126 lines
4.9 KiB
C#
126 lines
4.9 KiB
C#
using Content.Server.Buckle.Systems;
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using Content.Server.Hands.Systems;
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using Content.Server.Light.Components;
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using Content.Shared.Actions;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Vehicle;
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using Content.Shared.Vehicle.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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namespace Content.Server.Vehicle
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{
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public sealed partial class VehicleSystem : SharedVehicleSystem
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{
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[Dependency] private readonly BuckleSystem _buckle = default!;
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[Dependency] private readonly HandVirtualItemSystem _virtualItemSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SharedJointSystem _joints = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeRider();
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SubscribeLocalEvent<VehicleComponent, HonkActionEvent>(OnHonk);
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SubscribeLocalEvent<VehicleComponent, BuckleChangeEvent>(OnBuckleChange);
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}
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/// <summary>
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/// This fires when the rider presses the honk action
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/// </summary>
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private void OnHonk(EntityUid uid, VehicleComponent vehicle, HonkActionEvent args)
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{
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if (args.Handled || vehicle.HornSound == null)
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return;
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// TODO: Need audio refactor maybe, just some way to null it when the stream is over.
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// For now better to just not loop to keep the code much cleaner.
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vehicle.HonkPlayingStream?.Stop();
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vehicle.HonkPlayingStream = SoundSystem.Play(vehicle.HornSound.GetSound(), Filter.Pvs(uid), uid, vehicle.HornSound.Params);
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args.Handled = true;
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}
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/// <summary>
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/// This just controls whether the wheels are turning.
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/// </summary>
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public override void Update(float frameTime)
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{
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foreach (var (vehicle, mover) in EntityQuery<VehicleComponent, InputMoverComponent>())
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{
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if (_mover.GetVelocityInput(mover).Sprinting == Vector2.Zero)
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{
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UpdateAutoAnimate(vehicle.Owner, false);
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continue;
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}
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UpdateAutoAnimate(vehicle.Owner, true);
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}
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}
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/// <summary>
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/// Give the user the rider component if they're buckling to the vehicle,
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/// otherwise remove it.
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/// </summary>
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private void OnBuckleChange(EntityUid uid, VehicleComponent component, BuckleChangeEvent args)
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{
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// Add Rider
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if (args.Buckling)
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{
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// Add a virtual item to rider's hand, unbuckle if we can't.
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if (!_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.BuckledEntity))
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{
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UnbuckleFromVehicle(args.BuckledEntity);
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return;
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}
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// Set up the rider and vehicle with each other
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EnsureComp<InputMoverComponent>(uid);
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var rider = EnsureComp<RiderComponent>(args.BuckledEntity);
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component.Rider = args.BuckledEntity;
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var relay = EnsureComp<RelayInputMoverComponent>(args.BuckledEntity);
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_mover.SetRelay(args.BuckledEntity, uid, relay);
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rider.Vehicle = uid;
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// Update appearance stuff, add actions
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UpdateBuckleOffset(Transform(uid), component);
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if (TryComp<InputMoverComponent>(uid, out var mover))
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UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component, mover.RelativeRotation.Degrees));
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if (TryComp<ActionsComponent>(args.BuckledEntity, out var actions) && TryComp<UnpoweredFlashlightComponent>(uid, out var flashlight))
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{
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_actionsSystem.AddAction(args.BuckledEntity, flashlight.ToggleAction, uid, actions);
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}
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if (component.HornSound != null)
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{
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_actionsSystem.AddAction(args.BuckledEntity, component.HornAction, uid, actions);
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}
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_joints.ClearJoints(args.BuckledEntity);
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return;
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}
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// Remove rider
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// Clean up actions and virtual items
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_actionsSystem.RemoveProvidedActions(args.BuckledEntity, uid);
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_virtualItemSystem.DeleteInHandsMatching(args.BuckledEntity, uid);
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// Entity is no longer riding
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RemComp<RiderComponent>(args.BuckledEntity);
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RemComp<RelayInputMoverComponent>(args.BuckledEntity);
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// Reset component
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component.Rider = null;
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}
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}
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}
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