Content changes for engine RotateEvent removal PR (#11448)
This commit is contained in:
@@ -19,7 +19,7 @@ namespace Content.Server.Atmos.EntitySystems
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SubscribeLocalEvent<AirtightComponent, ComponentShutdown>(OnAirtightShutdown);
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SubscribeLocalEvent<AirtightComponent, AnchorStateChangedEvent>(OnAirtightPositionChanged);
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SubscribeLocalEvent<AirtightComponent, ReAnchorEvent>(OnAirtightReAnchor);
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SubscribeLocalEvent<AirtightComponent, RotateEvent>(OnAirtightRotated);
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SubscribeLocalEvent<AirtightComponent, MoveEvent>(OnAirtightRotated);
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}
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private void OnAirtightInit(EntityUid uid, AirtightComponent airtight, ComponentInit args)
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@@ -28,8 +28,8 @@ namespace Content.Server.Atmos.EntitySystems
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if (airtight.FixAirBlockedDirectionInitialize)
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{
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var rotateEvent = new RotateEvent(airtight.Owner, Angle.Zero, xform.LocalRotation, xform);
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OnAirtightRotated(uid, airtight, ref rotateEvent);
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var moveEvent = new MoveEvent(airtight.Owner, default, default, Angle.Zero, xform.LocalRotation, xform, false);
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OnAirtightRotated(uid, airtight, ref moveEvent);
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}
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// Adding this component will immediately anchor the entity, because the atmos system
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@@ -79,13 +79,13 @@ namespace Content.Server.Atmos.EntitySystems
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}
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}
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private void OnAirtightRotated(EntityUid uid, AirtightComponent airtight, ref RotateEvent ev)
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private void OnAirtightRotated(EntityUid uid, AirtightComponent airtight, ref MoveEvent ev)
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{
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if (!airtight.RotateAirBlocked || airtight.InitialAirBlockedDirection == (int)AtmosDirection.Invalid)
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return;
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airtight.CurrentAirBlockedDirection = (int) Rotate((AtmosDirection)airtight.InitialAirBlockedDirection, ev.NewRotation);
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UpdatePosition(airtight);
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UpdatePosition(airtight, ev.Component);
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RaiseLocalEvent(uid, new AirtightChanged(airtight), true);
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}
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@@ -23,7 +23,7 @@ namespace Content.Server.NodeContainer.EntitySystems
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SubscribeLocalEvent<NodeContainerComponent, ComponentShutdown>(OnShutdownEvent);
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SubscribeLocalEvent<NodeContainerComponent, AnchorStateChangedEvent>(OnAnchorStateChanged);
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SubscribeLocalEvent<NodeContainerComponent, ReAnchorEvent>(OnReAnchor);
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SubscribeLocalEvent<NodeContainerComponent, RotateEvent>(OnRotateEvent);
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SubscribeLocalEvent<NodeContainerComponent, MoveEvent>(OnMoveEvent);
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SubscribeLocalEvent<NodeContainerComponent, ExaminedEvent>(OnExamine);
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}
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@@ -81,14 +81,14 @@ namespace Content.Server.NodeContainer.EntitySystems
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}
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}
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private void OnRotateEvent(EntityUid uid, NodeContainerComponent container, ref RotateEvent ev)
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private void OnMoveEvent(EntityUid uid, NodeContainerComponent container, ref MoveEvent ev)
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{
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if (ev.NewRotation == ev.OldRotation)
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{
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return;
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}
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var xform = Transform(uid);
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var xform = ev.Component;
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foreach (var node in container.Nodes.Values)
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{
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@@ -99,7 +99,7 @@ namespace Content.Server.NodeContainer.EntitySystems
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if (!node.Connectable(EntityManager, xform))
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continue;
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if (rotatableNode.RotateEvent(ref ev))
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if (rotatableNode.RotateNode(in ev))
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_nodeGroupSystem.QueueReflood(node);
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}
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}
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@@ -1,7 +1,7 @@
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namespace Content.Server.NodeContainer.Nodes
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namespace Content.Server.NodeContainer.Nodes
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{
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/// <summary>
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/// A <see cref="Node"/> that implements this will have its <see cref="RotateEvent(RotateEvent)"/> called when its
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/// A <see cref="Node"/> that implements this will have its <see cref="RotateNode(MoveEvent)"/> called when its
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/// <see cref="NodeContainerComponent"/> is rotated.
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/// </summary>
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public interface IRotatableNode
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@@ -9,6 +9,6 @@
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/// <summary>
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/// Rotates this <see cref="Node"/>. Returns true if the node's connections need to be updated.
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/// </summary>
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bool RotateEvent(ref RotateEvent ev);
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bool RotateNode(in MoveEvent ev);
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}
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}
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@@ -114,7 +114,7 @@ namespace Content.Server.NodeContainer.Nodes
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CurrentPipeDirection = _originalPipeDirection.RotatePipeDirection(xform.LocalRotation);
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}
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bool IRotatableNode.RotateEvent(ref RotateEvent ev)
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bool IRotatableNode.RotateNode(in MoveEvent ev)
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{
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if (_originalPipeDirection == PipeDirection.Fourway)
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return false;
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@@ -662,7 +662,7 @@ namespace Content.Server.ParticleAccelerator.Components
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appearanceComponent.SetData(ParticleAcceleratorVisuals.VisualState, state);
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}
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public override void Rotated()
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public override void Moved()
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{
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// We rotate OURSELVES when scanning for parts, so don't actually run rescan on rotate.
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// That would be silly.
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@@ -29,7 +29,7 @@ namespace Content.Server.ParticleAccelerator.Components
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Master?.RescanParts();
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}
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public virtual void Rotated()
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public virtual void Moved()
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{
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RescanIfPossible();
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}
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@@ -1,4 +1,4 @@
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using Content.Server.ParticleAccelerator.Components;
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using Content.Server.ParticleAccelerator.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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@@ -10,7 +10,7 @@ namespace Content.Server.ParticleAccelerator.EntitySystems
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{
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private void InitializePartSystem()
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{
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SubscribeLocalEvent<ParticleAcceleratorPartComponent, RotateEvent>(OnRotateEvent);
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SubscribeLocalEvent<ParticleAcceleratorPartComponent, MoveEvent>(OnMoveEvent);
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SubscribeLocalEvent<ParticleAcceleratorPartComponent, PhysicsBodyTypeChangedEvent>(BodyTypeChanged);
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}
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@@ -22,9 +22,9 @@ namespace Content.Server.ParticleAccelerator.EntitySystems
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component.OnAnchorChanged();
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}
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private static void OnRotateEvent(EntityUid uid, ParticleAcceleratorPartComponent component, ref RotateEvent args)
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private static void OnMoveEvent(EntityUid uid, ParticleAcceleratorPartComponent component, ref MoveEvent args)
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{
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component.Rotated();
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component.Moved();
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}
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}
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}
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@@ -51,7 +51,7 @@ namespace Content.Server.Shuttles.Systems
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SubscribeLocalEvent<ThrusterComponent, PowerChangedEvent>(OnPowerChange);
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SubscribeLocalEvent<ThrusterComponent, AnchorStateChangedEvent>(OnAnchorChange);
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SubscribeLocalEvent<ThrusterComponent, ReAnchorEvent>(OnThrusterReAnchor);
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SubscribeLocalEvent<ThrusterComponent, RotateEvent>(OnRotate);
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SubscribeLocalEvent<ThrusterComponent, MoveEvent>(OnRotate);
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SubscribeLocalEvent<ThrusterComponent, IsHotEvent>(OnIsHotEvent);
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SubscribeLocalEvent<ThrusterComponent, StartCollideEvent>(OnStartCollide);
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SubscribeLocalEvent<ThrusterComponent, EndCollideEvent>(OnEndCollide);
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@@ -143,7 +143,7 @@ namespace Content.Server.Shuttles.Systems
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/// <summary>
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/// If the thruster rotates change the direction where the linear thrust is applied
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/// </summary>
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private void OnRotate(EntityUid uid, ThrusterComponent component, ref RotateEvent args)
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private void OnRotate(EntityUid uid, ThrusterComponent component, ref MoveEvent args)
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{
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// TODO: Disable visualizer for old direction
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@@ -17,7 +17,7 @@ namespace Content.Shared.Buckle
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedStrapComponent, RotateEvent>(OnStrapRotate);
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SubscribeLocalEvent<SharedStrapComponent, MoveEvent>(OnStrapRotate);
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SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
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@@ -27,12 +27,13 @@ namespace Content.Shared.Buckle
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SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
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}
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private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref RotateEvent args)
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private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref MoveEvent args)
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{
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// TODO: This looks dirty af.
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// On rotation of a strap, reattach all buckled entities.
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// This fixes buckle offsets and draw depths.
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// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
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// Oh god I'm back here again. Send help.
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// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
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// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
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@@ -43,7 +44,7 @@ namespace Content.Shared.Buckle
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// One option is to just never trigger re-buckles during state application.
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// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
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if (GameTiming.ApplyingState)
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if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation)
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return;
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foreach (var buckledEntity in component.BuckledEntities)
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@@ -28,7 +28,7 @@ public abstract partial class SharedVehicleSystem : EntitySystem
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SubscribeLocalEvent<RiderComponent, PullAttemptEvent>(OnRiderPull);
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SubscribeLocalEvent<VehicleComponent, RefreshMovementSpeedModifiersEvent>(OnVehicleModifier);
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SubscribeLocalEvent<VehicleComponent, ComponentStartup>(OnVehicleStartup);
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SubscribeLocalEvent<VehicleComponent, RotateEvent>(OnVehicleRotate);
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SubscribeLocalEvent<VehicleComponent, MoveEvent>(OnVehicleRotate);
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}
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@@ -47,8 +47,11 @@ public abstract partial class SharedVehicleSystem : EntitySystem
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}
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// TODO: Shitcode, needs to use sprites instead of actual offsets.
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private void OnVehicleRotate(EntityUid uid, VehicleComponent component, ref RotateEvent args)
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private void OnVehicleRotate(EntityUid uid, VehicleComponent component, ref MoveEvent args)
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{
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if (args.NewRotation == args.OldRotation)
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return;
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// This first check is just for safety
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if (!HasComp<InputMoverComponent>(uid))
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{
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