Files
wwdpublic/Content.Client/Disposal/Systems/DisposalUnitSystem.cs
SimpleStation14 7c55b6afc6 Mirror: Fix mailing units turning into disposal units while recharging. (#387)
## Mirror of PR #26383: [Fix mailing units turning into disposal units
while
recharging.](https://github.com/space-wizards/space-station-14/pull/26383)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `94e4755a8de6885c97fac1cfb767144e8e07981a`

PR opened by <img
src="https://avatars.githubusercontent.com/u/32041239?v=4"
width="16"/><a href="https://github.com/nikthechampiongr">
nikthechampiongr</a> at 2024-03-24 11:57:45 UTC

---

PR changed 2 files with 14 additions and 3 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> fixes #18275
> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> This fixes mailing units appearing as disposal units when flushed.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> The states were hardcoded.
> 
> Now they are not.
> 
> Bug seems to have been introduced in #17803 as a part of a larger
refactor on disposal units. To my understanding, this was made in error
with the logic that no other objects would ever have a different
animation when flushing and charging but I am not sure.
> 
> ## Media
> <!-- 
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etc) are required to have media attached that showcase the changes.
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> Check the box below to confirm that you have in fact seen this (put an
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> 
> - [x] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> **Changelog**
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> 🆑
> - add: Added fun!
> - remove: Removed fun!
> - tweak: Changed fun!
> - fix: Fixed fun!
> -->
> 🆑 
> - fix: Mailing units no longer spontaneously turn into disposal units
when flushed.


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-12 00:47:42 -04:00

198 lines
7.6 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.Disposal;
using Content.Shared.Disposal.Components;
using Content.Shared.DragDrop;
using Content.Shared.Emag.Systems;
using Robust.Client.GameObjects;
using Robust.Client.Animations;
using Robust.Client.Graphics;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Events;
using static Content.Shared.Disposal.Components.SharedDisposalUnitComponent;
namespace Content.Client.Disposal.Systems;
public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
{
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
private const string AnimationKey = "disposal_unit_animation";
private const string DefaultFlushState = "disposal-flush";
private const string DefaultChargeState = "disposal-charging";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DisposalUnitComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<DisposalUnitComponent, PreventCollideEvent>(OnPreventCollide);
SubscribeLocalEvent<DisposalUnitComponent, CanDropTargetEvent>(OnCanDragDropOn);
SubscribeLocalEvent<DisposalUnitComponent, GotEmaggedEvent>(OnEmagged);
SubscribeLocalEvent<DisposalUnitComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<DisposalUnitComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnHandleState(EntityUid uid, DisposalUnitComponent component, ref ComponentHandleState args)
{
if (args.Current is not DisposalUnitComponentState state)
return;
component.FlushSound = state.FlushSound;
component.State = state.State;
component.NextPressurized = state.NextPressurized;
component.AutomaticEngageTime = state.AutomaticEngageTime;
component.NextFlush = state.NextFlush;
component.Powered = state.Powered;
component.Engaged = state.Engaged;
component.RecentlyEjected.Clear();
component.RecentlyEjected.AddRange(EnsureEntityList<DisposalUnitComponent>(state.RecentlyEjected, uid));
}
public override bool HasDisposals(EntityUid? uid)
{
return HasComp<DisposalUnitComponent>(uid);
}
public override bool ResolveDisposals(EntityUid uid, [NotNullWhen(true)] ref SharedDisposalUnitComponent? component)
{
if (component != null)
return true;
TryComp<DisposalUnitComponent>(uid, out var storage);
component = storage;
return component != null;
}
public override void DoInsertDisposalUnit(EntityUid uid, EntityUid toInsert, EntityUid user, SharedDisposalUnitComponent? disposal = null)
{
return;
}
private void OnComponentInit(EntityUid uid, SharedDisposalUnitComponent sharedDisposalUnit, ComponentInit args)
{
if (!TryComp<SpriteComponent>(uid, out var sprite) || !TryComp<AppearanceComponent>(uid, out var appearance))
return;
UpdateState(uid, sharedDisposalUnit, sprite, appearance);
}
private void OnAppearanceChange(EntityUid uid, SharedDisposalUnitComponent unit, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
UpdateState(uid, unit, args.Sprite, args.Component);
}
/// <summary>
/// Update visuals and tick animation
/// </summary>
private void UpdateState(EntityUid uid, SharedDisposalUnitComponent unit, SpriteComponent sprite, AppearanceComponent appearance)
{
if (!_appearanceSystem.TryGetData<VisualState>(uid, Visuals.VisualState, out var state, appearance))
{
return;
}
sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == VisualState.UnAnchored);
sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == VisualState.Anchored);
sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseFlush, state is VisualState.Flushing or VisualState.Charging);
var chargingState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseCharging, out var chargingLayer)
? sprite.LayerGetState(chargingLayer)
: new RSI.StateId(DefaultChargeState);
// This is a transient state so not too worried about replaying in range.
if (state == VisualState.Flushing)
{
if (!_animationSystem.HasRunningAnimation(uid, AnimationKey))
{
var flushState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseFlush, out var flushLayer)
? sprite.LayerGetState(flushLayer)
: new RSI.StateId(DefaultFlushState);
// Setup the flush animation to play
var anim = new Animation
{
Length = unit.FlushDelay,
AnimationTracks =
{
new AnimationTrackSpriteFlick
{
LayerKey = DisposalUnitVisualLayers.BaseFlush,
KeyFrames =
{
// Play the flush animation
new AnimationTrackSpriteFlick.KeyFrame(flushState, 0),
// Return to base state (though, depending on how the unit is
// configured we might get an appearance change event telling
// us to go to charging state)
new AnimationTrackSpriteFlick.KeyFrame(chargingState, (float) unit.FlushDelay.TotalSeconds)
}
},
}
};
if (unit.FlushSound != null)
{
anim.AnimationTracks.Add(
new AnimationTrackPlaySound
{
KeyFrames =
{
new AnimationTrackPlaySound.KeyFrame(_audioSystem.GetSound(unit.FlushSound), 0)
}
});
}
_animationSystem.Play(uid, anim, AnimationKey);
}
}
else if (state == VisualState.Charging)
{
sprite.LayerSetState(DisposalUnitVisualLayers.BaseFlush, chargingState);
}
else
{
_animationSystem.Stop(uid, AnimationKey);
}
if (!_appearanceSystem.TryGetData<HandleState>(uid, Visuals.Handle, out var handleState, appearance))
{
handleState = HandleState.Normal;
}
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayEngaged, handleState != HandleState.Normal);
if (!_appearanceSystem.TryGetData<LightStates>(uid, Visuals.Light, out var lightState, appearance))
{
lightState = LightStates.Off;
}
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayCharging,
(lightState & LightStates.Charging) != 0);
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayReady,
(lightState & LightStates.Ready) != 0);
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFull,
(lightState & LightStates.Full) != 0);
}
}
public enum DisposalUnitVisualLayers : byte
{
Unanchored,
Base,
BaseCharging,
BaseFlush,
OverlayCharging,
OverlayReady,
OverlayFull,
OverlayEngaged
}