Move TabletopItemVisualizerSystem into TabletopSystem (#13921)
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@@ -26,6 +26,7 @@ namespace Content.Client.Tabletop
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[Dependency] private readonly IUserInterfaceManager _uiManger = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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// Time in seconds to wait until sending the location of a dragged entity to the server again
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private const float Delay = 1f / 10; // 10 Hz
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@@ -48,6 +49,7 @@ namespace Content.Client.Tabletop
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SubscribeNetworkEvent<TabletopPlayEvent>(OnTabletopPlay);
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SubscribeLocalEvent<TabletopDraggableComponent, ComponentHandleState>(HandleComponentState);
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SubscribeLocalEvent<TabletopDraggableComponent, ComponentRemove>(HandleDraggableRemoved);
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SubscribeLocalEvent<TabletopDraggableComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void HandleDraggableRemoved(EntityUid uid, TabletopDraggableComponent component, ComponentRemove args)
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@@ -203,6 +205,24 @@ namespace Content.Client.Tabletop
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return false;
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}
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private void OnAppearanceChange(EntityUid uid, TabletopDraggableComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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// TODO: maybe this can work more nicely, by maybe only having to set the item to "being dragged", and have
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// the appearance handle the rest
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if (_appearance.TryGetData<Vector2>(uid, TabletopItemVisuals.Scale, out var scale, args.Component))
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{
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args.Sprite.Scale = scale;
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}
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if (_appearance.TryGetData<int>(uid, TabletopItemVisuals.DrawDepth, out var drawDepth, args.Component))
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{
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args.Sprite.DrawDepth = drawDepth;
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}
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}
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#endregion
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#region Utility
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@@ -1,5 +0,0 @@
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namespace Content.Client.Tabletop.Visualizers;
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[RegisterComponent]
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public sealed class TabletopItemVisualizerComponent : Component
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{}
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@@ -1,25 +0,0 @@
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using Content.Shared.Tabletop;
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using Robust.Client.GameObjects;
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namespace Content.Client.Tabletop.Visualizers;
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public sealed class TabletopItemVisualizerSystem : VisualizerSystem<TabletopItemVisualizerComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, TabletopItemVisualizerComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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// TODO: maybe this can work more nicely, by maybe only having to set the item to "being dragged", and have
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// the appearance handle the rest
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if (AppearanceSystem.TryGetData<Vector2>(uid, TabletopItemVisuals.Scale, out var scale, args.Component))
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{
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args.Sprite.Scale = scale;
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}
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if (AppearanceSystem.TryGetData<int>(uid, TabletopItemVisuals.DrawDepth, out var drawDepth, args.Component))
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{
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args.Sprite.DrawDepth = drawDepth;
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}
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}
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}
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@@ -20,7 +20,6 @@ namespace Content.Server.Entry
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"PuddleVisualizer",
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"UIFragment",
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"PDABorderColor",
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"TabletopItemVisualizer",
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};
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}
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}
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@@ -35,7 +35,6 @@
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netsync: false
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noRot: true
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- type: Appearance
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- type: TabletopItemVisualizer
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# The pieces
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- type: entity
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@@ -36,7 +36,6 @@
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netsync: false
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noRot: true
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- type: Appearance
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- type: TabletopItemVisualizer
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# White pieces
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- type: entity
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@@ -9,7 +9,6 @@
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noRot: true
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sprite: Objects/Fun/Tabletop/generic_pieces.rsi
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- type: Appearance
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- type: TabletopItemVisualizer
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- type: entity
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id: RedTabletopPiece
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