Moves buckling and vehicles to shared, some cleanup (#15923)
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@@ -1,86 +1,82 @@
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using Content.Client.Rotation;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Vehicle.Components;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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namespace Content.Client.Buckle
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namespace Content.Client.Buckle;
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internal sealed class BuckleSystem : SharedBuckleSystem
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{
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internal sealed class BuckleSystem : SharedBuckleSystem
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[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
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public override void Initialize()
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
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base.Initialize();
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public override void Initialize()
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SubscribeLocalEvent<BuckleComponent, ComponentHandleState>(OnBuckleHandleState);
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SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnBuckleHandleState(EntityUid uid, BuckleComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not BuckleComponentState state)
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return;
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component.Buckled = state.Buckled;
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component.BuckledTo = state.BuckledTo;
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component.LastEntityBuckledTo = state.LastEntityBuckledTo;
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component.DontCollide = state.DontCollide;
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ActionBlockerSystem.UpdateCanMove(uid);
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if (!TryComp<SpriteComponent>(uid, out var ownerSprite))
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return;
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if (HasComp<VehicleComponent>(component.LastEntityBuckledTo))
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return;
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// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
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// Reset the draw depth when rotated in any other direction.
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// TODO when ECSing, make this a visualizer
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// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
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// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
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// better to get it working for most people before we look at a more permanent solution.
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if (component is { Buckled: true, LastEntityBuckledTo: { } } &&
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Transform(component.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
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TryComp<SpriteComponent>(component.LastEntityBuckledTo, out var buckledSprite))
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{
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base.Initialize();
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SubscribeLocalEvent<BuckleComponent, ComponentHandleState>(OnBuckleHandleState);
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SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
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component.OriginalDrawDepth ??= ownerSprite.DrawDepth;
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ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
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return;
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}
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private void OnBuckleHandleState(EntityUid uid, BuckleComponent buckle, ref ComponentHandleState args)
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// If here, we're not turning north and should restore the saved draw depth.
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if (component.OriginalDrawDepth.HasValue)
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{
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if (args.Current is not BuckleComponentState state)
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return;
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buckle.Buckled = state.Buckled;
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buckle.LastEntityBuckledTo = state.LastEntityBuckledTo;
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buckle.DontCollide = state.DontCollide;
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_actionBlocker.UpdateCanMove(uid);
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if (!TryComp(uid, out SpriteComponent? ownerSprite))
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return;
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if (HasComp<VehicleComponent>(buckle.LastEntityBuckledTo))
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return;
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// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
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// Reset the draw depth when rotated in any other direction.
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// TODO when ECSing, make this a visualizer
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// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
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// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
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// better to get it working for most people before we look at a more permanent solution.
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if (buckle.Buckled &&
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buckle.LastEntityBuckledTo != null &&
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Transform(buckle.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
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TryComp<SpriteComponent>(buckle.LastEntityBuckledTo, out var buckledSprite))
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{
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buckle.OriginalDrawDepth ??= ownerSprite.DrawDepth;
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ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
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return;
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}
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// If here, we're not turning north and should restore the saved draw depth.
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if (buckle.OriginalDrawDepth.HasValue)
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{
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ownerSprite.DrawDepth = buckle.OriginalDrawDepth.Value;
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buckle.OriginalDrawDepth = null;
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}
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}
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private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
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{
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if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals))
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return;
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if (!_appearanceSystem.TryGetData<int>(uid, StrapVisuals.RotationAngle, out var angle, args.Component) ||
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!_appearanceSystem.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component) ||
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!buckled ||
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args.Sprite == null)
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{
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_rotationVisualizerSystem.SetHorizontalAngle(uid, RotationVisualsComponent.DefaultRotation, rotVisuals);
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return;
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}
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// Animate strapping yourself to something at a given angle
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_rotationVisualizerSystem.SetHorizontalAngle(uid, Angle.FromDegrees(angle), rotVisuals);
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// TODO: Dump this when buckle is better
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_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
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ownerSprite.DrawDepth = component.OriginalDrawDepth.Value;
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component.OriginalDrawDepth = null;
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}
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}
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private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
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{
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if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals))
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return;
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if (!AppearanceSystem.TryGetData<int>(uid, StrapVisuals.RotationAngle, out var angle, args.Component) ||
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!AppearanceSystem.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component) ||
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!buckled ||
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args.Sprite == null)
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{
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_rotationVisualizerSystem.SetHorizontalAngle(uid, RotationVisualsComponent.DefaultRotation, rotVisuals);
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return;
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}
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// Animate strapping yourself to something at a given angle
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_rotationVisualizerSystem.SetHorizontalAngle(uid, Angle.FromDegrees(angle), rotVisuals);
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// TODO: Dump this when buckle is better
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_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
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}
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}
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