* fixed prediction (hopefully), removed caching of prototype, sealed the class, removed any and count * erroneus using statement * removed unused timing, removed obsolete method of getting gridUid * nuked mapgriddata * code cleanup * cleanup * this has to be a string without me rewriting more code than i want to in this moment * kill --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
80 lines
2.9 KiB
C#
80 lines
2.9 KiB
C#
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.RCD;
|
|
using Content.Shared.RCD.Components;
|
|
using Content.Shared.RCD.Systems;
|
|
using Robust.Client.Placement;
|
|
using Robust.Client.Player;
|
|
using Robust.Shared.Enums;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Client.RCD;
|
|
|
|
public sealed class RCDConstructionGhostSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
|
[Dependency] private readonly RCDSystem _rcdSystem = default!;
|
|
[Dependency] private readonly IPlacementManager _placementManager = default!;
|
|
[Dependency] private readonly IPrototypeManager _protoManager = default!;
|
|
|
|
private string _placementMode = typeof(AlignRCDConstruction).Name;
|
|
private Direction _placementDirection = default;
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
// Get current placer data
|
|
var placerEntity = _placementManager.CurrentPermission?.MobUid;
|
|
var placerProto = _placementManager.CurrentPermission?.EntityType;
|
|
var placerIsRCD = HasComp<RCDComponent>(placerEntity);
|
|
|
|
// Exit if erasing or the current placer is not an RCD (build mode is active)
|
|
if (_placementManager.Eraser || (placerEntity != null && !placerIsRCD))
|
|
return;
|
|
|
|
// Determine if player is carrying an RCD in their active hand
|
|
var player = _playerManager.LocalSession?.AttachedEntity;
|
|
|
|
if (!TryComp<HandsComponent>(player, out var hands))
|
|
return;
|
|
|
|
var heldEntity = hands.ActiveHand?.HeldEntity;
|
|
|
|
if (!TryComp<RCDComponent>(heldEntity, out var rcd))
|
|
{
|
|
// If the player was holding an RCD, but is no longer, cancel placement
|
|
if (placerIsRCD)
|
|
_placementManager.Clear();
|
|
|
|
return;
|
|
}
|
|
var prototype = _protoManager.Index(rcd.ProtoId);
|
|
|
|
// Update the direction the RCD prototype based on the placer direction
|
|
if (_placementDirection != _placementManager.Direction)
|
|
{
|
|
_placementDirection = _placementManager.Direction;
|
|
RaiseNetworkEvent(new RCDConstructionGhostRotationEvent(GetNetEntity(heldEntity.Value), _placementDirection));
|
|
}
|
|
|
|
// If the placer has not changed, exit
|
|
if (heldEntity == placerEntity && prototype.Prototype == placerProto)
|
|
return;
|
|
|
|
// Create a new placer
|
|
var newObjInfo = new PlacementInformation
|
|
{
|
|
MobUid = heldEntity.Value,
|
|
PlacementOption = _placementMode,
|
|
EntityType = prototype.Prototype,
|
|
Range = (int) Math.Ceiling(SharedInteractionSystem.InteractionRange),
|
|
IsTile = (prototype.Mode == RcdMode.ConstructTile),
|
|
UseEditorContext = false,
|
|
};
|
|
|
|
_placementManager.Clear();
|
|
_placementManager.BeginPlacing(newObjInfo);
|
|
}
|
|
}
|