using Content.Client.Wires.Visualizers;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Power;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
namespace Content.Client.Doors;
///
public sealed partial class AirlockSystem : SharedAirlockSystem
{
[Dependency] private SpriteSystem _sprite = default!;
[Dependency] private EntityQuery _doorQuery;
[SubscribeLocalEvent]
private void OnComponentStartup(Entity ent, ref ComponentStartup args)
{
// Has to be on component startup because we don't know what order components initialize in and running this before DoorComponent inits _will_ crash.
if (!_doorQuery.TryComp(ent, out var door))
return;
if (ent.Comp.OpenUnlitVisible) // Otherwise there are flashes of the fallback sprite between clicking on the door and the door closing animation starting.
{
door.OpenSpriteStates.Add((DoorVisualLayers.BaseUnlit, ent.Comp.OpenSpriteState));
door.ClosedSpriteStates.Add((DoorVisualLayers.BaseUnlit, ent.Comp.ClosedSpriteState));
}
((Animation)door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.OpeningSpriteState, 0f) },
}
);
((Animation)door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.ClosingSpriteState, 0f) },
}
);
door.DenyingAnimation = new Animation
{
Length = TimeSpan.FromSeconds(ent.Comp.DenyAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.DenySpriteState, 0f) },
}
}
};
if (!ent.Comp.AnimatePanel)
return;
door.OpenSpriteStates.Add((WiresVisualLayers.MaintenancePanel, null));
door.ClosedSpriteStates.Add((WiresVisualLayers.MaintenancePanel, ent.Comp.OpenPanelSpriteState));
((Animation)door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = WiresVisualLayers.MaintenancePanel,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.OpeningPanelSpriteState, 0f) },
});
((Animation)door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = WiresVisualLayers.MaintenancePanel,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.ClosingPanelSpriteState, 0f) },
});
}
[SubscribeLocalEvent]
private void OnAppearanceChange(Entity ent, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!args.TryGetData(DoorVisuals.State, out var state))
state = DoorState.Closed;
args.TryGetData(PowerDeviceVisuals.Powered, out var hasPower);
var showBaseUnlit = false;
var showBolted = false;
var showEmergency = false;
if (hasPower)
{
args.TryGetData(DoorVisuals.BoltLights, out var boltedVisible);
showBolted = boltedVisible && (state == DoorState.Closed || state == DoorState.Welded);
args.TryGetData(DoorVisuals.EmergencyLights, out var emergencyVisible);
showEmergency = emergencyVisible;
if (!showBolted && !showEmergency)
{
if (state == DoorState.Closing || state == DoorState.Opening || state == DoorState.Denying || state == DoorState.Closed)
showBaseUnlit = true;
if (state == DoorState.Open && ent.Comp.OpenUnlitVisible)
showBaseUnlit = true;
args.TryGetData(DoorVisuals.ClosedLights, out var closedLightsVisible);
if (state == DoorState.Closed && closedLightsVisible)
showBaseUnlit = true;
}
}
_sprite.LayerSetVisible((ent, args.Sprite), DoorVisualLayers.BaseUnlit, showBaseUnlit);
_sprite.LayerSetVisible((ent, args.Sprite), DoorVisualLayers.BaseBolted, showBolted);
if (ent.Comp.EmergencyAccessLayer)
{
var isDoorIdle = state != DoorState.Open && state != DoorState.Opening && state != DoorState.Closing;
_sprite.LayerSetVisible((ent, args.Sprite), DoorVisualLayers.BaseEmergencyAccess,
showEmergency && isDoorIdle && !showBolted);
}
if (ent.Comp.OpenUnlitVisible)
{
switch (state)
{
case DoorState.Open:
_sprite.LayerSetRsiState((ent, args.Sprite), DoorVisualLayers.BaseUnlit, ent.Comp.OpenSpriteState);
break;
case DoorState.Closed:
_sprite.LayerSetRsiState((ent, args.Sprite), DoorVisualLayers.BaseUnlit, ent.Comp.ClosedSpriteState);
break;
}
}
}
}