Add prediction to Openable (#25477)
* Fix formatting problem with FullOpened * Moved to Shared and networked * Revert "Fix formatting problem with FullOpened" This reverts commit f8353403da830a4402bdd457bcf24a2432a5f566.
This commit is contained in:
7
Content.Client/Nutrition/EntitySystems/OpenableSystem.cs
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7
Content.Client/Nutrition/EntitySystems/OpenableSystem.cs
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@@ -0,0 +1,7 @@
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using Content.Shared.Nutrition.EntitySystems;
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namespace Content.Client.Nutrition.EntitySystems;
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public sealed class OpenableSystem : SharedOpenableSystem
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{
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}
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@@ -1,16 +1,6 @@
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Fluids.EntitySystems;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Server.Nutrition.Components;
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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.Server.Nutrition.EntitySystems;
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@@ -19,43 +9,11 @@ namespace Content.Server.Nutrition.EntitySystems;
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/// </summary>
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public sealed class OpenableSystem : SharedOpenableSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private 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, after: new[] { typeof(PuddleSystem) });
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SubscribeLocalEvent<OpenableComponent, SolutionTransferAttemptEvent>(OnTransferAttempt);
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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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}
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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);
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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 OnTransferAttempt(EntityUid uid, OpenableComponent comp, SolutionTransferAttemptEvent args)
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@@ -66,135 +24,4 @@ public sealed class OpenableSystem : SharedOpenableSystem
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args.Cancel(Loc.GetString("drink-component-try-use-drink-not-open", ("owner", uid)));
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}
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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)
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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)
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};
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}
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args.Verbs.Add(verb);
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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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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)
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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.PlayPvs(comp.Sound, uid);
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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)
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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.PlayPvs(comp.CloseSound, uid);
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return true;
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}
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}
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@@ -1,27 +1,29 @@
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using Content.Server.Nutrition.EntitySystems;
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using Content.Shared.Nutrition.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Server.Nutrition.Components;
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namespace Content.Shared.Nutrition.Components;
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/// <summary>
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/// A drink or food that can be opened.
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/// Starts closed, open it with Z or E.
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/// </summary>
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[RegisterComponent, Access(typeof(OpenableSystem))]
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[NetworkedComponent, AutoGenerateComponentState]
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[RegisterComponent, Access(typeof(SharedOpenableSystem))]
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public sealed partial class OpenableComponent : Component
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{
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/// <summary>
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/// Whether this drink or food is opened or not.
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/// Drinks can only be drunk or poured from/into when open, and food can only be eaten when open.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public bool Opened;
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/// <summary>
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/// If this is false you cant press Z to open it.
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/// Requires an OpenBehavior damage threshold or other logic to open.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public bool OpenableByHand = true;
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/// <summary>
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@@ -61,7 +63,7 @@ public sealed partial class OpenableComponent : Component
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/// <summary>
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/// Can this item be closed again after opening?
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public bool Closeable;
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/// <summary>
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@@ -1,7 +1,189 @@
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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 abstract partial class SharedOpenableSystem : 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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}
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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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/// <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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Reference in New Issue
Block a user