledTo = state.BuckledTo;
|
||||
component.LastEntityBuckledTo = state.LastEntityBuckledTo;
|
||||
component.DontCollide = state.DontCollide;
|
||||
|
||||
ActionBlockerSystem.UpdateCanMove(uid);
|
||||
|
||||
if (!TryComp<SpriteComponent>(uid, out var ownerSprite))
|
||||
return;
|
||||
|
||||
if (HasComp<VehicleComponent>(component.LastEntityBuckledTo))
|
||||
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))
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<BuckleComponent, ComponentHandleState>(OnBuckleHandleState);
|
||||
SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
|
||||
component.OriginalDrawDepth ??= ownerSprite.DrawDepth;
|
||||
ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
|
||||
return;
|
||||
}
|
||||
|
||||
private void OnBuckleHandleState(EntityUid uid, BuckleComponent buckle, ref ComponentHandleState args)
|
||||
// If here, we're not turning north and should restore the saved draw depth.
|
||||
if (component.OriginalDrawDepth.HasValue)
|
||||
{
|
||||
if (args.Current is not BuckleComponentState state)
|
||||
return;
|
||||
|
||||
buckle.Buckled = state.Buckled;
|
||||
buckle.LastEntityBuckledTo = state.LastEntityBuckledTo;
|
||||
buckle.DontCollide = state.DontCollide;
|
||||
|
||||
_actionBlocker.UpdateCanMove(uid);
|
||||
|
||||
if (!TryComp(uid, out SpriteComponent? ownerSprite))
|
||||
return;
|
||||
|
||||
if (HasComp<VehicleComponent>(buckle.LastEntityBuckledTo))
|
||||
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 (buckle.Buckled &&
|
||||
buckle.LastEntityBuckledTo != null &&
|
||||
Transform(buckle.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
|
||||
TryComp<SpriteComponent>(buckle.LastEntityBuckledTo, out var buckledSprite))
|
||||
{
|
||||
buckle.OriginalDrawDepth ??= ownerSprite.DrawDepth;
|
||||
ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
|
||||
return;
|
||||
}
|
||||
|
||||
// If here, we're not turning north and should restore the saved draw depth.
|
||||
if (buckle.OriginalDrawDepth.HasValue)
|
||||
{
|
||||
ownerSprite.DrawDepth = buckle.OriginalDrawDepth.Value;
|
||||
buckle.OriginalDrawDepth = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
|
||||
{
|
||||
if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals))
|
||||
return;
|
||||
|
||||
if (!_appearanceSystem.TryGetData<int>(uid, StrapVisuals.RotationAngle, out var angle, args.Component) ||
|
||||
!_appearanceSystem.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component) ||
|
||||
!buckled ||
|
||||
args.Sprite == null)
|
||||
{
|
||||
_rotationVisualizerSystem.SetHorizontalAngle(uid, RotationVisualsComponent.DefaultRotation, rotVisuals);
|
||||
return;
|
||||
}
|
||||
|
||||
// Animate strapping yourself to something at a given angle
|
||||
_rotationVisualizerSystem.SetHorizontalAngle(uid, Angle.FromDegrees(angle), rotVisuals);
|
||||
// TODO: Dump this when buckle is better
|
||||
_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
|
||||
ownerSprite.DrawDepth = component.OriginalDrawDepth.Value;
|
||||
component.OriginalDrawDepth = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
|
||||
{
|
||||
if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals))
|
||||
return;
|
||||
|
||||
if (!AppearanceSystem.TryGetData<int>(uid, StrapVisuals.RotationAngle, out var angle, args.Component) ||
|
||||
!AppearanceSystem.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component) ||
|
||||
!buckled ||
|
||||
args.Sprite == null)
|
||||
{
|
||||
_rotationVisualizerSystem.SetHorizontalAngle(uid, RotationVisualsComponent.DefaultRotation, rotVisuals);
|
||||
return;
|
||||
}
|
||||
|
||||
// Animate strapping yourself to something at a given angle
|
||||
_rotationVisualizerSystem.SetHorizontalAngle(uid, Angle.FromDegrees(angle), rotVisuals);
|
||||
// TODO: Dump this when buckle is better
|
||||
_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,41 +3,68 @@ using Content.Shared.Vehicle.Components;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Client.Vehicle
|
||||
namespace Content.Client.Vehicle;
|
||||
|
||||
public sealed class VehicleSystem : SharedVehicleSystem
|
||||
{
|
||||
public sealed class VehicleSystem : SharedVehicleSystem
|
||||
public override void Initialize()
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<RiderComponent, ComponentStartup>(OnRiderStartup);
|
||||
SubscribeLocalEvent<RiderComponent, ComponentShutdown>(OnRiderShutdown);
|
||||
SubscribeLocalEvent<RiderComponent, ComponentHandleState>(OnRiderHandleState);
|
||||
}
|
||||
base.Initialize();
|
||||
|
||||
private void OnRiderStartup(EntityUid uid, RiderComponent component, ComponentStartup args)
|
||||
{
|
||||
// Center the player's eye on the vehicle
|
||||
if (TryComp(uid, out EyeComponent? eyeComp))
|
||||
eyeComp.Target ??= component.Vehicle;
|
||||
}
|
||||
SubscribeLocalEvent<RiderComponent, ComponentStartup>(OnRiderStartup);
|
||||
SubscribeLocalEvent<RiderComponent, ComponentShutdown>(OnRiderShutdown);
|
||||
SubscribeLocalEvent<RiderComponent, ComponentHandleState>(OnRiderHandleState);
|
||||
SubscribeLocalEvent<VehicleComponent, AppearanceChangeEvent>(OnVehicleAppearanceChange);
|
||||
}
|
||||
|
||||
private void OnRiderShutdown(EntityUid uid, RiderComponent component, ComponentShutdown args)
|
||||
{
|
||||
// reset the riders eye centering.
|
||||
if (TryComp(uid, out EyeComponent? eyeComp) && eyeComp.Target == component.Vehicle)
|
||||
eyeComp.Target = null;
|
||||
}
|
||||
private void OnRiderStartup(EntityUid uid, RiderComponent component, ComponentStartup args)
|
||||
{
|
||||
// Center the player's eye on the vehicle
|
||||
if (TryComp(uid, out EyeComponent? eyeComp))
|
||||
eyeComp.Target ??= component.Vehicle;
|
||||
}
|
||||
|
||||
private void OnRiderHandleState(EntityUid uid, RiderComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not RiderComponentState state)
|
||||
return;
|
||||
private void OnRiderShutdown(EntityUid uid, RiderComponent component, ComponentShutdown args)
|
||||
{
|
||||
// reset the riders eye centering.
|
||||
if (TryComp(uid, out EyeComponent? eyeComp) && eyeComp.Target == component.Vehicle)
|
||||
eyeComp.Target = null;
|
||||
}
|
||||
|
||||
if (TryComp(uid, out EyeComponent? eyeComp) && eyeComp.Target == component.Vehicle)
|
||||
eyeComp.Target = state.Entity;
|
||||
private void OnRiderHandleState(EntityUid uid, RiderComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not RiderComponentState state)
|
||||
return;
|
||||
|
||||
component.Vehicle = state.Entity;
|
||||
}
|
||||
if (TryComp(uid, out EyeComponent? eyeComp) && eyeComp.Target == component.Vehicle)
|
||||
eyeComp.Target = state.Entity;
|
||||
|
||||
component.Vehicle = state.Entity;
|
||||
}
|
||||
|
||||
private void OnVehicleAppearanceChange(EntityUid uid, VehicleComponent component, ref AppearanceChangeEvent args)
|
||||
{
|
||||
if (args.Sprite == null)
|
||||
return;
|
||||
|
||||
if (component.HideRider
|
||||
&& Appearance.TryGetData<bool>(uid, VehicleVisuals.HideRider, out var hide, args.Component)
|
||||
&& TryComp<SpriteComponent>(component.LastRider, out var riderSprite))
|
||||
riderSprite.Visible = !hide;
|
||||
|
||||
// First check is for the sprite itself
|
||||
if (Appearance.TryGetData<int>(uid, VehicleVisuals.DrawDepth, out var drawDepth, args.Component))
|
||||
args.Sprite.DrawDepth = drawDepth;
|
||||
|
||||
// Set vehicle layer to animated or not (i.e. are the wheels turning or not)
|
||||
if (component.AutoAnimate
|
||||
&& Appearance.TryGetData<bool>(uid, VehicleVisuals.AutoAnimate, out var autoAnimate, args.Component))
|
||||
args.Sprite.LayerSetAutoAnimated(VehicleVisualLayers.AutoAnimate, autoAnimate);
|
||||
}
|
||||
}
|
||||
|
||||
public enum VehicleVisualLayers : byte
|
||||
{
|
||||
/// Layer for the vehicle's wheels
|
||||
AutoAnimate,
|
||||
}
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
namespace Content.Client.Vehicle;
|
||||
|
||||
/// <summary>
|
||||
/// Controls visuals for vehicles
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed class VehicleVisualsComponent : Component
|
||||
{
|
||||
public int DrawDepth = 0;
|
||||
}
|
||||
@@ -1,35 +0,0 @@
|
||||
using Robust.Client.GameObjects;
|
||||
using Content.Shared.Vehicle;
|
||||
|
||||
namespace Content.Client.Vehicle
|
||||
{
|
||||
/// <summary>
|
||||
/// Controls client-side visuals for
|
||||
/// vehicles
|
||||
/// </summary>
|
||||
public sealed class VehicleVisualsSystem : VisualizerSystem<VehicleVisualsComponent>
|
||||
{
|
||||
protected override void OnAppearanceChange(EntityUid uid, VehicleVisualsComponent component, ref AppearanceChangeEvent args)
|
||||
{
|
||||
if (args.Sprite == null)
|
||||
return;
|
||||
|
||||
// First check is for the sprite itself
|
||||
if (AppearanceSystem.TryGetData<int>(uid, VehicleVisuals.DrawDepth, out var drawDepth, args.Component))
|
||||
{
|
||||
args.Sprite.DrawDepth = drawDepth;
|
||||
}
|
||||
|
||||
// Set vehicle layer to animated or not (i.e. are the wheels turning or not)
|
||||
if (AppearanceSystem.TryGetData<bool>(uid, VehicleVisuals.AutoAnimate, out var autoAnimate, args.Component))
|
||||
{
|
||||
args.Sprite.LayerSetAutoAnimated(VehicleVisualLayers.AutoAnimate, autoAnimate);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
public enum VehicleVisualLayers : byte
|
||||
{
|
||||
/// Layer for the vehicle's wheels
|
||||
AutoAnimate,
|
||||
}
|
||||
Reference in New Issue
Block a user