Files
wwdpublic/Content.Client/Buckle/BuckleSystem.cs
Spatison 54086988e3 Mass clean up (#587)
* mass clean up

(cherry picked from commit 12bb873b02c1ef50e20763542b030452cc0613da)

* Revert "Centrifuge buff (#393)"

This reverts commit 2a59a18230.

(cherry picked from commit 9ee495ab4bb365e1ccd3dc627ecb55114fea6944)

* Shoving merge conflict

* fix rich traitor

* fix test

* yml

* fix test

* fix test

* ohh
2025-06-16 20:35:48 +03:00

105 lines
4.0 KiB
C#

using Content.Client.Rotation;
using Content.Shared._White.Move;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Rotation;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
namespace Content.Client.Buckle;
internal sealed class BuckleSystem : SharedBuckleSystem
{
[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
SubscribeLocalEvent<StrapComponent, MoveEventProxy>(OnStrapMoveEvent); // WD EDIT
SubscribeLocalEvent<BuckleComponent, BuckledEvent>(OnBuckledEvent);
SubscribeLocalEvent<BuckleComponent, UnbuckledEvent>(OnUnbuckledEvent);
}
/// <summary>
/// Is the strap entity already rotated north? Lower the draw depth of the buckled entity.
/// </summary>
private void OnBuckledEvent(Entity<BuckleComponent> ent, ref BuckledEvent args)
{
if (!TryComp<SpriteComponent>(args.Strap, out var strapSprite) ||
!TryComp<SpriteComponent>(ent.Owner, out var buckledSprite))
return;
if (Transform(args.Strap.Owner).LocalRotation.GetCardinalDir() == Direction.North)
{
ent.Comp.OriginalDrawDepth ??= buckledSprite.DrawDepth;
buckledSprite.DrawDepth = strapSprite.DrawDepth - 1;
}
}
/// <summary>
/// Was the draw depth of the buckled entity lowered? Reset it upon unbuckling.
/// </summary>
private void OnUnbuckledEvent(Entity<BuckleComponent> ent, ref UnbuckledEvent args)
{
if (!TryComp<SpriteComponent>(ent.Owner, out var buckledSprite))
return;
if (ent.Comp.OriginalDrawDepth.HasValue)
{
buckledSprite.DrawDepth = ent.Comp.OriginalDrawDepth.Value;
ent.Comp.OriginalDrawDepth = null;
}
}
private void OnStrapMoveEvent(EntityUid uid, StrapComponent component, ref MoveEventProxy args) // WD EDIT
{
// I'm moving this to the client-side system, but for the sake of posterity let's keep this comment:
// > This is mega cursed. Please somebody save me from Mr Buckle's wild ride
// The nice thing is its still true, this is quite cursed, though maybe not omega cursed anymore.
// This code is garbage, it doesn't work with rotated viewports. I need to finally get around to reworking
// sprite rendering for entity layers & direction dependent sorting.
if (args.NewRotation == args.OldRotation)
return;
if (!TryComp<SpriteComponent>(uid, out var strapSprite))
return;
var isNorth = Transform(uid).LocalRotation.GetCardinalDir() == Direction.North;
foreach (var buckledEntity in component.BuckledEntities)
{
if (!TryComp<BuckleComponent>(buckledEntity, out var buckle))
continue;
if (!TryComp<SpriteComponent>(buckledEntity, out var buckledSprite))
continue;
if (isNorth)
{
buckle.OriginalDrawDepth ??= buckledSprite.DrawDepth;
buckledSprite.DrawDepth = strapSprite.DrawDepth - 1;
}
else if (buckle.OriginalDrawDepth.HasValue)
{
buckledSprite.DrawDepth = buckle.OriginalDrawDepth.Value;
buckle.OriginalDrawDepth = null;
}
}
}
private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
{
if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals)
|| !Appearance.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component)
|| !buckled || args.Sprite == null)
return;
// Animate strapping yourself to something at a given angle
// TODO: Dump this when buckle is better
_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
}
}