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## 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 > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > > - [x] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > <!-- > Make sure to take this Changelog template out of the comment block in order for it to show up. > 🆑 > - 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>
198 lines
7.6 KiB
C#
198 lines
7.6 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Disposal;
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using Content.Shared.Disposal.Components;
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using Content.Shared.DragDrop;
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using Content.Shared.Emag.Systems;
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using Robust.Client.GameObjects;
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using Robust.Client.Animations;
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using Robust.Client.Graphics;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Events;
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using static Content.Shared.Disposal.Components.SharedDisposalUnitComponent;
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namespace Content.Client.Disposal.Systems;
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public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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private const string AnimationKey = "disposal_unit_animation";
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private const string DefaultFlushState = "disposal-flush";
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private const string DefaultChargeState = "disposal-charging";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalUnitComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<DisposalUnitComponent, PreventCollideEvent>(OnPreventCollide);
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SubscribeLocalEvent<DisposalUnitComponent, CanDropTargetEvent>(OnCanDragDropOn);
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SubscribeLocalEvent<DisposalUnitComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<DisposalUnitComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<DisposalUnitComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnHandleState(EntityUid uid, DisposalUnitComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not DisposalUnitComponentState state)
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return;
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component.FlushSound = state.FlushSound;
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component.State = state.State;
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component.NextPressurized = state.NextPressurized;
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component.AutomaticEngageTime = state.AutomaticEngageTime;
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component.NextFlush = state.NextFlush;
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component.Powered = state.Powered;
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component.Engaged = state.Engaged;
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component.RecentlyEjected.Clear();
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component.RecentlyEjected.AddRange(EnsureEntityList<DisposalUnitComponent>(state.RecentlyEjected, uid));
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}
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public override bool HasDisposals(EntityUid? uid)
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{
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return HasComp<DisposalUnitComponent>(uid);
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}
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public override bool ResolveDisposals(EntityUid uid, [NotNullWhen(true)] ref SharedDisposalUnitComponent? component)
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{
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if (component != null)
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return true;
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TryComp<DisposalUnitComponent>(uid, out var storage);
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component = storage;
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return component != null;
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}
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public override void DoInsertDisposalUnit(EntityUid uid, EntityUid toInsert, EntityUid user, SharedDisposalUnitComponent? disposal = null)
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{
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return;
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}
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private void OnComponentInit(EntityUid uid, SharedDisposalUnitComponent sharedDisposalUnit, ComponentInit args)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite) || !TryComp<AppearanceComponent>(uid, out var appearance))
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return;
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UpdateState(uid, sharedDisposalUnit, sprite, appearance);
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}
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private void OnAppearanceChange(EntityUid uid, SharedDisposalUnitComponent unit, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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UpdateState(uid, unit, args.Sprite, args.Component);
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}
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/// <summary>
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/// Update visuals and tick animation
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/// </summary>
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private void UpdateState(EntityUid uid, SharedDisposalUnitComponent unit, SpriteComponent sprite, AppearanceComponent appearance)
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{
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if (!_appearanceSystem.TryGetData<VisualState>(uid, Visuals.VisualState, out var state, appearance))
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{
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return;
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}
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == VisualState.UnAnchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == VisualState.Anchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseFlush, state is VisualState.Flushing or VisualState.Charging);
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var chargingState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseCharging, out var chargingLayer)
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? sprite.LayerGetState(chargingLayer)
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: new RSI.StateId(DefaultChargeState);
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// This is a transient state so not too worried about replaying in range.
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if (state == VisualState.Flushing)
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{
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if (!_animationSystem.HasRunningAnimation(uid, AnimationKey))
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{
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var flushState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseFlush, out var flushLayer)
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? sprite.LayerGetState(flushLayer)
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: new RSI.StateId(DefaultFlushState);
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// Setup the flush animation to play
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var anim = new Animation
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{
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Length = unit.FlushDelay,
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = DisposalUnitVisualLayers.BaseFlush,
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KeyFrames =
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{
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// Play the flush animation
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new AnimationTrackSpriteFlick.KeyFrame(flushState, 0),
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// Return to base state (though, depending on how the unit is
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// configured we might get an appearance change event telling
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// us to go to charging state)
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new AnimationTrackSpriteFlick.KeyFrame(chargingState, (float) unit.FlushDelay.TotalSeconds)
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}
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},
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}
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};
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if (unit.FlushSound != null)
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{
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anim.AnimationTracks.Add(
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new AnimationTrackPlaySound
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{
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KeyFrames =
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{
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new AnimationTrackPlaySound.KeyFrame(_audioSystem.GetSound(unit.FlushSound), 0)
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}
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});
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}
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_animationSystem.Play(uid, anim, AnimationKey);
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}
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}
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else if (state == VisualState.Charging)
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{
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sprite.LayerSetState(DisposalUnitVisualLayers.BaseFlush, chargingState);
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}
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else
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{
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_animationSystem.Stop(uid, AnimationKey);
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}
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if (!_appearanceSystem.TryGetData<HandleState>(uid, Visuals.Handle, out var handleState, appearance))
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{
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handleState = HandleState.Normal;
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}
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayEngaged, handleState != HandleState.Normal);
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if (!_appearanceSystem.TryGetData<LightStates>(uid, Visuals.Light, out var lightState, appearance))
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{
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lightState = LightStates.Off;
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}
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayCharging,
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(lightState & LightStates.Charging) != 0);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayReady,
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(lightState & LightStates.Ready) != 0);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFull,
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(lightState & LightStates.Full) != 0);
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}
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}
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public enum DisposalUnitVisualLayers : byte
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{
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Unanchored,
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Base,
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BaseCharging,
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BaseFlush,
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OverlayCharging,
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OverlayReady,
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OverlayFull,
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OverlayEngaged
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}
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