Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
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@@ -1,4 +1,8 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.ViewVariables;
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@@ -10,6 +14,7 @@ namespace Content.Shared.SubFloor
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/// (plating).
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/// (plating).
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/// </summary>
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/// </summary>
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/// <seealso cref="P:Content.Shared.Maps.ContentTileDefinition.IsSubFloor" />
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/// <seealso cref="P:Content.Shared.Maps.ContentTileDefinition.IsSubFloor" />
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[NetworkedComponent]
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[RegisterComponent]
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[RegisterComponent]
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public sealed class SubFloorHideComponent : Component
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public sealed class SubFloorHideComponent : Component
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{
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{
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@@ -17,10 +22,35 @@ namespace Content.Shared.SubFloor
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public override string Name => "SubFloorHide";
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public override string Name => "SubFloorHide";
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/// <summary>
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/// <summary>
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/// This entity needs to be anchored to be hid in the subfloor.
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/// Whether the entity will be hid when not in subfloor.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("enabled")]
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public bool Enabled { get; set; } = true;
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/// <summary>
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/// This entity needs to be anchored to be hid when not in subfloor.
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/// </summary>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("requireAnchored")]
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[DataField("requireAnchored")]
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public bool RequireAnchored { get; set; } = true;
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public bool RequireAnchored { get; set; } = true;
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new SubFloorHideComponentState(Enabled, RequireAnchored);
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}
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}
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[Serializable, NetSerializable]
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public class SubFloorHideComponentState : ComponentState
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{
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public bool Enabled { get; }
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public bool RequireAnchored { get; }
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public SubFloorHideComponentState(bool enabled, bool requireAnchored)
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{
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Enabled = enabled;
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RequireAnchored = requireAnchored;
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}
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}
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}
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}
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}
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@@ -2,6 +2,7 @@ using System;
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using Content.Shared.Maps;
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using Content.Shared.Maps;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Maths;
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@@ -44,6 +45,7 @@ namespace Content.Shared.SubFloor
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SubscribeLocalEvent<SubFloorHideComponent, ComponentStartup>(OnSubFloorStarted);
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SubscribeLocalEvent<SubFloorHideComponent, ComponentStartup>(OnSubFloorStarted);
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SubscribeLocalEvent<SubFloorHideComponent, ComponentShutdown>(OnSubFloorTerminating);
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SubscribeLocalEvent<SubFloorHideComponent, ComponentShutdown>(OnSubFloorTerminating);
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SubscribeLocalEvent<SubFloorHideComponent, AnchorStateChangedEvent>(HandleAnchorChanged);
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SubscribeLocalEvent<SubFloorHideComponent, AnchorStateChangedEvent>(HandleAnchorChanged);
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SubscribeLocalEvent<SubFloorHideComponent, ComponentHandleState>(HandleComponentState);
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}
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}
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public override void Shutdown()
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public override void Shutdown()
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@@ -54,6 +56,20 @@ namespace Content.Shared.SubFloor
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_mapManager.TileChanged -= MapManagerOnTileChanged;
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_mapManager.TileChanged -= MapManagerOnTileChanged;
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}
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}
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public void SetEnabled(SubFloorHideComponent subFloor, bool enabled)
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{
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subFloor.Enabled = enabled;
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subFloor.Dirty();
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UpdateEntity(subFloor.Owner.Uid);
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}
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public void SetRequireAnchoring(SubFloorHideComponent subFloor, bool requireAnchored)
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{
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subFloor.RequireAnchored = requireAnchored;
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subFloor.Dirty();
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UpdateEntity(subFloor.Owner.Uid);
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}
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private void OnSubFloorStarted(EntityUid uid, SubFloorHideComponent component, ComponentStartup _)
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private void OnSubFloorStarted(EntityUid uid, SubFloorHideComponent component, ComponentStartup _)
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{
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{
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UpdateEntity(uid);
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UpdateEntity(uid);
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@@ -73,6 +89,16 @@ namespace Content.Shared.SubFloor
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UpdateEntity(uid);
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UpdateEntity(uid);
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}
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}
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private void HandleComponentState(EntityUid uid, SubFloorHideComponent component, ComponentHandleState args)
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{
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if (args.Current is not SubFloorHideComponentState state)
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return;
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component.Enabled = state.Enabled;
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component.RequireAnchored = state.RequireAnchored;
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UpdateEntity(uid);
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}
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private void MapManagerOnTileChanged(object? sender, TileChangedEventArgs e)
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private void MapManagerOnTileChanged(object? sender, TileChangedEventArgs e)
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{
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{
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UpdateTile(_mapManager.GetGrid(e.NewTile.GridIndex), e.NewTile.GridIndices);
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UpdateTile(_mapManager.GetGrid(e.NewTile.GridIndex), e.NewTile.GridIndices);
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@@ -136,16 +162,21 @@ namespace Content.Shared.SubFloor
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if (subFloorHideEvent.Handled)
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if (subFloorHideEvent.Handled)
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return;
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return;
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// This might look weird, but basically we only need to query the SubFloorHide and Transform components
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// We only need to query the subfloor component to check if it's enabled or not when we're not on subfloor.
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// if we are gonna hide the entity and we require it to be anchored to be hidden. Because getting components
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// Getting components is expensive, after all.
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// is "expensive", we have a slow path where we query them, and a fast path where we don't.
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if (!subFloor && ComponentManager.TryGetComponent(uid, out SubFloorHideComponent? subFloorHideComponent))
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if (!subFloor
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&& ComponentManager.TryGetComponent(uid, out SubFloorHideComponent? subFloorHideComponent) &&
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subFloorHideComponent.RequireAnchored
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&& ComponentManager.TryGetComponent(uid, out ITransformComponent? transformComponent))
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{
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{
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// If we require the entity to be anchored but it's not, this will set subfloor to true, unhiding it.
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// If the component isn't enabled, then subfloor will always be true, and the entity will be shown.
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subFloor = !transformComponent.Anchored;
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if (!subFloorHideComponent.Enabled)
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{
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subFloor = true;
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}
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// We only need to query the TransformComp if the SubfloorHide is enabled and requires anchoring.
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else if (subFloorHideComponent.RequireAnchored && ComponentManager.TryGetComponent(uid, out ITransformComponent? transformComponent))
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{
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// If we require the entity to be anchored but it's not, this will set subfloor to true, unhiding it.
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subFloor = !transformComponent.Anchored;
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}
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}
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}
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// Whether to show this entity as visible, visually.
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// Whether to show this entity as visible, visually.
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