Moves buckling and vehicles to shared, some cleanup (#15923)
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@@ -3,41 +3,68 @@ 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.Vehicle
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namespace Content.Client.Vehicle;
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public sealed class VehicleSystem : SharedVehicleSystem
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{
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public sealed class VehicleSystem : SharedVehicleSystem
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public override void Initialize()
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RiderComponent, ComponentStartup>(OnRiderStartup);
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SubscribeLocalEvent<RiderComponent, ComponentShutdown>(OnRiderShutdown);
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SubscribeLocalEvent<RiderComponent, ComponentHandleState>(OnRiderHandleState);
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}
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base.Initialize();
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private void OnRiderStartup(EntityUid uid, RiderComponent component, ComponentStartup args)
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{
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// Center the player's eye on the vehicle
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if (TryComp(uid, out EyeComponent? eyeComp))
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eyeComp.Target ??= component.Vehicle;
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}
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SubscribeLocalEvent<RiderComponent, ComponentStartup>(OnRiderStartup);
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SubscribeLocalEvent<RiderComponent, ComponentShutdown>(OnRiderShutdown);
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SubscribeLocalEvent<RiderComponent, ComponentHandleState>(OnRiderHandleState);
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SubscribeLocalEvent<VehicleComponent, AppearanceChangeEvent>(OnVehicleAppearanceChange);
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}
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private void OnRiderShutdown(EntityUid uid, RiderComponent component, ComponentShutdown args)
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{
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// reset the riders eye centering.
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if (TryComp(uid, out EyeComponent? eyeComp) && eyeComp.Target == component.Vehicle)
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eyeComp.Target = null;
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}
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private void OnRiderStartup(EntityUid uid, RiderComponent component, ComponentStartup args)
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{
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// Center the player's eye on the vehicle
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if (TryComp(uid, out EyeComponent? eyeComp))
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eyeComp.Target ??= component.Vehicle;
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}
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private void OnRiderHandleState(EntityUid uid, RiderComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not RiderComponentState state)
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return;
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private void OnRiderShutdown(EntityUid uid, RiderComponent component, ComponentShutdown args)
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{
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// reset the riders eye centering.
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if (TryComp(uid, out EyeComponent? eyeComp) && eyeComp.Target == component.Vehicle)
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eyeComp.Target = null;
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}
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if (TryComp(uid, out EyeComponent? eyeComp) && eyeComp.Target == component.Vehicle)
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eyeComp.Target = state.Entity;
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private void OnRiderHandleState(EntityUid uid, RiderComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not RiderComponentState state)
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return;
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component.Vehicle = state.Entity;
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}
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if (TryComp(uid, out EyeComponent? eyeComp) && eyeComp.Target == component.Vehicle)
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eyeComp.Target = state.Entity;
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component.Vehicle = state.Entity;
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}
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private void OnVehicleAppearanceChange(EntityUid uid, VehicleComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (component.HideRider
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&& Appearance.TryGetData<bool>(uid, VehicleVisuals.HideRider, out var hide, args.Component)
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&& TryComp<SpriteComponent>(component.LastRider, out var riderSprite))
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riderSprite.Visible = !hide;
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// First check is for the sprite itself
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if (Appearance.TryGetData<int>(uid, VehicleVisuals.DrawDepth, out var drawDepth, args.Component))
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args.Sprite.DrawDepth = drawDepth;
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// Set vehicle layer to animated or not (i.e. are the wheels turning or not)
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if (component.AutoAnimate
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&& Appearance.TryGetData<bool>(uid, VehicleVisuals.AutoAnimate, out var autoAnimate, args.Component))
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args.Sprite.LayerSetAutoAnimated(VehicleVisualLayers.AutoAnimate, autoAnimate);
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}
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}
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public enum VehicleVisualLayers : byte
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{
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/// Layer for the vehicle's wheels
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AutoAnimate,
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}
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