Airlock / firelock code refactor, pseudo-prediction implementation (#3037)

* splits off airlocks, firelocks

* adds airlock prediction. anims broken though

* fixes animation weirdness

* removes opacity prediction because it looked odd

* Now firelocks don't visually start open. Argh.

* Fixes firelock weirdness, saneifies _state var.

* Documentation changes, code shuffle.

* Lets firelocks crush people.

* Stops open-hand opening/closing firelocks.

* updates serializable, netserializable attributes

* Addresses reviews... hopefully.

* updates submodule?

* nullability

* fuck fuck fuck fuck

* fucking finally
This commit is contained in:
tmtmtl30
2021-02-12 07:02:14 -08:00
committed by GitHub
parent 5f15d97940
commit 258fdc10ea
17 changed files with 1248 additions and 733 deletions

View File

@@ -0,0 +1,62 @@
#nullable enable
using System;
using System.Collections.Generic;
using Content.Client.GameObjects.Components.Doors;
using Content.Shared.GameObjects.Components.Doors;
using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.EntitySystems
{
/// <summary>
/// Used by the client to "predict" when doors will change how collideable they are as part of their opening / closing.
/// </summary>
public class ClientDoorSystem : EntitySystem
{
/// <summary>
/// List of doors that need to be periodically checked.
/// </summary>
private readonly List<ClientDoorComponent> _activeDoors = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoorStateMessage>(HandleDoorState);
}
/// <summary>
/// Registers doors to be periodically checked.
/// </summary>
/// <param name="message">A message corresponding to the component under consideration, raised when its state changes.</param>
private void HandleDoorState(DoorStateMessage message)
{
switch (message.State)
{
case SharedDoorComponent.DoorState.Closed:
case SharedDoorComponent.DoorState.Open:
_activeDoors.Remove(message.Component);
break;
case SharedDoorComponent.DoorState.Closing:
case SharedDoorComponent.DoorState.Opening:
_activeDoors.Add(message.Component);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
/// <inheritdoc />
public override void Update(float frameTime)
{
for (var i = _activeDoors.Count - 1; i >= 0; i--)
{
var comp = _activeDoors[i];
if (comp.Deleted)
{
_activeDoors.RemoveAt(i);
}
comp.OnUpdate();
}
}
}
}