CatStation/Content.Client/CardboardBox/CardboardBoxSystem.cs
Pok 68ec73bea6
Predict CardboardBoxSystem (#43994)
* CardboardBox-System-Predict

* review

* SubscribeLocalEvent

* Storage

* Apply suggestions from code review

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2026-07-12 02:40:19 +00:00

75 lines
2.7 KiB
C#

using System.Numerics;
using Content.Shared.CardboardBox;
using Content.Shared.CardboardBox.Components;
using Content.Shared.Examine;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Components;
using Robust.Client.GameObjects;
namespace Content.Client.CardboardBox;
public sealed partial class CardboardBoxSystem : SharedCardboardBoxSystem
{
[Dependency] private EntityLookupSystem _entityLookup = default!;
[Dependency] private ExamineSystemShared _examine = default!;
[Dependency] private SpriteSystem _sprite = default!;
[Dependency] private TransformSystem _transform = default!;
[Dependency] private EntityQuery<MobStateComponent> _mobStateQuery;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<PlayBoxEffectMessage>(OnBoxEffect);
}
private void OnBoxEffect(PlayBoxEffectMessage msg)
{
var source = GetEntity(msg.Source);
if (!TryComp<CardboardBoxComponent>(source, out var box))
return;
var xform = Transform(source);
var sourcePos = _transform.GetMapCoordinates(source, xform);
// Any mob that can move should be surprised?
// God mind rework needs to come faster so it can just check for mind
// TODO: Replace with Mind Query when mind rework is in.
var mobMoverEntities = new List<EntityUid>();
var mover = GetEntity(msg.Mover);
// Filter out entities in range to see that they're a mob and add them to the mobMoverEntities hash for faster lookup
var movers = new HashSet<Entity<MobMoverComponent>>();
_entityLookup.GetEntitiesInRange(xform.Coordinates, box.Distance, movers);
foreach (var moverComp in movers)
{
var uid = moverComp.Owner;
if (uid == mover)
continue;
mobMoverEntities.Add(uid);
}
// Play the effect for the mobs as long as they can see the box and are in range.
foreach (var mob in mobMoverEntities)
{
var mapPos = _transform.GetMapCoordinates(mob);
if (!_examine.InRangeUnOccluded(sourcePos, mapPos, box.Distance, null))
continue;
// no effect for non-mobs that have MobMover, such as mechs and vehicles.
if (!_mobStateQuery.HasComp(mob))
continue;
var ent = Spawn(box.Effect, mapPos);
if (!TryComp(ent, out TransformComponent? entTransform) || !TryComp<SpriteComponent>(ent, out var sprite))
continue;
_sprite.SetOffset((ent, sprite), new Vector2(0, 1));
_transform.SetParent(ent, entTransform, mob);
}
}
}