Move RCD to ECS (#4742)
* Moved ammo to ecs * Moved RCD to ecs * Replaced RCDDeconstructWhitelist with Tag * Updated new structures RCDDeconstructWhitelist * Queue delete
This commit is contained in:
@@ -119,7 +119,6 @@ namespace Content.Client.Entry
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"Telecrystal",
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"TrashSpawner",
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"RCD",
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"RCDDeconstructWhitelist",
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"RCDAmmo",
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"CursedEntityStorage",
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"Listening",
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@@ -1,52 +1,15 @@
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using System;
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using System.Threading.Tasks;
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using Content.Server.Hands.Components;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.RCD.Components
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{
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[RegisterComponent]
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public class RCDAmmoComponent : Component, IAfterInteract, IExamine
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public class RCDAmmoComponent : Component
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{
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public override string Name => "RCDAmmo";
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//How much ammo we refill
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[ViewVariables(VVAccess.ReadWrite)] [DataField("refillAmmo")] private int refillAmmo = 5;
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddMarkup(Loc.GetString("rcd-ammo-component-on-examine-text",("ammo", refillAmmo)));
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}
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null ||
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!eventArgs.Target.TryGetComponent(out RCDComponent? rcdComponent) ||
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!eventArgs.User.TryGetComponent(out IHandsComponent? hands))
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{
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return false;
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}
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if (rcdComponent.MaxAmmo - rcdComponent._ammo < refillAmmo)
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{
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rcdComponent.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-ammo-component-after-interact-full-text"));
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return true;
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}
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rcdComponent._ammo = Math.Min(rcdComponent.MaxAmmo, rcdComponent._ammo + refillAmmo);
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rcdComponent.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-ammo-component-after-interact-refilled-text"));
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//Deleting a held item causes a lot of errors
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hands.Drop(Owner, false);
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Owner.Delete();
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return true;
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}
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[ViewVariables(VVAccess.ReadWrite)] [DataField("refillAmmo")] public int RefillAmmo = 5;
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}
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}
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@@ -1,252 +1,47 @@
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.DoAfter;
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using Content.Shared.Coordinates;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Maps;
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using Content.Shared.Popups;
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using Content.Shared.Sound;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.RCD.Components
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{
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[RegisterComponent]
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public class RCDComponent : Component, IAfterInteract, IUse, IExamine
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public enum RcdMode
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{
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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Floors,
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Walls,
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Airlock,
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Deconstruct
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}
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[RegisterComponent]
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public class RCDComponent : Component
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{
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public override string Name => "RCD";
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private RcdMode _mode = 0; //What mode are we on? Can be floors, walls, deconstruct.
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private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
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[ViewVariables(VVAccess.ReadWrite)] [DataField("maxAmmo")] public int MaxAmmo = 5;
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public int _ammo; //How much "ammo" we have left. You can refill this with RCD ammo.
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[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")] private float _delay = 2f;
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private DoAfterSystem _doAfterSystem = default!;
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField("maxAmmo")] public int MaxAmmo = 5;
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField("startingAmmo")] public int StartingAmmo = 5;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")]
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public float Delay = 2f;
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[DataField("swapModeSound")]
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private SoundSpecifier _swapModeSound = new SoundPathSpecifier("/Audio/Items/genhit.ogg");
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public SoundSpecifier SwapModeSound = new SoundPathSpecifier("/Audio/Items/genhit.ogg");
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[DataField("successSound")]
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private SoundSpecifier _successSound = new SoundPathSpecifier("/Audio/Items/deconstruct.ogg");
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public SoundSpecifier SuccessSound = new SoundPathSpecifier("/Audio/Items/deconstruct.ogg");
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///Enum to store the different mode states for clarity.
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private enum RcdMode
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{
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Floors,
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Walls,
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Airlock,
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Deconstruct
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}
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/// <summary>
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/// What mode are we on? Can be floors, walls, deconstruct.
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/// </summary>
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public RcdMode Mode = RcdMode.Floors;
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protected override void Initialize()
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{
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base.Initialize();
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_ammo = MaxAmmo;
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_doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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}
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/// <summary>
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/// How much "ammo" we have left. You can refill this with RCD ammo.
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/// </summary>
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public int CurrentAmmo;
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///<summary>
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/// Method called when the RCD is clicked in-hand, this will cycle the RCD mode.
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///</summary>
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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SwapMode(eventArgs);
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return true;
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}
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///<summary>
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///Method to allow the user to swap the mode of the RCD by clicking it in hand, the actual in hand clicking bit is done over on UseEntity()
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///@param UseEntityEventArgs = The entity which triggered this method call, used to know where to play the "click" sound.
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///</summary>
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public void SwapMode(UseEntityEventArgs eventArgs)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _swapModeSound.GetSound(), Owner);
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var mode = (int) _mode; //Firstly, cast our RCDmode mode to an int (enums are backed by ints anyway by default)
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mode = (++mode) % _modes.Length; //Then, do a rollover on the value so it doesnt hit an invalid state
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_mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it.
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Owner.PopupMessage(eventArgs.User,
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Loc.GetString(
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"rcd-component-change-mode",
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("mode", _mode.ToString())
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)
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); //Prints an overhead message above the RCD
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (inDetailsRange)
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{
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message.AddMarkup(
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Loc.GetString(
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"rcd-component-examine-detail-count",
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("mode", _mode),
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("ammoCount", _ammo)
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)
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);
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}
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}
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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// FIXME: Make this work properly. Right now it relies on the click location being on a grid, which is bad.
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if (!eventArgs.ClickLocation.IsValid(Owner.EntityManager) || !eventArgs.ClickLocation.GetGridId(Owner.EntityManager).IsValid())
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return false;
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//No changing mode mid-RCD
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var startingMode = _mode;
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var mapGrid = _mapManager.GetGrid(eventArgs.ClickLocation.GetGridId(Owner.EntityManager));
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var tile = mapGrid.GetTileRef(eventArgs.ClickLocation);
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var snapPos = mapGrid.TileIndicesFor(eventArgs.ClickLocation);
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//Using an RCD isn't instantaneous
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var cancelToken = new CancellationTokenSource();
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var doAfterEventArgs = new DoAfterEventArgs(eventArgs.User, _delay, cancelToken.Token, eventArgs.Target)
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{
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BreakOnDamage = true,
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BreakOnStun = true,
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NeedHand = true,
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ExtraCheck = () => IsRCDStillValid(eventArgs, mapGrid, tile, snapPos, startingMode) //All of the sanity checks are here
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};
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var result = await _doAfterSystem.WaitDoAfter(doAfterEventArgs);
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if (result == DoAfterStatus.Cancelled)
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{
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return true;
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}
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switch (_mode)
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{
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//Floor mode just needs the tile to be a space tile (subFloor)
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case RcdMode.Floors:
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mapGrid.SetTile(eventArgs.ClickLocation, new Robust.Shared.Map.Tile(_tileDefinitionManager["floor_steel"].TileId));
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break;
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//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
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case RcdMode.Deconstruct:
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if (!tile.IsBlockedTurf(true)) //Delete the turf
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{
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mapGrid.SetTile(snapPos, Robust.Shared.Map.Tile.Empty);
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}
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else //Delete what the user targeted
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{
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eventArgs.Target?.Delete();
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}
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break;
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//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
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case RcdMode.Walls:
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var ent = _serverEntityManager.SpawnEntity("WallSolid", mapGrid.GridTileToLocal(snapPos));
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ent.Transform.LocalRotation = Angle.Zero; // Walls always need to point south.
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break;
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case RcdMode.Airlock:
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var airlock = _serverEntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));
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airlock.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
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break;
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default:
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return true; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
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}
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SoundSystem.Play(Filter.Pvs(Owner), _successSound.GetSound(), Owner);
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_ammo--;
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return true;
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}
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private bool IsRCDStillValid(AfterInteractEventArgs eventArgs, IMapGrid mapGrid, TileRef tile, Vector2i snapPos, RcdMode startingMode)
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{
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//Less expensive checks first. Failing those ones, we need to check that the tile isn't obstructed.
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if (_ammo <= 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-no-ammo-message"));
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return false;
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}
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if (_mode != startingMode)
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{
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return false;
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}
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var coordinates = mapGrid.ToCoordinates(tile.GridIndices);
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if (coordinates == EntityCoordinates.Invalid || !eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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{
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return false;
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}
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switch (_mode)
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{
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//Floor mode just needs the tile to be a space tile (subFloor)
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case RcdMode.Floors:
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if (!tile.Tile.IsEmpty)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-cannot-build-floor-tile-not-empty-message"));
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return false;
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}
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return true;
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//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
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case RcdMode.Deconstruct:
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if (tile.Tile.IsEmpty)
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{
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return false;
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}
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//They tried to decon a turf but the turf is blocked
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if (eventArgs.Target == null && tile.IsBlockedTurf(true))
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-tile-obstructed-message"));
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return false;
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}
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//They tried to decon a non-turf but it's not in the whitelist
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if (eventArgs.Target != null && !eventArgs.Target.TryGetComponent(out RCDDeconstructWhitelist? deCon))
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-deconstruct-target-not-on-whitelist-message"));
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return false;
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}
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return true;
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//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
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case RcdMode.Walls:
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if (tile.Tile.IsEmpty)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-cannot-build-wall-tile-not-empty-message"));
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return false;
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}
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if (tile.IsBlockedTurf(true))
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-tile-obstructed-message"));
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return false;
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}
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return true;
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case RcdMode.Airlock:
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if (tile.Tile.IsEmpty)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-cannot-build-airlock-tile-not-empty-message"));
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return false;
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}
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if (tile.IsBlockedTurf(true))
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-tile-obstructed-message"));
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return false;
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}
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return true;
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default:
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return false; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
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}
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}
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}
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}
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@@ -1,10 +0,0 @@
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using Robust.Shared.GameObjects;
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namespace Content.Server.RCD.Components
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{
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[RegisterComponent]
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public class RCDDeconstructWhitelist : Component
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{
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public override string Name => "RCDDeconstructWhitelist";
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}
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}
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49
Content.Server/RCD/Systems/RCDAmmoSystem.cs
Normal file
49
Content.Server/RCD/Systems/RCDAmmoSystem.cs
Normal file
@@ -0,0 +1,49 @@
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using Content.Server.RCD.Components;
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using Content.Shared.Examine;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using System;
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namespace Content.Server.RCD.Systems
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{
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public class RCDAmmoSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RCDAmmoComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<RCDAmmoComponent, AfterInteractEvent>(OnAfterInteract);
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}
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private void OnExamine(EntityUid uid, RCDAmmoComponent component, ExaminedEvent args)
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{
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var examineMessage = Loc.GetString("rcd-ammo-component-on-examine-text", ("ammo", component.RefillAmmo));
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args.PushText(examineMessage);
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}
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private void OnAfterInteract(EntityUid uid, RCDAmmoComponent component, AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach)
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return;
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if (args.Target == null || !EntityManager.TryGetComponent(args.Target.Uid, out RCDComponent? rcdComponent))
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return;
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if (rcdComponent.MaxAmmo - rcdComponent.CurrentAmmo < component.RefillAmmo)
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{
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rcdComponent.Owner.PopupMessage(args.User, Loc.GetString("rcd-ammo-component-after-interact-full-text"));
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args.Handled = true;
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return;
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}
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rcdComponent.CurrentAmmo = Math.Min(rcdComponent.MaxAmmo, rcdComponent.CurrentAmmo + component.RefillAmmo);
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rcdComponent.Owner.PopupMessage(args.User, Loc.GetString("rcd-ammo-component-after-interact-refilled-text"));
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EntityManager.QueueDeleteEntity(uid);
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args.Handled = true;
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}
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}
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}
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233
Content.Server/RCD/Systems/RCDSystem.cs
Normal file
233
Content.Server/RCD/Systems/RCDSystem.cs
Normal file
@@ -0,0 +1,233 @@
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using Content.Server.DoAfter;
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using Content.Server.RCD.Components;
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using Content.Shared.Coordinates;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Maps;
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using Content.Shared.Popups;
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using System;
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using System.Threading;
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namespace Content.Server.RCD.Systems
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{
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public class RCDSystem : EntitySystem
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{
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
|
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|
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RCDComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RCDComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<RCDComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<RCDComponent, AfterInteractEvent>(OnAfterInteract);
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}
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private void OnMapInit(EntityUid uid, RCDComponent component, MapInitEvent args)
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{
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component.CurrentAmmo = component.StartingAmmo;
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}
|
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|
||||
private void OnExamine(EntityUid uid, RCDComponent component, ExaminedEvent args)
|
||||
{
|
||||
var msg = Loc.GetString("rcd-component-examine-detail-count",
|
||||
("mode", component.Mode), ("ammoCount", component.CurrentAmmo));
|
||||
args.PushMarkup(msg);
|
||||
}
|
||||
|
||||
private void OnUseInHand(EntityUid uid, RCDComponent component, UseInHandEvent args)
|
||||
{
|
||||
if (args.Handled)
|
||||
return;
|
||||
|
||||
NextMode(uid, component, args.User);
|
||||
args.Handled = true;
|
||||
}
|
||||
|
||||
private async void OnAfterInteract(EntityUid uid, RCDComponent rcd, AfterInteractEvent args)
|
||||
{
|
||||
if (args.Handled)
|
||||
return;
|
||||
|
||||
// FIXME: Make this work properly. Right now it relies on the click location being on a grid, which is bad.
|
||||
if (!args.ClickLocation.IsValid(EntityManager))
|
||||
return;
|
||||
|
||||
var gridID = args.ClickLocation.GetGridId(EntityManager);
|
||||
if (!gridID.IsValid())
|
||||
return;
|
||||
|
||||
var mapGrid = _mapManager.GetGrid(gridID);
|
||||
var tile = mapGrid.GetTileRef(args.ClickLocation);
|
||||
var snapPos = mapGrid.TileIndicesFor(args.ClickLocation);
|
||||
|
||||
//No changing mode mid-RCD
|
||||
var startingMode = rcd.Mode;
|
||||
|
||||
//Using an RCD isn't instantaneous
|
||||
var cancelToken = new CancellationTokenSource();
|
||||
var doAfterEventArgs = new DoAfterEventArgs(args.User, rcd.Delay, cancelToken.Token, args.Target)
|
||||
{
|
||||
BreakOnDamage = true,
|
||||
BreakOnStun = true,
|
||||
NeedHand = true,
|
||||
ExtraCheck = () => IsRCDStillValid(rcd, args, mapGrid, tile, snapPos, startingMode) //All of the sanity checks are here
|
||||
};
|
||||
|
||||
var result = await _doAfterSystem.WaitDoAfter(doAfterEventArgs);
|
||||
if (result == DoAfterStatus.Cancelled)
|
||||
{
|
||||
args.Handled = true;
|
||||
return;
|
||||
}
|
||||
|
||||
switch (rcd.Mode)
|
||||
{
|
||||
//Floor mode just needs the tile to be a space tile (subFloor)
|
||||
case RcdMode.Floors:
|
||||
mapGrid.SetTile(args.ClickLocation, new Tile(_tileDefinitionManager["floor_steel"].TileId));
|
||||
break;
|
||||
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
|
||||
case RcdMode.Deconstruct:
|
||||
if (!tile.IsBlockedTurf(true)) //Delete the turf
|
||||
{
|
||||
mapGrid.SetTile(snapPos, Tile.Empty);
|
||||
}
|
||||
else //Delete what the user targeted
|
||||
{
|
||||
args.Target?.Delete();
|
||||
}
|
||||
break;
|
||||
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile,
|
||||
// thus we early return to avoid the tile set code.
|
||||
case RcdMode.Walls:
|
||||
var ent = EntityManager.SpawnEntity("WallSolid", mapGrid.GridTileToLocal(snapPos));
|
||||
ent.Transform.LocalRotation = Angle.Zero; // Walls always need to point south.
|
||||
break;
|
||||
case RcdMode.Airlock:
|
||||
var airlock = EntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));
|
||||
airlock.Transform.LocalRotation = rcd.Owner.Transform.LocalRotation; //Now apply icon smoothing.
|
||||
break;
|
||||
default:
|
||||
args.Handled = true;
|
||||
return; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
|
||||
}
|
||||
|
||||
SoundSystem.Play(Filter.Pvs(uid), rcd.SuccessSound.GetSound(), rcd.Owner);
|
||||
rcd.CurrentAmmo--;
|
||||
args.Handled = true;
|
||||
}
|
||||
|
||||
private bool IsRCDStillValid(RCDComponent rcd, AfterInteractEvent eventArgs, IMapGrid mapGrid, TileRef tile, Vector2i snapPos, RcdMode startingMode)
|
||||
{
|
||||
//Less expensive checks first. Failing those ones, we need to check that the tile isn't obstructed.
|
||||
if (rcd.CurrentAmmo <= 0)
|
||||
{
|
||||
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-no-ammo-message"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (rcd.Mode != startingMode)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var coordinates = mapGrid.ToCoordinates(tile.GridIndices);
|
||||
if (coordinates == EntityCoordinates.Invalid || !eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (rcd.Mode)
|
||||
{
|
||||
//Floor mode just needs the tile to be a space tile (subFloor)
|
||||
case RcdMode.Floors:
|
||||
if (!tile.Tile.IsEmpty)
|
||||
{
|
||||
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-cannot-build-floor-tile-not-empty-message"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
|
||||
case RcdMode.Deconstruct:
|
||||
if (tile.Tile.IsEmpty)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//They tried to decon a turf but the turf is blocked
|
||||
if (eventArgs.Target == null && tile.IsBlockedTurf(true))
|
||||
{
|
||||
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-tile-obstructed-message"));
|
||||
return false;
|
||||
}
|
||||
//They tried to decon a non-turf but it's not in the whitelist
|
||||
if (eventArgs.Target != null && !eventArgs.Target.HasTag("RCDDeconstructWhitelist"))
|
||||
{
|
||||
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-deconstruct-target-not-on-whitelist-message"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
|
||||
case RcdMode.Walls:
|
||||
if (tile.Tile.IsEmpty)
|
||||
{
|
||||
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-cannot-build-wall-tile-not-empty-message"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (tile.IsBlockedTurf(true))
|
||||
{
|
||||
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-tile-obstructed-message"));
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
case RcdMode.Airlock:
|
||||
if (tile.Tile.IsEmpty)
|
||||
{
|
||||
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-cannot-build-airlock-tile-not-empty-message"));
|
||||
return false;
|
||||
}
|
||||
if (tile.IsBlockedTurf(true))
|
||||
{
|
||||
rcd.Owner.PopupMessage(eventArgs.User, Loc.GetString("rcd-component-tile-obstructed-message"));
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
default:
|
||||
return false; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
|
||||
}
|
||||
}
|
||||
|
||||
private void NextMode(EntityUid uid, RCDComponent rcd, IEntity? user)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(uid), rcd.SwapModeSound.GetSound(), uid);
|
||||
|
||||
var mode = (int) rcd.Mode; //Firstly, cast our RCDmode mode to an int (enums are backed by ints anyway by default)
|
||||
mode = (++mode) % _modes.Length; //Then, do a rollover on the value so it doesnt hit an invalid state
|
||||
rcd.Mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it.
|
||||
|
||||
if (user != null)
|
||||
{
|
||||
var msg = Loc.GetString("rcd-component-change-mode", ("mode", rcd.Mode.ToString()));
|
||||
rcd.Owner.PopupMessage(user, msg); //Prints an overhead message above the RCD
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
- type: entity
|
||||
- type: entity
|
||||
id: Smoke
|
||||
name: smoke
|
||||
abstract: true
|
||||
@@ -102,7 +102,9 @@
|
||||
snap:
|
||||
- Wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Clickable
|
||||
- type: InteractionOutline
|
||||
- type: Sprite
|
||||
|
||||
@@ -4,6 +4,9 @@
|
||||
name: grille
|
||||
description: A flimsy framework of iron rods.
|
||||
components:
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: CanBuildWindowOnTop
|
||||
- type: Sprite
|
||||
netsync: false
|
||||
@@ -13,7 +16,6 @@
|
||||
- type: Icon
|
||||
sprite: Structures/Walls/grille.rsi
|
||||
state: grille
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Construction
|
||||
graph: grille
|
||||
node: grille
|
||||
@@ -46,7 +48,9 @@
|
||||
- type: Icon
|
||||
sprite: Structures/Walls/grille.rsi
|
||||
state: grille_broken
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Construction
|
||||
graph: grille
|
||||
node: grilleBroken
|
||||
|
||||
@@ -4,7 +4,9 @@
|
||||
name: low wall
|
||||
description: Goes up to about your waist.
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: CanBuildWindowOnTop
|
||||
- type: Sprite
|
||||
netsync: false
|
||||
|
||||
@@ -3,7 +3,9 @@
|
||||
id: WallBrick
|
||||
name: brick wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/brick.rsi
|
||||
- type: Icon
|
||||
@@ -30,7 +32,9 @@
|
||||
id: WallClock
|
||||
name: clock wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/clock.rsi
|
||||
- type: Icon
|
||||
@@ -57,7 +61,9 @@
|
||||
id: WallClown
|
||||
name: clown wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/clown.rsi
|
||||
- type: Icon
|
||||
@@ -85,7 +91,9 @@
|
||||
id: WallCult
|
||||
name: cult wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/cult.rsi
|
||||
- type: Icon
|
||||
@@ -116,7 +124,7 @@
|
||||
- type: Tag
|
||||
tags:
|
||||
- Debug
|
||||
- type: RCDDeconstructWhitelist
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/debug.rsi
|
||||
- type: Icon
|
||||
@@ -143,7 +151,9 @@
|
||||
id: WallDiamond
|
||||
name: diamond wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/diamond.rsi
|
||||
- type: Icon
|
||||
@@ -170,7 +180,9 @@
|
||||
id: WallGold
|
||||
name: gold wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/gold.rsi
|
||||
- type: Icon
|
||||
@@ -197,7 +209,9 @@
|
||||
id: WallIce
|
||||
name: ice wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/ice.rsi
|
||||
- type: Icon
|
||||
@@ -224,7 +238,9 @@
|
||||
id: WallMetal
|
||||
name: metal wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/metal.rsi
|
||||
- type: Icon
|
||||
@@ -251,7 +267,9 @@
|
||||
id: WallPlasma
|
||||
name: plasma wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/plasma.rsi
|
||||
- type: Icon
|
||||
@@ -278,7 +296,9 @@
|
||||
id: WallPlastic
|
||||
name: plastic wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/plastic.rsi
|
||||
- type: Icon
|
||||
@@ -337,7 +357,9 @@
|
||||
id: WallRiveted
|
||||
name: riveted wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/riveted.rsi
|
||||
- type: Icon
|
||||
@@ -364,7 +386,9 @@
|
||||
id: WallSandstone
|
||||
name: sandstone wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/sandstone.rsi
|
||||
- type: Icon
|
||||
@@ -391,7 +415,9 @@
|
||||
id: WallSilver
|
||||
name: silver wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/silver.rsi
|
||||
- type: Icon
|
||||
@@ -418,7 +444,9 @@
|
||||
id: WallSolid
|
||||
name: solid wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/solid.rsi
|
||||
- type: Construction
|
||||
@@ -476,7 +504,9 @@
|
||||
id: WallWood
|
||||
name: wood wall
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
sprite: Structures/Walls/wood.rsi
|
||||
- type: Icon
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
- type: entity
|
||||
- type: entity
|
||||
id: Window
|
||||
parent: BaseStructure
|
||||
name: window
|
||||
@@ -8,7 +8,9 @@
|
||||
snap:
|
||||
- Window
|
||||
components:
|
||||
- type: RCDDeconstructWhitelist
|
||||
- type: Tag
|
||||
tags:
|
||||
- RCDDeconstructWhitelist
|
||||
- type: Sprite
|
||||
netsync: false
|
||||
drawdepth: WallTops
|
||||
|
||||
@@ -205,6 +205,9 @@
|
||||
- type: Tag
|
||||
id: Write
|
||||
|
||||
- type: Tag
|
||||
id: RCDDeconstructWhitelist
|
||||
|
||||
- type: Tag
|
||||
id: Wooden # just like our atmos
|
||||
|
||||
|
||||
Reference in New Issue
Block a user