Fix and update VehicleSystem.cs (#15284)

This commit is contained in:
Daniil Sikinami
2023-04-15 09:02:03 +03:00
committed by GitHub
parent 08e5d336fc
commit ddbac96ffa
4 changed files with 60 additions and 24 deletions

View File

@@ -7,6 +7,7 @@ using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Vehicle;
using Content.Shared.Vehicle.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
@@ -89,7 +90,8 @@ namespace Content.Server.Vehicle
// Update appearance stuff, add actions
UpdateBuckleOffset(Transform(uid), component);
UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component.NorthOnly));
if (TryComp<InputMoverComponent>(uid, out var mover))
UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component, mover.RelativeRotation.Degrees));
if (TryComp<ActionsComponent>(args.BuckledEntity, out var actions) && TryComp<UnpoweredFlashlightComponent>(uid, out var flashlight))
{

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@@ -58,15 +58,24 @@ namespace Content.Shared.Vehicle.Components
/// <summary>
/// Whether the vehicle has a key currently inside it or not.
/// </summary>
[ViewVariables]
[DataField("hasKey")]
public bool HasKey = false;
// TODO: Fix this
/// <summary>
/// Whether the vehicle should treat north as its unique direction in its visualizer
/// Determines from which side the vehicle will be displayed on top of the player.
/// </summary>
[DataField("northOnly")]
public bool NorthOnly = false;
[DataField("southOver")]
public bool SouthOver = false;
[DataField("northOver")]
public bool NorthOver = false;
[DataField("westOver")]
public bool WestOver = false;
[DataField("eastOver")]
public bool EastOver = false;
/// <summary>
/// What the y buckle offset should be in north / south

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@@ -11,6 +11,7 @@ using Robust.Shared.Serialization;
using Robust.Shared.Containers;
using Content.Shared.Tag;
using Content.Shared.Audio;
using Serilog;
namespace Content.Shared.Vehicle;
@@ -50,7 +51,8 @@ public abstract partial class SharedVehicleSystem : EntitySystem
private void OnEntInserted(EntityUid uid, VehicleComponent component, EntInsertedIntoContainerMessage args)
{
if (args.Container.ID != KeySlot ||
!_tagSystem.HasTag(args.Entity, "VehicleKey")) return;
!_tagSystem.HasTag(args.Entity, "VehicleKey"))
return;
// Enable vehicle
var inVehicle = EnsureComp<InVehicleComponent>(args.Entity);
@@ -107,7 +109,8 @@ public abstract partial class SharedVehicleSystem : EntitySystem
}
UpdateBuckleOffset(args.Component, component);
UpdateDrawDepth(uid, GetDrawDepth(args.Component, component.NorthOnly));
if (TryComp<InputMoverComponent>(uid, out var mover))
UpdateDrawDepth(uid, GetDrawDepth(args.Component, component, mover.RelativeRotation));
}
private void OnVehicleStartup(EntityUid uid, VehicleComponent component, ComponentStartup args)
@@ -129,26 +132,36 @@ public abstract partial class SharedVehicleSystem : EntitySystem
/// change its draw depth. Vehicles can choose between special drawdetph
/// when facing north or south. East and west are easy.
/// </summary>
protected int GetDrawDepth(TransformComponent xform, bool northOnly)
protected int GetDrawDepth(TransformComponent xform, VehicleComponent component, Angle cameraAngle)
{
// TODO: I can't even
if (northOnly)
var itemDirection = cameraAngle.GetDir() switch
{
return xform.LocalRotation.Degrees switch
{
< 135f => (int) DrawDepth.DrawDepth.Doors,
<= 225f => (int) DrawDepth.DrawDepth.WallMountedItems,
_ => 5
};
}
return xform.LocalRotation.Degrees switch
Direction.South => xform.LocalRotation.GetDir(),
Direction.North => xform.LocalRotation.RotateDir(Direction.North),
Direction.West => xform.LocalRotation.RotateDir(Direction.East),
Direction.East => xform.LocalRotation.RotateDir(Direction.West),
_ => Direction.South
};
return itemDirection switch
{
< 45f => (int) DrawDepth.DrawDepth.Doors,
<= 315f => (int) DrawDepth.DrawDepth.WallMountedItems,
_ => (int) DrawDepth.DrawDepth.Doors,
Direction.North => component.NorthOver
? (int) DrawDepth.DrawDepth.Doors
: (int) DrawDepth.DrawDepth.WallMountedItems,
Direction.South => component.SouthOver
? (int) DrawDepth.DrawDepth.Doors
: (int) DrawDepth.DrawDepth.WallMountedItems,
Direction.West => component.WestOver
? (int) DrawDepth.DrawDepth.Doors
: (int) DrawDepth.DrawDepth.WallMountedItems,
Direction.East => component.EastOver
? (int) DrawDepth.DrawDepth.Doors
: (int) DrawDepth.DrawDepth.WallMountedItems,
_ => (int) DrawDepth.DrawDepth.WallMountedItems
};
}
/// <summary>
/// Change the buckle offset based on what direction the vehicle is facing and
/// teleport any buckled entities to it. This is the most crucial part of making

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@@ -79,6 +79,7 @@
- type: StaticPrice
price: 750 # Grand Theft Auto.
- type: entity
id: VehicleJanicart
parent: BaseVehicle
@@ -86,6 +87,9 @@
description: The janitor's trusty steed.
components:
- type: Vehicle
southOver: true
westOver: true
eastOver: true
northOverride: -0.15
southOverride: 0.22
- type: Sprite
@@ -175,7 +179,9 @@
description: The future of transportation. Popularized by St. James, the patron saint of security officers and internet forum moderators.
components:
- type: Vehicle
northOnly: true
northOver: true
westOver: true
eastOver: true
northOverride: -0.1
southOverride: 0.1
hornSound:
@@ -222,6 +228,8 @@
description: All-Tile Vehicle.
components:
- type: Vehicle
southOver: true
northOver: true
northOverride: -0.1
southOverride: 0.1
- type: Sprite
@@ -275,7 +283,9 @@
description: Be an enemy of the corporation, in style.
components:
- type: Vehicle
northOnly: true
southOver: true
westOver: true
eastOver: true
northOverride: -0.1
southOverride: 0.1
hornSound:
@@ -317,6 +327,8 @@
description: Bad to the Bone.
components:
- type: Vehicle
southOver: true
northOver: true
northOverride: -0.1
southOverride: 0.1
- type: Sprite