Files
ss14-wl/Content.Client/Silicons/Borgs/BorgSystem.cs
slarticodefast 3266c94eac Unify BatteryComponent and PredictedBatteryComponent (#41867)
* unify

* cleanup and merge conflicts

* floating points

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-12-19 18:18:12 +00:00

138 lines
5.1 KiB
C#

using Content.Shared.Alert;
using Content.Shared.Mobs;
using Content.Shared.Power.EntitySystems;
using Content.Shared.PowerCell;
using Content.Shared.Silicons.Borgs;
using Content.Shared.Silicons.Borgs.Components;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Containers;
using Robust.Shared.Timing;
namespace Content.Client.Silicons.Borgs;
/// <inheritdoc/>
public sealed partial class BorgSystem : SharedBorgSystem
{
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly SharedBatterySystem _battery = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPlayerManager _player = default!;
public override void Initialize()
{
base.Initialize();
InitializeBattery();
SubscribeLocalEvent<BorgChassisComponent, AppearanceChangeEvent>(OnBorgAppearanceChanged);
SubscribeLocalEvent<MMIComponent, AppearanceChangeEvent>(OnMMIAppearanceChanged);
}
public override void UpdateUI(Entity<BorgChassisComponent?> chassis)
{
if (_ui.TryGetOpenUi(chassis.Owner, BorgUiKey.Key, out var bui))
bui.Update();
}
private void OnBorgAppearanceChanged(Entity<BorgChassisComponent> chassis, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
UpdateBorgAppearance((chassis.Owner, chassis.Comp, args.Component, args.Sprite));
}
protected override void OnInserted(Entity<BorgChassisComponent> chassis, ref EntInsertedIntoContainerMessage args)
{
if (!chassis.Comp.Initialized)
return;
base.OnInserted(chassis, ref args);
UpdateUI(chassis.AsNullable());
UpdateBorgAppearance((chassis, chassis.Comp));
UpdateBatteryAlert((chassis.Owner, chassis.Comp, null));
}
protected override void OnRemoved(Entity<BorgChassisComponent> chassis, ref EntRemovedFromContainerMessage args)
{
if (!chassis.Comp.Initialized)
return;
base.OnRemoved(chassis, ref args);
UpdateUI(chassis.AsNullable());
UpdateBorgAppearance((chassis, chassis.Comp));
UpdateBatteryAlert((chassis.Owner, chassis.Comp, null));
}
private void UpdateBorgAppearance(Entity<BorgChassisComponent?, AppearanceComponent?, SpriteComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2, ref ent.Comp3))
return;
if (_appearance.TryGetData<MobState>(ent.Owner, MobStateVisuals.State, out var state, ent.Comp2))
{
if (state != MobState.Alive)
{
_sprite.LayerSetVisible((ent.Owner, ent.Comp3), BorgVisualLayers.Light, false);
return;
}
}
if (!_appearance.TryGetData<bool>(ent.Owner, BorgVisuals.HasPlayer, out var hasPlayer, ent.Comp2))
hasPlayer = false;
_sprite.LayerSetVisible((ent.Owner, ent.Comp3), BorgVisualLayers.Light, ent.Comp1.BrainEntity != null || hasPlayer);
_sprite.LayerSetRsiState((ent.Owner, ent.Comp3), BorgVisualLayers.Light, hasPlayer ? ent.Comp1.HasMindState : ent.Comp1.NoMindState);
}
private void OnMMIAppearanceChanged(EntityUid uid, MMIComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
var sprite = args.Sprite;
if (!_appearance.TryGetData(uid, MMIVisuals.BrainPresent, out bool brain))
brain = false;
if (!_appearance.TryGetData(uid, MMIVisuals.HasMind, out bool hasMind))
hasMind = false;
_sprite.LayerSetVisible((uid, sprite), MMIVisualLayers.Brain, brain);
if (!brain)
{
_sprite.LayerSetRsiState((uid, sprite), MMIVisualLayers.Base, component.NoBrainState);
}
else
{
var state = hasMind
? component.HasMindState
: component.NoMindState;
_sprite.LayerSetRsiState((uid, sprite), MMIVisualLayers.Base, state);
}
}
/// <summary>
/// Sets the sprite states used for the borg "is there a mind or not" indication.
/// </summary>
/// <param name="borg">The entity and component to modify.</param>
/// <param name="hasMindState">The state to use if the borg has a mind.</param>
/// <param name="noMindState">The state to use if the borg has no mind.</param>
/// <seealso cref="BorgChassisComponent.HasMindState"/>
/// <seealso cref="BorgChassisComponent.NoMindState"/>
public void SetMindStates(Entity<BorgChassisComponent> borg, string hasMindState, string noMindState)
{
borg.Comp.HasMindState = hasMindState;
borg.Comp.NoMindState = noMindState;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
UpdateBattery(frameTime);
}
}