Ghost Teleporting (#2071)

* Fix?

Nuked everything and put my code back in, hope everything works

* Nullable fix?

* nullable fix electric boogaloo

* Haha nullable error go brrr

send help

* Cleanup and fix not clearing the button list

* Remove unnecessary brackets and parentheses

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
NuclearWinter
2020-10-16 13:36:20 -05:00
committed by GitHub
parent b1fe4bad01
commit b4ea6857cd
5 changed files with 298 additions and 35 deletions

View File

@@ -1,12 +1,16 @@
using System.Collections.Generic;
using Content.Client.UserInterface;
using Content.Shared.GameObjects.Components.Observer;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
using Robust.Shared.Players;
using Robust.Shared.ViewVariables;
#nullable enable
namespace Content.Client.GameObjects.Components.Observer
{
[RegisterComponent]
@@ -15,8 +19,10 @@ namespace Content.Client.GameObjects.Components.Observer
[Dependency] private readonly IGameHud _gameHud = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IComponentManager _componentManager = default!;
public List<string> WarpNames = new List<string>();
public Dictionary<EntityUid,string> PlayerNames = new Dictionary<EntityUid,string>();
private GhostGui _gui;
private GhostGui? _gui ;
[ViewVariables(VVAccess.ReadOnly)] public bool CanReturnToBody { get; private set; } = true;
@@ -40,8 +46,10 @@ namespace Content.Client.GameObjects.Components.Observer
{
foreach (var ghost in _componentManager.GetAllComponents(typeof(GhostComponent)))
{
if (ghost.Owner.TryGetComponent(out SpriteComponent component))
if (ghost.Owner.TryGetComponent(out SpriteComponent? component))
{
component.Visible = visibility;
}
}
}
@@ -49,12 +57,14 @@ namespace Content.Client.GameObjects.Components.Observer
{
base.Initialize();
if (Owner.TryGetComponent(out SpriteComponent component))
if (Owner.TryGetComponent(out SpriteComponent? component))
{
component.Visible =
_playerManager.LocalPlayer.ControlledEntity?.HasComponent<GhostComponent>() ?? false;
_playerManager.LocalPlayer?.ControlledEntity?.HasComponent<GhostComponent>() ?? false;
}
}
public override void HandleMessage(ComponentMessage message, IComponent component)
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
@@ -77,7 +87,7 @@ namespace Content.Client.GameObjects.Components.Observer
break;
case PlayerDetachedMsg _:
_gui.Parent?.RemoveChild(_gui);
_gui!.Parent?.RemoveChild(_gui);
SetGhostVisibility(false);
_isAttached = false;
break;
@@ -86,7 +96,13 @@ namespace Content.Client.GameObjects.Components.Observer
public void SendReturnToBodyMessage() => SendNetworkMessage(new ReturnToBodyComponentMessage());
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
public void SendGhostWarpRequestMessage(EntityUid target = default, string warpName = default!) => SendNetworkMessage(new GhostWarpRequestMessage(target, warpName));
public void GhostRequestWarpPoint() => SendNetworkMessage(new GhostRequestWarpPointData());
public void GhostRequestPlayerNames() => SendNetworkMessage(new GhostRequestPlayerNameData());
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
@@ -94,10 +110,33 @@ namespace Content.Client.GameObjects.Components.Observer
CanReturnToBody = state.CanReturnToBody;
if (Owner == _playerManager.LocalPlayer.ControlledEntity)
if (Owner == _playerManager.LocalPlayer!.ControlledEntity)
{
_gui?.Update();
}
}
public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null)
{
base.HandleNetworkMessage(message, netChannel, session);
switch (message)
{
case GhostReplyWarpPointData data:
WarpNames = new List<string>();
foreach (var names in data.WarpName)
{
WarpNames.Add(names);
}
break;
case GhostReplyPlayerNameData data:
PlayerNames = new Dictionary<EntityUid, string>();
foreach (var (key, value) in data.PlayerNames)
{
PlayerNames.Add(key,value);
}
break;
}
}
}
}