PlantHolderVisualizer component system refactor (#10091)
* Converted PlantHolderVisualizer to component and system. * Cleaned up Botany folder. * Converted initialization of HydroTrayVisualizer under PlantHolderVisualizerSystem to it's own GenericVisualizer. * Cleaned up hydro_tray.yml.
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@@ -0,0 +1,6 @@
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namespace Content.Client.Botany.Components;
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[RegisterComponent]
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public sealed class PlantHolderVisualsComponent : Component
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{
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}
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@@ -1,4 +1,4 @@
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namespace Content.Client.Botany;
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namespace Content.Client.Botany.Components;
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[RegisterComponent]
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public sealed class PotencyVisualsComponent : Component
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@@ -1,111 +0,0 @@
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using Content.Shared.Botany;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Utility;
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namespace Content.Client.Botany
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{
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[UsedImplicitly]
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public sealed class PlantHolderVisualizer : AppearanceVisualizer
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{
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public override void InitializeEntity(EntityUid entity)
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{
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base.InitializeEntity(entity);
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(entity);
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sprite.LayerMapReserveBlank(PlantHolderLayers.Plant);
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sprite.LayerMapReserveBlank(PlantHolderLayers.HealthLight);
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sprite.LayerMapReserveBlank(PlantHolderLayers.WaterLight);
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sprite.LayerMapReserveBlank(PlantHolderLayers.NutritionLight);
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sprite.LayerMapReserveBlank(PlantHolderLayers.AlertLight);
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sprite.LayerMapReserveBlank(PlantHolderLayers.HarvestLight);
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var hydroTools = new ResourcePath("Structures/Hydroponics/overlays.rsi");
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sprite.LayerSetSprite(PlantHolderLayers.HealthLight,
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new SpriteSpecifier.Rsi(hydroTools, "lowhealth3"));
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sprite.LayerSetSprite(PlantHolderLayers.WaterLight,
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new SpriteSpecifier.Rsi(hydroTools, "lowwater3"));
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sprite.LayerSetSprite(PlantHolderLayers.NutritionLight,
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new SpriteSpecifier.Rsi(hydroTools, "lownutri3"));
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sprite.LayerSetSprite(PlantHolderLayers.AlertLight,
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new SpriteSpecifier.Rsi(hydroTools, "alert3"));
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sprite.LayerSetSprite(PlantHolderLayers.HarvestLight,
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new SpriteSpecifier.Rsi(hydroTools, "harvest3"));
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// Let's make those invisible for now.
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sprite.LayerSetVisible(PlantHolderLayers.Plant, false);
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sprite.LayerSetVisible(PlantHolderLayers.HealthLight, false);
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sprite.LayerSetVisible(PlantHolderLayers.WaterLight, false);
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sprite.LayerSetVisible(PlantHolderLayers.NutritionLight, false);
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sprite.LayerSetVisible(PlantHolderLayers.AlertLight, false);
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sprite.LayerSetVisible(PlantHolderLayers.HarvestLight, false);
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// Pretty unshaded lights!
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sprite.LayerSetShader(PlantHolderLayers.HealthLight, "unshaded");
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sprite.LayerSetShader(PlantHolderLayers.WaterLight, "unshaded");
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sprite.LayerSetShader(PlantHolderLayers.NutritionLight, "unshaded");
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sprite.LayerSetShader(PlantHolderLayers.AlertLight, "unshaded");
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sprite.LayerSetShader(PlantHolderLayers.HarvestLight, "unshaded");
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(component.Owner);
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if (component.TryGetData<string>(PlantHolderVisuals.PlantRsi, out var rsi)
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&& component.TryGetData<string>(PlantHolderVisuals.PlantState, out var state))
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{
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var valid = !string.IsNullOrWhiteSpace(state);
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sprite.LayerSetVisible(PlantHolderLayers.Plant, valid);
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if(valid)
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{
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sprite.LayerSetRSI(PlantHolderLayers.Plant, rsi);
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sprite.LayerSetState(PlantHolderLayers.Plant, state);
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}
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}
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if (component.TryGetData<bool>(PlantHolderVisuals.HealthLight, out var health))
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{
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sprite.LayerSetVisible(PlantHolderLayers.HealthLight, health);
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}
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if (component.TryGetData<bool>(PlantHolderVisuals.WaterLight, out var water))
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{
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sprite.LayerSetVisible(PlantHolderLayers.WaterLight, water);
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}
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if (component.TryGetData<bool>(PlantHolderVisuals.NutritionLight, out var nutrition))
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{
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sprite.LayerSetVisible(PlantHolderLayers.NutritionLight, nutrition);
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}
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if (component.TryGetData<bool>(PlantHolderVisuals.AlertLight, out var alert))
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{
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sprite.LayerSetVisible(PlantHolderLayers.AlertLight, alert);
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}
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if (component.TryGetData<bool>(PlantHolderVisuals.HarvestLight, out var harvest))
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{
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sprite.LayerSetVisible(PlantHolderLayers.HarvestLight, harvest);
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}
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}
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}
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public enum PlantHolderLayers : byte
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{
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Plant,
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HealthLight,
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WaterLight,
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NutritionLight,
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AlertLight,
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HarvestLight,
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}
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}
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54
Content.Client/Botany/PlantHolderVisualizerSystem.cs
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54
Content.Client/Botany/PlantHolderVisualizerSystem.cs
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@@ -0,0 +1,54 @@
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using Content.Client.Botany.Components;
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using Content.Shared.Botany;
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using Robust.Client.GameObjects;
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using Robust.Shared.Utility;
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namespace Content.Client.Botany;
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public sealed class PlantHolderVisualizerSystem : VisualizerSystem<PlantHolderVisualsComponent>
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlantHolderVisualsComponent, ComponentInit>(OnComponentInit);
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}
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private void OnComponentInit(EntityUid uid, PlantHolderVisualsComponent component, ComponentInit args)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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sprite.LayerMapReserveBlank(PlantHolderLayers.Plant);
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sprite.LayerSetVisible(PlantHolderLayers.Plant, false);
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}
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protected override void OnAppearanceChange(EntityUid uid, PlantHolderVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (args.Component.TryGetData<string>(PlantHolderVisuals.PlantRsi, out var rsi)
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&& args.Component.TryGetData<string>(PlantHolderVisuals.PlantState, out var state))
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{
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var valid = !string.IsNullOrWhiteSpace(state);
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args.Sprite.LayerSetVisible(PlantHolderLayers.Plant, valid);
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if (valid)
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{
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args.Sprite.LayerSetRSI(PlantHolderLayers.Plant, rsi);
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args.Sprite.LayerSetState(PlantHolderLayers.Plant, state);
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}
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}
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}
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}
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public enum PlantHolderLayers : byte
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{
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Plant,
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HealthLight,
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WaterLight,
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NutritionLight,
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AlertLight,
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HarvestLight,
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}
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@@ -1,4 +1,5 @@
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using Content.Shared.Botany;
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using Content.Client.Botany.Components;
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using Robust.Client.GameObjects;
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namespace Content.Client.Botany;
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