Predict doors and airlocks (#25419)

* predict doors and airlocks

* prying, too

* ack

* eek
This commit is contained in:
Nemanja
2024-02-22 18:01:31 -05:00
committed by GitHub
parent b7747596f1
commit ce0a51fc29
25 changed files with 444 additions and 559 deletions

View File

@@ -3,8 +3,6 @@ using Content.Shared.Doors.Systems;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.ResourceManagement;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Timing;
@@ -73,7 +71,7 @@ public sealed class DoorSystem : SharedDoorSystem
private void OnAppearanceChange(EntityUid uid, DoorComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null || !_gameTiming.IsFirstTimePredicted)
if (args.Sprite == null)
return;
if(!AppearanceSystem.TryGetData<DoorState>(uid, DoorVisuals.State, out var state, args.Component))
@@ -83,9 +81,9 @@ public sealed class DoorSystem : SharedDoorSystem
{
if (!_resourceCache.TryGetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / baseRsi, out var res))
{
Logger.Error("Unable to load RSI '{0}'. Trace:\n{1}", baseRsi, Environment.StackTrace);
Log.Error("Unable to load RSI '{0}'. Trace:\n{1}", baseRsi, Environment.StackTrace);
}
foreach (ISpriteLayer layer in args.Sprite.AllLayers)
foreach (var layer in args.Sprite.AllLayers)
{
layer.Rsi = res?.RSI;
}
@@ -113,31 +111,24 @@ public sealed class DoorSystem : SharedDoorSystem
break;
case DoorState.Opening:
if (animPlayer != null && comp.OpeningAnimationTime != 0.0)
_animationSystem.Play(uid, animPlayer, (Animation)comp.OpeningAnimation, DoorComponent.AnimationKey);
_animationSystem.Play((uid, animPlayer), (Animation)comp.OpeningAnimation, DoorComponent.AnimationKey);
break;
case DoorState.Closing:
if (animPlayer != null && comp.ClosingAnimationTime != 0.0 && comp.CurrentlyCrushing.Count == 0)
_animationSystem.Play(uid, animPlayer, (Animation)comp.ClosingAnimation, DoorComponent.AnimationKey);
_animationSystem.Play((uid, animPlayer), (Animation)comp.ClosingAnimation, DoorComponent.AnimationKey);
break;
case DoorState.Denying:
if (animPlayer != null && comp.DenyingAnimation != default)
_animationSystem.Play(uid, animPlayer, (Animation)comp.DenyingAnimation, DoorComponent.AnimationKey);
if (animPlayer != null)
_animationSystem.Play((uid, animPlayer), (Animation)comp.DenyingAnimation, DoorComponent.AnimationKey);
break;
case DoorState.Welded:
break;
case DoorState.Emagging:
if (animPlayer != null && comp.EmaggingAnimation != default)
_animationSystem.Play(uid, animPlayer, (Animation)comp.EmaggingAnimation, DoorComponent.AnimationKey);
if (animPlayer != null)
_animationSystem.Play((uid, animPlayer), (Animation)comp.EmaggingAnimation, DoorComponent.AnimationKey);
break;
default:
throw new ArgumentOutOfRangeException($"Invalid door visual state {state}");
}
}
// TODO AUDIO PREDICT see comments in server-side PlaySound()
protected override void PlaySound(EntityUid uid, SoundSpecifier soundSpecifier, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted)
{
if (GameTiming.InPrediction && GameTiming.IsFirstTimePredicted)
Audio.PlayEntity(soundSpecifier, Filter.Local(), uid, false, audioParams);
}
}