* ECS dragdrop No more excuses. * AAAAAAAAAAAAAA * kry * events * aaaaaaaaaa * HUH * Fix stripping * aaaaaa * spoike * asease * fix table vaulting * ded * rebiew * aaaaaaaaaaaaa * drag * aeaeae * weh
94 lines
3.7 KiB
C#
94 lines
3.7 KiB
C#
using Content.Shared.Buckle.Components;
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Buckle;
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public abstract partial class SharedBuckleSystem
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{
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[Dependency] private readonly SharedInteractionSystem _interactions = default!;
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private void InitializeStrap()
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{
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SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapRotate);
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SubscribeLocalEvent<StrapComponent, ComponentHandleState>(OnStrapHandleState);
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SubscribeLocalEvent<StrapComponent, CanDropTargetEvent>(OnStrapCanDropOn);
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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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private void OnStrapRotate(EntityUid uid, StrapComponent component, ref MoveEvent args)
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{
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// TODO: This looks dirty af.
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// On rotation of a strap, reattach all buckled entities.
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// This fixes buckle offsets and draw depths.
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// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
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// Oh god I'm back here again. Send help.
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// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
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// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
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// state, then the chairs transform comp state, and then the buckle state. The transform state will
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// forcefully teleport the player back to the chair (client-side only). This causes even more issues if the
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// chair was teleporting in from nullspace after having left PVS.
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//
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// One option is to just never trigger re-buckles during state application.
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// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
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if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation)
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return;
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foreach (var buckledEntity in component.BuckledEntities)
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{
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if (!EntityManager.TryGetComponent(buckledEntity, out BuckleComponent? buckled))
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{
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continue;
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}
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if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
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{
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Logger.Error($"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}");
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continue;
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}
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ReAttach(buckledEntity, component, buckle: buckled);
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Dirty(buckled);
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}
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}
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protected bool StrapCanDragDropOn(
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EntityUid strapId,
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EntityUid user,
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EntityUid target,
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EntityUid buckleId,
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StrapComponent? strap = null,
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BuckleComponent? buckle = null)
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{
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if (!Resolve(strapId, ref strap, false) ||
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!Resolve(buckleId, ref buckle, false))
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{
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return false;
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}
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bool Ignored(EntityUid entity) => entity == user || entity == buckleId || entity == target;
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return _interactions.InRangeUnobstructed(target, buckleId, buckle.Range, predicate: Ignored);
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}
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private void OnStrapCanDropOn(EntityUid uid, StrapComponent strap, ref CanDropTargetEvent args)
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{
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args.CanDrop = StrapCanDragDropOn(uid, args.User, uid, args.Dragged, strap);
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args.Handled = true;
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}
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}
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