CatStation/Content.Client/Machines/EntitySystems/MultipartMachineSystem.cs
Whatstone 8d8fc951d5
Cleanup: fix content-side obsolete TransformComponent warnings (#44494)
* Resolve obsolete TransformComponent warnings

* all gas no lerp, a few unused imports

* Resolve TransformSystem via IEntityManager.System

* Revert to set anchored in ConstructionSystem.Graph

* pragma, no FIXME, redundant TransformSystems

* Remove unused variable

* Address sloth's suggestions

* oneliner rotation assignment

* Use spawn commands with rotation

* yet more spawnattachedto changes & cleanup

* Remove unused transform import

* more transform system cleanup, dump restock warn
2026-07-28 22:45:45 +00:00

103 lines
4 KiB
C#

using Content.Client.Examine;
using Content.Client.Machines.Components;
using Content.Shared.Machines.Components;
using Content.Shared.Machines.EntitySystems;
using Robust.Client.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Spawners;
namespace Content.Client.Machines.EntitySystems;
/// <summary>
/// Client side handling of multipart machines.
/// Handles client side examination events to show the expected layout of the machine
/// based on the origin of the main entity.
/// </summary>
public sealed partial class MultipartMachineSystem : SharedMultipartMachineSystem
{
private readonly EntProtoId _ghostPrototype = "MultipartMachineGhost";
private readonly Color _partiallyTransparent = new Color(255, 255, 255, 180);
[Dependency] private SpriteSystem _sprite = default!;
[Dependency] private MetaDataSystem _metaData = default!;
[Dependency] private ISerializationManager _serialization = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MultipartMachineComponent, ClientExaminedEvent>(OnMachineExamined);
SubscribeLocalEvent<MultipartMachineComponent, AfterAutoHandleStateEvent>(OnHandleState);
SubscribeLocalEvent<MultipartMachineGhostComponent, TimedDespawnEvent>(OnGhostDespawned);
}
/// <summary>
/// Handles spawning several ghost sprites to show where the different parts of the machine
/// should go and the rotations they're expected to have.
/// Can only show one set of ghost parts at a time and their location depends on the current map/grid
/// location of the origin machine.
/// </summary>
/// <param name="ent">Entity/Component that has been inspected.</param>
/// <param name="args">Args for the event.</param>
private void OnMachineExamined(Entity<MultipartMachineComponent> ent, ref ClientExaminedEvent args)
{
if (ent.Comp.Ghosts.Count != 0)
{
// Already showing some part ghosts
return;
}
foreach (var part in ent.Comp.Parts.Values)
{
if (part.Entity.HasValue)
continue;
var entityCoords = new EntityCoordinates(ent.Owner, part.Offset);
var ghostEnt = SpawnAttachedTo(_ghostPrototype, entityCoords, rotation: part.Rotation);
Comp<MultipartMachineGhostComponent>(ghostEnt).LinkedMachine = ent;
ent.Comp.Ghosts.Add(ghostEnt);
if (part.GhostProto == null)
continue;
var entProto = ProtoMan.Index(part.GhostProto.Value);
if (!entProto.Components.TryGetComponent("Sprite", out var s) || s is not SpriteComponent protoSprite)
return;
var ghostSprite = EnsureComp<SpriteComponent>(ghostEnt);
_serialization.CopyTo(protoSprite, ref ghostSprite, notNullableOverride: true);
_sprite.SetColor((ghostEnt, ghostSprite), _partiallyTransparent);
_metaData.SetEntityName(ghostEnt, entProto.Name);
_metaData.SetEntityDescription(ghostEnt, entProto.Description);
}
}
private void OnHandleState(Entity<MultipartMachineComponent> ent, ref AfterAutoHandleStateEvent args)
{
foreach (var part in ent.Comp.Parts.Values)
{
part.Entity = part.NetEntity.HasValue ? EnsureEntity<MultipartMachinePartComponent>(part.NetEntity.Value, ent) : null;
}
}
/// <summary>
/// Handles when a ghost part despawns after its short lifetime.
/// Will attempt to remove itself from the list of known ghost entities in the main multipart
/// machine component.
/// </summary>
/// <param name="ent">Ghost entity that has been despawned.</param>
/// <param name="args">Args for the event.</param>
private void OnGhostDespawned(Entity<MultipartMachineGhostComponent> ent, ref TimedDespawnEvent args)
{
if (!TryComp<MultipartMachineComponent>(ent.Comp.LinkedMachine, out var machine))
return;
machine.Ghosts.Remove(ent);
}
}