Update trivial components to use auto comp states (#20539)

This commit is contained in:
DrSmugleaf
2023-09-28 16:20:29 -07:00
committed by GitHub
parent 14cfe44ece
commit a44fa86b68
158 changed files with 806 additions and 2866 deletions

View File

@@ -3,7 +3,6 @@ using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Vehicle.Components;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
namespace Content.Client.Buckle;
@@ -15,20 +14,12 @@ internal sealed class BuckleSystem : SharedBuckleSystem
{
base.Initialize();
SubscribeLocalEvent<BuckleComponent, ComponentHandleState>(OnBuckleHandleState);
SubscribeLocalEvent<BuckleComponent, AfterAutoHandleStateEvent>(OnBuckleAfterAutoHandleState);
SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnBuckleHandleState(EntityUid uid, BuckleComponent component, ref ComponentHandleState args)
private void OnBuckleAfterAutoHandleState(EntityUid uid, BuckleComponent component, ref AfterAutoHandleStateEvent args)
{
if (args.Current is not BuckleComponentState state)
return;
component.Buckled = state.Buckled;
component.BuckledTo = EnsureEntity<BuckleComponent>(state.BuckledTo, uid);
component.LastEntityBuckledTo = EnsureEntity<BuckleComponent>(state.LastEntityBuckledTo, uid);
component.DontCollide = state.DontCollide;
ActionBlocker.UpdateCanMove(uid);
if (!TryComp<SpriteComponent>(uid, out var ownerSprite))
@@ -38,11 +29,11 @@ internal sealed class BuckleSystem : SharedBuckleSystem
return;
// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
// Reset the draw depth when rotated in any other direction.
// TODO when ECSing, make this a visualizer
// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
// better to get it working for most people before we look at a more permanent solution.
// Reset the draw depth when rotated in any other direction.
// TODO when ECSing, make this a visualizer
// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
// better to get it working for most people before we look at a more permanent solution.
if (component is { Buckled: true, LastEntityBuckledTo: { } } &&
Transform(component.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
TryComp<SpriteComponent>(component.LastEntityBuckledTo, out var buckledSprite))