CatStation/Content.Client/Fluids/PuddleSystem.cs
Whatstone d9ffbf1d03
Cleanup: AppearanceSystem.TryGetData to AppearanceChangeEvent.TryGetData (#45373)
* First impl. of appearance TryGetData cleanup

* Handful of fixes

* DamageVisuals: fix HandleDamage call, inheritdoc

* bunch of unused AppearanceSystem instances

* Handful more unused appearance systems, inheritdoc

* JetpackSystem: Ent<T>

* cleanup roundup, more Ent<T>

* a few lingering AppearanceSystem.TryGetData calls

* more lingering AppearanceData access

* Remove unnecessary inheritdoc

* once again, with feeling
2026-10-05 00:45:37 +00:00

107 lines
3.4 KiB
C#

using Content.Client.IconSmoothing;
using Content.Shared.Chemistry.Components;
using Content.Shared.Fluids;
using Content.Shared.Fluids.Components;
using Robust.Client.GameObjects;
using Robust.Shared.Map;
namespace Content.Client.Fluids;
public sealed partial class PuddleSystem : SharedPuddleSystem
{
[Dependency] private IconSmoothSystem _smooth = default!;
[Dependency] private SpriteSystem _sprite = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PuddleComponent, AppearanceChangeEvent>(OnPuddleAppearance);
}
private void OnPuddleAppearance(EntityUid uid, PuddleComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!args.TryGetData<float>(PuddleVisuals.CurrentVolume, out var volume))
volume = 1.0f;
// Update smoothing and sprite based on volume.
if (TryComp<IconSmoothComponent>(uid, out var smooth))
{
if (volume < LowThreshold)
{
_sprite.LayerSetRsiState((uid, args.Sprite), 0, $"{smooth.StateBase}a");
_smooth.SetEnabled(uid, false, smooth);
}
else if (volume < MediumThreshold)
{
_sprite.LayerSetRsiState((uid, args.Sprite), 0, $"{smooth.StateBase}b");
_smooth.SetEnabled(uid, false, smooth);
}
else
{
if (!smooth.Enabled)
{
_sprite.LayerSetRsiState((uid, args.Sprite), 0, $"{smooth.StateBase}0");
_smooth.SetEnabled(uid, true, smooth);
_smooth.DirtyNeighbours(uid);
}
}
}
var baseColor = Color.White;
if (!args.TryGetData<Color>(PuddleVisuals.SolutionColor, out var color))
color = args.Sprite.Color;
_sprite.SetColor((uid, args.Sprite), color * baseColor);
}
#region Spill
// Maybe someday we'll have clientside prediction for entity spawning, but not today.
// Until then, these methods do nothing on the client.
/// <inheritdoc/>
public override bool TrySplashSpillAt(Entity<SpillableComponent?> entity, EntityCoordinates coordinates, out EntityUid puddleUid, out Solution solution, bool sound = true, EntityUid? user = null)
{
puddleUid = EntityUid.Invalid;
solution = new Solution();
return false;
}
public override bool TrySplashSpillAt(EntityUid entity,
EntityCoordinates coordinates,
Solution spilled,
out EntityUid puddleUid,
bool sound = true,
EntityUid? user = null)
{
puddleUid = EntityUid.Invalid;
return false;
}
/// <inheritdoc/>
public override bool TrySpillAt(EntityCoordinates coordinates, Solution solution, out EntityUid puddleUid, bool sound = true)
{
puddleUid = EntityUid.Invalid;
return false;
}
/// <inheritdoc/>
public override bool TrySpillAt(EntityUid uid, Solution solution, out EntityUid puddleUid, bool sound = true, TransformComponent? transformComponent = null)
{
puddleUid = EntityUid.Invalid;
return false;
}
/// <inheritdoc/>
public override bool TrySpillAt(TileRef tileRef, Solution solution, out EntityUid puddleUid, bool sound = true, bool tileReact = true)
{
puddleUid = EntityUid.Invalid;
return false;
}
#endregion Spill
}