CatStation/Content.Client/Doors/FirelockSystem.cs
Whatstone 09ac03b932
Door/FirelockComponent cleanup + nullable layer states + firelock panel fix (#44714)
* destroy firelock empty sprites with fury

* fix the meta.json

* remove unused states

* we need all the layers

* string? never heard of it

* DoorSystem cleanup, FirelockSystem layer checks

* DoorComponent cleanup

* FirelockComponent cleanup

* firelock panel animation

* fix offset (-15/16, bad math)

* component cleanup and comments

* door cleanup

* 9-state firelock animations, no locked/deny state

* "comments"

* dedicated edge firelock panel, null airlock states

* screw it, subscriptions for airlocksystem too

* format

---------

Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
2026-10-04 22:47:04 +00:00

90 lines
3.8 KiB
C#

using Content.Client.Wires.Visualizers;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
namespace Content.Client.Doors;
// TODO: Consolidate redundant code from the AirlockSystem.
/// <inheritdoc/>
public sealed partial class FirelockSystem : SharedFirelockSystem
{
[Dependency] private SharedAppearanceSystem _appearanceSystem = default!;
[Dependency] private SpriteSystem _sprite = default!;
[Dependency] private EntityQuery<DoorComponent> _doorQuery;
/// <inheritdoc/>
protected override void OnComponentStartup(Entity<FirelockComponent> ent, ref ComponentStartup args)
{
base.OnComponentStartup(ent, ref args);
if (!_doorQuery.TryComp(ent.Owner, out var door))
return;
// Add animations if we have an unlit layer.
if (_sprite.LayerMapTryGet(ent.Owner, DoorVisualLayers.BaseUnlit, out _, logMissing: false))
{
door.ClosedSpriteStates.Add((DoorVisualLayers.BaseUnlit, ent.Comp.WarningLightSpriteState));
door.OpenSpriteStates.Add((DoorVisualLayers.BaseUnlit, ent.Comp.WarningLightSpriteState));
((Animation)door.OpeningAnimation).AnimationTracks.Add(
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.OpeningLightSpriteState, 0f) },
}
);
((Animation)door.ClosingAnimation).AnimationTracks.Add(
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.ClosingLightSpriteState, 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<FirelockComponent> ent, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!_appearanceSystem.TryGetData<DoorState>(ent, DoorVisuals.State, out var state, args.Component))
state = DoorState.Closed;
var boltedVisible = _appearanceSystem.TryGetData<bool>(ent, DoorVisuals.BoltLights, out var lights, args.Component) && lights;
var unlitVisible =
state == DoorState.Closing
|| state == DoorState.Opening
|| state == DoorState.Denying
|| _appearanceSystem.TryGetData<bool>(ent, DoorVisuals.ClosedLights, out var closedLights, args.Component) && closedLights;
if (_sprite.LayerMapTryGet((ent, args.Sprite), DoorVisualLayers.BaseUnlit, out var unlitLayer, logMissing: false))
_sprite.LayerSetVisible((ent, args.Sprite), unlitLayer, unlitVisible && !boltedVisible);
if (_sprite.LayerMapTryGet((ent, args.Sprite), DoorVisualLayers.BaseBolted, out var boltedLayer, logMissing: false))
_sprite.LayerSetVisible((ent, args.Sprite), boltedLayer, boltedVisible);
}
}