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Merge pull request #147 from Evgencheg/master
фиксы и апстрим
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Content.Client/Flight/Components/FlightVisualsComponent.cs
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using Robust.Client.Graphics; | ||
using Robust.Shared.GameStates; | ||
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namespace Content.Client.Flight.Components; | ||
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[RegisterComponent] | ||
public sealed partial class FlightVisualsComponent : Component | ||
{ | ||
/// <summary> | ||
/// How long does the animation last | ||
/// </summary> | ||
[DataField] | ||
public float Speed; | ||
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/// <summary> | ||
/// How far it goes in any direction. | ||
/// </summary> | ||
[DataField] | ||
public float Multiplier; | ||
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/// <summary> | ||
/// How much the limbs (if there are any) rotate. | ||
/// </summary> | ||
[DataField] | ||
public float Offset; | ||
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/// <summary> | ||
/// Are we animating layers or the entire sprite? | ||
/// </summary> | ||
public bool AnimateLayer = false; | ||
public int? TargetLayer; | ||
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[DataField] | ||
public string AnimationKey = "default"; | ||
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[ViewVariables(VVAccess.ReadWrite)] | ||
public ShaderInstance Shader = default!; | ||
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} |
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using Robust.Client.GameObjects; | ||
using Content.Shared.Flight; | ||
using Content.Shared.Flight.Events; | ||
using Content.Client.Flight.Components; | ||
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namespace Content.Client.Flight; | ||
public sealed class FlightSystem : SharedFlightSystem | ||
{ | ||
[Dependency] private readonly IEntityManager _entityManager = default!; | ||
public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeNetworkEvent<FlightEvent>(OnFlight); | ||
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} | ||
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private void OnFlight(FlightEvent args) | ||
{ | ||
var uid = GetEntity(args.Uid); | ||
if (!_entityManager.TryGetComponent(uid, out SpriteComponent? sprite) | ||
|| !args.IsAnimated | ||
|| !_entityManager.TryGetComponent(uid, out FlightComponent? flight)) | ||
return; | ||
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int? targetLayer = null; | ||
if (flight.IsLayerAnimated && flight.Layer is not null) | ||
{ | ||
targetLayer = GetAnimatedLayer(uid, flight.Layer, sprite); | ||
if (targetLayer == null) | ||
return; | ||
} | ||
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if (args.IsFlying && args.IsAnimated && flight.AnimationKey != "default") | ||
{ | ||
var comp = new FlightVisualsComponent | ||
{ | ||
AnimateLayer = flight.IsLayerAnimated, | ||
AnimationKey = flight.AnimationKey, | ||
Multiplier = flight.ShaderMultiplier, | ||
Offset = flight.ShaderOffset, | ||
Speed = flight.ShaderSpeed, | ||
TargetLayer = targetLayer, | ||
}; | ||
AddComp(uid, comp); | ||
} | ||
if (!args.IsFlying) | ||
RemComp<FlightVisualsComponent>(uid); | ||
} | ||
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public int? GetAnimatedLayer(EntityUid uid, string targetLayer, SpriteComponent? sprite = null) | ||
{ | ||
if (!Resolve(uid, ref sprite)) | ||
return null; | ||
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int index = 0; | ||
foreach (var layer in sprite.AllLayers) | ||
{ | ||
// This feels like absolute shitcode, isn't there a better way to check for it? | ||
if (layer.Rsi?.Path.ToString() == targetLayer) | ||
return index; | ||
index++; | ||
} | ||
return null; | ||
} | ||
} |
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using Content.Client.Flight.Components; | ||
using Robust.Client.GameObjects; | ||
using Robust.Client.Graphics; | ||
using Robust.Shared.Prototypes; | ||
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namespace Content.Client.Flight; | ||
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/// <summary> | ||
/// Handles offsetting an entity while flying | ||
/// </summary> | ||
public sealed class FlyingVisualizerSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly IPrototypeManager _protoMan = default!; | ||
[Dependency] private readonly SpriteSystem _spriteSystem = default!; | ||
public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
SubscribeLocalEvent<FlightVisualsComponent, ComponentStartup>(OnStartup); | ||
SubscribeLocalEvent<FlightVisualsComponent, ComponentShutdown>(OnShutdown); | ||
SubscribeLocalEvent<FlightVisualsComponent, BeforePostShaderRenderEvent>(OnBeforeShaderPost); | ||
} | ||
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private void OnStartup(EntityUid uid, FlightVisualsComponent comp, ComponentStartup args) | ||
{ | ||
comp.Shader = _protoMan.Index<ShaderPrototype>(comp.AnimationKey).InstanceUnique(); | ||
AddShader(uid, comp.Shader, comp.AnimateLayer, comp.TargetLayer); | ||
SetValues(comp, comp.Speed, comp.Offset, comp.Multiplier); | ||
} | ||
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private void OnShutdown(EntityUid uid, FlightVisualsComponent comp, ComponentShutdown args) | ||
{ | ||
AddShader(uid, null, comp.AnimateLayer, comp.TargetLayer); | ||
} | ||
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private void AddShader(Entity<SpriteComponent?> entity, ShaderInstance? shader, bool animateLayer, int? layer) | ||
{ | ||
if (!Resolve(entity, ref entity.Comp, false)) | ||
return; | ||
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if (!animateLayer) | ||
entity.Comp.PostShader = shader; | ||
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if (animateLayer && layer is not null) | ||
entity.Comp.LayerSetShader(layer.Value, shader); | ||
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entity.Comp.GetScreenTexture = shader is not null; | ||
entity.Comp.RaiseShaderEvent = shader is not null; | ||
} | ||
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/// <summary> | ||
/// This function can be used to modify the shader's values while its running. | ||
/// </summary> | ||
private void OnBeforeShaderPost(EntityUid uid, FlightVisualsComponent comp, ref BeforePostShaderRenderEvent args) | ||
{ | ||
SetValues(comp, comp.Speed, comp.Offset, comp.Multiplier); | ||
} | ||
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private void SetValues(FlightVisualsComponent comp, float speed, float offset, float multiplier) | ||
{ | ||
comp.Shader.SetParameter("Speed", speed); | ||
comp.Shader.SetParameter("Offset", offset); | ||
comp.Shader.SetParameter("Multiplier", multiplier); | ||
} | ||
} |
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using Content.Shared.Cuffs.Components; | ||
using Content.Shared.Damage.Components; | ||
using Content.Shared.DoAfter; | ||
using Content.Shared.Flight; | ||
using Content.Shared.Flight.Events; | ||
using Content.Shared.Mobs; | ||
using Content.Shared.Popups; | ||
using Content.Shared.Stunnable; | ||
using Content.Shared.Zombies; | ||
using Robust.Shared.Audio.Systems; | ||
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namespace Content.Server.Flight; | ||
public sealed class FlightSystem : SharedFlightSystem | ||
{ | ||
[Dependency] private readonly SharedAudioSystem _audio = default!; | ||
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!; | ||
[Dependency] private readonly SharedPopupSystem _popupSystem = default!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<FlightComponent, ToggleFlightEvent>(OnToggleFlight); | ||
SubscribeLocalEvent<FlightComponent, FlightDoAfterEvent>(OnFlightDoAfter); | ||
SubscribeLocalEvent<FlightComponent, MobStateChangedEvent>(OnMobStateChangedEvent); | ||
SubscribeLocalEvent<FlightComponent, EntityZombifiedEvent>(OnZombified); | ||
SubscribeLocalEvent<FlightComponent, KnockedDownEvent>(OnKnockedDown); | ||
SubscribeLocalEvent<FlightComponent, StunnedEvent>(OnStunned); | ||
SubscribeLocalEvent<FlightComponent, SleepStateChangedEvent>(OnSleep); | ||
} | ||
public override void Update(float frameTime) | ||
{ | ||
base.Update(frameTime); | ||
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var query = EntityQueryEnumerator<FlightComponent>(); | ||
while (query.MoveNext(out var uid, out var component)) | ||
{ | ||
if (!component.On) | ||
continue; | ||
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component.TimeUntilFlap -= frameTime; | ||
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if (component.TimeUntilFlap > 0f) | ||
continue; | ||
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_audio.PlayPvs(component.FlapSound, uid); | ||
component.TimeUntilFlap = component.FlapInterval; | ||
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} | ||
} | ||
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#region Core Functions | ||
private void OnToggleFlight(EntityUid uid, FlightComponent component, ToggleFlightEvent args) | ||
{ | ||
// If the user isnt flying, we check for conditionals and initiate a doafter. | ||
if (!component.On) | ||
{ | ||
if (!CanFly(uid, component)) | ||
return; | ||
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var doAfterArgs = new DoAfterArgs(EntityManager, | ||
uid, component.ActivationDelay, | ||
new FlightDoAfterEvent(), uid, target: uid) | ||
{ | ||
BlockDuplicate = true, | ||
BreakOnTargetMove = true, | ||
BreakOnUserMove = true, | ||
BreakOnDamage = true, | ||
NeedHand = true | ||
}; | ||
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if (!_doAfter.TryStartDoAfter(doAfterArgs)) | ||
return; | ||
} | ||
else | ||
ToggleActive(uid, false, component); | ||
} | ||
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private void OnFlightDoAfter(EntityUid uid, FlightComponent component, FlightDoAfterEvent args) | ||
{ | ||
if (args.Handled || args.Cancelled) | ||
return; | ||
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ToggleActive(uid, true, component); | ||
args.Handled = true; | ||
} | ||
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#endregion | ||
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#region Conditionals | ||
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private bool CanFly(EntityUid uid, FlightComponent component) | ||
{ | ||
if (TryComp<CuffableComponent>(uid, out var cuffableComp) && !cuffableComp.CanStillInteract) | ||
{ | ||
_popupSystem.PopupEntity(Loc.GetString("no-flight-while-restrained"), uid, uid, PopupType.Medium); | ||
return false; | ||
} | ||
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if (HasComp<ZombieComponent>(uid)) | ||
{ | ||
_popupSystem.PopupEntity(Loc.GetString("no-flight-while-zombified"), uid, uid, PopupType.Medium); | ||
return false; | ||
} | ||
return true; | ||
} | ||
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private void OnMobStateChangedEvent(EntityUid uid, FlightComponent component, MobStateChangedEvent args) | ||
{ | ||
if (!component.On | ||
|| args.NewMobState is MobState.Critical or MobState.Dead) | ||
return; | ||
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ToggleActive(args.Target, false, component); | ||
} | ||
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private void OnZombified(EntityUid uid, FlightComponent component, ref EntityZombifiedEvent args) | ||
{ | ||
if (!component.On) | ||
return; | ||
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ToggleActive(args.Target, false, component); | ||
if (!TryComp<StaminaComponent>(uid, out var stamina)) | ||
return; | ||
Dirty(uid, stamina); | ||
} | ||
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private void OnKnockedDown(EntityUid uid, FlightComponent component, ref KnockedDownEvent args) | ||
{ | ||
if (!component.On) | ||
return; | ||
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ToggleActive(uid, false, component); | ||
} | ||
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private void OnStunned(EntityUid uid, FlightComponent component, ref StunnedEvent args) | ||
{ | ||
if (!component.On) | ||
return; | ||
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ToggleActive(uid, false, component); | ||
} | ||
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private void OnSleep(EntityUid uid, FlightComponent component, ref SleepStateChangedEvent args) | ||
{ | ||
if (!component.On | ||
|| !args.FellAsleep) | ||
return; | ||
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ToggleActive(uid, false, component); | ||
if (!TryComp<StaminaComponent>(uid, out var stamina)) | ||
return; | ||
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Dirty(uid, stamina); | ||
} | ||
#endregion | ||
} |
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