scoopable ash and foam, solution transfer prediction (#25832)
* move SolutionTransfer to shared and predict as much as possible * fully move OpenableSystem to shared now that SolutionTransfer is * fix imports for everything * doc for solution transfer system * trolling * add scoopable system * make ash and foam scoopable * untroll * untroll real * make clickable it work * troll * the scooping room --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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210
Content.Shared/Nutrition/EntitySystems/OpenableSystem.cs
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210
Content.Shared/Nutrition/EntitySystems/OpenableSystem.cs
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Utility;
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namespace Content.Shared.Nutrition.EntitySystems;
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/// <summary>
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/// Provides API for openable food and drinks, handles opening on use and preventing transfer when closed.
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/// </summary>
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public sealed partial class OpenableSystem : EntitySystem
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{
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<OpenableComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<OpenableComponent, UseInHandEvent>(OnUse);
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SubscribeLocalEvent<OpenableComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<OpenableComponent, MeleeHitEvent>(HandleIfClosed);
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SubscribeLocalEvent<OpenableComponent, AfterInteractEvent>(HandleIfClosed);
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SubscribeLocalEvent<OpenableComponent, GetVerbsEvent<Verb>>(AddOpenCloseVerbs);
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SubscribeLocalEvent<OpenableComponent, SolutionTransferAttemptEvent>(OnTransferAttempt);
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}
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private void OnInit(EntityUid uid, OpenableComponent comp, ComponentInit args)
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{
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UpdateAppearance(uid, comp);
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}
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private void OnUse(EntityUid uid, OpenableComponent comp, UseInHandEvent args)
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{
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if (args.Handled || !comp.OpenableByHand)
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return;
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args.Handled = TryOpen(uid, comp, args.User);
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}
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private void OnExamined(EntityUid uid, OpenableComponent comp, ExaminedEvent args)
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{
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if (!comp.Opened || !args.IsInDetailsRange)
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return;
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var text = Loc.GetString(comp.ExamineText);
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args.PushMarkup(text);
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}
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private void HandleIfClosed(EntityUid uid, OpenableComponent comp, HandledEntityEventArgs args)
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{
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// prevent spilling/pouring/whatever drinks when closed
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args.Handled = !comp.Opened;
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}
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private void AddOpenCloseVerbs(EntityUid uid, OpenableComponent comp, GetVerbsEvent<Verb> args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract)
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return;
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Verb verb;
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if (comp.Opened)
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{
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if (!comp.Closeable)
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return;
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verb = new()
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{
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Text = Loc.GetString(comp.CloseVerbText),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/close.svg.192dpi.png")),
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Act = () => TryClose(args.Target, comp, args.User)
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};
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}
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else
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{
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verb = new()
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{
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Text = Loc.GetString(comp.OpenVerbText),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/open.svg.192dpi.png")),
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Act = () => TryOpen(args.Target, comp, args.User)
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};
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}
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args.Verbs.Add(verb);
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}
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private void OnTransferAttempt(Entity<OpenableComponent> ent, ref SolutionTransferAttemptEvent args)
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{
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if (!ent.Comp.Opened)
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{
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// message says its just for drinks, shouldn't matter since you typically dont have a food that is openable and can be poured out
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args.Cancel(Loc.GetString("drink-component-try-use-drink-not-open", ("owner", ent.Owner)));
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}
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}
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/// <summary>
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/// Returns true if the entity either does not have OpenableComponent or it is opened.
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/// Drinks that don't have OpenableComponent are automatically open, so it returns true.
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/// </summary>
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public bool IsOpen(EntityUid uid, OpenableComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false))
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return true;
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return comp.Opened;
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}
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/// <summary>
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/// Returns true if the entity both has OpenableComponent and is not opened.
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/// Drinks that don't have OpenableComponent are automatically open, so it returns false.
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/// If user is not null a popup will be shown to them.
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/// </summary>
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public bool IsClosed(EntityUid uid, EntityUid? user = null, OpenableComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false))
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return false;
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if (comp.Opened)
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return false;
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if (user != null)
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Popup.PopupEntity(Loc.GetString(comp.ClosedPopup, ("owner", uid)), user.Value, user.Value);
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return true;
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}
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/// <summary>
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/// Update open visuals to the current value.
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/// </summary>
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public void UpdateAppearance(EntityUid uid, OpenableComponent? comp = null, AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref comp))
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return;
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Appearance.SetData(uid, OpenableVisuals.Opened, comp.Opened, appearance);
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}
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/// <summary>
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/// Sets the opened field and updates open visuals.
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/// </summary>
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public void SetOpen(EntityUid uid, bool opened = true, OpenableComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false) || opened == comp.Opened)
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return;
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comp.Opened = opened;
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Dirty(uid, comp);
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if (opened)
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{
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var ev = new OpenableOpenedEvent();
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RaiseLocalEvent(uid, ref ev);
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}
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else
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{
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var ev = new OpenableClosedEvent();
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RaiseLocalEvent(uid, ref ev);
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}
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UpdateAppearance(uid, comp);
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}
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/// <summary>
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/// If closed, opens it and plays the sound.
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/// </summary>
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/// <returns>Whether it got opened</returns>
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public bool TryOpen(EntityUid uid, OpenableComponent? comp = null, EntityUid? user = null)
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{
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if (!Resolve(uid, ref comp, false) || comp.Opened)
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return false;
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SetOpen(uid, true, comp);
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Audio.PlayPredicted(comp.Sound, uid, user);
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return true;
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}
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/// <summary>
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/// If opened, closes it and plays the close sound, if one is defined.
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/// </summary>
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/// <returns>Whether it got closed</returns>
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public bool TryClose(EntityUid uid, OpenableComponent? comp = null, EntityUid? user = null)
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{
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if (!Resolve(uid, ref comp, false) || !comp.Opened || !comp.Closeable)
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return false;
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SetOpen(uid, false, comp);
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if (comp.CloseSound != null)
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Audio.PlayPredicted(comp.CloseSound, uid, user);
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return true;
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}
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}
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/// <summary>
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/// Raised after an Openable is opened.
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/// </summary>
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[ByRefEvent]
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public record struct OpenableOpenedEvent;
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/// <summary>
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/// Raised after an Openable is closed.
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/// </summary>
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[ByRefEvent]
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public record struct OpenableClosedEvent;
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