Predicted dice rolls (#34863)
* Predicted dice rolls * Removed server-side dice system, make Shared no longer abstract, move visual code to client-side system * cleanup --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -5,17 +5,24 @@ namespace Content.Client.Dice;
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public sealed class DiceSystem : SharedDiceSystem
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{
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protected override void UpdateVisuals(EntityUid uid, DiceComponent? die = null)
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public override void Initialize()
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{
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if (!Resolve(uid, ref die) || !TryComp(uid, out SpriteComponent? sprite))
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base.Initialize();
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SubscribeLocalEvent<DiceComponent, AfterAutoHandleStateEvent>(OnDiceAfterHandleState);
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}
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private void OnDiceAfterHandleState(Entity<DiceComponent> entity, ref AfterAutoHandleStateEvent args)
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{
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if (!TryComp<SpriteComponent>(entity, out var sprite))
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return;
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// TODO maybe just move each diue to its own RSI?
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// TODO maybe just move each die to its own RSI?
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var state = sprite.LayerGetState(0).Name;
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if (state == null)
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return;
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var prefix = state.Substring(0, state.IndexOf('_'));
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sprite.LayerSetState(0, $"{prefix}_{die.CurrentValue}");
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sprite.LayerSetState(0, $"{prefix}_{entity.Comp.CurrentValue}");
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}
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}
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