Fix and update VehicleSystem.cs (#15284)
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@@ -7,6 +7,7 @@ using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Vehicle;
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using Content.Shared.Vehicle.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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@@ -89,7 +90,8 @@ namespace Content.Server.Vehicle
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// Update appearance stuff, add actions
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UpdateBuckleOffset(Transform(uid), component);
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UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component.NorthOnly));
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if (TryComp<InputMoverComponent>(uid, out var mover))
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UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component, mover.RelativeRotation.Degrees));
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if (TryComp<ActionsComponent>(args.BuckledEntity, out var actions) && TryComp<UnpoweredFlashlightComponent>(uid, out var flashlight))
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{
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@@ -58,15 +58,24 @@ namespace Content.Shared.Vehicle.Components
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/// <summary>
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/// Whether the vehicle has a key currently inside it or not.
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/// </summary>
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[ViewVariables]
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[DataField("hasKey")]
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public bool HasKey = false;
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// TODO: Fix this
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/// <summary>
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/// Whether the vehicle should treat north as its unique direction in its visualizer
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/// Determines from which side the vehicle will be displayed on top of the player.
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/// </summary>
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[DataField("northOnly")]
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public bool NorthOnly = false;
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[DataField("southOver")]
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public bool SouthOver = false;
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[DataField("northOver")]
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public bool NorthOver = false;
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[DataField("westOver")]
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public bool WestOver = false;
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[DataField("eastOver")]
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public bool EastOver = false;
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/// <summary>
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/// What the y buckle offset should be in north / south
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@@ -11,6 +11,7 @@ using Robust.Shared.Serialization;
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using Robust.Shared.Containers;
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using Content.Shared.Tag;
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using Content.Shared.Audio;
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using Serilog;
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namespace Content.Shared.Vehicle;
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@@ -50,7 +51,8 @@ public abstract partial class SharedVehicleSystem : EntitySystem
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private void OnEntInserted(EntityUid uid, VehicleComponent component, EntInsertedIntoContainerMessage args)
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{
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if (args.Container.ID != KeySlot ||
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!_tagSystem.HasTag(args.Entity, "VehicleKey")) return;
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!_tagSystem.HasTag(args.Entity, "VehicleKey"))
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return;
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// Enable vehicle
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var inVehicle = EnsureComp<InVehicleComponent>(args.Entity);
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@@ -107,7 +109,8 @@ public abstract partial class SharedVehicleSystem : EntitySystem
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}
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UpdateBuckleOffset(args.Component, component);
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UpdateDrawDepth(uid, GetDrawDepth(args.Component, component.NorthOnly));
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if (TryComp<InputMoverComponent>(uid, out var mover))
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UpdateDrawDepth(uid, GetDrawDepth(args.Component, component, mover.RelativeRotation));
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}
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private void OnVehicleStartup(EntityUid uid, VehicleComponent component, ComponentStartup args)
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@@ -129,26 +132,36 @@ public abstract partial class SharedVehicleSystem : EntitySystem
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/// change its draw depth. Vehicles can choose between special drawdetph
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/// when facing north or south. East and west are easy.
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/// </summary>
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protected int GetDrawDepth(TransformComponent xform, bool northOnly)
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protected int GetDrawDepth(TransformComponent xform, VehicleComponent component, Angle cameraAngle)
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{
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// TODO: I can't even
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if (northOnly)
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var itemDirection = cameraAngle.GetDir() switch
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{
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return xform.LocalRotation.Degrees switch
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{
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< 135f => (int) DrawDepth.DrawDepth.Doors,
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<= 225f => (int) DrawDepth.DrawDepth.WallMountedItems,
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_ => 5
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};
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}
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return xform.LocalRotation.Degrees switch
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Direction.South => xform.LocalRotation.GetDir(),
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Direction.North => xform.LocalRotation.RotateDir(Direction.North),
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Direction.West => xform.LocalRotation.RotateDir(Direction.East),
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Direction.East => xform.LocalRotation.RotateDir(Direction.West),
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_ => Direction.South
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};
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return itemDirection switch
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{
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< 45f => (int) DrawDepth.DrawDepth.Doors,
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<= 315f => (int) DrawDepth.DrawDepth.WallMountedItems,
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_ => (int) DrawDepth.DrawDepth.Doors,
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Direction.North => component.NorthOver
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? (int) DrawDepth.DrawDepth.Doors
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: (int) DrawDepth.DrawDepth.WallMountedItems,
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Direction.South => component.SouthOver
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? (int) DrawDepth.DrawDepth.Doors
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: (int) DrawDepth.DrawDepth.WallMountedItems,
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Direction.West => component.WestOver
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? (int) DrawDepth.DrawDepth.Doors
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: (int) DrawDepth.DrawDepth.WallMountedItems,
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Direction.East => component.EastOver
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? (int) DrawDepth.DrawDepth.Doors
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: (int) DrawDepth.DrawDepth.WallMountedItems,
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_ => (int) DrawDepth.DrawDepth.WallMountedItems
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};
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}
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/// <summary>
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/// Change the buckle offset based on what direction the vehicle is facing and
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/// teleport any buckled entities to it. This is the most crucial part of making
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@@ -79,6 +79,7 @@
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- type: StaticPrice
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price: 750 # Grand Theft Auto.
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- type: entity
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id: VehicleJanicart
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parent: BaseVehicle
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@@ -86,6 +87,9 @@
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description: The janitor's trusty steed.
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components:
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- type: Vehicle
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southOver: true
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westOver: true
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eastOver: true
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northOverride: -0.15
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southOverride: 0.22
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- type: Sprite
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@@ -175,7 +179,9 @@
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description: The future of transportation. Popularized by St. James, the patron saint of security officers and internet forum moderators.
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components:
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- type: Vehicle
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northOnly: true
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northOver: true
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westOver: true
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eastOver: true
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northOverride: -0.1
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southOverride: 0.1
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hornSound:
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@@ -222,6 +228,8 @@
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description: All-Tile Vehicle.
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components:
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- type: Vehicle
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southOver: true
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northOver: true
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northOverride: -0.1
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southOverride: 0.1
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- type: Sprite
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@@ -275,7 +283,9 @@
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description: Be an enemy of the corporation, in style.
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components:
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- type: Vehicle
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northOnly: true
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southOver: true
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westOver: true
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eastOver: true
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northOverride: -0.1
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southOverride: 0.1
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hornSound:
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@@ -317,6 +327,8 @@
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description: Bad to the Bone.
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components:
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- type: Vehicle
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southOver: true
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northOver: true
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northOverride: -0.1
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southOverride: 0.1
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- type: Sprite
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