78 lines
3.1 KiB
C#
78 lines
3.1 KiB
C#
using Content.Client.Buckle.Strap;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Vehicle.Components;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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namespace Content.Client.Buckle
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{
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internal sealed class BuckleSystem : SharedBuckleSystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BuckleComponent, ComponentHandleState>(OnBuckleHandleState);
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SubscribeLocalEvent<StrapComponent, ComponentHandleState>(OnStrapHandleState);
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}
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private void OnBuckleHandleState(EntityUid uid, BuckleComponent buckle, ref ComponentHandleState args)
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{
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if (args.Current is not BuckleComponentState state)
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return;
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buckle.Buckled = state.Buckled;
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buckle.LastEntityBuckledTo = state.LastEntityBuckledTo;
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buckle.DontCollide = state.DontCollide;
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_actionBlocker.UpdateCanMove(uid);
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if (!TryComp(uid, out SpriteComponent? ownerSprite))
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return;
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if (HasComp<VehicleComponent>(buckle.LastEntityBuckledTo))
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return;
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// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
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// Reset the draw depth when rotated in any other direction.
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// TODO when ECSing, make this a visualizer
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// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
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// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
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// better to get it working for most people before we look at a more permanent solution.
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if (buckle.Buckled &&
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buckle.LastEntityBuckledTo != null &&
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Transform(buckle.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
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TryComp<SpriteComponent>(buckle.LastEntityBuckledTo, out var buckledSprite))
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{
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buckle.OriginalDrawDepth ??= ownerSprite.DrawDepth;
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ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
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return;
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}
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// If here, we're not turning north and should restore the saved draw depth.
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if (buckle.OriginalDrawDepth.HasValue)
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{
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ownerSprite.DrawDepth = buckle.OriginalDrawDepth.Value;
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buckle.OriginalDrawDepth = null;
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}
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}
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private void OnStrapHandleState(EntityUid uid, StrapComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StrapComponentState state)
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return;
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component.Position = state.Position;
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component.BuckleOffsetUnclamped = state.BuckleOffsetClamped;
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component.BuckledEntities.Clear();
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component.BuckledEntities.UnionWith(state.BuckledEntities);
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component.MaxBuckleDistance = state.MaxBuckleDistance;
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}
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}
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}
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