Files
Delta-v/Content.Shared/Vehicle/SharedVehicleSystem.cs
T
+24 fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
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2023-10-03 14:15:46 -05:00

376 lines
14 KiB
C#

using System.Numerics;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Actions;
using Content.Shared.Audio;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Hands;
using Content.Shared.Item;
using Content.Shared.Light.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Tag;
using Content.Shared.Vehicle.Components;
using Robust.Shared.Containers;
using Robust.Shared.Network;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
namespace Content.Shared.Vehicle;
/// <summary>
/// Stores the VehicleVisuals and shared event
/// Nothing for a system but these need to be put somewhere in
/// Content.Shared
/// </summary>
public abstract partial class SharedVehicleSystem : EntitySystem
{
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly MovementSpeedModifierSystem _modifier = default!;
[Dependency] private readonly SharedAmbientSoundSystem _ambientSound = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly AccessReaderSystem _access = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedHandVirtualItemSystem _virtualItemSystem = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedJointSystem _joints = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
private const string KeySlot = "key_slot";
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
InitializeRider();
SubscribeLocalEvent<VehicleComponent, ComponentStartup>(OnVehicleStartup);
SubscribeLocalEvent<VehicleComponent, BuckleChangeEvent>(OnBuckleChange);
SubscribeLocalEvent<VehicleComponent, HonkActionEvent>(OnHonkAction);
SubscribeLocalEvent<VehicleComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
SubscribeLocalEvent<VehicleComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
SubscribeLocalEvent<VehicleComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeedModifiers);
SubscribeLocalEvent<VehicleComponent, MoveEvent>(OnMoveEvent);
SubscribeLocalEvent<VehicleComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
SubscribeLocalEvent<InVehicleComponent, GettingPickedUpAttemptEvent>(OnGettingPickedUpAttempt);
}
/// <summary>
/// This just controls whether the wheels are turning.
/// </summary>
public override void Update(float frameTime)
{
var vehicleQuery = EntityQueryEnumerator<VehicleComponent, InputMoverComponent>();
while (vehicleQuery.MoveNext(out var uid, out var vehicle, out var mover))
{
if (!vehicle.AutoAnimate)
continue;
if (_mover.GetVelocityInput(mover).Sprinting == Vector2.Zero)
{
UpdateAutoAnimate(uid, false);
continue;
}
UpdateAutoAnimate(uid, true);
}
}
private void OnVehicleStartup(EntityUid uid, VehicleComponent component, ComponentStartup args)
{
UpdateDrawDepth(uid, 2);
// This code should be purged anyway but with that being said this doesn't handle components being changed.
if (TryComp<StrapComponent>(uid, out var strap))
{
component.BaseBuckleOffset = strap.BuckleOffsetClamped;
strap.BuckleOffset = Vector2.Zero;
}
_modifier.RefreshMovementSpeedModifiers(uid);
}
/// <summary>
/// Give the user the rider component if they're buckling to the vehicle,
/// otherwise remove it.
/// </summary>
private void OnBuckleChange(EntityUid uid, VehicleComponent component, ref BuckleChangeEvent args)
{
// Add Rider
if (args.Buckling)
{
if (component.UseHand == true)
{
// Add a virtual item to rider's hand, unbuckle if we can't.
if (!_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.BuckledEntity))
{
_buckle.TryUnbuckle(uid, uid, true);
return;
}
}
// Set up the rider and vehicle with each other
EnsureComp<InputMoverComponent>(uid);
var rider = EnsureComp<RiderComponent>(args.BuckledEntity);
component.Rider = args.BuckledEntity;
component.LastRider = component.Rider;
Dirty(component);
Appearance.SetData(uid, VehicleVisuals.HideRider, true);
_mover.SetRelay(args.BuckledEntity, uid);
rider.Vehicle = uid;
// Update appearance stuff, add actions
UpdateBuckleOffset(uid, Transform(uid), component);
if (TryComp<InputMoverComponent>(uid, out var mover))
UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component, mover.RelativeRotation.Degrees));
if (TryComp<ActionsComponent>(args.BuckledEntity, out var actions) && TryComp<UnpoweredFlashlightComponent>(uid, out var flashlight))
{
_actionsSystem.AddAction(args.BuckledEntity, ref flashlight.ToggleActionEntity, flashlight.ToggleAction, uid, actions);
}
if (component.HornSound != null)
{
_actionsSystem.AddAction(args.BuckledEntity, ref component.HornActionEntity, component.HornAction, uid, actions);
}
_joints.ClearJoints(args.BuckledEntity);
return;
}
// Remove rider
// Clean up actions and virtual items
_actionsSystem.RemoveProvidedActions(args.BuckledEntity, uid);
if (component.UseHand == true)
_virtualItemSystem.DeleteInHandsMatching(args.BuckledEntity, uid);
// Entity is no longer riding
RemComp<RiderComponent>(args.BuckledEntity);
RemComp<RelayInputMoverComponent>(args.BuckledEntity);
Appearance.SetData(uid, VehicleVisuals.HideRider, false);
// Reset component
component.Rider = null;
Dirty(component);
}
/// <summary>
/// This fires when the rider presses the honk action
/// </summary>
private void OnHonkAction(EntityUid uid, VehicleComponent vehicle, HonkActionEvent args)
{
if (args.Handled || vehicle.HornSound == null)
return;
// TODO: Need audio refactor maybe, just some way to null it when the stream is over.
// For now better to just not loop to keep the code much cleaner.
vehicle.HonkPlayingStream?.Stop();
vehicle.HonkPlayingStream = _audioSystem.PlayPredicted(vehicle.HornSound, uid, uid);
args.Handled = true;
}
/// <summary>
/// Handle adding keys to the ignition, give stuff the InVehicleComponent so it can't be picked
/// up by people not in the vehicle.
/// </summary>
private void OnEntInserted(EntityUid uid, VehicleComponent component, EntInsertedIntoContainerMessage args)
{
if (args.Container.ID != KeySlot ||
!_tagSystem.HasTag(args.Entity, "VehicleKey"))
return;
// Enable vehicle
var inVehicle = EnsureComp<InVehicleComponent>(args.Entity);
inVehicle.Vehicle = component;
component.HasKey = true;
var msg = Loc.GetString("vehicle-use-key",
("keys", args.Entity), ("vehicle", uid));
if (_netManager.IsServer)
_popupSystem.PopupEntity(msg, uid, args.OldParent, PopupType.Medium);
// Audiovisual feedback
_ambientSound.SetAmbience(uid, true);
_tagSystem.AddTag(uid, "DoorBumpOpener");
_modifier.RefreshMovementSpeedModifiers(uid);
}
/// <summary>
/// Turn off the engine when key is removed.
/// </summary>
private void OnEntRemoved(EntityUid uid, VehicleComponent component, EntRemovedFromContainerMessage args)
{
if (args.Container.ID != KeySlot || !RemComp<InVehicleComponent>(args.Entity))
return;
// Disable vehicle
component.HasKey = false;
_ambientSound.SetAmbience(uid, false);
_tagSystem.RemoveTag(uid, "DoorBumpOpener");
_modifier.RefreshMovementSpeedModifiers(uid);
}
private void OnRefreshMovementSpeedModifiers(EntityUid uid, VehicleComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (!component.HasKey)
{
args.ModifySpeed(0f, 0f);
}
}
// TODO: Shitcode, needs to use sprites instead of actual offsets.
private void OnMoveEvent(EntityUid uid, VehicleComponent component, ref MoveEvent args)
{
if (args.NewRotation == args.OldRotation)
return;
// This first check is just for safety
if (component.AutoAnimate && !HasComp<InputMoverComponent>(uid))
{
UpdateAutoAnimate(uid, false);
return;
}
UpdateBuckleOffset(uid, args.Component, component);
if (TryComp<InputMoverComponent>(uid, out var mover))
UpdateDrawDepth(uid, GetDrawDepth(args.Component, component, mover.RelativeRotation));
}
private void OnGettingPickedUpAttempt(EntityUid uid, InVehicleComponent component, GettingPickedUpAttemptEvent args)
{
if (component.Vehicle == null || component.Vehicle.Rider != null && component.Vehicle.Rider != args.User)
args.Cancel();
}
/// <summary>
/// Depending on which direction the vehicle is facing,
/// change its draw depth. Vehicles can choose between special drawdetph
/// when facing north or south. East and west are easy.
/// </summary>
private int GetDrawDepth(TransformComponent xform, VehicleComponent component, Angle cameraAngle)
{
var itemDirection = cameraAngle.GetDir() switch
{
Direction.South => xform.LocalRotation.GetDir(),
Direction.North => xform.LocalRotation.RotateDir(Direction.North),
Direction.West => xform.LocalRotation.RotateDir(Direction.East),
Direction.East => xform.LocalRotation.RotateDir(Direction.West),
_ => Direction.South
};
return itemDirection switch
{
Direction.North => component.NorthOver
? (int) DrawDepth.DrawDepth.Doors
: (int) DrawDepth.DrawDepth.WallMountedItems,
Direction.South => component.SouthOver
? (int) DrawDepth.DrawDepth.Doors
: (int) DrawDepth.DrawDepth.WallMountedItems,
Direction.West => component.WestOver
? (int) DrawDepth.DrawDepth.Doors
: (int) DrawDepth.DrawDepth.WallMountedItems,
Direction.East => component.EastOver
? (int) DrawDepth.DrawDepth.Doors
: (int) DrawDepth.DrawDepth.WallMountedItems,
_ => (int) DrawDepth.DrawDepth.WallMountedItems
};
}
/// <summary>
/// Change the buckle offset based on what direction the vehicle is facing and
/// teleport any buckled entities to it. This is the most crucial part of making
/// buckled vehicles work.
/// </summary>
private void UpdateBuckleOffset(EntityUid uid, TransformComponent xform, VehicleComponent component)
{
if (!TryComp<StrapComponent>(uid, out var strap))
return;
// TODO: Strap should handle this but buckle E/C moment.
var oldOffset = strap.BuckleOffset;
strap.BuckleOffset = xform.LocalRotation.Degrees switch
{
< 45f => new(0, component.SouthOverride),
<= 135f => component.BaseBuckleOffset,
< 225f => new(0, component.NorthOverride),
<= 315f => new(component.BaseBuckleOffset.X * -1, component.BaseBuckleOffset.Y),
_ => new(0, component.SouthOverride)
};
if (!oldOffset.Equals(strap.BuckleOffset))
Dirty(strap);
foreach (var buckledEntity in strap.BuckledEntities)
{
var buckleXform = Transform(buckledEntity);
_transform.SetLocalPositionNoLerp(buckleXform, strap.BuckleOffsetClamped);
}
}
private void OnGetAdditionalAccess(EntityUid uid, VehicleComponent component, ref GetAdditionalAccessEvent args)
{
if (component.Rider == null)
return;
var rider = component.Rider.Value;
args.Entities.Add(rider);
_access.FindAccessItemsInventory(rider, out var items);
args.Entities.UnionWith(items);
}
/// <summary>
/// Set the draw depth for the sprite.
/// </summary>
private void UpdateDrawDepth(EntityUid uid, int drawDepth)
{
Appearance.SetData(uid, VehicleVisuals.DrawDepth, drawDepth);
}
/// <summary>
/// Set whether the vehicle's base layer is animating or not.
/// </summary>
private void UpdateAutoAnimate(EntityUid uid, bool autoAnimate)
{
Appearance.SetData(uid, VehicleVisuals.AutoAnimate, autoAnimate);
}
}
/// <summary>
/// Stores the vehicle's draw depth mostly
/// </summary>
[Serializable, NetSerializable]
public enum VehicleVisuals : byte
{
/// <summary>
/// What layer the vehicle should draw on (assumed integer)
/// </summary>
DrawDepth,
/// <summary>
/// Whether the wheels should be turning
/// </summary>
AutoAnimate,
HideRider
}
/// <summary>
/// Raised when someone honks a vehicle horn
/// </summary>
public sealed partial class HonkActionEvent : InstantActionEvent
{
}