Predict dumping (#32394)
* Predict dumping - This got soaped really fucking hard. - Dumping is predicted, this required disposals to be predicte.d - Disposals required mailing (because it's tightly coupled), and a smidge of other content systems. - I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict. * Fix a bunch of stuff * nasty merge * Some reviews * Some more reviews while I stash * Fix merge * Fix merge * Half of review * Review * re(h)f * lizards * feexes * feex
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156
Content.Client/Disposal/Unit/DisposalUnitSystem.cs
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156
Content.Client/Disposal/Unit/DisposalUnitSystem.cs
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using Content.Shared.Disposal.Components;
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using Content.Shared.Disposal.Unit;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Audio.Systems;
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namespace Content.Client.Disposal.Unit;
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public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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{
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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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[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
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private const string AnimationKey = "disposal_unit_animation";
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private const string DefaultFlushState = "disposal-flush";
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private const string DefaultChargeState = "disposal-charging";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalUnitComponent, AfterAutoHandleStateEvent>(OnHandleState);
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SubscribeLocalEvent<DisposalUnitComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnHandleState(EntityUid uid, DisposalUnitComponent component, ref AfterAutoHandleStateEvent args)
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{
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UpdateUI((uid, component));
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}
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protected override void UpdateUI(Entity<DisposalUnitComponent> entity)
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{
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if (_uiSystem.TryGetOpenUi<DisposalUnitBoundUserInterface>(entity.Owner, DisposalUnitComponent.DisposalUnitUiKey.Key, out var bui))
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{
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bui.Refresh(entity);
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}
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}
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protected override void OnDisposalInit(Entity<DisposalUnitComponent> ent, ref ComponentInit args)
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{
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base.OnDisposalInit(ent, ref args);
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if (!TryComp<SpriteComponent>(ent, out var sprite) || !TryComp<AppearanceComponent>(ent, out var appearance))
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return;
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UpdateState(ent, sprite, appearance);
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}
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private void OnAppearanceChange(Entity<DisposalUnitComponent> ent, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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UpdateState(ent, args.Sprite, args.Component);
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}
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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(Entity<DisposalUnitComponent> ent, SpriteComponent sprite, AppearanceComponent appearance)
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{
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if (!_appearanceSystem.TryGetData<DisposalUnitComponent.VisualState>(ent, DisposalUnitComponent.Visuals.VisualState, out var state, appearance))
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return;
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == DisposalUnitComponent.VisualState.UnAnchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == DisposalUnitComponent.VisualState.Anchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFlush, state is DisposalUnitComponent.VisualState.OverlayFlushing or DisposalUnitComponent.VisualState.OverlayCharging);
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var chargingState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseCharging, out var chargingLayer)
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? sprite.LayerGetState(chargingLayer)
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: new RSI.StateId(DefaultChargeState);
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// This is a transient state so not too worried about replaying in range.
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if (state == DisposalUnitComponent.VisualState.OverlayFlushing)
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{
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if (!_animationSystem.HasRunningAnimation(ent, AnimationKey))
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{
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var flushState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.OverlayFlush, out var flushLayer)
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? sprite.LayerGetState(flushLayer)
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: new RSI.StateId(DefaultFlushState);
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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 = ent.Comp.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.OverlayFlush,
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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(chargingState, (float) ent.Comp.FlushDelay.TotalSeconds)
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}
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},
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}
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};
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if (ent.Comp.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.ResolveSound(ent.Comp.FlushSound), 0)
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}
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});
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}
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_animationSystem.Play(ent, anim, AnimationKey);
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}
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}
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else if (state == DisposalUnitComponent.VisualState.OverlayCharging)
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sprite.LayerSetState(DisposalUnitVisualLayers.OverlayFlush, chargingState);
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else
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_animationSystem.Stop(ent.Owner, AnimationKey);
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if (!_appearanceSystem.TryGetData<DisposalUnitComponent.HandleState>(ent, DisposalUnitComponent.Visuals.Handle, out var handleState, appearance))
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handleState = DisposalUnitComponent.HandleState.Normal;
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayEngaged, handleState != DisposalUnitComponent.HandleState.Normal);
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if (!_appearanceSystem.TryGetData<DisposalUnitComponent.LightStates>(ent, DisposalUnitComponent.Visuals.Light, out var lightState, appearance))
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lightState = DisposalUnitComponent.LightStates.Off;
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayCharging,
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(lightState & DisposalUnitComponent.LightStates.Charging) != 0);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayReady,
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(lightState & DisposalUnitComponent.LightStates.Ready) != 0);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFull,
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(lightState & DisposalUnitComponent.LightStates.Full) != 0);
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}
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}
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public enum DisposalUnitVisualLayers : byte
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{
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Unanchored,
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Base,
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BaseCharging,
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OverlayFlush,
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OverlayCharging,
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OverlayReady,
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OverlayFull,
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OverlayEngaged
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}
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