* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent. * Fixes power tests with new anchored requirements. * Moved AnchorableComponent into construction. AnchorableComponent now uses Transform.Anchored. * Fixed bug with nodes, power works again. * Adds lifetime stages to Component. * Update Engine to v0.4.70.
134 lines
4.6 KiB
C#
134 lines
4.6 KiB
C#
#nullable enable
|
|
using Content.Shared.Maps;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Shared.SubFloor
|
|
{
|
|
/// <summary>
|
|
/// Entity system backing <see cref="SubFloorHideComponent"/>.
|
|
/// </summary>
|
|
[UsedImplicitly]
|
|
public class SubFloorHideSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IMapManager _mapManager = default!;
|
|
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
|
|
|
|
private bool _showAll;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public bool ShowAll
|
|
{
|
|
get => _showAll;
|
|
set
|
|
{
|
|
if (_showAll == value) return;
|
|
_showAll = value;
|
|
|
|
UpdateAll();
|
|
}
|
|
}
|
|
|
|
private void UpdateAll()
|
|
{
|
|
foreach (var comp in ComponentManager.EntityQuery<SubFloorHideComponent>(true))
|
|
{
|
|
var transform = comp.Owner.Transform;
|
|
if (!_mapManager.TryGetGrid(transform.GridID, out var grid)) return;
|
|
UpdateTile(grid, grid.TileIndicesFor(transform.Coordinates));
|
|
}
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
IoCManager.InjectDependencies(this);
|
|
|
|
_mapManager.GridChanged += MapManagerOnGridChanged;
|
|
_mapManager.TileChanged += MapManagerOnTileChanged;
|
|
|
|
SubscribeLocalEvent<SubFloorHideComponent, ComponentStartup>(OnSubFloorStarted);
|
|
SubscribeLocalEvent<SubFloorHideComponent, ComponentShutdown>(OnSubFloorTerminating);
|
|
SubscribeLocalEvent<SubFloorHideComponent, AnchorStateChangedEvent>(HandleAnchorChanged);
|
|
}
|
|
|
|
public override void Shutdown()
|
|
{
|
|
base.Shutdown();
|
|
|
|
_mapManager.GridChanged -= MapManagerOnGridChanged;
|
|
_mapManager.TileChanged -= MapManagerOnTileChanged;
|
|
}
|
|
|
|
private void OnSubFloorStarted(EntityUid uid, SubFloorHideComponent component, ComponentStartup _)
|
|
{
|
|
UpdateEntity(uid);
|
|
}
|
|
|
|
private void OnSubFloorTerminating(EntityUid uid, SubFloorHideComponent component, ComponentShutdown _)
|
|
{
|
|
UpdateEntity(uid);
|
|
}
|
|
|
|
private void HandleAnchorChanged(EntityUid uid, SubFloorHideComponent component, AnchorStateChangedEvent args)
|
|
{
|
|
var transform = ComponentManager.GetComponent<ITransformComponent>(uid);
|
|
|
|
// We do this directly instead of calling UpdateEntity.
|
|
if(_mapManager.TryGetGrid(transform.GridID, out var grid))
|
|
UpdateTile(grid, grid.TileIndicesFor(transform.Coordinates));
|
|
}
|
|
|
|
private void MapManagerOnTileChanged(object? sender, TileChangedEventArgs e)
|
|
{
|
|
UpdateTile(_mapManager.GetGrid(e.NewTile.GridIndex), e.NewTile.GridIndices);
|
|
}
|
|
|
|
private void MapManagerOnGridChanged(object? sender, GridChangedEventArgs e)
|
|
{
|
|
foreach (var modified in e.Modified)
|
|
{
|
|
UpdateTile(e.Grid, modified.position);
|
|
}
|
|
}
|
|
|
|
private void UpdateEntity(EntityUid uid)
|
|
{
|
|
if (!ComponentManager.TryGetComponent(uid, out ITransformComponent? transform) ||
|
|
!_mapManager.TryGetGrid(transform.GridID, out var grid)) return;
|
|
|
|
UpdateTile(grid, grid.WorldToTile(transform.WorldPosition));
|
|
}
|
|
|
|
private void UpdateTile(IMapGrid grid, Vector2i position)
|
|
{
|
|
var tile = grid.GetTileRef(position);
|
|
var tileDef = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
|
|
foreach (var anchored in grid.GetAnchoredEntities(position))
|
|
{
|
|
if (!ComponentManager.TryGetComponent(anchored, out SubFloorHideComponent? subFloorComponent))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Show sprite
|
|
if (ComponentManager.TryGetComponent(anchored, out SharedSpriteComponent ? spriteComponent))
|
|
{
|
|
spriteComponent.Visible = ShowAll || !subFloorComponent.Running || tileDef.IsSubFloor;
|
|
}
|
|
|
|
// So for collision all we care about is that the component is running.
|
|
if (ComponentManager.TryGetComponent(anchored, out PhysicsComponent ? physicsComponent))
|
|
{
|
|
physicsComponent.CanCollide = !subFloorComponent.Running;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|