CatStation/Content.Shared/Movement/Systems/SharedMoverController.Relay.cs
Dmitry 25c5e59248
Upstream (#3172)
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2025-05-24 11:00:17 +03:00

94 lines
3.6 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Movement.Components;
namespace Content.Shared.Movement.Systems;
public abstract partial class SharedMoverController
{
private void InitializeRelay()
{
SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
SubscribeLocalEvent<MovementRelayTargetComponent, ComponentShutdown>(OnTargetRelayShutdown);
SubscribeLocalEvent<MovementRelayTargetComponent, AfterAutoHandleStateEvent>(OnAfterRelayTargetState);
SubscribeLocalEvent<RelayInputMoverComponent, AfterAutoHandleStateEvent>(OnAfterRelayState);
}
private void OnAfterRelayTargetState(Entity<MovementRelayTargetComponent> entity, ref AfterAutoHandleStateEvent args)
{
PhysicsSystem.UpdateIsPredicted(entity.Owner);
}
private void OnAfterRelayState(Entity<RelayInputMoverComponent> entity, ref AfterAutoHandleStateEvent args)
{
PhysicsSystem.UpdateIsPredicted(entity.Owner);
}
/// <summary>
/// Sets the relay entity and marks the component as dirty. This only exists because people have previously
/// forgotten to Dirty(), so fuck you, you have to use this method now.
/// </summary>
public void SetRelay(EntityUid uid, EntityUid relayEntity)
{
if (uid == relayEntity)
{
Log.Error($"An entity attempted to relay movement to itself. Entity:{ToPrettyString(uid)}");
return;
}
var component = EnsureComp<RelayInputMoverComponent>(uid);
if (component.RelayEntity == relayEntity)
return;
if (TryComp(component.RelayEntity, out MovementRelayTargetComponent? oldTarget))
{
oldTarget.Source = EntityUid.Invalid;
RemComp(component.RelayEntity, oldTarget);
PhysicsSystem.UpdateIsPredicted(component.RelayEntity);
}
var targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
if (TryComp(targetComp.Source, out RelayInputMoverComponent? oldRelay))
{
oldRelay.RelayEntity = EntityUid.Invalid;
RemComp(targetComp.Source, oldRelay);
PhysicsSystem.UpdateIsPredicted(targetComp.Source);
}
PhysicsSystem.UpdateIsPredicted(uid);
PhysicsSystem.UpdateIsPredicted(relayEntity);
component.RelayEntity = relayEntity;
targetComp.Source = uid;
Dirty(uid, component);
Dirty(relayEntity, targetComp);
_blocker.UpdateCanMove(uid);
}
private void OnRelayShutdown(Entity<RelayInputMoverComponent> entity, ref ComponentShutdown args)
{
PhysicsSystem.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
if (TryComp<InputMoverComponent>(entity.Comp.RelayEntity, out var inputMover))
SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
if (Timing.ApplyingState)
return;
if (TryComp(entity.Comp.RelayEntity, out MovementRelayTargetComponent? target) && target.LifeStage <= ComponentLifeStage.Running)
RemComp(entity.Comp.RelayEntity, target);
_blocker.UpdateCanMove(entity.Owner);
}
private void OnTargetRelayShutdown(Entity<MovementRelayTargetComponent> entity, ref ComponentShutdown args)
{
PhysicsSystem.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Comp.Source);
if (Timing.ApplyingState)
return;
if (TryComp(entity.Comp.Source, out RelayInputMoverComponent? relay) && relay.LifeStage <= ComponentLifeStage.Running)
RemComp(entity.Comp.Source, relay);
}
}