Moves buckling and vehicles to shared, some cleanup (#15923)

This commit is contained in:
AJCM-git
2023-05-01 03:04:23 -04:00
committed by GitHub
parent 2343dd1d3c
commit 878c7c0b85
33 changed files with 1451 additions and 1405 deletions

View File

@@ -6,12 +6,16 @@ using Content.Shared.Buckle.Components;
using Content.Shared.Item;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics.Pull;
using Robust.Shared.Serialization;
using Robust.Shared.Containers;
using Content.Shared.Tag;
using Content.Shared.Audio;
using Serilog;
using Content.Shared.Buckle;
using Content.Shared.Hands;
using Content.Shared.Light.Component;
using Content.Shared.Popups;
using Robust.Shared.Network;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Vehicle;
@@ -22,26 +26,155 @@ namespace Content.Shared.Vehicle;
/// </summary>
public abstract partial class SharedVehicleSystem : EntitySystem
{
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly MovementSpeedModifierSystem _modifier = default!;
[Dependency] private readonly SharedAmbientSoundSystem _ambientSound = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly AccessReaderSystem _access = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedHandVirtualItemSystem _virtualItemSystem = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedJointSystem _joints = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
private const string KeySlot = "key_slot";
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InVehicleComponent, GettingPickedUpAttemptEvent>(OnPickupAttempt);
SubscribeLocalEvent<RiderComponent, PullAttemptEvent>(OnRiderPull);
SubscribeLocalEvent<VehicleComponent, RefreshMovementSpeedModifiersEvent>(OnVehicleModifier);
InitializeRider();
SubscribeLocalEvent<VehicleComponent, ComponentStartup>(OnVehicleStartup);
SubscribeLocalEvent<VehicleComponent, MoveEvent>(OnVehicleRotate);
SubscribeLocalEvent<VehicleComponent, BuckleChangeEvent>(OnBuckleChange);
SubscribeLocalEvent<VehicleComponent, HonkActionEvent>(OnHonkAction);
SubscribeLocalEvent<VehicleComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
SubscribeLocalEvent<VehicleComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
SubscribeLocalEvent<VehicleComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeedModifiers);
SubscribeLocalEvent<VehicleComponent, MoveEvent>(OnMoveEvent);
SubscribeLocalEvent<VehicleComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
SubscribeLocalEvent<InVehicleComponent, GettingPickedUpAttemptEvent>(OnGettingPickedUpAttempt);
}
/// <summary>
/// This just controls whether the wheels are turning.
/// </summary>
public override void Update(float frameTime)
{
var vehicleQuery = EntityQueryEnumerator<VehicleComponent, InputMoverComponent>();
while (vehicleQuery.MoveNext(out var uid, out var vehicle, out var mover))
{
if (!vehicle.AutoAnimate)
continue;
if (_mover.GetVelocityInput(mover).Sprinting == Vector2.Zero)
{
UpdateAutoAnimate(uid, false);
continue;
}
UpdateAutoAnimate(uid, true);
}
}
private void OnVehicleStartup(EntityUid uid, VehicleComponent component, ComponentStartup args)
{
UpdateDrawDepth(uid, 2);
// This code should be purged anyway but with that being said this doesn't handle components being changed.
if (TryComp<StrapComponent>(uid, out var strap))
{
component.BaseBuckleOffset = strap.BuckleOffset;
strap.BuckleOffsetUnclamped = Vector2.Zero;
}
_modifier.RefreshMovementSpeedModifiers(uid);
}
/// <summary>
/// Give the user the rider component if they're buckling to the vehicle,
/// otherwise remove it.
/// </summary>
private void OnBuckleChange(EntityUid uid, VehicleComponent component, ref BuckleChangeEvent args)
{
// Add Rider
if (args.Buckling)
{
// Add a virtual item to rider's hand, unbuckle if we can't.
if (!_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.BuckledEntity))
{
_buckle.TryUnbuckle(uid, uid, true);
return;
}
// Set up the rider and vehicle with each other
EnsureComp<InputMoverComponent>(uid);
var rider = EnsureComp<RiderComponent>(args.BuckledEntity);
component.Rider = args.BuckledEntity;
component.LastRider = component.Rider;
Dirty(component);
Appearance.SetData(uid, VehicleVisuals.HideRider, true);
var relay = EnsureComp<RelayInputMoverComponent>(args.BuckledEntity);
_mover.SetRelay(args.BuckledEntity, uid, relay);
rider.Vehicle = uid;
// Update appearance stuff, add actions
UpdateBuckleOffset(uid, Transform(uid), component);
if (TryComp<InputMoverComponent>(uid, out var mover))
UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component, mover.RelativeRotation.Degrees));
if (TryComp<ActionsComponent>(args.BuckledEntity, out var actions) && TryComp<UnpoweredFlashlightComponent>(uid, out var flashlight))
{
_actionsSystem.AddAction(args.BuckledEntity, flashlight.ToggleAction, uid, actions);
}
if (component.HornSound != null)
{
_actionsSystem.AddAction(args.BuckledEntity, component.HornAction, uid, actions);
}
_joints.ClearJoints(args.BuckledEntity);
return;
}
// Remove rider
// Clean up actions and virtual items
_actionsSystem.RemoveProvidedActions(args.BuckledEntity, uid);
_virtualItemSystem.DeleteInHandsMatching(args.BuckledEntity, uid);
// Entity is no longer riding
RemComp<RiderComponent>(args.BuckledEntity);
RemComp<RelayInputMoverComponent>(args.BuckledEntity);
Appearance.SetData(uid, VehicleVisuals.HideRider, false);
// Reset component
component.Rider = null;
Dirty(component);
}
/// <summary>
/// This fires when the rider presses the honk action
/// </summary>
private void OnHonkAction(EntityUid uid, VehicleComponent vehicle, HonkActionEvent args)
{
if (args.Handled || vehicle.HornSound == null)
return;
// TODO: Need audio refactor maybe, just some way to null it when the stream is over.
// For now better to just not loop to keep the code much cleaner.
vehicle.HonkPlayingStream?.Stop();
vehicle.HonkPlayingStream = _audioSystem.PlayPredicted(vehicle.HornSound, uid, uid);
args.Handled = true;
}
/// <summary>
@@ -60,6 +193,11 @@ public abstract partial class SharedVehicleSystem : EntitySystem
component.HasKey = true;
var msg = Loc.GetString("vehicle-use-key",
("keys", args.Entity), ("vehicle", uid));
if (_netManager.IsServer)
_popupSystem.PopupEntity(msg, uid, args.OldParent, PopupType.Medium);
// Audiovisual feedback
_ambientSound.SetAmbience(uid, true);
_tagSystem.AddTag(uid, "DoorBumpOpener");
@@ -81,7 +219,7 @@ public abstract partial class SharedVehicleSystem : EntitySystem
_modifier.RefreshMovementSpeedModifiers(uid);
}
private void OnVehicleModifier(EntityUid uid, VehicleComponent component, RefreshMovementSpeedModifiersEvent args)
private void OnRefreshMovementSpeedModifiers(EntityUid uid, VehicleComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (!component.HasKey)
{
@@ -89,42 +227,28 @@ public abstract partial class SharedVehicleSystem : EntitySystem
}
}
private void OnPickupAttempt(EntityUid uid, InVehicleComponent component, GettingPickedUpAttemptEvent args)
{
if (component.Vehicle == null || component.Vehicle.Rider != null && component.Vehicle.Rider != args.User)
args.Cancel();
}
// TODO: Shitcode, needs to use sprites instead of actual offsets.
private void OnVehicleRotate(EntityUid uid, VehicleComponent component, ref MoveEvent args)
private void OnMoveEvent(EntityUid uid, VehicleComponent component, ref MoveEvent args)
{
if (args.NewRotation == args.OldRotation)
return;
// This first check is just for safety
if (!HasComp<InputMoverComponent>(uid))
if (component.AutoAnimate && !HasComp<InputMoverComponent>(uid))
{
UpdateAutoAnimate(uid, false);
return;
}
UpdateBuckleOffset(args.Component, component);
UpdateBuckleOffset(uid, args.Component, component);
if (TryComp<InputMoverComponent>(uid, out var mover))
UpdateDrawDepth(uid, GetDrawDepth(args.Component, component, mover.RelativeRotation));
}
private void OnVehicleStartup(EntityUid uid, VehicleComponent component, ComponentStartup args)
private void OnGettingPickedUpAttempt(EntityUid uid, InVehicleComponent component, GettingPickedUpAttemptEvent args)
{
UpdateDrawDepth(uid, 2);
// This code should be purged anyway but with that being said this doesn't handle components being changed.
if (TryComp<StrapComponent>(uid, out var strap))
{
component.BaseBuckleOffset = strap.BuckleOffset;
strap.BuckleOffsetUnclamped = Vector2.Zero;
}
_modifier.RefreshMovementSpeedModifiers(uid);
if (component.Vehicle == null || component.Vehicle.Rider != null && component.Vehicle.Rider != args.User)
args.Cancel();
}
/// <summary>
@@ -132,7 +256,7 @@ public abstract partial class SharedVehicleSystem : EntitySystem
/// change its draw depth. Vehicles can choose between special drawdetph
/// when facing north or south. East and west are easy.
/// </summary>
protected int GetDrawDepth(TransformComponent xform, VehicleComponent component, Angle cameraAngle)
private int GetDrawDepth(TransformComponent xform, VehicleComponent component, Angle cameraAngle)
{
var itemDirection = cameraAngle.GetDir() switch
{
@@ -167,9 +291,9 @@ public abstract partial class SharedVehicleSystem : EntitySystem
/// teleport any buckled entities to it. This is the most crucial part of making
/// buckled vehicles work.
/// </summary>
protected void UpdateBuckleOffset(TransformComponent xform, VehicleComponent component)
private void UpdateBuckleOffset(EntityUid uid, TransformComponent xform, VehicleComponent component)
{
if (!TryComp<StrapComponent>(component.Owner, out var strap))
if (!TryComp<StrapComponent>(uid, out var strap))
return;
// TODO: Strap should handle this but buckle E/C moment.
@@ -208,7 +332,7 @@ public abstract partial class SharedVehicleSystem : EntitySystem
/// <summary>
/// Set the draw depth for the sprite.
/// </summary>
protected void UpdateDrawDepth(EntityUid uid, int drawDepth)
private void UpdateDrawDepth(EntityUid uid, int drawDepth)
{
Appearance.SetData(uid, VehicleVisuals.DrawDepth, drawDepth);
}
@@ -216,7 +340,7 @@ public abstract partial class SharedVehicleSystem : EntitySystem
/// <summary>
/// Set whether the vehicle's base layer is animating or not.
/// </summary>
protected void UpdateAutoAnimate(EntityUid uid, bool autoAnimate)
private void UpdateAutoAnimate(EntityUid uid, bool autoAnimate)
{
Appearance.SetData(uid, VehicleVisuals.AutoAnimate, autoAnimate);
}
@@ -235,10 +359,13 @@ public enum VehicleVisuals : byte
/// <summary>
/// Whether the wheels should be turning
/// </summary>
AutoAnimate
AutoAnimate,
HideRider
}
/// <summary>
/// Raised when someone honks a vehicle horn
/// </summary>
public sealed class HonkActionEvent : InstantActionEvent { }
public sealed class HonkActionEvent : InstantActionEvent
{
}