Puddle Visuals: ECS/Refactor and fixes (#11941)

* Don't stop me now, cuz I'm havin' such a good time (I'm havin' a ball!)

* YEET

* No changes to intended behaviour at this point. Pretty much just a refactor + bugfixes.

* tweaks to RandomizeState, removing an error caused by setting the state after setting the RSI

* Comments cleanup and removed IsSlippery. To re-add soon for this PR.

* test

* We don't actually use this PuddleGeneric anywhere

* cheeky

* Uncheeky, and tweaks based on #8203

* Recheeky

* A small price to pay for `checks passed`

* Beauty, like ice, our footing does betray; Who can tread sure on the smooth, slippery way

* Undo Slippery Checks

* Begin smoothing. Need to fix the animation-not-playing bug again

* Cleanup

* animation bugfix

* IgnoredComponents tests fix
This commit is contained in:
Willhelm53
2022-12-19 20:40:53 -06:00
committed by GitHub
parent 3327c2998f
commit a1dcc500a8
12 changed files with 208 additions and 157 deletions

View File

@@ -12,6 +12,8 @@ using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.GameObjects;
using Solution = Content.Shared.Chemistry.Components.Solution;
namespace Content.Server.Fluids.EntitySystems
@@ -33,26 +35,26 @@ namespace Content.Server.Fluids.EntitySystems
// Shouldn't need re-anchoring.
SubscribeLocalEvent<PuddleComponent, AnchorStateChangedEvent>(OnAnchorChanged);
SubscribeLocalEvent<PuddleComponent, ExaminedEvent>(HandlePuddleExamined);
SubscribeLocalEvent<PuddleComponent, SolutionChangedEvent>(OnUpdate);
SubscribeLocalEvent<PuddleComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<PuddleComponent, SolutionChangedEvent>(OnSolutionUpdate);
SubscribeLocalEvent<PuddleComponent, ComponentInit>(OnPuddleInit);
}
private void OnInit(EntityUid uid, PuddleComponent component, ComponentInit args)
private void OnPuddleInit(EntityUid uid, PuddleComponent component, ComponentInit args)
{
var solution = _solutionContainerSystem.EnsureSolution(uid, component.SolutionName);
solution.MaxVolume = FixedPoint2.New(1000);
}
private void OnUpdate(EntityUid uid, PuddleComponent component, SolutionChangedEvent args)
private void OnSolutionUpdate(EntityUid uid, PuddleComponent component, SolutionChangedEvent args)
{
UpdateSlip(uid, component);
UpdateVisuals(uid, component);
UpdateAppearance(uid, component);
}
private void UpdateVisuals(EntityUid uid, PuddleComponent puddleComponent)
private void UpdateAppearance(EntityUid uid, PuddleComponent? puddleComponent = null, AppearanceComponent? appearance = null)
{
if (Deleted(puddleComponent.Owner) || EmptyHolder(uid, puddleComponent) ||
!EntityManager.TryGetComponent<AppearanceComponent>(uid, out var appearanceComponent))
if (!Resolve(uid, ref puddleComponent, ref appearance, false)
|| EmptyHolder(uid, puddleComponent))
{
return;
}
@@ -64,22 +66,19 @@ namespace Content.Server.Fluids.EntitySystems
puddleComponent.OpacityModifier;
var puddleSolution = _solutionContainerSystem.EnsureSolution(uid, puddleComponent.SolutionName);
bool isEvaporating;
bool hasEvaporationComponent =
EntityManager.TryGetComponent<EvaporationComponent>(uid, out var evaporationComponent);
bool canEvaporate = (hasEvaporationComponent &&
(evaporationComponent!.LowerLimit == 0 ||
CurrentVolume(puddleComponent.Owner, puddleComponent) >
evaporationComponent.LowerLimit));
if (TryComp(uid, out EvaporationComponent? evaporation)
&& evaporation.EvaporationToggle)// if puddle is evaporating.
{
isEvaporating = true;
}
else isEvaporating = false;
// "Does this puddle's sprite need changing to the wet floor effect sprite?"
bool changeToWetFloor = (CurrentVolume(puddleComponent.Owner, puddleComponent) <=
puddleComponent.WetFloorEffectThreshold
&& canEvaporate);
appearanceComponent.SetData(PuddleVisuals.VolumeScale, volumeScale);
appearanceComponent.SetData(PuddleVisuals.SolutionColor, puddleSolution.Color);
appearanceComponent.SetData(PuddleVisuals.ForceWetFloorSprite, changeToWetFloor);
appearance.SetData(PuddleVisuals.VolumeScale, volumeScale);
appearance.SetData(PuddleVisuals.CurrentVolume, puddleComponent.CurrentVolume);
appearance.SetData(PuddleVisuals.SolutionColor, puddleSolution.Color);
appearance.SetData(PuddleVisuals.IsEvaporatingVisual, isEvaporating);
}
private void UpdateSlip(EntityUid entityUid, PuddleComponent puddleComponent)