* #34771 Fix door system assuming all door layer states are in single RSIs

* Delta confirmed monarch of sloggery

* Do a dirty, rotten web edit

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

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
Hannah Giovanna Dawson 2025-01-31 12:46:35 +00:00 committed by deltanedas
parent 5a5796b2e6
commit 34c7e92ba8
1 changed files with 74 additions and 57 deletions

View File

@ -21,114 +21,131 @@ public sealed class DoorSystem : SharedDoorSystem
protected override void OnComponentInit(Entity<DoorComponent> ent, ref ComponentInit args)
{
var comp = ent.Comp;
comp.OpenSpriteStates = new(2);
comp.ClosedSpriteStates = new(2);
comp.OpenSpriteStates = new List<(DoorVisualLayers, string)>(2);
comp.ClosedSpriteStates = new List<(DoorVisualLayers, string)>(2);
comp.OpenSpriteStates.Add((DoorVisualLayers.Base, comp.OpenSpriteState));
comp.ClosedSpriteStates.Add((DoorVisualLayers.Base, comp.ClosedSpriteState));
comp.OpeningAnimation = new Animation()
comp.OpeningAnimation = new Animation
{
Length = TimeSpan.FromSeconds(comp.OpeningAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick()
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.Base,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f) }
}
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f),
},
},
},
};
comp.ClosingAnimation = new Animation()
comp.ClosingAnimation = new Animation
{
Length = TimeSpan.FromSeconds(comp.ClosingAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick()
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.Base,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f) }
}
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f),
},
},
},
};
comp.EmaggingAnimation = new Animation ()
comp.EmaggingAnimation = new Animation
{
Length = TimeSpan.FromSeconds(comp.EmaggingAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick()
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.EmaggingSpriteState, 0f) }
}
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(comp.EmaggingSpriteState, 0f),
},
},
},
};
}
private void OnAppearanceChange(EntityUid uid, DoorComponent comp, ref AppearanceChangeEvent args)
private void OnAppearanceChange(Entity<DoorComponent> entity, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if(!AppearanceSystem.TryGetData<DoorState>(uid, DoorVisuals.State, out var state, args.Component))
if (!AppearanceSystem.TryGetData<DoorState>(entity, DoorVisuals.State, out var state, args.Component))
state = DoorState.Closed;
if (AppearanceSystem.TryGetData<string>(uid, DoorVisuals.BaseRSI, out var baseRsi, args.Component))
{
if (!_resourceCache.TryGetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / baseRsi, out var res))
{
Log.Error("Unable to load RSI '{0}'. Trace:\n{1}", baseRsi, Environment.StackTrace);
}
args.Sprite.BaseRSI = res?.RSI; // DeltaV
/* DeltaV: just set BaseRSI instead
foreach (var layer in args.Sprite.AllLayers)
{
layer.Rsi = res?.RSI;
}*/
}
if (AppearanceSystem.TryGetData<string>(entity, DoorVisuals.BaseRSI, out var baseRsi, args.Component))
UpdateSpriteLayers(args.Sprite, baseRsi);
TryComp<AnimationPlayerComponent>(uid, out var animPlayer);
if (_animationSystem.HasRunningAnimation(uid, animPlayer, DoorComponent.AnimationKey))
_animationSystem.Stop(uid, animPlayer, DoorComponent.AnimationKey); // Halt all running anomations.
if (_animationSystem.HasRunningAnimation(entity, DoorComponent.AnimationKey))
_animationSystem.Stop(entity.Owner, DoorComponent.AnimationKey);
args.Sprite.DrawDepth = comp.ClosedDrawDepth;
switch(state)
UpdateAppearanceForDoorState(entity, args.Sprite, state);
}
private void UpdateAppearanceForDoorState(Entity<DoorComponent> entity, SpriteComponent sprite, DoorState state)
{
sprite.DrawDepth = state is DoorState.Open ? entity.Comp.OpenDrawDepth : entity.Comp.ClosedDrawDepth;
switch (state)
{
case DoorState.Open:
args.Sprite.DrawDepth = comp.OpenDrawDepth;
foreach(var (layer, layerState) in comp.OpenSpriteStates)
foreach (var (layer, layerState) in entity.Comp.OpenSpriteStates)
{
args.Sprite.LayerSetState(layer, layerState);
sprite.LayerSetState(layer, layerState);
}
break;
return;
case DoorState.Closed:
foreach(var (layer, layerState) in comp.ClosedSpriteStates)
foreach (var (layer, layerState) in entity.Comp.ClosedSpriteStates)
{
args.Sprite.LayerSetState(layer, layerState);
sprite.LayerSetState(layer, layerState);
}
break;
return;
case DoorState.Opening:
if (animPlayer != null && comp.OpeningAnimationTime != 0.0)
_animationSystem.Play((uid, animPlayer), (Animation)comp.OpeningAnimation, DoorComponent.AnimationKey);
break;
if (entity.Comp.OpeningAnimationTime == 0.0)
return;
_animationSystem.Play(entity, (Animation)entity.Comp.OpeningAnimation, DoorComponent.AnimationKey);
return;
case DoorState.Closing:
if (animPlayer != null && comp.ClosingAnimationTime != 0.0 && comp.CurrentlyCrushing.Count == 0)
_animationSystem.Play((uid, animPlayer), (Animation)comp.ClosingAnimation, DoorComponent.AnimationKey);
break;
if (entity.Comp.ClosingAnimationTime == 0.0 || entity.Comp.CurrentlyCrushing.Count != 0)
return;
_animationSystem.Play(entity, (Animation)entity.Comp.ClosingAnimation, DoorComponent.AnimationKey);
return;
case DoorState.Denying:
if (animPlayer != null)
_animationSystem.Play((uid, animPlayer), (Animation)comp.DenyingAnimation, DoorComponent.AnimationKey);
break;
case DoorState.Welded:
break;
_animationSystem.Play(entity, (Animation)entity.Comp.DenyingAnimation, DoorComponent.AnimationKey);
return;
case DoorState.Emagging:
if (animPlayer != null)
_animationSystem.Play((uid, animPlayer), (Animation)comp.EmaggingAnimation, DoorComponent.AnimationKey);
break;
default:
throw new ArgumentOutOfRangeException($"Invalid door visual state {state}");
_animationSystem.Play(entity, (Animation)entity.Comp.EmaggingAnimation, DoorComponent.AnimationKey);
return;
}
}
private void UpdateSpriteLayers(SpriteComponent sprite, string baseRsi)
{
if (!_resourceCache.TryGetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / baseRsi, out var res))
{
Log.Error("Unable to load RSI '{0}'. Trace:\n{1}", baseRsi, Environment.StackTrace);
return;
}
sprite.BaseRSI = res.RSI;
}
}