Disposals refactor (#17803)
This commit is contained in:
@@ -1,8 +1,12 @@
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using Content.Client.Disposal.Components;
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using Content.Client.Disposal.UI;
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using Content.Shared.Disposal;
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using Content.Shared.Disposal.Components;
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using Content.Shared.DragDrop;
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using Content.Shared.Emag.Systems;
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using Robust.Client.GameObjects;
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using Robust.Client.Animations;
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using Robust.Client.Graphics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Events;
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using static Content.Shared.Disposal.Components.SharedDisposalUnitComponent;
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namespace Content.Client.Disposal.Systems;
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@@ -12,131 +16,65 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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private const string AnimationKey = "disposal_unit_animation";
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private readonly List<EntityUid> _pressuringDisposals = new();
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private const string AnimationKey = "disposal_unit_animation";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalUnitComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<DisposalUnitComponent, PreventCollideEvent>(OnPreventCollide);
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SubscribeLocalEvent<DisposalUnitComponent, CanDropTargetEvent>(OnCanDragDropOn);
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SubscribeLocalEvent<DisposalUnitComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<DisposalUnitComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<DisposalUnitComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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public void UpdateActive(EntityUid disposalEntity, bool active)
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private void OnHandleState(EntityUid uid, DisposalUnitComponent component, ref ComponentHandleState args)
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{
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if (active)
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{
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if (!_pressuringDisposals.Contains(disposalEntity))
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_pressuringDisposals.Add(disposalEntity);
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}
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else
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{
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_pressuringDisposals.Remove(disposalEntity);
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}
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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for (var i = _pressuringDisposals.Count - 1; i >= 0; i--)
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{
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var disposal = _pressuringDisposals[i];
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if (!UpdateInterface(disposal))
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continue;
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_pressuringDisposals.RemoveAt(i);
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}
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}
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private bool UpdateInterface(EntityUid disposalUnit)
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{
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if (!TryComp(disposalUnit, out DisposalUnitComponent? component) || component.Deleted)
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return true;
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if (component.Deleted)
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return true;
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if (!TryComp(disposalUnit, out ClientUserInterfaceComponent? userInterface))
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return true;
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var state = component.UiState;
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if (state == null)
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return true;
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foreach (var inter in userInterface.Interfaces)
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{
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if (inter is DisposalUnitBoundUserInterface boundInterface)
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{
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return boundInterface.UpdateWindowState(state) != false;
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}
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}
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return true;
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}
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private void OnComponentInit(EntityUid uid, DisposalUnitComponent disposalUnit, ComponentInit args)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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if (args.Current is not DisposalUnitComponentState state)
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return;
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if (!sprite.LayerMapTryGet(DisposalUnitVisualLayers.Base, out var baseLayerIdx))
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return; // Couldn't find the "normal" layer to return to after flush animation
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if (!sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseFlush, out var flushLayerIdx))
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return; // Couldn't find the flush animation layer
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var originalBaseState = sprite.LayerGetState(baseLayerIdx);
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var flushState = sprite.LayerGetState(flushLayerIdx);
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// Setup the flush animation to play
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disposalUnit.FlushAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(disposalUnit.FlushTime),
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AnimationTracks = {
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new AnimationTrackSpriteFlick {
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LayerKey = DisposalUnitVisualLayers.BaseFlush,
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KeyFrames = {
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// Play the flush animation
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new AnimationTrackSpriteFlick.KeyFrame(flushState, 0),
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// Return to base state (though, depending on how the unit is
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// configured we might get an appearence change event telling
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// us to go to charging state)
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new AnimationTrackSpriteFlick.KeyFrame(originalBaseState, disposalUnit.FlushTime)
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}
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},
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}
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};
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if (disposalUnit.FlushSound != null)
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{
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disposalUnit.FlushAnimation.AnimationTracks.Add(
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new AnimationTrackPlaySound
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{
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KeyFrames = {
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new AnimationTrackPlaySound.KeyFrame(_audioSystem.GetSound(disposalUnit.FlushSound), 0)
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}
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});
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}
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EnsureComp<AnimationPlayerComponent>(uid);
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UpdateState(uid, disposalUnit, sprite);
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component.FlushSound = state.FlushSound;
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component.State = state.State;
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component.NextPressurized = state.NextPressurized;
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component.AutomaticEngageTime = state.AutomaticEngageTime;
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component.NextFlush = state.NextFlush;
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component.Powered = state.Powered;
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component.Engaged = state.Engaged;
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component.RecentlyEjected.Clear();
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component.RecentlyEjected.AddRange(state.RecentlyEjected);
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}
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private void OnAppearanceChange(EntityUid uid, DisposalUnitComponent unit, ref AppearanceChangeEvent args)
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public override void DoInsertDisposalUnit(EntityUid uid, EntityUid toInsert, EntityUid user, SharedDisposalUnitComponent? disposal = null)
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{
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return;
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}
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private void OnComponentInit(EntityUid uid, SharedDisposalUnitComponent sharedDisposalUnit, ComponentInit args)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite) || !TryComp<AppearanceComponent>(uid, out var appearance))
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return;
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UpdateState(uid, sharedDisposalUnit, sprite, appearance);
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}
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private void OnAppearanceChange(EntityUid uid, SharedDisposalUnitComponent unit, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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{
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return;
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}
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UpdateState(uid, unit, args.Sprite);
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UpdateState(uid, unit, args.Sprite, args.Component);
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}
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// Update visuals and tick animation
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private void UpdateState(EntityUid uid, DisposalUnitComponent unit, SpriteComponent sprite)
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/// <summary>
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/// Update visuals and tick animation
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/// </summary>
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private void UpdateState(EntityUid uid, SharedDisposalUnitComponent unit, SpriteComponent sprite, AppearanceComponent appearance)
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{
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if (!_appearanceSystem.TryGetData<VisualState>(uid, Visuals.VisualState, out var state))
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if (!_appearanceSystem.TryGetData<VisualState>(uid, Visuals.VisualState, out var state, appearance))
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{
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return;
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}
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@@ -144,24 +82,69 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == VisualState.UnAnchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == VisualState.Anchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseCharging, state == VisualState.Charging);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseFlush, state == VisualState.Flushing);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseFlush, state is VisualState.Flushing or VisualState.Charging);
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// This is a transient state so not too worried about replaying in range.
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if (state == VisualState.Flushing)
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{
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if (!_animationSystem.HasRunningAnimation(uid, AnimationKey))
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{
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_animationSystem.Play(uid, unit.FlushAnimation, AnimationKey);
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var flushState = new RSI.StateId("disposal-flush");
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// Setup the flush animation to play
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var anim = new Animation
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{
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Length = unit.FlushDelay,
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = DisposalUnitVisualLayers.BaseFlush,
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KeyFrames =
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{
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// Play the flush animation
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new AnimationTrackSpriteFlick.KeyFrame(flushState, 0),
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// Return to base state (though, depending on how the unit is
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// configured we might get an appearance change event telling
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// us to go to charging state)
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new AnimationTrackSpriteFlick.KeyFrame("disposal-charging", (float) unit.FlushDelay.TotalSeconds)
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}
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},
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}
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};
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if (unit.FlushSound != null)
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{
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anim.AnimationTracks.Add(
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new AnimationTrackPlaySound
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{
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KeyFrames =
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{
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new AnimationTrackPlaySound.KeyFrame(_audioSystem.GetSound(unit.FlushSound), 0)
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}
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});
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}
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_animationSystem.Play(uid, anim, AnimationKey);
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}
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}
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else if (state == VisualState.Charging)
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{
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sprite.LayerSetState(DisposalUnitVisualLayers.BaseFlush, new RSI.StateId("disposal-charging"));
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}
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else
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{
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_animationSystem.Stop(uid, AnimationKey);
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}
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if (!_appearanceSystem.TryGetData<HandleState>(uid, Visuals.Handle, out var handleState))
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if (!_appearanceSystem.TryGetData<HandleState>(uid, Visuals.Handle, out var handleState, appearance))
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{
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handleState = HandleState.Normal;
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}
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayEngaged, handleState != HandleState.Normal);
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if (!_appearanceSystem.TryGetData<LightStates>(uid, Visuals.Light, out var lightState))
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if (!_appearanceSystem.TryGetData<LightStates>(uid, Visuals.Light, out var lightState, appearance))
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{
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lightState = LightStates.Off;
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}
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