PDA uplink visibility fix (#7332)

This commit is contained in:
Leon Friedrich
2022-03-30 15:56:58 +13:00
committed by GitHub
parent a7d6837f9a
commit 13c5b7b140
2 changed files with 49 additions and 52 deletions

View File

@@ -7,7 +7,6 @@ using Content.Server.Traitor.Uplink.Account;
using Content.Server.Traitor.Uplink.Components;
using Content.Server.PDA.Ringer;
using Content.Server.UserInterface;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.PDA;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
@@ -21,20 +20,26 @@ namespace Content.Server.PDA
[Dependency] private readonly UnpoweredFlashlightSystem _unpoweredFlashlight = default!;
[Dependency] private readonly RingerSystem _ringerSystem = default!;
[Dependency] private readonly InstrumentSystem _instrumentSystem = default!;
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PDAComponent, LightToggleEvent>(OnLightToggle);
SubscribeLocalEvent<PDAComponent, AfterActivatableUIOpenEvent>(AfterUIOpen);
SubscribeLocalEvent<PDAComponent, UplinkInitEvent>(OnUplinkInit);
SubscribeLocalEvent<PDAComponent, UplinkRemovedEvent>(OnUplinkRemoved);
}
protected override void OnComponentInit(EntityUid uid, PDAComponent pda, ComponentInit args)
{
base.OnComponentInit(uid, pda, args);
var ui = pda.Owner.GetUIOrNull(PDAUiKey.Key);
if (ui != null)
if (!TryComp(uid, out ServerUserInterfaceComponent? uiComponent))
return;
if (_uiSystem.TryGetUi(uid, PDAUiKey.Key, out var ui, uiComponent))
ui.OnReceiveMessage += (msg) => OnUIMessage(pda, msg);
}
@@ -72,25 +77,7 @@ namespace Content.Server.PDA
UpdatePDAUserInterface(pda);
}
private bool OpenUI(PDAComponent pda, EntityUid user)
{
if (!EntityManager.TryGetComponent(user, out ActorComponent? actor))
return false;
UpdatePDAUserInterface(pda, user);
var ui = pda.Owner.GetUIOrNull(PDAUiKey.Key);
ui?.Toggle(actor.PlayerSession);
return true;
}
private void UpdatePDAAppearance(PDAComponent pda)
{
if (EntityManager.TryGetComponent(pda.Owner, out AppearanceComponent? appearance))
appearance.SetData(PDAVisuals.IDCardInserted, pda.ContainedID != null);
}
private void UpdatePDAUserInterface(PDAComponent pda, EntityUid? user = null)
private void UpdatePDAUserInterface(PDAComponent pda)
{
var ownerInfo = new PDAIdInfoText
{
@@ -99,54 +86,40 @@ namespace Content.Server.PDA
JobTitle = pda.ContainedID?.JobTitle
};
var ui = pda.Owner.GetUIOrNull(PDAUiKey.Key);
if (ui == null)
if (!_uiSystem.TryGetUi(pda.Owner, PDAUiKey.Key, out var ui))
return;
ui.SetState(new PDAUpdateState(pda.FlashlightOn, pda.PenSlot.HasItem, ownerInfo,
ShouldShowUplink(pda.Owner, ui, user),
HasComp<InstrumentComponent>(pda.Owner)));
}
var hasInstrument = HasComp<InstrumentComponent>(pda.Owner);
var state = new PDAUpdateState(pda.FlashlightOn, pda.PenSlot.HasItem, ownerInfo, false, hasInstrument);
ui.SetState(state);
/// <summary>
/// Check whether the PDA has an uplink, and ensure that the only person that can see the PDA UI has an
/// uplink account.
/// </summary>
public bool ShouldShowUplink(EntityUid uid, BoundUserInterface ui, EntityUid? user = null)
{
// TODO UPLINK RINGTONES/SECRETS This is just a janky placeholder way of hiding uplinks from non syndicate
// players. This should really use a sort of key-code entry system that selects an account which is not directly tied to
// a player entity.
if (!HasComp<UplinkComponent>(uid))
return false;
if (!HasComp<UplinkComponent>(pda.Owner))
return;
// If a user is trying to open the UI, make sure that they have an uplink account before showing the UI.
if (user != null && !_uplinkAccounts.HasAccount(user.Value))
return false;
var uplinkState = new PDAUpdateState(pda.FlashlightOn, pda.PenSlot.HasItem, ownerInfo, true, hasInstrument);
// If other users currently have the UI open, check that they too should be allowed to see the button..
foreach (var session in ui.SubscribedSessions)
{
if (session.AttachedEntity != null && !_uplinkAccounts.HasAccount(session.AttachedEntity.Value))
return false;
}
if (session.AttachedEntity is not EntityUid { Valid: true } user)
continue;
// everyone has an uplink account, show the button.
return true;
if (_uplinkAccounts.HasAccount(user))
ui.SetState(uplinkState, session);
}
}
private void OnUIMessage(PDAComponent pda, ServerBoundUserInterfaceMessage msg)
{
// cast EntityUid? to EntityUid
if (msg.Session.AttachedEntity is not {Valid: true} playerUid)
return;
// todo: move this to entity events
switch (msg.Message)
{
case PDARequestUpdateInterfaceMessage _:
UpdatePDAUserInterface(pda, playerUid);
UpdatePDAUserInterface(pda);
break;
case PDAToggleFlashlightMessage _:
{
@@ -175,5 +148,26 @@ namespace Content.Server.PDA
}
}
}
private void AfterUIOpen(EntityUid uid, PDAComponent pda, AfterActivatableUIOpenEvent args)
{
// A new user opened the UI --> Check if they are a traitor and should get a user specific UI state override.
if (!HasComp<UplinkComponent>(pda.Owner) || !_uplinkAccounts.HasAccount(args.User))
return;
if (!_uiSystem.TryGetUi(pda.Owner, PDAUiKey.Key, out var ui))
return;
var ownerInfo = new PDAIdInfoText
{
ActualOwnerName = pda.OwnerName,
IdOwner = pda.ContainedID?.FullName,
JobTitle = pda.ContainedID?.JobTitle
};
var state = new PDAUpdateState(pda.FlashlightOn, pda.PenSlot.HasItem, ownerInfo, true, HasComp<InstrumentComponent>(pda.Owner));
ui.SetState(state, args.Session);
}
}
}

View File

@@ -138,7 +138,7 @@ namespace Content.Server.UserInterface
ui.Toggle(actor.PlayerSession);
//Let the component know a user opened it so it can do whatever it needs to do
var aae = new AfterActivatableUIOpenEvent(user);
var aae = new AfterActivatableUIOpenEvent(user, actor.PlayerSession);
RaiseLocalEvent((aui).Owner, aae, false);
return true;
@@ -186,9 +186,12 @@ namespace Content.Server.UserInterface
public sealed class AfterActivatableUIOpenEvent : EntityEventArgs
{
public EntityUid User { get; }
public AfterActivatableUIOpenEvent(EntityUid who)
public readonly IPlayerSession Session;
public AfterActivatableUIOpenEvent(EntityUid who, IPlayerSession session)
{
User = who;
Session = session;
}
}