using Content.Shared.Movement.Components;
using Robust.Shared.Physics.Events;
using Content.Shared.StepTrigger.Components; // imp edit
using Content.Shared.StepTrigger.Systems; // Imp edit
namespace Content.Shared.Movement.Systems;
///
/// Applies an occlusion shader for any relevant entities.
///
public abstract class SharedFloorOcclusionSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnStartCollide);
SubscribeLocalEvent(OnEndCollide);
SubscribeLocalEvent(OnStepTriggered); // Imp edit
SubscribeLocalEvent(OnStepTriggerAttempt); // Imp edit
}
private void OnStartCollide(Entity entity, ref StartCollideEvent args)
{
// Imp edit
//var other = args.OtherEntity;
//if (!TryComp(other, out var occlusion) ||
// occlusion.Colliding.Contains(entity.Owner))
//{
// return;
//}
//occlusion.Colliding.Add(entity.Owner);
//Dirty(other, occlusion);
//SetEnabled((other, occlusion));
if (HasComp(entity))
return;
var other = args.OtherEntity;
Occlude(entity, other);
// Imp End
}
private void OnEndCollide(Entity entity, ref EndCollideEvent args)
{
var other = args.OtherEntity;
if (!TryComp(other, out var occlusion))
return;
if (!occlusion.Colliding.Remove(entity.Owner))
return;
Dirty(other, occlusion);
SetEnabled((other, occlusion));
}
protected virtual void SetEnabled(Entity entity)
{
}
///
/// Imp: Occludes an entity. Moved from OnStartCollide() to allow it to be re-used in OnStepTriggered().
///
private void Occlude(Entity ent, EntityUid other)
{
if (!TryComp(other, out var occlusion) ||
occlusion.Colliding.Contains(ent.Owner))
{
return;
}
occlusion.Colliding.Add(ent.Owner);
Dirty(other, occlusion);
SetEnabled((other, occlusion));
}
private void OnStepTriggered(Entity entity, ref StepTriggeredOffEvent args)
{
var other = args.Tripper;
Occlude(entity, other);
}
private static void OnStepTriggerAttempt(Entity entity, ref StepTriggerAttemptEvent args)
{
args.Continue = true;
}
// Imp End
}