371 lines
14 KiB
C#
371 lines
14 KiB
C#
using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Vehicle.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.Item;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Serialization;
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using Robust.Shared.Containers;
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using Content.Shared.Tag;
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using Content.Shared.Audio;
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using Content.Shared.Buckle;
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using Content.Shared.Hands;
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using Content.Shared.Light.Component;
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using Content.Shared.Popups;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Systems;
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namespace Content.Shared.Vehicle;
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/// <summary>
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/// Stores the VehicleVisuals and shared event
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/// Nothing for a system but these need to be put somewhere in
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/// Content.Shared
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/// </summary>
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public abstract partial class SharedVehicleSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _modifier = default!;
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[Dependency] private readonly SharedAmbientSoundSystem _ambientSound = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly AccessReaderSystem _access = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedHandVirtualItemSystem _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 SharedBuckleSystem _buckle = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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private const string KeySlot = "key_slot";
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/// <inheritdoc/>
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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, ComponentStartup>(OnVehicleStartup);
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SubscribeLocalEvent<VehicleComponent, BuckleChangeEvent>(OnBuckleChange);
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SubscribeLocalEvent<VehicleComponent, HonkActionEvent>(OnHonkAction);
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SubscribeLocalEvent<VehicleComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
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SubscribeLocalEvent<VehicleComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
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SubscribeLocalEvent<VehicleComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeedModifiers);
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SubscribeLocalEvent<VehicleComponent, MoveEvent>(OnMoveEvent);
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SubscribeLocalEvent<VehicleComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
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SubscribeLocalEvent<InVehicleComponent, GettingPickedUpAttemptEvent>(OnGettingPickedUpAttempt);
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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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var vehicleQuery = EntityQueryEnumerator<VehicleComponent, InputMoverComponent>();
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while (vehicleQuery.MoveNext(out var uid, out var vehicle, out var mover))
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{
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if (!vehicle.AutoAnimate)
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continue;
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if (_mover.GetVelocityInput(mover).Sprinting == Vector2.Zero)
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{
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UpdateAutoAnimate(uid, false);
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continue;
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}
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UpdateAutoAnimate(uid, true);
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}
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}
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private void OnVehicleStartup(EntityUid uid, VehicleComponent component, ComponentStartup args)
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{
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UpdateDrawDepth(uid, 2);
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// This code should be purged anyway but with that being said this doesn't handle components being changed.
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if (TryComp<StrapComponent>(uid, out var strap))
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{
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component.BaseBuckleOffset = strap.BuckleOffset;
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strap.BuckleOffsetUnclamped = Vector2.Zero;
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}
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_modifier.RefreshMovementSpeedModifiers(uid);
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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, ref 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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_buckle.TryUnbuckle(uid, uid, true);
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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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component.LastRider = component.Rider;
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Dirty(component);
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Appearance.SetData(uid, VehicleVisuals.HideRider, true);
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_mover.SetRelay(args.BuckledEntity, uid);
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rider.Vehicle = uid;
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// Update appearance stuff, add actions
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UpdateBuckleOffset(uid, 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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Appearance.SetData(uid, VehicleVisuals.HideRider, false);
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// Reset component
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component.Rider = null;
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Dirty(component);
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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 OnHonkAction(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 = _audioSystem.PlayPredicted(vehicle.HornSound, uid, uid);
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args.Handled = true;
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}
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/// <summary>
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/// Handle adding keys to the ignition, give stuff the InVehicleComponent so it can't be picked
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/// up by people not in the vehicle.
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/// </summary>
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private void OnEntInserted(EntityUid uid, VehicleComponent component, EntInsertedIntoContainerMessage args)
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{
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if (args.Container.ID != KeySlot ||
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!_tagSystem.HasTag(args.Entity, "VehicleKey"))
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return;
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// Enable vehicle
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var inVehicle = EnsureComp<InVehicleComponent>(args.Entity);
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inVehicle.Vehicle = component;
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component.HasKey = true;
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var msg = Loc.GetString("vehicle-use-key",
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("keys", args.Entity), ("vehicle", uid));
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if (_netManager.IsServer)
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_popupSystem.PopupEntity(msg, uid, args.OldParent, PopupType.Medium);
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// Audiovisual feedback
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_ambientSound.SetAmbience(uid, true);
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_tagSystem.AddTag(uid, "DoorBumpOpener");
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_modifier.RefreshMovementSpeedModifiers(uid);
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}
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/// <summary>
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/// Turn off the engine when key is removed.
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/// </summary>
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private void OnEntRemoved(EntityUid uid, VehicleComponent component, EntRemovedFromContainerMessage args)
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{
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if (args.Container.ID != KeySlot || !RemComp<InVehicleComponent>(args.Entity))
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return;
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// Disable vehicle
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component.HasKey = false;
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_ambientSound.SetAmbience(uid, false);
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_tagSystem.RemoveTag(uid, "DoorBumpOpener");
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_modifier.RefreshMovementSpeedModifiers(uid);
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}
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private void OnRefreshMovementSpeedModifiers(EntityUid uid, VehicleComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (!component.HasKey)
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{
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args.ModifySpeed(0f, 0f);
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}
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}
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// TODO: Shitcode, needs to use sprites instead of actual offsets.
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private void OnMoveEvent(EntityUid uid, VehicleComponent component, ref MoveEvent args)
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{
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if (args.NewRotation == args.OldRotation)
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return;
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// This first check is just for safety
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if (component.AutoAnimate && !HasComp<InputMoverComponent>(uid))
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{
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UpdateAutoAnimate(uid, false);
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return;
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}
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UpdateBuckleOffset(uid, args.Component, component);
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if (TryComp<InputMoverComponent>(uid, out var mover))
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UpdateDrawDepth(uid, GetDrawDepth(args.Component, component, mover.RelativeRotation));
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}
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private void OnGettingPickedUpAttempt(EntityUid uid, InVehicleComponent component, GettingPickedUpAttemptEvent args)
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{
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if (component.Vehicle == null || component.Vehicle.Rider != null && component.Vehicle.Rider != args.User)
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args.Cancel();
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}
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/// <summary>
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/// Depending on which direction the vehicle is facing,
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/// change its draw depth. Vehicles can choose between special drawdetph
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/// when facing north or south. East and west are easy.
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/// </summary>
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private int GetDrawDepth(TransformComponent xform, VehicleComponent component, Angle cameraAngle)
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{
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var itemDirection = cameraAngle.GetDir() switch
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{
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Direction.South => xform.LocalRotation.GetDir(),
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Direction.North => xform.LocalRotation.RotateDir(Direction.North),
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Direction.West => xform.LocalRotation.RotateDir(Direction.East),
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Direction.East => xform.LocalRotation.RotateDir(Direction.West),
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_ => Direction.South
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};
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return itemDirection switch
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{
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Direction.North => component.NorthOver
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? (int) DrawDepth.DrawDepth.Doors
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: (int) DrawDepth.DrawDepth.WallMountedItems,
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Direction.South => component.SouthOver
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? (int) DrawDepth.DrawDepth.Doors
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: (int) DrawDepth.DrawDepth.WallMountedItems,
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Direction.West => component.WestOver
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? (int) DrawDepth.DrawDepth.Doors
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: (int) DrawDepth.DrawDepth.WallMountedItems,
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Direction.East => component.EastOver
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? (int) DrawDepth.DrawDepth.Doors
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: (int) DrawDepth.DrawDepth.WallMountedItems,
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_ => (int) DrawDepth.DrawDepth.WallMountedItems
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};
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}
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/// <summary>
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/// Change the buckle offset based on what direction the vehicle is facing and
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/// teleport any buckled entities to it. This is the most crucial part of making
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/// buckled vehicles work.
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/// </summary>
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private void UpdateBuckleOffset(EntityUid uid, TransformComponent xform, VehicleComponent component)
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{
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if (!TryComp<StrapComponent>(uid, out var strap))
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return;
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// TODO: Strap should handle this but buckle E/C moment.
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var oldOffset = strap.BuckleOffsetUnclamped;
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strap.BuckleOffsetUnclamped = xform.LocalRotation.Degrees switch
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{
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< 45f => (0, component.SouthOverride),
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<= 135f => component.BaseBuckleOffset,
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< 225f => (0, component.NorthOverride),
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<= 315f => (component.BaseBuckleOffset.X * -1, component.BaseBuckleOffset.Y),
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_ => (0, component.SouthOverride)
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};
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if (!oldOffset.Equals(strap.BuckleOffsetUnclamped))
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Dirty(strap);
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foreach (var buckledEntity in strap.BuckledEntities)
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{
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var buckleXform = Transform(buckledEntity);
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_transform.SetLocalPositionNoLerp(buckleXform, strap.BuckleOffset);
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}
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}
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private void OnGetAdditionalAccess(EntityUid uid, VehicleComponent component, ref GetAdditionalAccessEvent args)
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{
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if (component.Rider == null)
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return;
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var rider = component.Rider.Value;
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args.Entities.Add(rider);
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_access.FindAccessItemsInventory(rider, out var items);
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args.Entities.UnionWith(items);
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}
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/// <summary>
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/// Set the draw depth for the sprite.
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/// </summary>
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private void UpdateDrawDepth(EntityUid uid, int drawDepth)
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{
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Appearance.SetData(uid, VehicleVisuals.DrawDepth, drawDepth);
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}
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/// <summary>
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/// Set whether the vehicle's base layer is animating or not.
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/// </summary>
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private void UpdateAutoAnimate(EntityUid uid, bool autoAnimate)
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{
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Appearance.SetData(uid, VehicleVisuals.AutoAnimate, autoAnimate);
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}
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}
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/// <summary>
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/// Stores the vehicle's draw depth mostly
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/// </summary>
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[Serializable, NetSerializable]
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public enum VehicleVisuals : byte
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{
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/// <summary>
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/// What layer the vehicle should draw on (assumed integer)
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/// </summary>
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DrawDepth,
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/// <summary>
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/// Whether the wheels should be turning
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/// </summary>
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AutoAnimate,
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HideRider
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}
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/// <summary>
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/// Raised when someone honks a vehicle horn
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/// </summary>
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public sealed class HonkActionEvent : InstantActionEvent
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{
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}
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