CatStation/Content.Shared/Movement/Systems/SharedMoverController.Relay.cs
2026-09-19 12:13:20 +00:00

151 lines
6.1 KiB
C#

using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
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);
SubscribeLocalEvent<RelayInputMoverComponent, CanMoveUpdatedEvent>(OnRelayCanMoveUpdated);
SubscribeLocalEvent<InputMoverComponent, CanMoveUpdatedEvent>(OnInputMoverCanMoveUpdated);
}
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);
}
private void OnRelayCanMoveUpdated(Entity<RelayInputMoverComponent> ent, ref CanMoveUpdatedEvent args)
{
// Relay can-move state to the active mover target, not just the source
RaiseLocalEvent(ent.Comp.RelayEntity, ref args);
}
protected virtual void OnInputMoverCanMoveUpdated(Entity<InputMoverComponent> ent, ref CanMoveUpdatedEvent args)
{
UpdateMoverStatus((ent, ent.Comp));
}
/// <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);
var oldEffectiveMover = GetEffectiveMover((uid, component));
if (component.RelayEntity == relayEntity)
return;
if (RelayTargetQuery.TryComp(component.RelayEntity, out var oldTarget))
{
oldTarget.Source = EntityUid.Invalid;
RemComp(component.RelayEntity, oldTarget);
PhysicsSystem.UpdateIsPredicted(component.RelayEntity);
}
var targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
if (RelayQuery.TryComp(targetComp.Source, out var oldRelay))
{
var oldRelayEffectiveMover = GetEffectiveMover((targetComp.Source, oldRelay));
oldRelay.RelayEntity = EntityUid.Invalid;
RemComp(targetComp.Source, oldRelay);
PhysicsSystem.UpdateIsPredicted(targetComp.Source);
RaiseEffectiveMoverChanged(targetComp.Source, oldRelayEffectiveMover, targetComp.Source);
}
PhysicsSystem.UpdateIsPredicted(uid);
PhysicsSystem.UpdateIsPredicted(relayEntity);
component.RelayEntity = relayEntity;
targetComp.Source = uid;
Dirty(uid, component);
Dirty(relayEntity, targetComp);
_blocker.UpdateCanMove(uid);
UpdateMoverStatus((relayEntity, null, targetComp));
RaiseEffectiveMoverChanged(uid, oldEffectiveMover, relayEntity);
}
/// <summary>
/// Returns the entity whose movement should be treated as the effective movement source for <paramref name="mover"/>.
/// If the entity is relaying movement to another entity, returns that relay target, otherwise returns the entity itself.
/// </summary>
public EntityUid GetEffectiveMover(Entity<RelayInputMoverComponent?> mover)
{
if (RelayQuery.Resolve(mover.Owner, ref mover.Comp, false)
&& mover.Comp.RelayEntity.IsValid()
&& Exists(mover.Comp.RelayEntity))
{
return mover.Comp.RelayEntity;
}
return mover.Owner;
}
private void OnRelayShutdown(Entity<RelayInputMoverComponent> entity, ref ComponentShutdown args)
{
var oldEffectiveMover = entity.Comp.RelayEntity;
PhysicsSystem.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
if (MoverQuery.TryComp(entity.Comp.RelayEntity, out var inputMover))
SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
if (Timing.ApplyingState)
return;
if (RelayTargetQuery.TryComp(entity.Comp.RelayEntity, out var target) && target.LifeStage <= ComponentLifeStage.Running)
RemComp(entity.Comp.RelayEntity, target);
_blocker.UpdateCanMove(entity.Owner);
RaiseEffectiveMoverChanged(entity.Owner, oldEffectiveMover, entity.Owner);
}
protected virtual void OnTargetRelayShutdown(Entity<MovementRelayTargetComponent> entity, ref ComponentShutdown args)
{
PhysicsSystem.UpdateIsPredicted(entity.Owner);
PhysicsSystem.UpdateIsPredicted(entity.Comp.Source);
if (MoverQuery.TryComp(entity.Owner, out var inputMover))
SetMoveInput((entity.Owner, inputMover), MoveButtons.None);
if (Timing.ApplyingState)
return;
if (!RelayQuery.TryComp(entity.Comp.Source, out var relay) ||
relay.LifeStage > ComponentLifeStage.Running) return;
RemComp(entity.Comp.Source, relay);
RaiseEffectiveMoverChanged(entity.Comp.Source, entity.Owner, entity.Comp.Source);
}
protected virtual void UpdateMoverStatus(Entity<InputMoverComponent?, MovementRelayTargetComponent?> ent) { }
/// <summary>
/// Raises an event when the effective mover changes.
/// Used to cancel move-sensitive do-afters.
/// </summary>
private void RaiseEffectiveMoverChanged(EntityUid uid, EntityUid oldMover, EntityUid newMover)
{
if (oldMover == newMover)
return;
var ev = new EffectiveMoverChangedEvent(oldMover, newMover);
RaiseLocalEvent(uid, ref ev);
}
}