Files
tbd-station-14/Content.Client/Buckle/BuckleSystem.cs
Saphire Lattice 382cd710a7 Use screen local north for buckling/unbuckling layering, plus #31625 (#33447)
* Fix sprite layering upon strapping/unstrapping

* switch from strap to buckle events

* Use screen-local North for the checks instead

Build on top of PR #31625, but I'm not wanting to just push to someone's older PR without a warning.

---------

Co-authored-by: themias <themias5@gmail.com>
2025-02-12 21:51:28 -08:00

126 lines
5.1 KiB
C#

using Content.Client.Rotation;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Rotation;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
namespace Content.Client.Buckle;
internal sealed class BuckleSystem : SharedBuckleSystem
{
[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
[Dependency] private readonly IEyeManager _eye = default!;
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapMoveEvent);
SubscribeLocalEvent<BuckleComponent, BuckledEvent>(OnBuckledEvent);
SubscribeLocalEvent<BuckleComponent, UnbuckledEvent>(OnUnbuckledEvent);
}
private void OnStrapMoveEvent(EntityUid uid, StrapComponent component, ref MoveEvent args)
{
// I'm moving this to the client-side system, but for the sake of posterity let's keep this comment:
// > This is mega cursed. Please somebody save me from Mr Buckle's wild ride
// The nice thing is its still true, this is quite cursed, though maybe not omega cursed anymore.
// This code is garbage, it doesn't work with rotated viewports. I need to finally get around to reworking
// sprite rendering for entity layers & direction dependent sorting.
// Future notes:
// Right now this doesn't handle: other grids, other grids rotating, the camera rotation changing, and many other fun rotation specific things
// The entire thing should be a concern of the engine, or something engine helps to implement properly.
// Give some of the sprite rotations their own drawdepth, maybe as an offset within the rsi, or something like this
// And we won't ever need to set the draw depth manually
if (args.NewRotation == args.OldRotation)
return;
if (!TryComp<SpriteComponent>(uid, out var strapSprite))
return;
var angle = _xformSystem.GetWorldRotation(uid) + _eye.CurrentEye.Rotation; // Get true screen position, or close enough
var isNorth = angle.GetCardinalDir() == Direction.North;
foreach (var buckledEntity in component.BuckledEntities)
{
if (!TryComp<BuckleComponent>(buckledEntity, out var buckle))
continue;
if (!TryComp<SpriteComponent>(buckledEntity, out var buckledSprite))
continue;
if (isNorth)
{
// This will only assign if empty, it won't get overwritten by new depth on multiple calls, which do happen easily
buckle.OriginalDrawDepth ??= buckledSprite.DrawDepth;
buckledSprite.DrawDepth = strapSprite.DrawDepth - 1;
}
else if (buckle.OriginalDrawDepth.HasValue)
{
buckledSprite.DrawDepth = buckle.OriginalDrawDepth.Value;
buckle.OriginalDrawDepth = null;
}
}
}
/// <summary>
/// Lower the draw depth of the buckled entity without needing for the strap entity to rotate/move.
/// Only do so when the entity is facing screen-local north
/// </summary>
private void OnBuckledEvent(Entity<BuckleComponent> ent, ref BuckledEvent args)
{
if (!TryComp<SpriteComponent>(args.Strap, out var strapSprite))
return;
if (!TryComp<SpriteComponent>(ent.Owner, out var buckledSprite))
return;
var angle = _xformSystem.GetWorldRotation(args.Strap) + _eye.CurrentEye.Rotation; // Get true screen position, or close enough
if (angle.GetCardinalDir() != Direction.North)
return;
ent.Comp.OriginalDrawDepth ??= buckledSprite.DrawDepth;
buckledSprite.DrawDepth = strapSprite.DrawDepth - 1;
}
/// <summary>
/// Was the draw depth of the buckled entity lowered? Reset it upon unbuckling.
/// </summary>
private void OnUnbuckledEvent(Entity<BuckleComponent> ent, ref UnbuckledEvent args)
{
if (!TryComp<SpriteComponent>(ent.Owner, out var buckledSprite))
return;
if (!ent.Comp.OriginalDrawDepth.HasValue)
return;
buckledSprite.DrawDepth = ent.Comp.OriginalDrawDepth.Value;
ent.Comp.OriginalDrawDepth = null;
}
private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
{
if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals))
return;
if (!Appearance.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component) ||
!buckled ||
args.Sprite == null)
{
_rotationVisualizerSystem.SetHorizontalAngle((uid, rotVisuals), rotVisuals.DefaultRotation);
return;
}
// Animate strapping yourself to something at a given angle
// TODO: Dump this when buckle is better
_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
}
}