Files
tbd-station-14/Content.Shared/Movement/Systems/SharedMoverController.Relay.cs
2023-06-27 23:56:52 +10:00

91 lines
3.4 KiB
C#

using Content.Shared.Movement.Components;
namespace Content.Shared.Movement.Systems;
public abstract partial class SharedMoverController
{
private void InitializeRelay()
{
SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
SubscribeLocalEvent<MovementRelayTargetComponent, ComponentShutdown>(OnTargetRelayShutdown);
SubscribeLocalEvent<MovementRelayTargetComponent, AfterAutoHandleStateEvent>(OnAfterRelayTargetState);
SubscribeLocalEvent<RelayInputMoverComponent, AfterAutoHandleStateEvent>(OnAfterRelayState);
}
private void OnAfterRelayTargetState(EntityUid uid, MovementRelayTargetComponent component, ref AfterAutoHandleStateEvent args)
{
Physics.UpdateIsPredicted(uid);
}
private void OnAfterRelayState(EntityUid uid, RelayInputMoverComponent component, ref AfterAutoHandleStateEvent args)
{
Physics.UpdateIsPredicted(uid);
}
/// <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)
{
if (uid == relayEntity)
{
Log.Error($"An entity attempted to relay movement to itself. Entity:{ToPrettyString(uid)}");
return;
}
var component = EnsureComp<RelayInputMoverComponent>(uid);
if (component.RelayEntity == relayEntity)
return;
if (TryComp(component.RelayEntity, out MovementRelayTargetComponent? oldTarget))
{
oldTarget.Source = EntityUid.Invalid;
RemComp(component.RelayEntity, oldTarget);
Physics.UpdateIsPredicted(component.RelayEntity);
}
var targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
if (TryComp(targetComp.Source, out RelayInputMoverComponent? oldRelay))
{
oldRelay.RelayEntity = EntityUid.Invalid;
RemComp(targetComp.Source, oldRelay);
Physics.UpdateIsPredicted(targetComp.Source);
}
Physics.UpdateIsPredicted(uid);
Physics.UpdateIsPredicted(relayEntity);
component.RelayEntity = relayEntity;
targetComp.Source = uid;
Dirty(component);
Dirty(targetComp);
}
private void OnRelayShutdown(EntityUid uid, RelayInputMoverComponent component, ComponentShutdown args)
{
Physics.UpdateIsPredicted(uid);
Physics.UpdateIsPredicted(component.RelayEntity);
if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
SetMoveInput(inputMover, MoveButtons.None);
if (Timing.ApplyingState)
return;
if (TryComp(component.RelayEntity, out MovementRelayTargetComponent? target) && target.LifeStage <= ComponentLifeStage.Running)
RemComp(component.RelayEntity, target);
}
private void OnTargetRelayShutdown(EntityUid uid, MovementRelayTargetComponent component, ComponentShutdown args)
{
Physics.UpdateIsPredicted(uid);
Physics.UpdateIsPredicted(component.Source);
if (Timing.ApplyingState)
return;
if (TryComp(component.Source, out RelayInputMoverComponent? relay) && relay.LifeStage <= ComponentLifeStage.Running)
RemComp(component.Source, relay);
}
}