* Fix duplicate mech footstep sounds We just add a new component for relay targets so we can use that for audio prediction. * Fix cwash * woop
143 lines
4.8 KiB
C#
143 lines
4.8 KiB
C#
using Content.Shared.Movement.Components;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Utility;
|
|
|
|
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);
|
|
|
|
SubscribeLocalEvent<MovementRelayTargetComponent, ComponentGetState>(OnTargetRelayGetState);
|
|
SubscribeLocalEvent<MovementRelayTargetComponent, ComponentHandleState>(OnTargetRelayHandleState);
|
|
SubscribeLocalEvent<MovementRelayTargetComponent, ComponentShutdown>(OnTargetRelayShutdown);
|
|
}
|
|
|
|
/// <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) || component.RelayEntity == relayEntity)
|
|
return;
|
|
|
|
if (uid == relayEntity)
|
|
{
|
|
Logger.Error($"An entity attempted to relay movement to itself. Entity:{ToPrettyString(uid)}");
|
|
return;
|
|
}
|
|
|
|
if (TryComp<MovementRelayTargetComponent>(relayEntity, out var targetComp))
|
|
{
|
|
targetComp.Entities.Remove(uid);
|
|
|
|
if (targetComp.Entities.Count == 0)
|
|
RemComp<MovementRelayTargetComponent>(relayEntity);
|
|
}
|
|
|
|
component.RelayEntity = relayEntity;
|
|
targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
|
|
targetComp.Entities.Add(uid);
|
|
Dirty(component);
|
|
Dirty(targetComp);
|
|
}
|
|
|
|
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;
|
|
|
|
if (TryComp<MovementRelayTargetComponent>(component.RelayEntity, out var targetComp) &&
|
|
targetComp.LifeStage < ComponentLifeStage.Stopping)
|
|
{
|
|
targetComp.Entities.Remove(uid);
|
|
|
|
if (targetComp.Entities.Count == 0)
|
|
RemCompDeferred<MovementRelayTargetComponent>(component.RelayEntity.Value);
|
|
else
|
|
Dirty(targetComp);
|
|
}
|
|
|
|
SetMoveInput(inputMover, MoveButtons.None);
|
|
}
|
|
|
|
private void OnRelayHandleState(EntityUid uid, RelayInputMoverComponent component, ref ComponentHandleState args)
|
|
{
|
|
if (args.Current is not RelayInputMoverComponentState state) return;
|
|
|
|
DebugTools.Assert(state.Entity != uid);
|
|
component.RelayEntity = state.Entity;
|
|
}
|
|
|
|
private void OnRelayGetState(EntityUid uid, RelayInputMoverComponent component, ref ComponentGetState args)
|
|
{
|
|
args.State = new RelayInputMoverComponentState()
|
|
{
|
|
Entity = component.RelayEntity,
|
|
};
|
|
}
|
|
|
|
#region Target Relay
|
|
|
|
private void OnTargetRelayShutdown(EntityUid uid, MovementRelayTargetComponent component, ComponentShutdown args)
|
|
{
|
|
if (component.Entities.Count == 0)
|
|
return;
|
|
|
|
var relayQuery = GetEntityQuery<RelayInputMoverComponent>();
|
|
|
|
foreach (var ent in component.Entities)
|
|
{
|
|
if (!relayQuery.TryGetComponent(ent, out var relay))
|
|
continue;
|
|
|
|
DebugTools.Assert(relay.RelayEntity == uid);
|
|
|
|
if (relay.RelayEntity != uid)
|
|
continue;
|
|
|
|
RemCompDeferred<RelayInputMoverComponent>(ent);
|
|
}
|
|
}
|
|
|
|
private void OnTargetRelayHandleState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentHandleState args)
|
|
{
|
|
if (args.Current is not MovementRelayTargetComponentState state)
|
|
return;
|
|
|
|
component.Entities.Clear();
|
|
component.Entities.AddRange(state.Entities);
|
|
}
|
|
|
|
private void OnTargetRelayGetState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentGetState args)
|
|
{
|
|
args.State = new MovementRelayTargetComponentState(component.Entities);
|
|
}
|
|
|
|
#endregion
|
|
|
|
[Serializable, NetSerializable]
|
|
private sealed class RelayInputMoverComponentState : ComponentState
|
|
{
|
|
public EntityUid? Entity;
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
private sealed class MovementRelayTargetComponentState : ComponentState
|
|
{
|
|
public List<EntityUid> Entities;
|
|
|
|
public MovementRelayTargetComponentState(List<EntityUid> entities)
|
|
{
|
|
Entities = entities;
|
|
}
|
|
}
|
|
}
|