# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
135 lines
5.5 KiB
C#
135 lines
5.5 KiB
C#
using Content.Client.Rotation;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Rotation;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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namespace Content.Client.Buckle;
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internal sealed class BuckleSystem : SharedBuckleSystem
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{
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[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
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[Dependency] private readonly IEyeManager _eye = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
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SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapMoveEvent);
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SubscribeLocalEvent<BuckleComponent, BuckledEvent>(OnBuckledEvent);
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SubscribeLocalEvent<BuckleComponent, UnbuckledEvent>(OnUnbuckledEvent);
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SubscribeLocalEvent<BuckleComponent, AttemptMobCollideEvent>(OnMobCollide);
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}
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private void OnMobCollide(Entity<BuckleComponent> ent, ref AttemptMobCollideEvent args)
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{
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if (ent.Comp.Buckled)
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{
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args.Cancelled = true;
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}
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}
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private void OnStrapMoveEvent(EntityUid uid, StrapComponent component, ref MoveEvent args)
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{
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// I'm moving this to the client-side system, but for the sake of posterity let's keep this comment:
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// > This is mega cursed. Please somebody save me from Mr Buckle's wild ride
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// The nice thing is its still true, this is quite cursed, though maybe not omega cursed anymore.
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// This code is garbage, it doesn't work with rotated viewports. I need to finally get around to reworking
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// sprite rendering for entity layers & direction dependent sorting.
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// Future notes:
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// Right now this doesn't handle: other grids, other grids rotating, the camera rotation changing, and many other fun rotation specific things
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// The entire thing should be a concern of the engine, or something engine helps to implement properly.
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// Give some of the sprite rotations their own drawdepth, maybe as an offset within the rsi, or something like this
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// And we won't ever need to set the draw depth manually
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if (args.NewRotation == args.OldRotation)
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return;
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if (!TryComp<SpriteComponent>(uid, out var strapSprite))
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return;
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var angle = _xformSystem.GetWorldRotation(uid) + _eye.CurrentEye.Rotation; // Get true screen position, or close enough
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var isNorth = angle.GetCardinalDir() == Direction.North;
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foreach (var buckledEntity in component.BuckledEntities)
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{
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if (!TryComp<BuckleComponent>(buckledEntity, out var buckle))
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continue;
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if (!TryComp<SpriteComponent>(buckledEntity, out var buckledSprite))
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continue;
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if (isNorth)
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{
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// This will only assign if empty, it won't get overwritten by new depth on multiple calls, which do happen easily
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buckle.OriginalDrawDepth ??= buckledSprite.DrawDepth;
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_sprite.SetDrawDepth((buckledEntity, buckledSprite), strapSprite.DrawDepth - 1);
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}
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else if (buckle.OriginalDrawDepth.HasValue)
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{
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_sprite.SetDrawDepth((buckledEntity, buckledSprite), buckle.OriginalDrawDepth.Value);
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buckle.OriginalDrawDepth = null;
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}
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}
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}
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/// <summary>
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/// Lower the draw depth of the buckled entity without needing for the strap entity to rotate/move.
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/// Only do so when the entity is facing screen-local north
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/// </summary>
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private void OnBuckledEvent(Entity<BuckleComponent> ent, ref BuckledEvent args)
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{
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if (!TryComp<SpriteComponent>(args.Strap, out var strapSprite))
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return;
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if (!TryComp<SpriteComponent>(ent.Owner, out var buckledSprite))
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return;
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var angle = _xformSystem.GetWorldRotation(args.Strap) + _eye.CurrentEye.Rotation; // Get true screen position, or close enough
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if (angle.GetCardinalDir() != Direction.North)
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return;
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ent.Comp.OriginalDrawDepth ??= buckledSprite.DrawDepth;
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_sprite.SetDrawDepth((ent.Owner, buckledSprite), strapSprite.DrawDepth - 1);
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}
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/// <summary>
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/// Was the draw depth of the buckled entity lowered? Reset it upon unbuckling.
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/// </summary>
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private void OnUnbuckledEvent(Entity<BuckleComponent> ent, ref UnbuckledEvent args)
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{
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if (!TryComp<SpriteComponent>(ent.Owner, out var buckledSprite))
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return;
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if (!ent.Comp.OriginalDrawDepth.HasValue)
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return;
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_sprite.SetDrawDepth((ent.Owner, buckledSprite), ent.Comp.OriginalDrawDepth.Value);
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ent.Comp.OriginalDrawDepth = null;
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}
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private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
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{
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if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals))
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return;
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if (!Appearance.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component) ||
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!buckled ||
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args.Sprite == null)
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{
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return;
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}
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// Animate strapping yourself to something at a given angle
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// TODO: Dump this when buckle is better
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_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
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}
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}
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