Predict folding (#19663)

This commit is contained in:
metalgearsloth
2023-08-31 11:56:13 +10:00
committed by GitHub
parent d74649abd4
commit 1b336d63bb
6 changed files with 165 additions and 196 deletions

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@@ -1,10 +0,0 @@
using Content.Shared.Foldable;
using JetBrains.Annotations;
namespace Content.Client.Foldable;
[UsedImplicitly]
public sealed class FoldableSystem : SharedFoldableSystem
{
// classic.
}

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@@ -1,89 +0,0 @@
using System.Linq;
using Content.Server.Storage.Components;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Foldable;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.Utility;
namespace Content.Server.Foldable
{
[UsedImplicitly]
public sealed class FoldableSystem : SharedFoldableSystem
{
[Dependency] private readonly SharedContainerSystem _container = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FoldableComponent, GetVerbsEvent<AlternativeVerb>>(AddFoldVerb);
}
public bool TryToggleFold(EntityUid uid, FoldableComponent comp)
{
return TrySetFolded(uid, comp, !comp.IsFolded);
}
public bool CanToggleFold(EntityUid uid, FoldableComponent? fold = null)
{
if (!Resolve(uid, ref fold))
return false;
// Can't un-fold in any container (locker, hands, inventory, whatever).
if (_container.IsEntityInContainer(uid))
return false;
// If an entity is buckled to the object we can't pick it up or fold it
if (TryComp(uid, out StrapComponent? strap) && strap.BuckledEntities.Any())
return false;
if (!TryComp(uid, out EntityStorageComponent? storage))
return true;
if (storage.Open)
return false;
return !storage.Contents.ContainedEntities.Any();
}
/// <summary>
/// Try to fold/unfold
/// </summary>
public bool TrySetFolded(EntityUid uid, FoldableComponent comp, bool state)
{
if (state == comp.IsFolded)
return false;
if (!CanToggleFold(uid, comp))
return false;
SetFolded(uid, comp, state);
return true;
}
#region Verb
private void AddFoldVerb(EntityUid uid, FoldableComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null || !CanToggleFold(uid, component))
return;
AlternativeVerb verb = new()
{
Act = () => TryToggleFold(uid, component),
Text = component.IsFolded ? Loc.GetString("unfold-verb") : Loc.GetString("fold-verb"),
Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/fold.svg.192dpi.png")),
// If the object is unfolded and they click it, they want to fold it, if it's folded, they want to pick it up
Priority = component.IsFolded ? 0 : 2,
};
args.Verbs.Add(verb);
}
#endregion
}
}

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@@ -11,7 +11,7 @@ namespace Content.Shared.Foldable;
/// </remarks> /// </remarks>
[RegisterComponent] [RegisterComponent]
[NetworkedComponent] [NetworkedComponent]
[Access(typeof(SharedFoldableSystem))] [Access(typeof(FoldableSystem))]
public sealed partial class FoldableComponent : Component public sealed partial class FoldableComponent : Component
{ {
[DataField("folded")] [DataField("folded")]

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@@ -0,0 +1,163 @@
using System.Linq;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Storage.Components;
using Content.Shared.Verbs;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Foldable;
public sealed class FoldableSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FoldableComponent, GetVerbsEvent<AlternativeVerb>>(AddFoldVerb);
SubscribeLocalEvent<FoldableComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<FoldableComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<FoldableComponent, ComponentInit>(OnFoldableInit);
SubscribeLocalEvent<FoldableComponent, ContainerGettingInsertedAttemptEvent>(OnInsertEvent);
SubscribeLocalEvent<FoldableComponent, StoreMobInItemContainerAttemptEvent>(OnStoreThisAttempt);
SubscribeLocalEvent<FoldableComponent, StorageOpenAttemptEvent>(OnFoldableOpenAttempt);
}
private void OnGetState(EntityUid uid, FoldableComponent component, ref ComponentGetState args)
{
args.State = new FoldableComponentState(component.IsFolded);
}
private void OnHandleState(EntityUid uid, FoldableComponent component, ref ComponentHandleState args)
{
if (args.Current is not FoldableComponentState state)
return;
if (state.IsFolded != component.IsFolded)
SetFolded(uid, component, state.IsFolded);
}
private void OnFoldableInit(EntityUid uid, FoldableComponent component, ComponentInit args)
{
SetFolded(uid, component, component.IsFolded);
}
private void OnFoldableOpenAttempt(EntityUid uid, FoldableComponent component, ref StorageOpenAttemptEvent args)
{
if (component.IsFolded)
args.Cancelled = true;
}
public void OnStoreThisAttempt(EntityUid uid, FoldableComponent comp, ref StoreMobInItemContainerAttemptEvent args)
{
args.Handled = true;
if (comp.IsFolded)
args.Cancelled = true;
}
/// <summary>
/// Returns false if the entity isn't foldable.
/// </summary>
public bool IsFolded(EntityUid uid, FoldableComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
return component.IsFolded;
}
/// <summary>
/// Set the folded state of the given <see cref="FoldableComponent"/>
/// </summary>
public void SetFolded(EntityUid uid, FoldableComponent component, bool folded)
{
component.IsFolded = folded;
Dirty(uid, component);
_appearance.SetData(uid, FoldedVisuals.State, folded);
_buckle.StrapSetEnabled(uid, !component.IsFolded);
}
private void OnInsertEvent(EntityUid uid, FoldableComponent component, ContainerGettingInsertedAttemptEvent args)
{
if (!component.IsFolded)
args.Cancel();
}
public bool TryToggleFold(EntityUid uid, FoldableComponent comp)
{
return TrySetFolded(uid, comp, !comp.IsFolded);
}
public bool CanToggleFold(EntityUid uid, FoldableComponent? fold = null)
{
if (!Resolve(uid, ref fold))
return false;
// Can't un-fold in any container (locker, hands, inventory, whatever).
if (_container.IsEntityInContainer(uid))
return false;
// If an entity is buckled to the object we can't pick it up or fold it
if (TryComp(uid, out StrapComponent? strap) && strap.BuckledEntities.Any())
return false;
if (TryComp(uid, out SharedEntityStorageComponent? storage))
{
if (storage.Open || storage.Contents.ContainedEntities.Any())
return false;
}
return true;
}
/// <summary>
/// Try to fold/unfold
/// </summary>
public bool TrySetFolded(EntityUid uid, FoldableComponent comp, bool state)
{
if (state == comp.IsFolded)
return false;
if (!CanToggleFold(uid, comp))
return false;
SetFolded(uid, comp, state);
return true;
}
#region Verb
private void AddFoldVerb(EntityUid uid, FoldableComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null || !CanToggleFold(uid, component))
return;
AlternativeVerb verb = new()
{
Act = () => TryToggleFold(uid, component),
Text = component.IsFolded ? Loc.GetString("unfold-verb") : Loc.GetString("fold-verb"),
Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/fold.svg.192dpi.png")),
// If the object is unfolded and they click it, they want to fold it, if it's folded, they want to pick it up
Priority = component.IsFolded ? 0 : 2,
};
args.Verbs.Add(verb);
}
#endregion
[Serializable, NetSerializable]
public enum FoldedVisuals : byte
{
State
}
}

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@@ -1,95 +0,0 @@
using Content.Shared.Buckle;
using Content.Shared.Storage.Components;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Foldable;
[UsedImplicitly]
public abstract class SharedFoldableSystem : EntitySystem
{
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FoldableComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<FoldableComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<FoldableComponent, ComponentInit>(OnFoldableInit);
SubscribeLocalEvent<FoldableComponent, ContainerGettingInsertedAttemptEvent>(OnInsertEvent);
SubscribeLocalEvent<FoldableComponent, StoreMobInItemContainerAttemptEvent>(OnStoreThisAttempt);
SubscribeLocalEvent<FoldableComponent, StorageOpenAttemptEvent>(OnFoldableOpenAttempt);
}
private void OnGetState(EntityUid uid, FoldableComponent component, ref ComponentGetState args)
{
args.State = new FoldableComponentState(component.IsFolded);
}
private void OnHandleState(EntityUid uid, FoldableComponent component, ref ComponentHandleState args)
{
if (args.Current is not FoldableComponentState state)
return;
if (state.IsFolded != component.IsFolded)
SetFolded(uid, component, state.IsFolded);
}
private void OnFoldableInit(EntityUid uid, FoldableComponent component, ComponentInit args)
{
SetFolded(uid, component, component.IsFolded);
}
private void OnFoldableOpenAttempt(EntityUid uid, FoldableComponent component, ref StorageOpenAttemptEvent args)
{
if (component.IsFolded)
args.Cancelled = true;
}
public void OnStoreThisAttempt(EntityUid uid, FoldableComponent comp, ref StoreMobInItemContainerAttemptEvent args)
{
args.Handled = true;
if (comp.IsFolded)
args.Cancelled = true;
}
/// <summary>
/// Returns false if the entity isn't foldable.
/// </summary>
public bool IsFolded(EntityUid uid, FoldableComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
return component.IsFolded;
}
/// <summary>
/// Set the folded state of the given <see cref="FoldableComponent"/>
/// </summary>
public virtual void SetFolded(EntityUid uid, FoldableComponent component, bool folded)
{
component.IsFolded = folded;
Dirty(component);
Appearance.SetData(uid, FoldedVisuals.State, folded);
_buckle.StrapSetEnabled(uid, !component.IsFolded);
}
private void OnInsertEvent(EntityUid uid, FoldableComponent component, ContainerGettingInsertedAttemptEvent args)
{
if (!component.IsFolded)
args.Cancel();
}
[Serializable, NetSerializable]
public enum FoldedVisuals : byte
{
State
}
}

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@@ -23,7 +23,7 @@ public abstract partial class SharedFultonSystem : EntitySystem
[Dependency] private readonly MetaDataSystem _metadata = default!; [Dependency] private readonly MetaDataSystem _metadata = default!;
[Dependency] protected readonly SharedAudioSystem Audio = default!; [Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!; [Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedFoldableSystem _foldable = default!; [Dependency] private readonly FoldableSystem _foldable = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!; [Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedStackSystem _stack = default!; [Dependency] private readonly SharedStackSystem _stack = default!;
[Dependency] protected readonly SharedTransformSystem TransformSystem = default!; [Dependency] protected readonly SharedTransformSystem TransformSystem = default!;