Files
tbd-station-14/Content.Shared/Movement/Systems/SharedMoverController.Relay.cs
2022-10-04 13:49:46 +11:00

57 lines
2.0 KiB
C#

using Content.Shared.Movement.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Systems;
public abstract partial class SharedMoverController
{
private void InitializeRelay()
{
SubscribeLocalEvent<RelayInputMoverComponent, ComponentGetState>(OnRelayGetState);
SubscribeLocalEvent<RelayInputMoverComponent, ComponentHandleState>(OnRelayHandleState);
SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
}
/// <summary>
/// Sets the relay entity and marks the component as dirty. This only exists because people have previously
/// forgotten to Dirty(), so fuck you, you have to use this method now.
/// </summary>
public void SetRelay(EntityUid uid, EntityUid relayEntity, RelayInputMoverComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.RelayEntity = relayEntity;
Dirty(component);
}
private void OnRelayShutdown(EntityUid uid, RelayInputMoverComponent component, ComponentShutdown args)
{
// If relay is removed then cancel all inputs.
if (!TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover)) return;
SetMoveInput(inputMover, MoveButtons.None);
}
private void OnRelayHandleState(EntityUid uid, RelayInputMoverComponent component, ref ComponentHandleState args)
{
if (args.Current is not RelayInputMoverComponentState state) return;
component.RelayEntity = state.Entity;
}
private void OnRelayGetState(EntityUid uid, RelayInputMoverComponent component, ref ComponentGetState args)
{
args.State = new RelayInputMoverComponentState()
{
Entity = component.RelayEntity,
};
}
[Serializable, NetSerializable]
private sealed class RelayInputMoverComponentState : ComponentState
{
public EntityUid? Entity;
}
}