Files
tbd-station-14/Content.Client/Movement/Systems/JetpackSystem.cs
2023-07-23 16:00:59 +10:00

94 lines
3.1 KiB
C#

using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Robust.Client.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
namespace Content.Client.Movement.Systems;
public sealed class JetpackSystem : SharedJetpackSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ClothingSystem _clothing = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<JetpackComponent, AppearanceChangeEvent>(OnJetpackAppearance);
}
protected override bool CanEnable(EntityUid uid, JetpackComponent component)
{
// No predicted atmos so you'd have to do a lot of funny to get this working.
return false;
}
private void OnJetpackAppearance(EntityUid uid, JetpackComponent component, ref AppearanceChangeEvent args)
{
Appearance.TryGetData<bool>(uid, JetpackVisuals.Enabled, out var enabled, args.Component);
var state = "icon" + (enabled ? "-on" : "");
args.Sprite?.LayerSetState(0, state);
if (TryComp<ClothingComponent>(uid, out var clothing))
_clothing.SetEquippedPrefix(uid, enabled ? "on" : null, clothing);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_timing.IsFirstTimePredicted)
return;
// TODO: Please don't copy-paste this I beg
// make a generic particle emitter system / actual particles instead.
var query = EntityQueryEnumerator<ActiveJetpackComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (_timing.CurTime < comp.TargetTime)
continue;
comp.TargetTime = _timing.CurTime + TimeSpan.FromSeconds(comp.EffectCooldown);
CreateParticles(uid);
}
}
private void CreateParticles(EntityUid uid)
{
// Don't show particles unless the user is moving.
if (Container.TryGetContainingContainer(uid, out var container) &&
TryComp<PhysicsComponent>(container.Owner, out var body) &&
body.LinearVelocity.LengthSquared() < 1f)
{
return;
}
var uidXform = Transform(uid);
var coordinates = uidXform.Coordinates;
var gridUid = coordinates.GetGridUid(EntityManager);
if (_mapManager.TryGetGrid(gridUid, out var grid))
{
coordinates = new EntityCoordinates(gridUid.Value, grid.WorldToLocal(coordinates.ToMapPos(EntityManager, _transform)));
}
else if (uidXform.MapUid != null)
{
coordinates = new EntityCoordinates(uidXform.MapUid.Value, _transform.GetWorldPosition(uidXform));
}
else
{
return;
}
Spawn("JetpackEffect", coordinates);
}
}